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3
Favorite primary-secondary deck?
2 minuuttia sitten
realist1003
Tough for me to pick one favorite, but I've found several combos both fun and effective. (I'm relatively new to the game and have played largely without Divinity DLC. So context for my opinion is non-DLC at or near Covenant 25).

- Eternal Flame Little Fade plus pretty much any other clan. She needs some help with doing enough damage to enemy heavies early in a battle, backline clear throughout a battle, and damage tanking in front of her for a relentless boss fight. But I think any secondary clan choice has some unit/spell combos that work well with her.

- Stygian primary plus Awoken secondary. Awoken has multiple good spells for triggering Stygian incant buffs: 1 or 0 cost spells that add card draw next turn, buff spells costing 1 or 0 (such as Razorsharp Edge, Steel Enhancer, and Root Seeds) that are inherently useful to play on units placed on an incant floor, and Awoken's Rail Spike. Awoken healing spells synergize well with using Stygian revenge frostbite (Titan Sentry, Coldchannel Solgard). It's an Interesting combo to replay, imho, because it offers so many paths for addressing the game's challenges depending on random starting cards, what a player is offered early in a run, and the Seraph for which a player is preparing: Titan Sentry or a sweeper or spikes or Glimmer can be a primary method of backline clear, Titan Sentry or a Hollow or Guard of the Unnamed can be a tank, one of the two Sirens or an Animus of Will or a Shattered Shell can be a scaling damage dealer.

- Little Fade's Little Icarus path (permanently gaining attack and spikes on slay) plus Hellhorned secondary, at least if opening cards include some method of armor generation. (Awoken might be the more common pick here because of both Adaptive Mutation and that clan's synergies with spikes, and that's certainly a good secondary for her.)

I find Hellhorned really good with this LF path, though, because armor can be applied in large enough amounts to help her get multiple kills with spikes during the same turn (or at least survive initial damage from an enemy frontliner to get a kill on a backline unit with her spikes). So armor can help a lot early and mid-game with building Little Icarus attack/spikes to the point that LF can kill enemy frontline units and therefore keep snowballing.

There's also nice synergy using imps with Melting Remnant's molding capabilities (not only on this LF path), since an imp can be brought back with reform to use its summon effect multiple times during one battle. Especially nice Melting Remnant synergy with armor welder imps, since burnout solves the challenge of getting armor welders to die to free up space after playing them at the back of a floor. (An armor welder imp upgraded with endless and wickstone will always come back with Burnout 1, which is typically ideal. Reforming can be a solid backup plan until a player finds those upgrades.)

Onehorn's Tome can also be useful late game to provide scaled up Little Icarus with multistrike, and the fragile from that spell is largely irrelevant due to her very low baseline health and use of Hellhorned's armor generation to provide whatever survivability she needs.

- Hellhorned plus Melting Remnant, at least with Shardtailed Queen (or any Hellhorned deck that relies a lot on imps) and taking primitive molds as starter cards. Same rationale as the prior paragraph about using Remnant reform cards to bring back imps for their summon effects. A deck with Molded on holdover can solve the issue of otherwise trying to find Endless in merchant shops, which a player sometimes would like to have for multiple imps. A Molded spell with cost reduction can also bring back an imp - including a Transcendimp! - for 0 total Ember cost.

- Stygian plus Umbra. Umbra ember generating spells can pair well with a Stygian incant floor strategy, especially if using an Offering Monument for card draw.

Also, Solgard crosspathed Titanchannel/Coldchannel has the attack and health to make good use of lifesteal. There's an Umbra consumable card combo (Kindle for 2x ember, Shroud Spike for 2x feeding on a Morsel) that can stack 10+ lifesteal from 1 Excavator Morsel. Umbra's Immortal Trade spell can also build up solid lifesteal if a player can manage the ember drain, either with Perils of Production on holdover or a lot of zero cost spells. Solgard still gets hit by enemies to apply his Coldchannel frostbite revenge when he's using lifesteal (hence why lifesteal usually works better than damage shield with Titanchannel/Coldchannel Solgard). Need to find a reasonably steady source of morsels for this to work well - a common theme for many strategies with Umbra - and also be careful to avoid the anti-synergy of stacking damage shields on Coldchannel Solgard or a Titan Sentry (because an enemy attack blocked by a damage shield doesn't trigger frostbite revenge.)

Tethys, taking up only 1 space, can helpfully leave available space for feeding morsels to a frontline unit on her floor. Using Umbra's Furnace Tap spell to provide multistrike to a crosspathed Chillwind II/Handheld Totem Tethys is a really good combo for softening up double heavies on the lowest floor while also killing enemy backline, since her sweep multistrike will twice double up on applying 20 frostbite and a spell weakness to each enemy unit. This Tethys is also very good at stacking both frostbite and spell weakness on a (non-sweeper) boss during relentless, if she has a solid tank. With 1x multistrike, Chillwind II/Handhold Totem stacks the same 40 frostbite per turn on a boss as Chillwind III, while also stacking spell weakness and having the benefit of sweep to kill enemy backliners in waves or if they show up behind a boss.
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