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Post Post #25 (ISO) » Tue Mar 06, 2018 8:30 am

Post by implosion »

Snecko might be the best name for a thing ever.
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Post Post #26 (ISO) » Tue Mar 06, 2018 10:02 am

Post by Sudo_Nym »

Snecko Skull is so good that it makes a lot of bad decks work. I'm not sure what that says about the balance that a lot of Silent decks work if you can get a Snecko Skull and fail otherwise.
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Post Post #27 (ISO) » Thu Mar 22, 2018 6:58 am

Post by GreyICE »

Ascension 11 on Silent, 9 on Ironclad. This game is super fun.

Definitely agree the Silent really actually only has one archtype, but it's making the archtype work that's fun. No card is mandatory (well, Footwork is close to) and you can draft about 2/3rds of the cards in the Silent in some capacity in that archtype. It makes pretty compelling gameplay where decisions matter. Ironclad too often feels like "welp, didn't get the cards I needed, gg." Everything works towards something, but if you commit too early you can end up getting screwed out of the cards, or alternatively just have everything you need land in your lap. It's weird, and ultimately not quite as satisfying for me.

Shiv decks really should come with a disclaimer "you're here for Cloak and Dagger." Infinite Shivs is really mediocre, and Blade Dance and Storm of Steel are incredibly situational and basically should be passed even in Shiv decks. On the other hand Cloak and Dagger+ adds 9 block with either Footwork+ or After Image, and with both adds 12 block. You really only need one enhancer - Accuracy, Shuriken, Envenom, Thousand Cuts, Terror (terror works best with Shuriken or Accuracy). The only exception is if you have to beat space slug, then I'd get a second/third enhancer. Accuracy+ and Terror, for instance, means each Shiv does 14 damage. That's just fine. To beat the space slug, focus on playing 12 cards every single turn. Then his ability is basically like the Orb Guardians, and you can safely just whup his slug ass.
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Post Post #28 (ISO) » Thu Mar 22, 2018 6:15 pm

Post by Errantparabola »

In post 11, chamber wrote:most consistent ironclad for me is body slam.
just to have this in my ego, this echoes my experience as well
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Post Post #29 (ISO) » Thu Mar 22, 2018 6:16 pm

Post by xRECKONERx »

i find silent to be pretty versatile. there are some staple cards in every build but the flavor around it can change

but definitely nothing compared to the 90000 ironclad decks you can build
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Post Post #30 (ISO) » Fri Mar 23, 2018 4:05 am

Post by Papa Zito »

In post 28, Errantparabola wrote:
In post 11, chamber wrote:most consistent ironclad for me is body slam.
just to have this in my ego, this echoes my experience as well
How does this work? I feel like I can never build enough block.
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Post Post #31 (ISO) » Mon Mar 26, 2018 2:50 am

Post by chamber »

Upgrade body slam, Upgrade armor cards. Remove all other attacks. Get good armor giving cards. (multiple body slams is also very good)
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Post Post #32 (ISO) » Mon Mar 26, 2018 6:04 am

Post by xRECKONERx »

i cant fucking beat ascension 5 on silent. it's driving me crazy.
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Post Post #33 (ISO) » Mon Mar 26, 2018 9:21 am

Post by GreyICE »

Hmm, general Silent guide. Footwork, Noxious Fumes, Caltrops, After Image, in that order. Don't neglect Caltrops. A lot of things multiattack, Caltrops+ can turn a full block turn into 15-30 damage easily. You take none.

Silent is a highly defensive character, and her entire thing is based around taking zero damage. As the ascensions increase the damage and strip the healing, you have to get better at doing this, because you can't afford to just trade damage when you won't heal to full on bosses, start damaged, and everything is doing more damage. Therefore her best cards are all cards that avoid damage.

Avoid the draw packages that cost energy (Acrobatics, Expertise). Your draw should be Backflip, which is a fantastic card (yes, WAY better than Pommel Strike, better even than Shrug it Off). Avoid dedicated offensive cards. Choke isn't that good, Predator is hugely risky, Quick Slash is downright bad. Stick to drafting cards like Cloak and Dagger, Dash, and Sucker Punch. You're going to chip damage things down, but at the end of the day Noxious Fumes can do all the work. Really, all the work. That card is downright busted.

Poison is okay, but again don't overdo it on poison. You don't need tons of sources, Noxious Fumes can do the job alone. Catalyst is overrated, Bouncing Flask is a dangerous card thanks to costing 2 energy, stick to 1-2 Deadly Poison+ (it's a great card, but don't overdo it because again no defense).

Discard is trash. The only good discard card is Tools of the Trade (amazing cycling). If you have Tools, then Reflex+ and Tactician are both worth picking up, otherwise just ignore the theme. The only exception is if you get Bandages or Unceasing Top early. Even then, focus on defense.

Shivs are good. Best shiv card is Cloak and Dagger (that card is amazing), followed distantly by infinite shivs (that card is meh). Blade Dance is something I avoid without Kunai. Don't load up on enhancers. If you have Accuracy or Envenom or A Thousand Cuts or Shurikan they all work. Don't get all of those then realize you can't block damage on a crucial turn. On Time Slug, people knock this build. Just play 12 cards every turn, and time slug becomes "Gains 2 strength every turn". You deal with shit in act 3 that gains 3 strength every turn, and you get a pair of them as elites. Crush time slug. Woke bloke is the actual danger, shivs call for powers, and woke bloke is really hard.

Card specific stuff:

You want 1 dash early in act 1 because it's tits against act 1 elites. Gives block without being a skill versus Nob, provides attack and defense versus the pyramids, suffers very little from the reduced strength/dex versus egg. Just a great act 1 card.

You generally want 1 AOE for the slimes. Die^3 is the best, Dagger Spray is good. Otherwise you want a piercing wail or two to let you do some offense while dodging damage.

Malaise is a top card, and solves many encounters. 2-3 copies is fine, high priority upgrade.

Both free cards are surprisingly good thanks to Backflip being surprisingly good. With Footwork, Deflect is a free 7 block. Sure.

Relics you want to watch for are Ice Cream (obviously, but truly broken with Malaise), Paper frog (everything should be perpeptually weak, so this is just half damage which is nuts), Kunai (shivs), and Bandages. Any of these can win a run single-handedly.
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Post Post #34 (ISO) » Sat Apr 07, 2018 5:57 pm

Post by GreyICE »

So I've decided to post my last two wins on the climb here because my silent decks are getting more consistent.

Ascension 12:


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This was an unbelievably good deck, thanks to Vampirism (always the best) and Bird Faced Urn (one of the best relics in the game for silent). Its main damage engine was Terror, 2 Cloak and Dagger+ with Accuracy. An early buy of Membership card paid off in spades, as I was able to pick up Mummified Hand and use card removal several times (ending the run with no defends). A very strong deck. Final boss was Donu and Deca (I took many powers in Act 3, such as 2nd Tools of the Trade, 2nd Well-laid Plans, and Noxious Fumes, all of which I'd have avoided against the Ascended One).

Ascension 11:


Image

A backstab+Shiv deck that was enabled by Shuriken, this deck exemplifies the "defend everything while chipping them to death". Shuriken provides kind of a mini-demon form while doing damage, thanks to many free attacks (such as 2xBackstab, which means you'll start with +1 strength on turn 1 every time). Molten Egg early is nice, but Silent has so few attack cards I genuinely want to add. Still, this deck has what it takes to go the distance. Final Boss was Time Eater.
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Post Post #35 (ISO) » Mon Apr 09, 2018 2:05 am

Post by yessiree »

surprised your ascension 11 run worked out with a 30+ cards deck that had no draws

I would imagine one bad draw when fighting enemies that put crap in your deck would be game over
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Post Post #36 (ISO) » Mon Apr 09, 2018 4:47 am

Post by GreyICE »

In post 35, yessiree wrote:surprised your ascension 11 run worked out with a 30+ cards deck that had no draws

I would imagine one bad draw when fighting enemies that put crap in your deck would be game over
As I've said earlier, the Silent's draw cards are marginal. Acrobatics and Expertise are both "spend mana for pure draw". Backflip is the only one I like, I didn't see any (or Tools). Good use of Well-Laid plans mitigates draw luck much better than any card draw, and large decks are much more resistant to junking. Seriously, Well-Laid Plans. It's excellent, and worth upgrading too. The more I play the more I'm convinced it's closer to Noxious Fumes than people give it credit for (and way better than Tools of the Trade).

Plus, look at the deck. If you count on exhaust cards exhausting, the only non-defensive cards I have are Burst+, Slice+, and 3xStrike+. Every other card reduces incoming damage in some way (and Burst+ can too). There just isn't much draw luck to be had when all your cards do the same thing.
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Post Post #37 (ISO) » Mon Apr 09, 2018 5:22 am

Post by TheButtonmen »

100% with greyice here im far more excited to see a well laid then i am a tools

tools costing the mana and not letting me setup cards espically if i have things like burst in the deck is ugh
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Post Post #38 (ISO) » Mon Apr 09, 2018 6:36 am

Post by xRECKONERx »

well laid plans is very good
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Post Post #39 (ISO) » Mon Apr 09, 2018 7:43 am

Post by yessiree »

In post 36, GreyICE wrote:
In post 35, yessiree wrote:surprised your ascension 11 run worked out with a 30+ cards deck that had no draws

I would imagine one bad draw when fighting enemies that put crap in your deck would be game over
As I've said earlier, the Silent's draw cards are marginal. Acrobatics and Expertise are both "spend mana for pure draw". Backflip is the only one I like, I didn't see any (or Tools). Good use of Well-Laid plans mitigates draw luck much better than any card draw, and large decks are much more resistant to junking. Seriously, Well-Laid Plans. It's excellent, and worth upgrading too. The more I play the more I'm convinced it's closer to Noxious Fumes than people give it credit for (and way better than Tools of the Trade).

Plus, look at the deck. If you count on exhaust cards exhausting, the only non-defensive cards I have are Burst+, Slice+, and 3xStrike+. Every other card reduces incoming damage in some way (and Burst+ can too). There just isn't much draw luck to be had when all your cards do the same thing.
yeah im now realizing that the deck does not depend on any specific combos, so not reliant on card draws

I think this will struggle in battles that punish slow decks, eg. act 3 elites (giant head or the orb walkers duo), and probably a combination of exploders/spikers/repulsors quadruplets. did you fight the nemesis in act 3?
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Post Post #40 (ISO) » Mon Apr 09, 2018 8:00 am

Post by GreyICE »

Crushed orb walker duo. It does a guaranteed 30 damage for 0 energy turn 1. What can they do? One was dead on the second turn. Same with any quadruplets, I killed two on the first turn. These are not meant to stand in front of Backstab.

Stone head would suck, nemesis is quite doable. Dodged all but 1 act 3 elite though, not much point in fighting them. Donu and Deca were my act 3 boss, so don't think the deck is slow. Cloak and dagger does stupendous damage.
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Post Post #41 (ISO) » Mon Apr 09, 2018 2:38 pm

Post by GreyICE »

Ascension 13:


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Kunai is a ridiculous relic. I had enough cash to purchase it from a shop, and that's how the run went. Kunai. Decided to fight 2 Act 3 elites since the deck was fairly borderline and the power might help. Nemesis and Orbs, both were alright. Only 1 Act 2 elite, Book of Stabbing. I took every Cloak and Dagger I saw (I saw 1), and ended up buying Blade Dance from a shop because holy shit I needed some shivs.

Also best necronomicon ever or what?
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Post Post #42 (ISO) » Mon Apr 09, 2018 4:21 pm

Post by GreyICE »

And here's Ascension 14:

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This was a really good shiv deck (way better than Asc 13) although it didn't have Kunai, so that automatically knocks a bunch of points off. Huge damage on shivs brings it right back up. Apotheosis was picked up in Act 3, still excellent. Fucking Runic Dome made the entire run way scarier than it needed to be, but overall this was WAY easier than the Ascension 13 run. Don't think there's a big difficulty boost from 11-14, although we'll see if more painful events brings it up (my thought is probably not, no)
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Post Post #43 (ISO) » Tue Apr 10, 2018 3:07 am

Post by xRECKONERx »

i had a NUTS run yesterday on ironclad...asc7ish?

anyway I got an early Corruption and Dead Branch and Fiend Fire and Feel No Pain. That was basically the entire deck. I was regularly getting 500+ block first turn of each match and ending the match turn 1 from mid act 2 on
then i got calipers lmfao
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Post Post #44 (ISO) » Tue Apr 10, 2018 8:48 am

Post by GreyICE »

Hah, that sounds like fun.

I think from my experience Corruption+Dead Branch is a win at any level. Actually Dead Branch is just one of the best relics period, the unlimited card draw it hands out is really not counteracted by some of those cards being bad.
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Post Post #45 (ISO) » Tue Apr 10, 2018 2:48 pm

Post by GreyICE »

Hah! Ascension 15 falls! The upgrade to make events harder is really, really, really annoying. Events were your one shelter on Asc 1-14, and having them generally get uglier is really obnoxious. That being said, I did it! Feel really good about this accomplishment.

Image

Final boss was Time Eater. This deck could easily handle anything, from stone head, to act 2 elites.

Terror is simply an insane card, and Vampirism is a really, really absurd event. Especially if you have, say, blood vial and Molten Egg. That combo is... pretty stupid.
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Post Post #46 (ISO) » Tue Apr 10, 2018 2:51 pm

Post by xRECKONERx »

that looks like a fun run
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Post Post #47 (ISO) » Tue Apr 10, 2018 4:58 pm

Post by xRECKONERx »

had another insane ironclad run tonight

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not quite as insane as the one i had last night but still felt REAL GOOD
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Post Post #48 (ISO) » Tue Apr 10, 2018 5:20 pm

Post by GreyICE »

That is a sick deck. Apparition and Dead Branch and Corruption... that's gotta be wild.

Does Apparition stack like blur?
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Post Post #49 (ISO) » Tue Apr 10, 2018 5:22 pm

Post by xRECKONERx »

yes sir it does

so you can burn them all early and just soak up the 1 damage per turn
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