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Really, though, the heart requires very specific strategies and knowledge in order to beat it.
Back when I still played the game, I usually decided in the second act whether I will choose to go against the heart or not, because at that time it was pretty set in stone what my deck will be and I would know if it stands a chance or not. I also do not recommend to force a specific deck to go against it, unless you are extremely good and know everything to know about the game you'll probably fail.
Learn how the fight works first, and then just play the game until you get a run where you feel like you can take your deck and try for a win, you'll get one before long. The easiest deck to build and go against the heart with IMO would be a barricade deck with entrenches and body slam. Which is also in general one of the strongest, safest and easiest decks to build.
The odds of finding 5-6 claws though is super low. Not a fan of relying on specific decks, but more keeping an eye out for a few specific things that help make the fight more tolerable.
-retaliation cards or relics like caltrops, flame barrier, static discharge and bronze scales
-damage reducers/trigger relics like torii, rod, self forming clay
-draw and hand fixing
-scaling block that either just applied in chunks or fits your strategy like rage or fan for attack card spam decks, stacks for discard toolbox defect, panic button if you know you just need one more turn or he’s on the last attack of the cycle
-weaken and strength removal cards to deal with the multi-hit
Not saying you’ll find or even need all of these things, but even just one or two will help make things a little easier
Certain cards are much worse vs. the heart(and Time Eater, making these cards bad in non-heart runs too) than normal. Try to avoid making decks that play overly many cards for little immediate benefit, especially if your deck isn't overblocking things. Things like FTL sound free on paper, but factor in Heart/Time Eater and suddenly they're curses.
Dark Shackles is very good.
You don't actually NEED a fast deck to defeat the heart, per se, it's just very helpful. You do need damage mitigation, though. I think you can theoretically have other kinds of damage mitigation and minimal block and still have it work, but I haven't tested it, nor do I want to.
Actually not really true that you need a fast deck. You can have a slow deck too, it's just that the slower deck you have, the more defence you will need. I beat the heart once with the slowest defect deck I've ever had. And it was possible because I was able to stack obscene amounts of block. I was even able to survive through one turn of the last buff (the one that makes the strength go up by like a 50). It's easier to win with faster decks, but not impossible with even really slow ones, if they are really good.
Lol nice! Congrats! Now to do it with the other 3 for the rest of the absolutely amazing (for increasingly stupid puns) beta art.
Realistically, the entire game is very luck based. You could just as well flip a coin and say "well, called that right. I won a run of Slay the spire." and save yourself 30 minutes.
It doesn't take much "Skill" to play card games like this. They're not crazy technical, 9/10 times when you lose at StS it's because you physically can't beat the enemy you're against with the deck you have, even if you played perfectly.
It's because even with a decent deck, the game is set up with "Foux dark souls" difficulty. Hard for the sake of costing progress and time, rather than actual fun difficulty where you're pushed to innovate.
You can start off and be forced to take half of your HP in damage by your second fight just because of RNG or because you "rolled the dice wrong". There's very little you can really do to improve your situation or runs aside from just having better luck. It's why I quit StS and moved over into more fleshed out deckbuilders.
I'd suggest something like Legends of Runeterra's roguelike modes, or maybe Inscription.
Cuz' in StS, You either DESTROY EVERYTHING with ZERO mercy and most mobs don't get to move, or you die because your deck isn't pulling some kind of infinite loop.
Actually, it's odds based. I guess you could say they're both on the spectrum of probability, but with some very key differences. The major one being that luck itself can't be manipulated, influenced, or controlled, to any degree, (although it is said to favor the prepared) without some kind of super-human power, whereas odds can be accounted for and one can do things such as "play the odds". It's partly due to the difference between having only a finite and manageable number of things that could possibly happen (within reason) when making any given choice, versus having an infinite or wildly unmanageable number of things that could possibly (regardless of reason or likelihood) happen when making that choice.
It's kinda like the difference between the idea that "the next card is likely to be the 5, 10, or club I need to get a straight/flush, or the 6, 7, 8, or 9 I need to at least get a pair", and an idea such as "that next card will spontaneously turn into a 2 for JUST long enough to make me lose, then revert back to the card it was after getting reshuffled". Which is of course something that happens all the time, but it's also a VERY difficult thing to prove....
...
Hmmm. Or maybe the people I play against are just always cheating? Hold on, brb....
*EDIT*
Anyway, it's also partly due to the difference between the odds of something happening being equal, versus the odds being weighted differently for various different things. Which in this case, is kinda like the difference between the idea that "all the cards left in the deck have an equal chance of being dealt as the next card" and a realization like "dammit, ♥♥♥♥♥♥♥♥♥♥♥♥♥ Carl has been dealing me 2's and 3's from the bottom of the deck this whole time".
Incidentally, never use a crowbar when "rectifying" Carl's duplicitous behavior, his brains stick to it like crazy glue. Tim's brains, on the other hand, just rinse right off. You just stick it under a tap, the water doesn't even have to be hot, and poof, it's like they were never there.