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Try Demon Form + Heavy Blade + A lot of upgraded block cards.
Or Shrug it Off + Corruption + A lot of exhaust cards (warcry, offering for draw as well). Bonus points for headbutt/warcry + havoc.
Or Barricade + Entrench + Body slam and strong block cards.
Add Power Through + Evolve for crazy card draw. Works best when you can exhaust some of the wounds.
You can even combine some of the synergies and still win, see if you can adapt your deck to the relics you get.
1. First encounter was a cultist. Killed him while taking about 5 points of damage. Got to choose between "Exhume", "Weakness" and "Heavy Blow". Decided to go with a strength build and chose Heavy Blow.
2. Next encounter was a question mark. Upgraded a "Strike" and a "Bash" for 16 hit points damage.
3. Another enemy. Jaw Worm. Defeated it while taking about 10 points of damage, mainly because of one poor hand. Got to choose between "Firebreathing", "Bodyslam" and "Entrench". Wow, great choices. Chose "Firebreathing" since it was still early days, and was going for a damage build.
4. Got to a shop. Not a single strength-boosting card out of the lot of them (a lot of exhaust cards, but no synergies between them). Removed a "Strike" from my deck, since I was going for an attacking build and needed to retain some defense.
5. Golden Idol event. Chose "Injury" card.
6. Lagavulin elite. Two hands in a row during play where I got virtually no defense. Took over 40 damage in the fight because of it. Got Tiny Chest relic and a card choice between "Pommel Strike", "Havoc" and "True Grit". Chose "Pommel Strike" for card draw.
7. Campfire. Upgraded "Heavy Blow" because it was still early days and hoping that an "Inflame", "Flex" or "Demon Form" would appear some day.
7. Gremlin mob. "Bash" and "Heavy Blow" in the same hand. All gremlins bar the wizard were attacking. Took 16 or 17 damage. Finally killed them with and explosive potion (it was that or go down to 10 health). Got to choose between "Sword Boomerang", "Ghostly Armor" and "Corruption". Went with "Sword Boomerang". Perhaps I should have chosen "Ghostly Armor", but didn't want to saturate my hand with added defense when I was not running a Barricade/Bodyslam/Entrench build.
8. Another question mark. Got 5 slimes. More terrible hands ensued where I got awful card selection (I think it was Injury, Firebreathing, Bash, a Block and a Strike for one hand). Most of the slimes attacked both times. Died horribly. Even Ghostly Armor wouldn't have saved me.
Now, there were a few times I could have made different choices (probably should have rested at the campfire but was still on 30 hit points at that stage), but these are my typical ironclad runs in a nutshell: bad draws, bad encounters and no card synergies whatsover
Heavy strike is kind of fine to take, but its quite an inefficient card, so dont expect early game to be easy with that.
Firebreathing was a horrible choice. Now you have Heavy Strike with no strength AND firebreathing which really isnt that good of a card imo, maybe outside of rupture decks. 2 cards which are barely better, and often worse than your basic cards. You shouldnt have taken anything at all.
Then you upgrade Heavy Strike. You now not only have 2 weak cards which you took, you also upgraded the one which at this point is most useless to you. You could have upgraded pommel strike.
Aaaand you didnt heal at the campfire, going greedy, upgrading a card which at this point is barely better than 2x strike.
Of course you don't have much synergy at this point. It's still level 1. Not sure if you even got to the first chest with relic?
By the way, you should have taken ghostly armour 100%. No matter what build you are going for, 10 armor unupgraded for 1 mana is a value card, and often worth keeping even when you don't need it.
Don't choose Firebreathing, unlike the Silent you don't get a lot of free attacks with cycle on Ironclad, Firebreathing in it's current state (Even if you get Firebreathing+ for free) is a pretty terrible card, I'd debatably add another Strike to my deck if I was forced to add one or the other.
I always take the flat damage at the Golden Idol event, I realize you were about to fight an elite, but even so the Injury is still a bad choice at that point because it waters down your draw vs the elite.
Lagavulin always does a lot of damage to you, unless you get some insane RNG early with relics and cards. You shouldn't be blocking vs Laga anyway, even on the SIlent I usually neglect block and just try to kill him in 2-3 turns. Basically, you had a typical encounter with this elite.
I wouldn't of upgraded Heavy Blade on a hope and prayer that you eventually get a str boosting card. Sure, you will probably eventually some +str cards, but with how you've played out this run thus far you won't live long enough to get to that point. I'd of upgraded Pommel Strike, Bash would've been an option to but you got it upgraded for free.
Sword Boomerang is another terrible card, even with Strength synergy the fact that you can't choose the targets means it has too heavy an RNG reliance. It can really screw you vs the Thorns and Explosion fights as well. I wouldn't pick this card in almost any circumstance, just like Firebreathing. I would've gone with Ghostly Armor, it's great if you want to play it and if you choose not to it thins itself from your deck.
I think the combination of these things probably would've meant I'd of lived through the Slime fight, but maybe not.
But yeah, don't pick Firebreathing or Sword Boomerang almost ever.
I usually skip cards like crazy when I'm playing ironclad, but the runs before this one I skipped cards and ended up being hammered by enemies in the 2nd level because I didn't have any cards to deal with them. Also, I never seem to get AOE cards in the first half of runs. It's really annoying, which is why I went with Sword Boomerang.
Most of what you guys said makes sense however. Especially the part about resting when on low hit points and taking cards like firebreathing.
Instead of thinking of "Builds", think of energy efficiency. The Ghostly Armor card is essentially 2 defenses as played. That frees up 1 energy which can be used to counteract the further damage, or increase damage. If you start looking at cards as energy efficiency, the value of the cards come to fruition.
Secondly, draw efficiency is key. Every time you don't take a card that doesn't fit, you "remove a card". Those are essentially equivelent. So being able to judge the value of a card based on it's energy, how that affects your deck, will help you decide "Oh, skip these three"
Thirdly, while I suspect RNG is a factor... it really seems like you prefer dealing damage than mitigating damage in your card choice just by nature of what you're saying... I bet you have discards of blocks because "I can sacrifice 1 damage to deal X damage" in fights that don't roll up. Not saying that in this example, but your choices suggest that style of mentality. Learn which battles require a hard attack, and which ones to be more patient in. You are allowed 6 HP if you're at max, you're also allowed less than that if possible if you're not at max.
In your example, I'd have done:
Card Choice I choose Exhume (allows me to cycle decks fast and counter some fights) Heavy Blade compliments an existing STR build, it doesn't set a build to seek.
Upgrade 2 cards Agreed!. Let's assume I got Bash/Slash too. This would be my "guiding start"
Card choice you chose fire breathing, I would skip all. Doesn't fit the direction of my RNG so far
Shop I would have heavily considered the exhausted cards, especially if they could replace an inefficient block. I'd not remove from this deck as I'd prepare exhume for a larger deck... maybe strike?
Golden Idol - 25% gold can cover the removal cost of Injury. If I'd be above 50% HP, I'd take damage for instead. I always favor longer fights with safe blocking if possible, which extends my play.
Fight/Card Draw Don't know how damage would have fell, but let's assume I took the same damage. I would have picked True Grit. It'd always be the last card I'd play and it works well when upgraded.
Campfire I would have considered healing if below 20... with my focus on block as a whole, this means I can upgrade something. I'd upgrade True Grit for better block, more efficient energy and the ability to choose what to remove... such as the exhume or injury if I took it (Or many of the status cards I typically get) If I'm in a fight that punishes skills, this allows me to push them out too.
Gremlin Mod Because I limit myself to a single 2point attack if possible, I wouldn't have had the bash/heavy in the same hand. I'd also have more block options. Odds are high, if my HP wasn't really great (which it should be adequate now) I would have looked at explosive option on round 1 and considered if that was more efficient to mitigate damage + strikes. If not, I look at block efficiency versus kill efficiency. Ultimate goal is, 3 energy = 0 damage, how do I do that.. even if it's True Grit, saccin a strike and dropping 2 shields and dealing 0 damage. This fight has a lot of opportunity to hit hard when they're not attacking. I would have chosen ghostly armor hands down. That's insanely efficient energy
Slimes This is not a "ramping up" fight, they stay AROUND the same damage throughout, so it's a patience fight. Mitigating damage every round is priority, and deal damage when it reduces damage more than blocking, or when I am already blocking all damage with 2 energy or less.
Your "bad hands" always involved you picking cards to "GO FOR" a build... when you look at "how do I survive", your builds will naturally come from it. Is it a lot of variety? Often not, the game's not ultimately balanced now, and the rare time you get RNG to make a non-standard run work, you'll know it. But as it gets further in development, the balance for those off builds will be improved.
For now, mitigate damage, then kill.
I just did a fast run through level 1. That's my deck at the end of the run.
1. Unupgraded evolve is useless, so I upgraded it. I think it's still really bad and shouldn't have picked it up.
2. I rested once, fought laga and made some mistakes, took a bit too much damage at that and the gremlins fight.
3. Burning Pact was another bad pickup, I don't even remember why I took it, I think I recalled a problem with too many wounds in one of my runs, but before power through this will never happen.
4. You can still beat the first boss with this just because shrug it off/true grit give you a lot of defense and upgraded rampage/pommel strike give you a lot of offense. Juggernaut + metallicize is pretty neat as well, provided you aren't forced to attack or defend.
5. I picked up barricade at the end because I got a few solid block cards. Honestly, I weakened my deck pretty badly with evolve and burning hands, but it should still hold on stage 2, especially since I got a lot of (mostly average) relics.
6. From there I would take power through and entrench and possibly body slam, unless I get a nice exhaust relic. Granted, If I got corruption I could play metalicize/juggernaut/corruption and get a ton of block and damage for 0 energy, but its a little too slow.
That how you git gud in this game.
No?
Well go and play a real card game and the come back here end tell me that you have ANY power over what cards you get and when.
I used to work as a croupier and I can spot a rigged game when I see one and this game is sooo rigged it would be illegal if it was a real card game.
Every win in this game is based on luck.
Luck that you get the cards you need when you win and luck that they are drawn in the right order when you play.
"ooohhh you have to manage your crads,,,"
Right I have 14 cards in my deck and the first two round all I get is attack cards.... how do you card manage that?
This game, even if you have the right cards the game chooses when you get them and even IF you get them.
Like you can play Ironclad and get NO strenght based cards??!?!?
And after a good fight you get a really bad enemy that do 7x6 dmg for two rounds in a row and you will get no block cards the first two rounds.
And at a ? you get money then the next enemy will be thieves.
Etc. etc.
Now if that is not rigged I don't know what is.
In a real game like this you have your deck and choose from it and then you play them.
In this game you are given the cards by the game as you go along and you have ZERO power on how or what to you will get.
ZERO.
So if you win in this game you were lucky and that's that.
Basically shoot for the following:
Demon Form
2 Inflame+
Limit Break +
1-2 Flex +
Heavy blade
Dual Wield
Some form of cycling, such as headbutt
Build up an absurd amount of strength, deal 300+ damage with heavy blade.
Grossly oversimplified, but it is a thing of beauty to one shot the Awakened.