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The 50% health cost at the start is situational.
Depends on what your class is, what the other options are, the map, your goal (ascension, points, or sure survival)
If ironclad, I would say its usually a decent option because you can heal some of it back. Might not be the best if you are targetting a path with an early elite.
The rest of the time it really depend upon if you have a card or a set of cards you want to see cycled as fast as possible in your deck. Basic strikes and defends are the less bang for your bucks (so to speak) in the game so it is almost always useful to get rid of one.
And of course you need to weight that gain over the gain of whatever, like purchasing a critical card in stock or a relic or whatever...
Card removal is almost always beneficial unless you've got the perfect deck but sometimes you find a card in the shop that can be even better.
For example I like to build my Silent around Noxious Fumes and blocking, so if I've already found a couple of good defensive cards early on and Noxious Fumes is in the shop, I may buy it over removing a Strike because I feel that adding it improves my deck more than removing a Strike would.
Or if there's an Apotheosis early on in the shop, especially if the shop is near a campfire I'd probably take it over removing a card.
Not really. The Ironclad has the HP regen because it's expected to take damage. The Silent has less HP but has better early defensive cards that you can avoid taking damage entirely (and still make progress in fights) in some cases where you wouldn't with Ironclad due to Survivor and/or Neutralize.
Even if I took the HP loss and did happen upon an early campfire the first thing I would do is upgrade Neutralise - or Dexterity / Leg Sweep if I'm fortunate enough to get it early - because in the long run it's going to prevent more damage than the HP healed from one campfire rest. Doesn't matter if you're at half HP or 1 HP if you don't take damage from fights.
Obviously there's some risk involved, after all, removing 2 cards is a huge advantage that needs some trade off, but it's not as bad of a decision as you make it out to be.
Usually that card shine in an Ironclad stick deck. The Ironclad have a lot of cards which exhaust other cards.