Slay the Spire

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Slay the Spire

Post Post #0 (ISO) » Tue Feb 06, 2018 2:06 pm

Post by Klick »

Has anyone else been playing this? I haven't played many non-online games lately, but I decided to pick this up and it has definitely been worth it. It's essentially a single player dungeon crawler card game.

http://store.steampowered.com/app/64657 ... the_Spire/
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Post Post #1 (ISO) » Wed Feb 07, 2018 4:08 am

Post by inte »

>Early Access

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W(eed)/L: 420/2

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N:0/0/0

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Post Post #2 (ISO) » Wed Feb 07, 2018 1:57 pm

Post by Klick »

l8r
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Post Post #3 (ISO) » Thu Feb 08, 2018 1:09 am

Post by KaleiÐoscøpe »

Finished both starters then got bored. It’s a good game but needs to be fleshed out a lot more
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Post Post #4 (ISO) » Thu Feb 08, 2018 3:34 am

Post by Papa Zito »

It could definitely use a lot more variety. It needs more cards, more encounters, more everything. But it's a super solid concept and I'm enjoying it a lot.
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Post Post #5 (ISO) » Fri Feb 09, 2018 6:59 am

Post by implosion »

was waiting for this thread to pop up.

But yeah, basically what zito said, it could use more relics and more enemies and such but it is already very fun. I'm at ascension 8 with ironclad and 6 with silent i think.
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Post Post #6 (ISO) » Wed Feb 21, 2018 2:13 pm

Post by xRECKONERx »

i just got my 2nd win on ironclad yayyyy

bodyslamming for 100-200dmg every few turns is amazing

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Post Post #7 (ISO) » Wed Feb 21, 2018 4:44 pm

Post by Klick »

I love insane Body Slam decks. Also, I have the seemingly unpopular opinion that Ironclad is more fun than Silent. Silent is the same few archetypes, but you can do basically whatever you want with Ironclad.
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Post Post #8 (ISO) » Wed Feb 21, 2018 4:47 pm

Post by xRECKONERx »

idk for me the only archetypes ive seen work on ironclad are "exhaust + juggernaut"

what other builds do you recommend trying?
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Post Post #9 (ISO) » Wed Feb 21, 2018 4:55 pm

Post by Klick »

The first time I won with Ironclad was with full-on aggro. Getting rid of Defends asap, picking up a bunch of Clashes, and lots of card draw with Battle Trance, Pommel Strike, and Offering. Other good cards for this strat include Armaments+, Headbutt, and even Feed if you can get your hands on it early. And always pick up a Whirlwind if you can find one, that card's bonkers.

I also enjoy the cheesy build of Searing Blow early on and upgrading it at every possible opportunity, keeping a small defense deck/picking exhaust cards to cycle it.

There are a few others that are decently reliable. The starting relic for Ironclad is so good for fast builds.
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Post Post #10 (ISO) » Wed Feb 21, 2018 5:14 pm

Post by implosion »

Some good ironclad builds include:

-Barricade. Play barricade, get enough block that nothing can ever touch you, bodyslam and/or other-attacks until things die.

-Strength. This can have several sub-forms:
-Demon form. Consistent if you manage to play the card, but if you don't draw it early enough/don't have any energy relics to play another card on the same turn/face enemies that deal damage quickly like taskmaster + slaver + slaver, you can get killed pretty quickly. But if you play the card and then survive for a bit you're good.
-Relic-based. Vajra is a start. Girya is awesome on its own if you get it at the right time. Du-vu doll can be a beast if you get the right stuff.
-Generic card-based. Inflames, spot weaknesses, maybe some flexes. inflame/spot weakness kind of benefit any build though. Limit break benefits any strength build tremendously.

-Wound-based. Get a single copy of evolve, and pick up wild strikes and power throughs when you can. Super efficient cards when you don't care about drawbacks.

-Generic. Just pick up cards that are generally good and have good overall utility, like metallicizes and other generic powers, shrug it off, battle trance, shockwaves, etc. I'm sure different people have wildly different conceptions of what cards are good in this regard.
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Post Post #11 (ISO) » Thu Feb 22, 2018 4:53 pm

Post by chamber »

most consistent ironclad for me is body slam. I never take iron wave though, and wouldn't even take more than one true grit, I've only taken baricade and been happy once, and that was after I already had the lose 15 instead of all relic, so it was just upgrading the stratgey. I find it doesn't really work without both it and the armour doubler, and they are both so bad on their own.
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Post Post #12 (ISO) » Wed Feb 28, 2018 10:00 am

Post by yessiree »

I've actually managed to get the most consistent results on ironclad with a barricade based build

I think the reason it's getting pretty good consistency is 1) not overly relying on any particular relic like some of the other builds 2) you never have to worry about dying because you're investing in blocks that will always have value in preventing damage, vs investing in things like strength (makes you squishy) or building a specific type of combo (requires card draw). Though it's ideal to have 4+ energy for this build, in order to play barricade+ and some form of block on the same turn. Usually you can get the relic that gives you energy from 1st floor boss so it's not really dependent on RNG.

The core cards include barricade+ (of course), entrench(+), body slam+, and other block cards such as:

- impervious, super cost efficient card. If you can play barricade+ and impervious+ on the first turn (40 block), the battle is pretty much over because you can snowball from there with entrench etc. A good card to pick up early game too, before taking barricade, and one of the conditions for making this build.
- break through, another cost efficient card that doesn't exhaust like impervious, but comes with minor drawbacks. Can be combo'd with second wind for additional block and to get rid of the wounds.
- ironwave, very good early game, and the card that will kind of start off this build. loses its value late game

cards that synergize with this build are:
- feel no pain (gives 4(6) armor whenever a card is exhausted), would say this is pretty a key power to have because a lot of cards that are good in general are cards that exhaust, and you will be playing a lot of break through too
- fiend fire, exhausts your entire hand for damage. emphasize less on dealing damage but more on exhausting your hand. You'd only play this when you have already played key powers like barricade and feel no pain. It thins your deck, getting of wounds and other non-essential cards, so you cycle to your entrench/block giving cards faster. Just make sure to play it when you don't have entrench in your hand though.
- evolve for draws from wounds
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Post Post #13 (ISO) » Wed Feb 28, 2018 10:14 am

Post by Fluminator »

I enjoyed the couple games I played. Looking forward to see where this goes.
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Post Post #14 (ISO) » Sun Mar 04, 2018 5:14 am

Post by Nexus »

48 hours played. Only one win as a Ironclad and none as the Silent.

Still bloody love the game though
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Post Post #15 (ISO) » Sun Mar 04, 2018 1:54 pm

Post by xRECKONERx »

im up to ascension 6 on silent now
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Post Post #16 (ISO) » Sun Mar 04, 2018 2:16 pm

Post by chamber »

What do you do to win as silent? I don't understand them at all. I'm at like 12 on ironborn but 4 I think on silent.
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Post Post #17 (ISO) » Sun Mar 04, 2018 4:28 pm

Post by xRECKONERx »

Silent for me is basically:

- Take Noxious Fumes whenever you see it
- Prioritize Blur & Backflip
- If you ever see a Footwork, you take it no matter what
- If you need something to fill out your deck, look for Caltrips

Prioritize power upgrades over backflip over blur
Fill in your deck with anything that synergizes well (card draw + more poison + more block)
Don't fall for the envenom trap
Delete all your strikes ASAP. You want to basically be buliding as much block as possible per turn, blurring it so it stays, and then using a passive like Noxious Fumes or Caltrops to wither them down
My usual deck size on silent caps out around 16-17
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Post Post #18 (ISO) » Mon Mar 05, 2018 5:44 am

Post by Sudo_Nym »

Silent for me basically comes down to getting your poison synergy up asap and then playing defensively; or getting a bunch of Shivs and stuff and cycling through your deck as much as possible.
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Post Post #19 (ISO) » Mon Mar 05, 2018 8:50 am

Post by xRECKONERx »

I've never been able to make shiv work. Even if I get accuracy and shiv producers, I can't get the block package online
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Post Post #20 (ISO) » Mon Mar 05, 2018 9:00 am

Post by implosion »

In post 19, xRECKONERx wrote:I've never been able to make shiv work. Even if I get accuracy and shiv producers, I can't get the block package online
After-image is a savior in shiv decks that don't have the best block engine otherwise, especially since it can be made innate for consistency. That combo also synergizes more with some other enablers, like nightmare to get more after-images, kunai so that you can get dexterity off of your shiv spam, or dead branch so that shivs turn into other things which can generate block (though this only really works in a big deck, since if you have a small deck it can get polluted with chaff but I usually run big decks).
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Post Post #21 (ISO) » Mon Mar 05, 2018 9:03 am

Post by yessiree »

upgraded cloak and dagger is pretty good too, so are choke and finisher if you have the spare mana

another viable silent deck is
- wraith form + thousand cuts + a bunch of acrobatics/prepared/tactician/reflex/calculated gamble for infinite cycle
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Post Post #22 (ISO) » Mon Mar 05, 2018 4:15 pm

Post by TheButtonmen »

my shiv decks are literally one accuracy and all cloak and daggers

no other shiv cards the real secret sauce is the relics that stack with attacks
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Post Post #23 (ISO) » Tue Mar 06, 2018 4:16 am

Post by Papa Zito »

In post 19, xRECKONERx wrote:I've never been able to make shiv work. Even if I get accuracy and shiv producers, I can't get the block package online
I just won a run last night with a shiv deck combo'd with envenom, sneko skull and the specimen. Oh and shuriken won the best supporting actor award. Timelord was a challenge.

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Post Post #24 (ISO) » Tue Mar 06, 2018 4:38 am

Post by xRECKONERx »

If you get Sneko Skull yea Shiv works

I have gotten it once ever blegh
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