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On that note try to use Card Removal Service in the shop every time you get the chance. I usually try to get rid of the defenses first (aside from curses obviously) since theres a nice event that takes your strikes away anyway.
Always take a Power relic if you see one. Cept maybe Philo stone or small dome, if you're having trouble.
You can't really do glass cannon. Its possible, and certain people have done it, but its way harder. Get some good defensive options.
The game is all about card synergies. Relic synergy can be nice but no where as near as reliable
Act 1 you usually want to hunt down as many Elites as possible. Elites give relics, act 2 elites are tough as hell, and act 3 elites can easily end runs. Play very defensively in normal encounters because 2 of the 3 elite options won't give you that luxury. Save pots for elites and bosses in act 1
Act 2 I usually try to get as many camps as possible. If that path takes me through elites I take it anyway.
Healing is worth its weight in gold
Draw is powerful. Even a good deck can get slaughtered by not having their block cards in the right turn.
Also consider watching a streamer (ie. twitch.tv) as you can pick up a lot of useful info and many streamers talk about their decisions while playing.
http://steamcommunity.com/sharedfiles/filedetails/?id=1311556914
You need solid offense and defense to deal with him. Unless you have a solid strat worked out your pretty dead. The new Champ can be pretty similar as well.
My last Ironclad run -- my first win -- benefited heavily from having an excellent set of relics by the time I ran into him, and backed it up with a somewhat fat (eventually 28 card) deck that wasn't super-optimized but at least had both good multi-target cards (an upgraded Whirlwind, three Reapers; also handy for dealing with blobs that split, or have life link) and Heavy Blade and Perfected Strike, and Sword Boomerang.
Having some heavy-hitting cards was useful since Act 3 rolled Time Eater...
Agreeing with the relic hunting and minimizing fights vs. normal enemies (or later elites, unless one is feeling strong by that point). Less damage taken via avoiding fights, having healing and blocking-providing cards and relics => can use campfires more often to upgrade critical cards, can pay the priest to purify rather than heal; and a good set of relics can help a lot.
Not taking a card every time is a good idea since: small decks -> you get cards you want more often.
If you get a card like searing blow before the first bon fire you try to concentrate on that and maybe not even take any cards but Offering, Headbutt, Pommel Strike, etc. anymore.
Kill the adds. Once he pops his debuff they do 12 damage apiece. And if he wastes a turn of his debuff summoning them back thats even better. Try to save Artifact potions, maybe invest in Panacea+