Slay the Spire
Tips for an exhaust deck with Iron Clad
I always avoid using cards like Corruption, Dark Embrace. The only one I've used effectively is fiend fire.

Can someone please give me some pointers on making a good exhaust deck? I feel like there's so many cards I skip with Iron Clad because I don't know how to use them effectively (like corruption) and I'd really like to expand my oppurtunities to build a better deck by knowing how to use these cards well.

Any help is greatly appreciated. Thanks.
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Showing 1-10 of 10 comments
Feels Ranger Man Feb 20, 2018 @ 9:47pm 
Thank you. Would appreciate more.
kerputnick Feb 21, 2018 @ 12:10am 
I feel no pain and body slam are the key cards to an exhaust deck with ironclad. I would actually not recommend using fiend fire. The reason is because it costs too much mana to use up an entire turn, where you might want to keep several of the cards you are exhausting. I've only really found fiend fire to be effective you have many ways to build strength, and then use it as a finishing move. More ideally, you should be thinning your deck at shops and ? sites where you get the option (remove strikes). Also, always get relics that give energy after a boss fight. If it's cursed key, and you don't have blue candle, then it's probably a good idea to not open chests that aren't bosses.
Daemon Feb 21, 2018 @ 12:41am 
An exhaust wound deck is another deck you can try. Evolve is a really good card for it (especially upgraded), but not necessary. Power Through and Wild Strike are powerful attack and defensive options with the drawback of adding wounds to your hand/deck but with this deck those wounds are treated as free exhaust fodder. Other than those cards True Grit+ and immolate are good single target exhaust cards, dark embrace can act as pseudo-evolve, and cards like fiend fire, sever soul and second wind can get around the disadvantage of power through. Also important to note is fiend fire is really good if you can get an evolve in the deck since then it almost always hits for 9 an can serve as a strong finisher.
Direbear Feb 21, 2018 @ 12:59am 
Key card is Dark Embrace. If you got this card during first floor then you can consider to make exhaust deck. If you have this card then True Grit and Havoc is must have. Also take all good cards which exhaust itself after use (like Red Eye).

Another option is Dark Embrace + Corruption. In this case you need a lot of good skill cards in your deck.

Feel No Pain will greatly power up your build.

Anger is very good with havoc because you will often exhaust attack cards and you will need something to deal damage. Also you will be able to exhaust something by true grit when you will not have strikes.

Ofc you can play Dead Branch + Corruption but this is just nobrainer. Autowin.

It's possible to play around wounds but I found this is more difficult than playing around Dark Embrace.
Holce Feb 21, 2018 @ 1:16am 
It is hard to play with wounds. I got once evolve+, the boss relics that give wound, two true grit+, one immolate, wild strike,power through, battle trance, inflame+ and limit break+. When you have that in 20 cards deck that work well with strengh, it is insane.

Dark Embrace worlk well again any enemy that give dazed. Each daze mean one more card next turn. true grit+ is good to remove worst card, status and curse card.

Runic piramids and neconomicron is fun with true grit+ and immolate. You have an infinte amound of card to remove for 1 less card. (9 instead of 10)
Last edited by Holce; Feb 21, 2018 @ 1:22am
Direbear Feb 21, 2018 @ 1:43am 
Wound build requires a lot of key cards. You need Evolve, wound generating cards and wound cleaning cards. It's a bit tricky to build proper deck.
Zeel Ara Feb 21, 2018 @ 7:09pm 
Originally posted by Grohuf:
Wound build requires a lot of key cards. You need Evolve, wound generating cards and wound cleaning cards. It's a bit tricky to build proper deck.

Immolate and either power through or evolve is plenty. Throw in double tap and you have a free win. Some of the easiest decks to make since you require so few cards for the win condition and can just pile high value cards on top of it, as long as you keep the deck skinny.

Starts and ends with Immolate. If you get one early you're good to go.
Last edited by Zeel Ara; Feb 21, 2018 @ 7:11pm
Kouru225 Feb 21, 2018 @ 8:52pm 
Honestly just take Corruption and see how you feel about it. I used to refuse to take corruption unless I had dead branch or something that could capitalize on the exhausting, but one day I just said screw it and took it. Turned out the card was pretty damn good on it's own. Of course you end up with a deck of attacks only after a while, but if those are strong attacks you can just end up with a powerful set of finisher cards.
Direbear Feb 22, 2018 @ 6:37am 
"Immolate and either power through or evolve is plenty."
So, you will get 1 wound each deck shuffle (+2 power through and -1 by immolate). And this happens only if you have both immolate and wound in your hand. So, most likely you will recieve 2 wounds during first couple of reshuffles. It would be great to recieve turn with 2 wounds in the hand couple of strikes and defend against any enemy in Act 2.
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Date Posted: Feb 20, 2018 @ 9:44pm
Posts: 10