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I typically don't remove strikes early in act 1 since damage is key for the act 1 elites. I'll remove them later in act 1 and beyond, especially if I don't have lots of card draw.
Just keep in mind that small decks are more easily affected by status and curse cards. Fights where enemies give you status cards can cripple a small deck that doesn't have a way to deal with those cards.
Big deck is less affected by extra cards, but is slow to get through. If you are relying on getting certain powers in play, a big deck would make that more difficult without card draw, or being able to access your draw pile.
Personally I tend to drift towards mid-size decks (35ish give or take). While a hyper focused super thin deck might sound great in theory, there are enemies that can counter almost any general mechanic. Have a super thin poison deck? Enemies that stack artifact will slow down your start. Infinite combo or throwing hundreds of shivs? Time Eater ends your turn every 12 cards you play. Super thin combo deck? Statuses will flood that up making it harder and harder to keep things consistent. Usually I end up working towards a theme after act 1, and then making a few situational picks to cover weaknesses of the deck
If you visit a shop and you have enough money, just go for removal!
1. Curses - always remove if I can.
2. In my current deck, do I have a card that is better than a starter card? For example, let's say that I am playing the Defect and I have a Glacier defense card. In that case I'll probably get rid of one of my Defend starter cards.
3. Do I have a balanced deck? For example if I find that for some reason I have way too many attack cards, and not enough defense cards, then I might get rid of my weakest attack if it makes sense to do so.
4. Is a card that I thought was going to be useful to me during the beginning of my run no longer useful to my current deck? For example, as the Silent, let's say that I picked up a poison card early on, but as I progressed through the run I wasn't getting any relics or other cards that had synergy with it. I would probably get rid of it if I didn't have a worse card to get rid of.
Aside from card removal, I also consider whether I should pick up a card at all. After a battle if the card choices really aren't that great for me, then I won't pick any of them.
Still, the answer is probably: most of the times you have the ability to do so, unless you're fishing for a specific card or relic and want to have the money to spare for the next store.
If you have enough damage to kill it before the end of turn 6 (hyperbeam turn), definitely focus it down and completely ignore his sentries. This requires an average of 50 damage per turn, which isn't easily achievable with all decks.
Otherwise, your options are to block what you can and finish him, or have buffer/intangible for the hyperbeam. Keep in mind that health is a resource and you should be willing to trade it out on a boss, even to 1 health if necessary.
Automaton isn't even that bad... Champ is the truest stomper of failed act 2 decks.
Pretty much. Either you kill him before turn 7, or play defensively and whittle it down to kill range with enough health to survive the beam. If you have enough AoE or if they steal key cards you need I would recommend killing the sentries if necessary if you can do it early and while still hitting the main boss, since the added block and damage can add up.