

Speaking of cards which combine multiple effects, Adrenaline has it all: card draw and up to 2 energy gain, without costing any energy itself.

This is yet another great defensive Silent card, which combines a high amount of block with the Weak effect to make sure you dodge massive amounts of damage. It being a common makes it all the more useful: you can find it often, and you can aim to replace your starting Blocks with as many copies as possible. In Act 1 this should be an instant pick, but even found in the later stages of the game it can improve your current strategy. This card allows you to draw further into your deck for your strong cards, while also blocking up to 11 damage if upgraded, which is the best block you can get out of a Common card while playing the Ironclad. Card draw is definitely one such effect, and when paired up with an above average Block gain it quickly becomes a real staple card for The Ironclad. Some of the most versatile cards in this game are the ones that combine multiple effects that bring great benefits to every deck.

You can use this card defensively, to have an easier time blocking, or to reduce damage you take on turns when you plan to unleash your attacks. Plenty of monsters and Elites in the Spire will deal damage multiple times in a single attack and having this card on hand when that happens can be a life saver. Its effect reduces the Strength of enemies for one turn, so if an enemy’s next attack is dealing 8 damage three times it will now only deal 2 damage three times (or even 0 damage if the card is upgraded). This one card has made me go “I wish I had this in my deck right now” more than probably any other Silent card.

Helps set up strong combos and strategies.Effects can stack if you play multiples.Energy reduction is an incredibly strong effect.It also doesn’t really provide any other benefits than extra help with setting up your strategy, but its effect does stack if you pick multiples. But I consider it an auto pick most of the times it does. I placed this card in last place mostly because it is a Rare card, which means it will appear less often than other cards. Energy is also an incredibly valuable resource, so reducing the cost of -all- your Retain cards by 1 each turn will snowball into some of the most insane combos you can make with the Watcher. The Watcher’s strategy most often revolves around burst damage, and the best way to do this is by using its trusty Retain mechanic: you hold onto your Attack cards and, once in Wrath or Divinity, you might just destroy your opponent in one turn.Įstablishment is a Power card, which means its effect will stay active for the rest of the combat, and that’s what makes it powerful. These cards can be added to your deck at any point in your run with basically no drawbacks, and that makes them incredibly useful and versatile.īelow, you can see my top 10 such cards, chosen based on their utility and power level, as well as their unique design. So what should be considered the best cards in the game? Is it those cards that, in the right deck, become overpowered? In my opinion, that isn’t the case.Īfter hundreds of hours of gameplay, I’ve come to realise that the cards that are truly the best are the ones that work in almost any deck. In the same way, finding a Claw in Act 3 when your deck is already built on other strategies would be useless, no matter how great Claw is on its own. Sure, finding cards like Corruption or Catalyst early in the run might seem beneficial, but if you can’t find the cards that work with them, they will just end up being dead weight in your deck. Each character has some truly overpowered cards, but they are often also highly situational. In Slay the Spire, each card you pick will influence the outcome of your run.
