
This deck hand pairs extremely well with Finisher, since it adds even more damage into the mix even when you play non-attack cards. If one of those happens to be the Burst card, then you can duplicate skills, especially those that give you more attacks to stack up the Finisher finale. With a hand max of 10, you want to fill this amount and have cards in that draw that will let you draw more, especially attacks in this regard.
SLAY THE SPIRE HEART FULL
The core of an innate deck is having a full hand of zero-cost or tactically overwhelming cards in the first draw. Exhaust deck really shines when combined with a zero-cost deck cum finisher approach. This approach goes very well with a poison heavy deck that applies poison per attack. For a default 3 Energy, that means you end up with 5 Energy versus four (4). If you end a turn with 1 Energy, it looks like a bug is present in the relic, since it will give you your normal energy + 1 +1.This means damage from other cards due to actions, such as exhaust, discard, etc., don't invalid the energy you will gain. Only Attack cards invalidate the bonus energy.Toolbox puts a random colorless card into your hand at the start of combat.Good for those times that you go beyond one turn. Nilry's Codex lets you choose 1 out of 3 cards to add to your draw pile each turn.Enchiridion adds a power card into your hand at the start of combat.Dead Branch is provides a random card for every card you exhaust.Incredibly useful when playing a long hand. Mummified Hand makes a random card in your hand cost zero (0) that turn when you play a power card.Letter Opener does 5 HP damage to all foes every 3 skills played in a turn.In most cases, you will want to be aggressive and attack foes, unless you are running a complete Block only deck. The Art of War relic can seem tricky to use. If you have the mummified hand relic, it will make a random card cost (0) this turn for each power, allowing you to effectively play an entire hand rapidly. If you add in Storm, especially multiples of the card, you can cycle through a couple of powers rapidly to load up on Lightning.The innate cards for the Defect are setup for cold, so filling and cycling through a bunch of Frost is easily possible.As a power starter, having multiple Infinite Blades provides you a strong second turn, especially if you also have Shiv upgrades or the Wristblade relic to bump their damage.You get to do a ton of damage right off the cuff and get Block for it. After Image combined with Backstab, Dramatic Entrance and Mind Blast make for a killer combination.If you have the Necronomicon relic, the non upgraded version of Mind Blast will be played twice. Two of them with a deck of 25 or more can take out most single met foes and three can take out most elites alone. Mind Blast cost 2/1, so having 1 or 2 of these in your innate draw is powerful. Another high damage winner is Mind blast, especially if you have a good sized deck.If you have an STR boost on turn one or can take a potion, you can blast all enemies for solid damage. Dramatic Entrance does 6/8 HP damage to ALL enemies and its boosted by STR. Zero cost innate cards are king with this style of play.This is an attackers deck, so you want to do as much damage with your opening hand as possible.The Defect uses orbs that have both passive and active effects, as well as a variety of self-serving Power cards. The Silent uses buffs, poisons and debuffs, as well as card draw-heavy synergies. The three Slay the Spire characters are separated by their unique-colored decks (only their sets of cards can be found with the exception of all-character colorless cards), meaning they each have their own play styles. The Ironclad is a buff-based, attack or defense-heavy character that regenerates 6 HP after each combat. Each enemy encounter counts as a floor completed, with gold and one of three random cards (your choice) are guaranteed rewards for each combat, and a potion sometimes drops, as well. As you face enemies, you are dealt five (or more, or less) cards to use at your disposal before the enemy gets to act, where they can attack you, debuff you or bolster their own effects. Creatures, monsters, ne’er-do-wells and roguish enemies are littered throughout your path, and the only way to take them out is to take your character’s starter deck of actions and build it up as you progress throughout the 50 floors.Įach character’s deck starts with basic strike and defend cards, as well as character-specific cards. Slay the Spire is a roguelite game where you choose one of three characters to climb a tall spire, tasked with striking the corrupted heart at the very top.
