Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm new to the game, but I'm getting the idea that Corruption is one of the best strategies. It allows you to play (exhaust) multiple cards per turn. You can synergize with Dark Energy, Feel No Pain, and other cards so that you can generate a lot of defense and play 10+ cards per turn. There are relics that amplify this card, too.
You have to plan to deliberately lose cards after essentially a few turns of barrage (that's the exhaust), then have the stripped down deck to finish. I'm still figuring it out. ;)
Strenght in general is straight forward, easy to build a deck around, and pretty decent. Works well with Pummel, upgraded Heavy Blade, Sword Boomrang and Reaper. Demon Form or Spot Weakness, then add an upgraded Limit Break and Inflame on top of that. You don't need much more than that.
Feel No Pain is good even without an exhaust deck, even better with it. Yes, exhaust decks are a thing. Immolate is godly, upgrade. Carnage, Disarm, Shockwave, Uppercut, Shrug it off, Impervious and Bludgeon are nice. Upgrading Searing Blow a ton, plus having some Armaments can be fun. True grit is significantly better upgraded. Warcry doesn't do too much unupgraded, but it works quite well with Havoc. Battle Trance + Energy.
Upgraded Dual Wield + upgraded Perfected Strike, Searing Blow or upgraded Rampage when damage is high, or any good/low cost attack that exhaust. Rampage+Headbutt in a small deck is good.
Upgraded Double Tap with most of the attacks i've mentioned, or Dropkick if an enemy is vulnerable. If your deck is small enough, you can loop your deck. Feed's hp increase is good.
Barricade+Entrench+Metallicize+Rage+Juggernaut+Body Block+Iron Wave+other good block cards. Block decks feel a bit iffy to me though, they can be slow and costly.
Skip Fire Breathing, it's bad. Berserk is dangerous too, you can skip it most of the time. I didn't go over all combos, fyi. Some of them like Clash + Dual Wield + Sever Soul is kinda like... probably doable, but the cards individually aren't that great. Dark Embrace + Corruption i wouldn't recommend if you're starting out personally. Still, all this should give you some ideas.
Corruption, Dark Embrace, Barricade, Entrench, Feel the Pain, Juggernaut, Body Slam, 2 strength cards and a bunch of attack cards that were essentially interchangeable. (I had a few other cards like Heal, but they weren't essential.)
Corruption, Barricade, and Body Slam (plus ~10 defense cards) was the core, with each additional card (Entrench, Feel the Pain, Juggernaut) amping up the deck. 2 - 3 strength cards helps, too.
I slowly stripped all my beginning Strikes and a few Defends (replaced mostly with Shrug It Off). One of the keys was that I skipped taking new cards for the 2nd half of the game. I'd had hands that were nearly as strong in the past, but they got diluted with junk cards that blew the game.
I usually take Vampire/Ghost (or both, once) just for fun, but I resisted this time. I was so OP for the last six battles that it was ridiculous, with the biggest issue that I stalled a couple of times waiting for Barricade to pop.
I only had 1 Body Slam, and would have traded almost all the other attack cards for a second. I wanted Impervious but didn't need it at all. It took me until about halfway through the 2nd act to get all 3 of the core cards.
What would be the perfect deck size then? I don't even know how many acts there are because in act 3 I mostly get smashed to death :p
Small Deck => Get to the good card faster, but you get destroyed by statuses
Big Deck => Less likely to draw what you want, but you are less likely to suffer from negative cards.
Big decks also dilute your starter cards without the need to remove them. Two things, the average quality (not rarity) of your card, and not having too many of a card type, are probably more important than raw card count. And if you found a win condition, you should in general try to limit the cards you add to those that actually help you reach your win condition faster, and avoid those that do the opposite.
There isn't a perfect size, it depends on several things, but as a range i'd say 20-30 sounds good.
That's a good point, one time i only took exhaust cards on Ironclad just for fun (just cards that exhaust themselves). Then at the end of act 3 the game was like, fine, here, have a deadbranch. But i didn't encounter any bloated deck issue until then.
Bottled Seek does a good job of solving any "my win condition is at the bottom of the deck" situation. Seek is the best card to bottle in the game, probably.
Like I said in my review , easy to play, hard to master. I had some good cards, but didn't really know the strategy :s
I'm happy I bought this game, it keeps my brain working :) Or what is left of it.
Btw, thanks all for the tips, I'm slowly getting better at it. Of course runs all depend on the cards/relics you get.