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Other than that its just trial and error, or you can read a guide but personally that would ruin the game for me.
https://steamcommunity.com/sharedfiles/filedetails/?id=1613845715
This is far from objectively good advice. You don't HAVE to keep your deck small, and it can be much easier to win with a larger one. The trick is to keep your deck well-balanced while making it more powerful. And Watcher is very powerful, just comparatively difficult to use. But when it comes to raw power/damage, she is, pound for pound, the most OP of the bunch.
Another thing is what cards are good change over a run. The first few battles I will take almost any damage card, because every elite and boss in the first act rewards high damage output. Once I have some basic offense, I will start prioritizing some better blocks, and start looking for synergy to turn into an actual build, based on what cards and relics I picked up.
Some cards are generally good, some cards are generally bad, and some are only good in certain decks. Cards like Evolve and Fire Breathing, Tactician and Reflex, Storm and Heatsinks, or Weave and Nirvana, can make good decks, but picking them up before you have some payoff for them is risky. Sometimes it pays off, but other times you effectively have a curse in your deck. Meanwhile you will rarely be disappointed picking up stuff like Uppercut and Inflame, Footwork and Backflip, Defragment and Charge Battery, or Wallop and Third Eye.
Lastly, don't avoid too many elites, especially in Act 1. Health is a resource, and spending it for relics is often good. As long as you have good offense and a potion or two, you shouldn't take too much damage from them. Being at somewhat low health against the bosses because you fought elites is usually fine too, as long as you have good damage. The slime you just split before he does his big attack, the hexagon's first attack actually does more damage the more health you have, and the spiky one you can phase before he does his big attacks. Once you beat the boss you get a full heal, so squeezing as many upgrades instead of rests as you can will help the rest of the run.
For what its worth, knowledge and skill does make a huge difference in this game. At low difficulty levels (you can start increasing difficulty levels after you win), good players can win 90+% of the time. When this game came to my phone it took me about 14 runs, playing characters in order and climbing ascension, to lose for the first time. It may seem insurmountable at first, but you will get better over time and it will become easier.
And the watcher thing was just meant as a joke, but it IS extremely unforgiving compared to the others.
True, the deck does start to get unwieldy after 30, which seems to be the magic number. BUT, having a bunch of (low-cost or extra-effect) draws in your deck can, for practical purposes, effectively "reduce" the size of your deck, allowing you to cycle through it faster and lower the number of turns it takes to reshuffle. It also allows you to get more cards if you need them, and because the deck is so thick, it can give you a greater variety of cards and afford you some (at times) much-needed flexibility your deck might not otherwise have. Just by letting your deck get a bit messy and chaotic, and rarely ever taking more than one or two copies of a card unless it really helps you build, your deck can get surprisingly powerful. And I know, it's completely ♥♥♥♥♥♥♥ antithetical to every CCG that I know of, certainly every one that I've ever played, but somehow it just ♥♥♥♥♥♥♥ works, and works really well. I don't fully understand it either, and suspect that if I ever really get my head around it, I'll be a lot better at CCG's than I am right now. Honestly, that complete contradiction of the most basic, fundamental mechanics/rules of deck-building card games is what fascinates me the most about this game.
You're right about being at least a little selective and discerning about cards, though, and knowing when to not take one or which cards are gonna be garbage for the deck you're developing is very important.
Lol, and yeah, Watcher is the most difficult, imo, to get the hang of, and she requires a lot of patience, balance, and discipline to play well. And maybe also to not go crazy while playing her. But she's just ♥♥♥♥♥♥♥ insane when you build her up right, and even if there's a lot of flaws in your build and it's very sloppily put together, she's STILL ♥♥♥♥♥♥♥ insane.
You can literally go up to 40 cards and still do fine tbh. If you are adding cards that make you better at playing the card you need to play on a given turn, you are still making your deck more consistent. If you add cards that exhaust themselves or add powers then the deck still is the same size after the reshuffle. If you add cards that balance your deck out more, then an average hand will still be more balanced. The main thing that kills runs from deck size is common attack and skill bloat where you have a bunch of cards that just do X damage or make X block and don't contribute to scaling or card manipulation while not being high enough value themselves to make a good turn. The other thing is when you only have one copy of a key power but can't consistently draw and play it early enough.
Honestly I'd have to disagree here. At a certain point unless you have a VERY specific kind of deck that heavily relies on blocking (like a bodyslam/juggernaut deck) or a class that can get tons of free blocks like defect, a lot of the late game enemies will just eventually outscale your ability to block the damage (64+ damage attacks from Time Snail or infinite strength scaling of deca donu say hi). Sometimes a good offense is the best defense, it really all depends on the deck and what kind of pulls you get.
Your average run looks more like 50/30/20 give or take depending on leftover strikes, leftover damage commons from act 1, some late aoe for reptomancer, cards that both deal damage and block (crippling loud, shockwave, etc.), and lots of other outliers like that tantrum you took to kill elites which later blocks for 18 with ✋👈 and mental fortress.