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Prepared is a card I take more often than not regardless of my deck archetype, it doesn't cycle itself but it's cycles another card for free, combats curses and status cards as well as enabling discard synergy. It's common.
Acrobatics is another card that I will take two to three copies of in any deck, it's not free but it cycles more cards than it costs and still combats curses and status cards and enable discard synergy. Also common.
Calculated Gamble, an uncommon, if you can get two of these and upgrade them and have any synergy with cards cast (A Thousand Cuts, Blur, etc"), discard, or are some other combo deck that needs specific pieces early it may be the most broken card in StS in my opinion. Mostly if you get two upgraded though, infinite combos made EZ and/or add Nightmare for fun times.
Dagger Throw is kinda meh, but Concentrate is also very strong and you start with Survivor and unless you've removed every defend and Strike that's probably always going to be in your deck. Basically, there's enough synergy around that I don't think you really need to buff it. That's not even touching discard relics.
I mean, again Underhanded Strike kind of sucks, but you could make Underhanded Strike 14 damage base and I still probably wouldn't take it. If I'm going for a discard deck I'm trying to make an infinite deck with at least one if not two Calculated Gamble+.
If any synergy needs more strength in Silent I'd say it's probably the Shiv archetype, which only really becomes ridiculous if you have one specific relic, that being Dead Branch.
Reflex's usefulness is deceptive. Think about it this way: when you use a discard card like Survivor, Dagger Throw, Prepared or Concentrate, you are already going to discard useful card(s). It's not replacing itself, because you get to play or at least get the new card.
Of course you shouldn't go pick Reflex at level 1, but when you have a cycle deck it's usually not a dead draw. And if you see a Reflex+ as reward it'd be a bonus.
I think the main premise of Reflex is that, you negate the discard negative from a card. For example : When you have a hand of 5 cards, and you play survivor, you have to discard a card, making your hand size down to 3. If you had a Reflex ( even at level 1 ) , you would discard that instead, draw a card, then you would be at 4 cards, completly negating the drawback from survivor. I think the '' Negating '' of a discard side-effect is what Reflex is there for.
I wish to highlight this because I couldn't agree more and have never taken this card.
1) Calculated Gamble (upgraded) is the bread and butter of potentially going infinite. You discard your entire hand to draw a new hand, thus getting through your deck extremely fast. Chaining off combos before enemy gets their turn. Whether it is a less than 10 deck, 10+ deck, 20+ deck or 30+ deck.
2) Concentrate once unlock, is a nice to have card for gaining energy. Assuming your deck isn't 0 cost, your kill cards requires energy, then this card would help you cycle and continue your turn a little longer.
3) Prepared is a cheap and easy to get card. It helps to cycle through your deck fast. Decrease the chance of you having a bad draw basically since it helps you get 2 more draw in exchange for 2 discards (which can be a good thing if you have Status/Curses/Unplayable cards).
4) Storm of Steel is basically 2 mana for 36 or 54 dmg as long as you have a full hand. Most likely, this is for a sustained build that is good against all enemies and not a infinite combo build that could get countered by Time Eater.
5) Survivor is great sustain in the beginning through Act 1 and possibly Act 2. Preserving most of your health at every encounter which can't be dealt with in one burst.
6) Unload helps in some Discard deck dealing high dmg at only 1 energy. Discarding all non attack cards could help against Status/Curses. Or even better, with Unplayable cards.
7) Eviscerate is basically a free 18 or 24 dmg in a Discard deck.
8) Wraith Form is probably an overlook card. Whether going for the Discard route or Block route, it means using a lot of Skills in your turn as oppose to the Shiv or the Poison route that uses a lot of Attacks.
The 3 Unplayable cards, each have their own merits.
Tactician - Gain Energy to keep your turn going. Go well with Reflex.
Reflex - Draw cards to keep your turn going. Go well with Tactician.
Underhanded Strike - Possibly a card that helps infinite discard deck deal huge damage against Time Eater before your turn ends.
Then you have some relics that are extremely beneficial to the point of being too overpowered.
Gambling Chip basically guarantees your starting hand would have some cards that you will need. The discard counts towards Unplayable cards since they're essentially discarded from your hand.
Tingsha, that's 3 dmg per discard. If you have this relic, every 1 of your Calculated Gamble and Storm of Steel is likely a burst of 27 dmg.
Tough Bandage, function similar to Tingsha except it gains you 3 block per discard. So those Blocks helps against some attrition fights.
Letter Opener makes every skill cards you play deal 5 dmg to all enemies. With a Discard deck, you will be playing a lot of skills in a single turn for sure.
Sundial in a small/fast cycle deck such as a Discard deck means you get those 2 additional energy very often.
I happen to have a run where I bought Deep Breath, Mind Blast, Panache in shops. I have 2x Endless Agony and let it compound itself by cycling through my deck fast. 2x Calculated Gamble does an excellent job at cycling and keeping my turn going for as long as possible.
I didn't have any Unplayable cards. It turns out okay because when I emptied my hand and start to draw with Acrobatics. Very often, I end up drawing Endless Agony. Sometimes 2 of them, sometimes 3. Only once did I drew all 4 (which is 8 x 6 = 48 free dmg). With the Unceasing Top relic, I can squeeze in more actions despite having no cards, until I draw Acrobatics or my Finisher. The best possible outcome from Acrobatics is 3x Endless Agony + 1 Calculated Gamble, so that would help in going infinite.