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You have many guides for beginners on Youtube. I don't know witch is the best, but for example:
https://www.youtube.com/watch?v=YdHxlG8AKv8&list=PLLZqXZAwfuGc7_FRNiGOI4OBFyy_ASzmv
And play play play... The game really need you to know the patterns of elites and boss.
Good luck!
P.S. After more then 1500 hours, I'm still losing most of my runs, but it's still really fun because I feel I'm learning new little things each run.
Also, beginning players often make the mistake of avoiding energy relics because the drawbacks sound harsh, but it's important to remember that extra energy is extremely valuable, and that the negative effects of the relics can often be mitigated.
https://steamcommunity.com/sharedfiles/filedetails/?id=2673443183
Can't stress this enough.
Lol, beat both mldb88 AND me to posting that.
compress your deck
compress your deck
This is the first time Ive played or seen a game like this and its so addicting lol
Never go into the game with a plan for a specific build. The guide I linked explains this very well. I often made and sometimes still make the mistake of grabbing a card that was great in a former run, but is very dependent on cards that synergize with them, hoping the synergizing cards would emerge. More often than not they don't. Early on it's advised to grab the best damage cards the rng offers you and then take cards on the basis of what you already have. Cards, that are very strong in the later game, can be dead weight early on, often due to their high cost or simply because they don't do a lot without supporting cards.
Make it as efficient as possible, yes, but that doesn't mean it has to be outright small.
Lol, I still do that, to some extent. And it does work. But you have to remember, especially at the beginning, to prioritize what your deck does need, NOW, over what it might need, later.
Be particularly vary of picking a 'dangling combo piece' - ie. a card that only shines in a particular synergy which you do not have (and may never find!). That's almost as bad as adding a curse to your deck.
As a lot of people have already said, the biggest beginner's trap you can fall into is going into a run saying "I'm going to build an [X] deck" this run. I personally fell into it for a long time when I started (huge MTG background so I ended up playing it a lot like a TCG).
As for a few other tips:
-Don't be afraid of elites, especially in Act 1. The relics you get for killing them can provide a huge power boost for little risk. I usually shoot for 2 elites minimum in Act 1, but it depends on how the run is going.
-Plan ahead. This one will probably take some time and just come more with learning the game, but try to plan ahead for potential future encounters/elites/bosses. For example, if you see the Act 1 boss is going to be guardian and come across a flame shield, it might be a good defensive pick since Guardian does a lot of multi hits.
-Don't always feel like you have to be at full HP. HP management is probably one of the harder things to get down, but it'll get easier as you start to get a better idea of what each enemy is capable of. While I was still learning, I usually went with a general rule of leaning more towards upgrading if you're above 50% HP with 0-1 elites before your next rest spot in Act 1, and 60-70% for acts 2-3 (assuming you have a card worth upgrading). This isn't really a hard and fast ALWAYS DO THIS type of thing, just more of a way to ease yourself out of over-healing, and then adjusting on a case by case basis as you get more comfortable.
-Learn what the enemies can do. This is huge since it lets you plan ahead and know what cards that you can take now might help later (for example taking a pummel or sword boomerang before act 2 for birds if you don't have a lot of cards that his all or multiple enemies already). It's probably the biggest part of the game's difficulty early on.
-Treat every run as a learning experience. Go into each run more with the mindset of having fun and experimenting with card interactions/relics/just seeing how far you can get rather than "this is the run I'm gonna beat it". Not only does it make the game far less frustrating when things do go south, but it also promotes experimentation and trying strategies you might have been too afraid to try out otherwise (Exhume cards on Ironclad for example, or taking energy relics that have a downside and realizing there's ways to mitigate some of them).
-Don't focus too much on deck size. I hear a lot of people give the advice to trim your deck down super small, or as mentioned even in this thread, compress your deck. This honestly is more a matter of playstyle and specific to what your deck is trying to do than a hard and fast rule. I've had decks with 12 cards that were focused on cycling through and hitting my big damage threat over and over, I've also had 35 card decks that were more focused on being a bit of a toolbox answers for multiple situations with a few chunky damage cards to take out threats. I tend to go more thick (25+) is most of my runs, but there's no real "correct" answer when it comes to the ideal deck size. As a general rule I usually shoot between 15-35 unless I'm actively aiming for an infinite combo. Where this advice DOES kind of come in consistently though is regarding your starting strikes and defends. You'll want to trim as many of those as you reasonably can in a run. Whether to prioritize strikes or defends depends on the character and what your deck is looking like at a given moment. It's not essential to clear out ALL of them, and there are some cases you'll want to keep them around like for Perfected Strike if you grabbed one or two early, or if you got the strike dummy relic and need the little bit of extra damage.
If you want more in-depth stuff or live breakdowns of reasonings behind when to take what cards, check of Baalord on youtube. He explains a lot of what's going on in his head with the decision making and planning during his runs, and while a lot of it might be a bit advanced in terms of just having that massive amount of game knowledge he's drawing off of knowing what risks are worth it, it'll help with understanding the type of general mindset to approach deckbuilding with.
Good luck!
Other examples include: effects which create cards (like Dead Branch or Discovery) will NEVER create cards that heal. And the niche example that you can't "Exhume" an Exhume card.
I'd like to amend this by saying that the starting strikes and defends are bad. The non-strikes and defends you get are not only usually pretty decent or even good, but they're also unique, and the only way to get more of them is in the card duplicate or gremlin card match events.
Lol, not strictly necessary, but I like this advice.