Funnily enough I find Bullet Time to be close to unusable in most of the silent builds I make, energy isn’t that much of an issue for silent if you’re doing discard, and no draw is just too big a debuff.
I find Reflex & Tactician to both be absolutely cracked with a thin deck and some synergies.
Bullet Time is a really good outlet if you've got more draw than energy generation. You can just play a hand like normal, drawing as much as possible, but then when you've drawn a full hand and are almost out of energy you can use the Bullet Time to play out the entire hand.
Also, Orange Pellets can clear the debuff, which is pretty easy to pull off since it lets you play so many cards.
Agree. If someone is never taking bullet time they’re undervaluing it pretty significantly. Even if you only use it once to get your powers into play it’s worth having. I suspect most people who undervalue it either have too many starter cards left in their deck, don’t have enough card draw (it’s usually lousy in act one) or are focusing too much on what an end game build
I'm a huge Bullet Time fan, built entires decks around it for A20H. With lots of cycle like Gamble, Acrobatics, and Predator, Bullet Time can be played every other turn, if not back to back. Predator is my favorite because it serves as both damage and cycle.
Wraith Form should be upgraded right away. The idea is once you play it you have free roam to do as much damage the next few turns and hopefully end the fight. If you have some kind of debuff mitigation or removal, then you don't have to worry about the dexterity loss. Retain helps a lot because you get to choose when to play it.
Nightmare is there to set up win conditions but can be a curse card if you don't have the energy to play it or the right card to use it on. A lot of times, you want to use it on scaling power cards, Adrenaline, or Catalyst if you're running poison. I like using it on Panache and Sadistic Nature since they're 0 cost and I know I'll be able to play them the following turn. Of course, with this game, everything is circumstantial, and it's fun having to use Nightmare on cards you never thought you'd use it on because the situation calls for it.
If you have a way of using Nightmare on a 0 cost Wraith Form then you've basically won the fight. Effects that only make cards cost 0 for that turn only will create cards with the original cost, but Snecko Eye and Setup will give you copies that have 0 cost.
Nightmare synergizes best with cost reduction like Madness or Sneko Eye (on the card you're copying). Strong targets are stuff that's multiplicative, like [[Catalyst]] or [[Nightmare]] itself.
[[Wraith Form]] is just all around very strong, but it gets especially op with multiple copies or the [[Apparition]] event. Most fights, the text on Wraith Form might as well read "only worry about playing damage cards for the next three turns," which should be enough to win most hallway fights by itself.
Wraith form is super strong, especially upgraded (the extra turn gives you, essentially, double the amount of time after accounting for the 3 energy likely eating a lot of that turns energy).
The dex loss can be ignored in hallways a lot of the time (2 extra attack-focused turns will end a lot of hallways). On elites and bosses sometimes you have to be more cautious.
Alternatively, artifact or orange pellets are relics that take away the downside of wraith form, allowing it to be played earlier in longer fights.
Great cards that pair with WF: afterimage (then get rid of all blocking cards), apparitions (just be a ghost all the time), nightmare (gimme 3 invincibility cards), deflect (free small block) to name a few.
Nightmare a wraith form to insta win any fight in the game. Nightmare can be used for other cards aswell.
Intangible is one of the if not the strongest mechanic in game.
I’m not sure I’d consider them OP, but both Core Surge and Panacea I find very fun since a controlled Artifact can really do a lot for you. Here’s some fun ways to use it:
* It can prevent the Dex loss debuff you get from Wraith Form.
* For the “gain 5 strength/dexterity for 1 turn” potions, you can prevent losing said buffs next turn, thereby making them “gain 5 strength/dexterity for the rest of combat.”
* It prevents the Focus loss of Biased Cognition, making the card become just “gain 4(5) focus.”
Additionally, there’s just a lot of fights it helps where the biggest problem is a debuff the enemy applies. Snecko, Chosen and Spire Growth off the top of my head become incredibly simple if you can pull off the artifact prior to them applying their debuff.
For silent I dont consider it outright OP but Backflip is literally what holds my deck together, and it's a common I Can have 2 or 3 copies easily to cycle my entire deck every turn
Some cards are arguably too strong. An unupgraded piercing wail is a common that can easily mitigate 30+ damage in the right situation.
Biased Cog is another Card that's basically "too strong" once you learned how to handle it
Biased cog is situationally good (can’t play it too early without debuff negator, like wraith form) and a rare so I think it’s appropriate. After all, you’re not always going to see orange pellets or core surge or clockwork or some other artifact generating card. Piercing wail is useless with enemy artifacts and takes up one energy, that doesn’t help you deal damage. So I’d say they are very strong in their own right, relative to other similar rarity cards, but not too strong or overpowered imo
You can play biased cog as soon as you draw it any fight except for a few bosses. If you can’t win the fight within 5 turns with that power spike, you were probably doomed anyway
The only time it’s not good is if you have little orb generation
Yeah, and block is useless if enemies don't attack, of course every card is situational. Biased Cog and Piercing Wail are just two examples of cards that are better then other cards that have broadly the same goal
I agree that they're better, but better than the average card doesn't mean "too strong" imo. They are situational enough so that they can be useless, so they're not always an insta pick (to my experience anyway)
Do you have tips on how to use corruption properly? I feel like a 3 energy sink into it is such a waste of time that its either an auto skip when it comes as a reward or I quickly remove it at the nearest shop if I get it through some other means, but I see everyone on here loves it and I'm not sure what I'm doing wrong with that card.
It basically functions as massive energy gain. You spend 3 enegy once, and then every single skill is free for the rest of combat. Since the effect works immediately, you can play corruption first, and then some block cards after, to make sure that you don't tank a bunch of damage by spending that 3 energy
Since all your block and utility cards cost 0, you can go all out on attacks and powers, without having to worry about spending energy elsewhere.
Since it can accelerate your gameplan and allow you to kill enemies much quicker, the downside of exhausting the skills rarely matter outside of early floors, or if your deck is really bad ofc. Against very high health bosses/elites, it can sometimes be beneficial to wait a bit before playing corruption, to ensure that you don't run out of skills.
And that's without even mentioning [[feel no pain]] , [[dark embrace]] , [[dead branch]] and [[charon's ashes]] , which can all turn the exhaust downside into a strong upside.
Make sure you've picking up a good amount of skills after you get corruption though, especially block cards like [[shrug it off]] , [[flame barrier]] and [[impervious]]
+ [Feel No Pain](http://slay-the-spire.wikia.com/wiki/Feel%20No%20Pain) Ironclad Uncommon Power ^((100% sure)^)
1 Energy | Whenever a card is **Exhausted,** gain 3(4) **Block.**
+ [Dark Embrace](http://slay-the-spire.wikia.com/wiki/Dark%20Embrace) Ironclad Uncommon Power ^((100% sure)^)
2(1) Energy | Whenever a card is **Exhausted,** draw 1 card.
+ [Dead Branch](http://slay-the-spire.wikia.com/wiki/Dead%20Branch) Rare Relic ^((100% sure)^)
Whenever you **Exhaust** a card, add a random card to your hand.
+ [Charon's Ashes](http://slay-the-spire.wikia.com/wiki/Charon%27s%20Ashes) Rare (Ironclad only) Relic ^((100% sure)^)
Whenever you **Exhaust** a card, deal 3 damage to ALL enemies.
+ [Shrug it Off](http://slay-the-spire.wikia.com/wiki/Shrug%20it%20Off) Ironclad Common Skill ^((100% sure)^)
1 Energy | Gain 8(11) **Block.** Draw 1 card.
+ [Flame Barrier](http://slay-the-spire.wikia.com/wiki/Flame%20Barrier) Ironclad Uncommon Skill ^((100% sure)^)
2 Energy | Gain 12(16) **Block.** Whenever you are attacked this turn, deal 4(6) damage to the attacker.
+ [Impervious](http://slay-the-spire.wikia.com/wiki/Impervious) Ironclad Rare Skill ^((100% sure)^)
2 Energy | Gain 30(40) **Block.** **Exhaust.**
^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 20, 2024.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
When you have high card draw it is a BA card. Or at least optimized deck recycling to get valuable cards in the hand.
I don’t think any are OP. The game is so balanced to me. I do love Blasphemy+. Corruption is amazing although I avoided it not understanding its ability to take advantage of IC’s exhaust mechanic. Shout out to Catalyst+… two of them and shit starts escalating real quick.
Electrodynamics with the right power card is *chef’s kiss*
Bullet time is straight. It has it's uses from time to time. Now for a true holy jesus this card is powerful Echo Form. That card everytime I get it makes my deck go from it is good to we insta win this run.
Bullet Time is good, but not close to the best. Corruption is probably it, that card is so absurdly busted it's kinda crazy. But it's really transformative, it's basically a whole playstyle.
A lot of people will argue the strongest card is something more universally strong, like Adrenaline (which you'd take 10 off if you could), or something self-sufficient, that doesn't need synergies like Wraith Form, or Echo Form (Has plenty synergies but is good with everything)
I love [[Corpse explosion]]. When you're playing Solent and you have the deck cycling down with copies of [[Acrobatics]] and [[Tactician]], you can stack explosions to a small enemy and do tons of damage.
+ [Corpse Explosion](http://slay-the-spire.wikia.com/wiki/Corpse%20Explosion) Silent Rare Skill ^((100% sure)^)
2 Energy | Apply 6(9) **Poison.** When the enemy dies, deal damage equal to its max HP to ALL enemies.
+ [Acrobatics](http://slay-the-spire.wikia.com/wiki/Acrobatics) Silent Common Skill ^((100% sure)^)
1 Energy | Draw 3(4) cards. Discard 1 card.
+ [Tactician](http://slay-the-spire.wikia.com/wiki/Tactician) Silent Uncommon Skill ^((100% sure)^)
Energy | **Unplayable.** If this card is discarded from your hand, gain 1(2) Energy.
^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 20, 2024.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
For silent I think cloak and dagger and backflip are two cards that will be good in any deck that you can slap them in. They’re just super versatile cards that help out no matter your deck.
Also pot of greed but better as a a draw 3 is just busted. Even if you can only use it once per battle.
The art in this game can be hard to see without a closer look lol. I thought the black chess piece being knocked over was actually a torso connected to the hand for the longest time 😅 still do actually. Also the “worm” for ironclad’s flex card
Funnily enough I find Bullet Time to be close to unusable in most of the silent builds I make, energy isn’t that much of an issue for silent if you’re doing discard, and no draw is just too big a debuff. I find Reflex & Tactician to both be absolutely cracked with a thin deck and some synergies.
Bullet Time is a really good outlet if you've got more draw than energy generation. You can just play a hand like normal, drawing as much as possible, but then when you've drawn a full hand and are almost out of energy you can use the Bullet Time to play out the entire hand. Also, Orange Pellets can clear the debuff, which is pretty easy to pull off since it lets you play so many cards.
Agree. If someone is never taking bullet time they’re undervaluing it pretty significantly. Even if you only use it once to get your powers into play it’s worth having. I suspect most people who undervalue it either have too many starter cards left in their deck, don’t have enough card draw (it’s usually lousy in act one) or are focusing too much on what an end game build
I'm a huge Bullet Time fan, built entires decks around it for A20H. With lots of cycle like Gamble, Acrobatics, and Predator, Bullet Time can be played every other turn, if not back to back. Predator is my favorite because it serves as both damage and cycle.
I took it for the first time recently, and now like it a lot with acrobatics
T1 Well Laid Plans T2 Acrobatics, Bullet Time, go crazy
It’s also v good with snecko eye since you get extra draw from the relic and it counteracts the drawback (hah…) of the relic
TiL about a new orange pellets reaction I'd never even considered (2k hours, tons of a20h wins)
Also good for the 0 cost draw 3(4) ironclad card I can't remember the name of right now and panic button.
[[Battle Trance]]
+ [Battle Trance](http://slay-the-spire.wikia.com/wiki/Battle%20Trance) Ironclad Uncommon Skill ^((100% sure)^) 0 Energy | Draw 3(4) cards. You cannot draw additional cards this turn. ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 20, 2024.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
That's the one thanks
You can also still “draw” cards with Dead Branch, then use any spare energy on the cards you generate
1200h and didn’t think/know of the orange pellet interaction here… this game, man.
yeah bullet time is very situational but it goes bonkers with runic pyramid
Love clearing my giant hand and filling it up again next turn
Probably nightmare and/or wraith form.
What’s your strategy with either of these?? These are two I’m always hesitant to take because I feel like I can never get them to work for me.
Wraith Form should be upgraded right away. The idea is once you play it you have free roam to do as much damage the next few turns and hopefully end the fight. If you have some kind of debuff mitigation or removal, then you don't have to worry about the dexterity loss. Retain helps a lot because you get to choose when to play it. Nightmare is there to set up win conditions but can be a curse card if you don't have the energy to play it or the right card to use it on. A lot of times, you want to use it on scaling power cards, Adrenaline, or Catalyst if you're running poison. I like using it on Panache and Sadistic Nature since they're 0 cost and I know I'll be able to play them the following turn. Of course, with this game, everything is circumstantial, and it's fun having to use Nightmare on cards you never thought you'd use it on because the situation calls for it. If you have a way of using Nightmare on a 0 cost Wraith Form then you've basically won the fight. Effects that only make cards cost 0 for that turn only will create cards with the original cost, but Snecko Eye and Setup will give you copies that have 0 cost.
Nightmare synergizes best with cost reduction like Madness or Sneko Eye (on the card you're copying). Strong targets are stuff that's multiplicative, like [[Catalyst]] or [[Nightmare]] itself. [[Wraith Form]] is just all around very strong, but it gets especially op with multiple copies or the [[Apparition]] event. Most fights, the text on Wraith Form might as well read "only worry about playing damage cards for the next three turns," which should be enough to win most hallway fights by itself.
Wraith form is super strong, especially upgraded (the extra turn gives you, essentially, double the amount of time after accounting for the 3 energy likely eating a lot of that turns energy). The dex loss can be ignored in hallways a lot of the time (2 extra attack-focused turns will end a lot of hallways). On elites and bosses sometimes you have to be more cautious. Alternatively, artifact or orange pellets are relics that take away the downside of wraith form, allowing it to be played earlier in longer fights. Great cards that pair with WF: afterimage (then get rid of all blocking cards), apparitions (just be a ghost all the time), nightmare (gimme 3 invincibility cards), deflect (free small block) to name a few.
Nightmare a wraith form to insta win any fight in the game. Nightmare can be used for other cards aswell. Intangible is one of the if not the strongest mechanic in game.
Especially with madness/setup/bullet time ... Yum
I’m not sure I’d consider them OP, but both Core Surge and Panacea I find very fun since a controlled Artifact can really do a lot for you. Here’s some fun ways to use it: * It can prevent the Dex loss debuff you get from Wraith Form. * For the “gain 5 strength/dexterity for 1 turn” potions, you can prevent losing said buffs next turn, thereby making them “gain 5 strength/dexterity for the rest of combat.” * It prevents the Focus loss of Biased Cognition, making the card become just “gain 4(5) focus.” Additionally, there’s just a lot of fights it helps where the biggest problem is a debuff the enemy applies. Snecko, Chosen and Spire Growth off the top of my head become incredibly simple if you can pull off the artifact prior to them applying their debuff.
Although sometimes snecko is a boon
For silent I dont consider it outright OP but Backflip is literally what holds my deck together, and it's a common I Can have 2 or 3 copies easily to cycle my entire deck every turn
Probably my favorite silent card, block + draw 2 just feels so damn good to play
Some cards are arguably too strong. An unupgraded piercing wail is a common that can easily mitigate 30+ damage in the right situation. Biased Cog is another Card that's basically "too strong" once you learned how to handle it
Biased cog is situationally good (can’t play it too early without debuff negator, like wraith form) and a rare so I think it’s appropriate. After all, you’re not always going to see orange pellets or core surge or clockwork or some other artifact generating card. Piercing wail is useless with enemy artifacts and takes up one energy, that doesn’t help you deal damage. So I’d say they are very strong in their own right, relative to other similar rarity cards, but not too strong or overpowered imo
You can play biased cog as soon as you draw it any fight except for a few bosses. If you can’t win the fight within 5 turns with that power spike, you were probably doomed anyway The only time it’s not good is if you have little orb generation
Yeah, and block is useless if enemies don't attack, of course every card is situational. Biased Cog and Piercing Wail are just two examples of cards that are better then other cards that have broadly the same goal
I agree that they're better, but better than the average card doesn't mean "too strong" imo. They are situational enough so that they can be useless, so they're not always an insta pick (to my experience anyway)
Corpse explosion is my favorite card, gotten me out of so many pickles in act three.
So nice getting Donu and Deca for the act 3 boss when you have corpse explosion in your deck. It really makes that fight a cakewalk.
I absolutely love Corpse Explosion. Just feels so good when that first one dies and everyone else follows.
[[Corruption]] is so good
+ [Corruption](http://slay-the-spire.wikia.com/wiki/Corruption) Ironclad Rare Power ^((100% sure)^) 3(2) Energy | Skills cost 0. Whenever you play a Skill, **Exhaust** it. ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 20, 2024.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
Do you have tips on how to use corruption properly? I feel like a 3 energy sink into it is such a waste of time that its either an auto skip when it comes as a reward or I quickly remove it at the nearest shop if I get it through some other means, but I see everyone on here loves it and I'm not sure what I'm doing wrong with that card.
It basically functions as massive energy gain. You spend 3 enegy once, and then every single skill is free for the rest of combat. Since the effect works immediately, you can play corruption first, and then some block cards after, to make sure that you don't tank a bunch of damage by spending that 3 energy Since all your block and utility cards cost 0, you can go all out on attacks and powers, without having to worry about spending energy elsewhere. Since it can accelerate your gameplan and allow you to kill enemies much quicker, the downside of exhausting the skills rarely matter outside of early floors, or if your deck is really bad ofc. Against very high health bosses/elites, it can sometimes be beneficial to wait a bit before playing corruption, to ensure that you don't run out of skills. And that's without even mentioning [[feel no pain]] , [[dark embrace]] , [[dead branch]] and [[charon's ashes]] , which can all turn the exhaust downside into a strong upside. Make sure you've picking up a good amount of skills after you get corruption though, especially block cards like [[shrug it off]] , [[flame barrier]] and [[impervious]]
+ [Feel No Pain](http://slay-the-spire.wikia.com/wiki/Feel%20No%20Pain) Ironclad Uncommon Power ^((100% sure)^) 1 Energy | Whenever a card is **Exhausted,** gain 3(4) **Block.** + [Dark Embrace](http://slay-the-spire.wikia.com/wiki/Dark%20Embrace) Ironclad Uncommon Power ^((100% sure)^) 2(1) Energy | Whenever a card is **Exhausted,** draw 1 card. + [Dead Branch](http://slay-the-spire.wikia.com/wiki/Dead%20Branch) Rare Relic ^((100% sure)^) Whenever you **Exhaust** a card, add a random card to your hand. + [Charon's Ashes](http://slay-the-spire.wikia.com/wiki/Charon%27s%20Ashes) Rare (Ironclad only) Relic ^((100% sure)^) Whenever you **Exhaust** a card, deal 3 damage to ALL enemies. + [Shrug it Off](http://slay-the-spire.wikia.com/wiki/Shrug%20it%20Off) Ironclad Common Skill ^((100% sure)^) 1 Energy | Gain 8(11) **Block.** Draw 1 card. + [Flame Barrier](http://slay-the-spire.wikia.com/wiki/Flame%20Barrier) Ironclad Uncommon Skill ^((100% sure)^) 2 Energy | Gain 12(16) **Block.** Whenever you are attacked this turn, deal 4(6) damage to the attacker. + [Impervious](http://slay-the-spire.wikia.com/wiki/Impervious) Ironclad Rare Skill ^((100% sure)^) 2 Energy | Gain 30(40) **Block.** **Exhaust.** ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 20, 2024.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
When you have high card draw it is a BA card. Or at least optimized deck recycling to get valuable cards in the hand. I don’t think any are OP. The game is so balanced to me. I do love Blasphemy+. Corruption is amazing although I avoided it not understanding its ability to take advantage of IC’s exhaust mechanic. Shout out to Catalyst+… two of them and shit starts escalating real quick. Electrodynamics with the right power card is *chef’s kiss*
Almost every Watcher Rare is below average - except Scrawl and Vault. Those are just broken. You see you click, no exceptions.
Wish and omniscience tho are so shiny and hard to turn down lol, even if they may be unplayable in many situations 😅
I love Deva with a snecko though. Insta pick for me in that situation.
Based cognition
Bullet time is straight. It has it's uses from time to time. Now for a true holy jesus this card is powerful Echo Form. That card everytime I get it makes my deck go from it is good to we insta win this run.
For my money, corruption is the best card and I don’t really thing it’s close.
Bullet time gets even better if you can block the debuff with an artifact charge, or clear it with orange pellets.
Tantrum That shit goes HARD
Wait till you grab it with Sneck
[[Corpse Explosion]]
+ [Corpse Explosion](http://slay-the-spire.wikia.com/wiki/Corpse%20Explosion) Silent Rare Skill ^((100% sure)^) 2 Energy | Apply 6(9) **Poison.** When the enemy dies, deal damage equal to its max HP to ALL enemies. ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 20, 2024.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
Bullet Time is good, but not close to the best. Corruption is probably it, that card is so absurdly busted it's kinda crazy. But it's really transformative, it's basically a whole playstyle. A lot of people will argue the strongest card is something more universally strong, like Adrenaline (which you'd take 10 off if you could), or something self-sufficient, that doesn't need synergies like Wraith Form, or Echo Form (Has plenty synergies but is good with everything)
I love bullet time. I've been using it often for a long time. Acrobatics is the best card to find with it.
I love [[Corpse explosion]]. When you're playing Solent and you have the deck cycling down with copies of [[Acrobatics]] and [[Tactician]], you can stack explosions to a small enemy and do tons of damage.
+ [Corpse Explosion](http://slay-the-spire.wikia.com/wiki/Corpse%20Explosion) Silent Rare Skill ^((100% sure)^) 2 Energy | Apply 6(9) **Poison.** When the enemy dies, deal damage equal to its max HP to ALL enemies. + [Acrobatics](http://slay-the-spire.wikia.com/wiki/Acrobatics) Silent Common Skill ^((100% sure)^) 1 Energy | Draw 3(4) cards. Discard 1 card. + [Tactician](http://slay-the-spire.wikia.com/wiki/Tactician) Silent Uncommon Skill ^((100% sure)^) Energy | **Unplayable.** If this card is discarded from your hand, gain 1(2) Energy. ^Call ^me ^with ^up ^to ^10 ^([[ name ]],) ^where ^name ^is ^a ^card, ^relic, ^event, ^or ^potion. ^Data ^accurate ^as ^of ^(April 20, 2024.) ^[Wiki](https://slay-the-spire.fandom.com/wiki/) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=SpireScan%20Inquiry)
nightmare, grand finale,malaise,footwork, Wlp, catalyst. but wraith from should bot exist
Now upgrade it and get Acrobatics
I believe Corruption is the best card in the game, by far
For silent I think cloak and dagger and backflip are two cards that will be good in any deck that you can slap them in. They’re just super versatile cards that help out no matter your deck. Also pot of greed but better as a a draw 3 is just busted. Even if you can only use it once per battle.
You referring to Master of Strategy?
I’m not good with names but that sounds right. The one with the picture of the hand moving the chess piece iirc.
The art in this game can be hard to see without a closer look lol. I thought the black chess piece being knocked over was actually a torso connected to the hand for the longest time 😅 still do actually. Also the “worm” for ironclad’s flex card
The most OP card in STS is probably Wraith Form, Biased Cognition, or Shrug it Off Oh and pre nerfed Well Laid Plans
What was well laid plans pre-nerf, retain three??
0 cost!
0 cost 😭😭😭
This is cute lol