![]() On the other hand, the Ironclad, a demonically enhanced mercenary, is all about the direct damage. Right now, I’m finding my luck is a lot better with the Silent, a huntress with a skull on her head, who mostly specializes in indirect damage with a few well-placed poison cards, I can turtle up and avoid all incoming attacks while my damage-over-time effects slowly whittle my enemies down. You may end up with a different strategy than you’d prefer, or what amounts to no real strategy at all, but that’s part of the risk you run. The two currently playable characters both have multiple effective strategies that can develop as you progress, but the trick is in figuring out what you can make work with the cards you’ve managed to find. (Slay the Spire screen grab) (Slay the Spire screen grab) Conversely, your enemies can weigh down your deck with useless “unplayable” cards, which just take up space in your hand, and most of them are fond of limiting your defenses, attack potential, or both at once. You can lessen or remove cards’ costs, boost your energy pool, trade life points for energy, or inflict an array of ailments or buffs. ![]() “Slay the Spire,” like any good CCG, sets up its basic rules early on so it can then introduce dozens of ways to stretch or break them. The more cards you get, the more your arsenal opens up. Fortunately, the game plays very quickly, so dying usually only sets you back about half an hour, and whatever progress you did make is counted as progress towards a series of increasingly powerful unlocks, which are then added into the pool of possible drops for future runs. You’re sent back to the title screen to start almost from scratch. ![]() Win a fight, and you receive a new card for your deck lose, and in the best roguelike tradition, your run is over.
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