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I would recommend removing a strike or defend whenever feasable until you figure out how it is helping.
The only hard decision you will have is at shops when you are between multiple options of buying a relic, or buying a removal + adding a good card. It is very situational.
True Grit ftw
Also, there is a place for large decks in this game. There are builds and cards for which having a ton of cards is an enabler (like Mind Blast).
As a card game veteran I've known about the thin deck meta for a while now, but Slay The Spire is the first one I've played that has no lower limit to how few cards you can have. With the right cards, you can go really, really low and make a near unbeatable deck. Things like a single Rampage (boosts its own strength every time you use it) becomes extremely good, if you are guaranteed to draw it several times per turn (something you can achieve with relics such as Unceasing Top, cards like Evolve, Dark Embrace, Brutality, Warcry, Battle Trance or Burning Pact and a very, very thin deck).
Mostly it's to remove cards that doesn't fit the current theme though. Each deck should have a theme and anything that doesn't fit that theme should be gone. That is why curses are so bad, they are dead cards in your deck. A card you don't use has the exact same effect as a curse, so you need to get rid of it.
because things aren't black and white like this.
In the context of your post - a run that's already going in this direction - this makes sense.
Just making sure that people don't slip into tunnel vision.
And to be fair, what I said is incomplete too, because boi does it suck when you need to kill two exploders and you realize that you kept removing those upgraded strikes from the simplicity event and all of your damage is backloaded poison or lightning.
An archetype is a theme, but a theme is not always an archetype.
For example, if you tend to use a lot of strikes as the Ironclad and pick up a Perfected Strike or two and decide to focus on getting as many strike cards as possible, you've gone into a Strike Archetype. However, if you notice you've picked up a lot of strikes and see a Perfected Strike and decide to pick it up, that is a theme. If you then see a Heavy Blade, but have no strength-enhancing cards or relics and is already halfway through the run, picking it up would stray away from the theme. You would end up not using it. Whereas another Perfected Strike is take-it-or-leave-it.
I know I'm crap at explaining things, but I hope you understand the difference between the two. I really don't want any hostility :)
PS:
If there was any hostility at all, it was rather a challenge akin to "You forgot to say 'but'."
Thin decks are very powerful in StS, especially because of there being no minimum deck size. Other deckbuilders have used thin decks as a strong strategy for decades, but they almost always have a set minimum deck size to keep it from being super OP. StS has a different take. Yes, there are some huge deck builds that work very well, but as with most deckbuilder strategies, some work in many more builds than others.
Most decks rely on a few key cards, you can get to them faster with a smaller deck size. When your Demon Form is on the bottom of your deck, theres a world of difference between seeing the bottom by turn 3 and turn 6.
Since theres no cycle limit you can get down to a few quality cards, its nice to trim the fat.
With Runic Pyramid and a few powers/exhaustibles its easy to hold your entire deck in your hand after a few rounds. This means you can adapt your turn every time.
Besides curses and basic cards you also want to get rid of non-synergistic cards, either that you picked up before your deck came together or from random things from, say, astrolabe, Neow, etc