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It mainly depends on your deck and what you have at the time for what you should focus on the most along with the character you are playing.
Look for any cards that will greatly support your deck and try and focus on any last second fixes/upgrades and relics to secure your playstyle around the final boss
1 be very careful about using power cards in phase 1, using power cards during the first phase is fine to an extent but think about how neccessary each one is to winning/surviving. under the same logic don't bloat your deck too much with power cards if you get into act 3 and see he's what you're fighting, especially ones that don't improve your deck by a significant amount
2 if you have any one time use "finisher cards" don't use them on phase 1, phase 1 is much less dangerous than phase 2 so save them for that
- A good understanding of how good cards are and if taking them makes your deck better or worse. That's something that comes with practice.
- Picking cards that will help you in the future. For example: pick up some good damage cards in ACT 1 so you can beat the elites and get the relics. Consider some AOE to handle ACT 2 group fights. If you are building a 0 cost deck, diversify your win condition or you will simply lose in ACT 3 to the time eater. You are building a deck that wins you the run, so ALWAYS think about future fights and events when you are building a deck.
- DO NOT force deck archetypes. That's the best way to keep losing your runs. It's like playing poker: make the best of the hand you're given. Build around what the game gives you. Sometimes that means no cohesive theme, and that's okay. As long as the game is not garbage, you have a good shot. It's better than picking up 2 catalysts and not getting any poison cards the whole run.
- Get better at fighting enemies, learn their patterns. Less HP lost = more card upgrades and more events that require HP. Healing yourself at a campfire means you did something wrong, it's a sign you are playing poorly (unless sacrificing so much HP was intentional). You should never have to heal a single time on the first floor. Baring some exceptions and intentional strategies, you should NEVER have to heal in the first act, and healing in further acts should be a rare occurrence.
- Play the game slower, read what the enemies and cards do carefully, plan your turns to always make sure you're doing the best thing possible and ALWAYS think about your and the enemy following turns.
Strategies are useless without proper game knowledge. You will not understand why something worked if you simply copy it, you will not be able to apply it in the future in other situations because of that, you will learn nothing from it, and they will not work as well as they should. Frankly, it's a waste of time at this stage. Working on the fundamentals will enable you to easily beat the game without any strategies.
What I dont understand or I cant achieve is I cant avoid high damage from boss (30-50). It seems I can not build enough block to prevemt it
The main way of avoiding damage should be trying to weaken the enemies attacks (with attacks that apply weak or strength down) and blocking what you can. Your main focus should be inflicting major damage however instead of trying to keep as much HP as possible. HP is a resource for you to use.
also weakness helps, cuts down damage by a lot especially for multi-hit attacks
I have done differently, like picking up Perfected Strike (I thought they are no good) and several cleave.
But I made it because I found a relic that reduce card cost to 0 after playing power card, and upgraded madness card.
Now IronClad is finished, time to play next character
Because you normally can't. You should not force your decks to have enough defence to block everything, that's not the point. Health is a resource just like gold, use it. If you overbuild defence, you will not have enough damage to kill the bosses before they scale out of control. Same goes for damage. Find the balance, it doesn't matter if you survive the boss with full HP or just a single one.
Step 2: Tools for defensive scaling (footwork, feel no pain, focus+frost, talk to the hand)
Step 3: Miscellaneous stuff (block potion, retained piercing wail, equilibrium generic algorithm)
No, it's not uncommon to routinely block this much when the pieces have come together.
When you get good enough, you can start flexing and winning games with stupid decks. In fact, that's how you keep yourself entertained once the game becomes easy enough to win every time. That or you torture yourself by playing high ascensions.
I just start playing Slay The Spire recently. Before I played Monster Train and notice some says if you like Slay The Spire, you have to play Monster Train.
At first, I dislike this game graphic and music. But after playing several hours, I am amazed this game has pretty good balance, and it requires you to plan ahead based on card choices you have.
Anyone know any good game had mechanic like Slay The Spire? Very addictive
Monster Train. That's really about it, other games are either just clones or are just fine games at best, but none of them are even remotely on the same level as both of these.
And if you're wondering why Monster Train is such a good game and feels so similar to Slay The Spire, it's because it was the primary inspiration, and STS devs actually helped create Monster Train.