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Synergy is when two (or more) cards work together. For example, if you have a card that "doubles your strength" you also need a card that "gives you strength" in the first place. Or when you have a card that gives you "3 block for every card you exhaust" you also need a method to exhaust your cards, of course. Your cards need to work together, basically.
Scaling is when things get bigger and bigger, basically. Doubling your strength is a great example for that. You go from 2 STR to 4 to 8 to 16 to 32 within five rounds which does a lot more for you than playing an 11 Attack card five times. That's 110 Attack (for 2 Strength x 5) by round 5 vs 682 Attack (for 2+4+8+16+32 Strength x 5). You need scaling to defeat boss enemies, but more importantly for Slay the Spire you need to get to know the game too.
Generally speaking, you don't want a giant deck and remove weak cards if you can. It's much better to draw your best card every 3 turns rather than every 5 turns. But for Slay the Spire, oppose to other games like this, I think it's best to just do whatever's fun to you. Especially the beginning of the game is so forgiving, you can easily win your first round by just picking whatever sounds good to you. This game isn't all that difficult, you just need to know it.
You can also find some basics tips on Youtube...
For example :
https://www.youtube.com/watch?v=YdHxlG8AKv8
Also in text format from baalorlord (a really good prof and player):
Beginner’s Guide to Slay the Spire
https://docs.google.com/document/d/1LzL_gnXrDsK8cFfkGEQmJncnlPVZZsqxoRZShZssicw/edit?tab=t.0
Absolutely terrible advice, there is never a reason to do this.
While there are some principles that can be shared across other card games, as a roguelike card game, rather than a CCG/TCG, there are several things that go counter to what is good in those games, so prior experience in that space doesn't always help. I have two general newb tips that may be less obvious to help you get started.
One, pick damage cards for your card rewards from the first few fights, almost no matter what they are. Every elite and boss in act 1 is countered to some extent by having high damage per turn, and almost any damage in the game is better than the strikes your deck starts with. Once you get 3-4 decent damage cards, you can slow down and pick up some better defense and other stuff you may need, but a strong offense will usually get you off to a strong start.
Two, don't be afraid to skip cards. Instead of taking a card reward, you can choose to not take any card from it. This becomes increasingly useful the further into your run you are, and thus the more you know what cards you do and do not need. Not taking a card every time keeps your deck smaller, which is useful for a few reasons. For example, there is a limited number of times you can upgrade your cards, so by keeping your deck small, you can repeatedly draw and play your few upgraded cards, rather than a bunch of unupgraded cards. However, if your deck is too small, it may not have the tools needed to react to different situations, and enemies that add negative cards to your deck may overrun it if you don't have enough actual cards to dilute them. You generally want to aim for around 30 cards in your deck by the end, plus or minus 10 depending on the deck that's come together.
Thats.... honestly not a great strategy... Many of the energy relic downsides can actually hurt you more than help you during Act 1 (unless you're specifically going for certain achievements like clear the game with a single relic, where cursed key's downside legit no longer matters).
Your ACTUAL best strategy is just weigh your options, look at the map before picking your starting gift. Is there a shop nearby where added gold might come in handy if that's offered, do you have a path where you might be able to cheese an early elite with "next 3 combats enemies have 1hp", are there a lot of combats in the early paths you can't really get around and the extra max HP boost will help give you some breathing room?
As for run advice, the biggest thing I can say is don't treat this game like a tcg. Don't shoot for specific builds, or try to recreate a deck that worked in the past or that a guide tells you to go for (there's a lot of really bad guides that do this, "You'll never lose a run with this Ironclad Deck", etc etc). Instead use Act 1 to just get a strong foundation, focus early on attack cards and flesh it out with some draw, block, or utility later depending on the boss you're facing. Once in act 2, start shoring up your weaknesses, getting more block if you find you're taking too much damage, find some scaling if you find fights are taking too long and becoming more a battle of attrition, then in Act 3 refine your deck, take only what will make your deck stronger or you might need specifically for the boss if you need to pivot (for example if you have a shiv deck or a deck that plays a ton of cards and you see Time Eater coming up as the boss, a boss that limits how many cards you can play before force-ending your turn).
Lastly, here's an in-depth guide that kind of goes over all this in more detail. If you're looking to avoid spoilers just focus on the early parts and don't go into the deep dives of each act, but the opening should give you a good foundation of how to adjust your mindset for how to succeed.
Lastly, don't get frustrated if you lose a lot. The game's hard, and the learning curve and understanding what everything does so you can plan ahead is 60% of the difficulty when first starting out.
https://steamcommunity.com/sharedfiles/filedetails/?id=2673443183
One of the worst pieces of advice I've heard. This way you wont learn how to play the game, but just rely on getting some advantage on floor 1, trying to get a win with the extra energy.
2) Card Draw is good
3) Area Of Effect is good