How I Got An Ironclad World Record Streak! | Spire Chat #77 | Slay the Spire

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello everyone welcome i'm jorps i've played a lot of slow the spire in my life like between five and six thousand hours and uh played the game at the highest level for three plus years often setting what the highest level is i wanted to make a video looking through um some runs from august of last year to february of this year where i managed to have five different world record streaks in the course of six months of play and actually played 500 hours of among us during those six months so i wasn't even like a full-time inspire player during that time um i am almost 1 million certain that i have the most world record streaks historically in the game i'm around 15 total i think but i have never had this many world record streaks in this little time and obviously as part of them being world record streaks they are the most wins in a row on these characters that have ever been played so i've never won this many runs on these characters before either part of the reason for so many world records happening is that there is a tendency for this game to have major patches every six months or so which make the game easier and that was true last year as well patch 2.2 generally buffed quite a lot of cards and made the game easier to win uh on silent especially although i'd say just generally on all of the characters overall because of a few buffs to general things and yeah pretty much everybody got a buff of some sort ironclad silent defect i'm not sure if watcher got any buffs but she really didn't need any so let's talk about ironclad first the biggest thing i would say that is unique about my ironclad win streak here is that i was boss relic trading basically every run at the time that i set this ironclad win streak this was early on in the patch i'm not anywhere near as convinced that it's correct now as i was then um i'm not boss or alex swapping every time anymore ironclad's boss draw it gives you six hp every fight which is actually a pretty big deal in act one and two it tends to not matter as much in act 3 especially for winning ironclad runs winning ironclad runs often have reaper or feed and just don't need that sustain all that much anymore but to get through act one and two it is a very significant six health every fight if you look at this act there are four five six seven eight nine fights in act one so that's 54 health there um 48 leading into the boss fight and that's a big deal and generally i would say that an average boss or i like it does give you more value than that but you have to consider that on top of choosing to swap your relic for a boss relic at the whale you're also choosing not to take something like upgrade a card or get a common relic or um there are just lots of generically good whale bonuses and some whale bonuses which are a little bit high risk reward but also on average very good other than boss relic swapping so you are giving up something to go for this on top of that um ironclad has some self-damage synergy stuff that's being buffed i did not use it very much in this one streak and overall i feel that it's still not actually very strong but the fact that it was buffed does mean that you're more likely to get into builds which deal you damage and when you're dealing yourself damage especially if you're building into something that deals you damage early on in a run before you have sustain and max hp and stuff to defend yourself having that six hp sustain every fight can be a pretty big deal uh yeah but for this one streak which as far as i know is the most wins anybody has ever had in a row with iron clad at ascension 20 killing the heart i was trading boss relic every time and this time i got tiny house uh unfortunately i don't actually know which card tiny house gave me the run history stuff here doesn't let me know but tiny house is not one of the best hits for a boxer like we get a potion 50 gold five max hp obtain a card gotta upgrade one of our cards it's all fine but it doesn't give us um much power and it generally doesn't give us much direction either we're still looking for some other thing that's going to let us survive even the act one elite fights we haven't even solved those by picking up tiny house usually so still a long way to go on floor one i beat up jaw worm i took a clothesline over havoc and clash i think that's pretty straightforward and hopefully everybody would think that that was sensible then on floor two beat up some small slimes and took a flame bearing and explosive potion over wild strike dropkick you can take wild strike here for sure my tendency with ironclad of late has been to tilt my deck toward defense as much as i can get away with that's a balancing act because the act one elite fights heavily punish you for building a defensive deck grandma knob in particular you just need to deal 80 to 90 damage to gremlin knob quickly and playing block cards is not gonna work so i get for that fight something like a wild strike is much better than a flame bearing it's possible that i just had a big damage card in my deck and it's the runway i had offering i don't know but anyway um for whatever reason perhaps the explosive potion i felt that i could get away with taking flame barrier here but i'm definitely i think the instructive thing is to recognize that it's not the case that either flame barrier or wild strike is always right here it's the case that you probably want to have flame barrier in your deck for act two but you may need to have wild striking your deck for act one still something like one card is better than the other one card is more targeted at act one and one card is more targeted at act two so that's all cool it is a slime boss act so not a hexagon stacked hexagons would make um flame barrier even better on floor 3 beat up a cultist and took an iron wave over wild strike and true grit i think this is actually another really interesting choice i believe the reason that i took iron wave the general reason that i take iron wave early on in a run is just feeling like i need some medium quality bridge card to get me through the early part of the run iron wave is not a card that you're excited to play in late game at all you will usually not be playing it when you draw it and so we're almost adding a curse to our deck for late game most likely but that having been said we already have a clothesline and a flame barrier which are two two cost cards and so we're often going to have one energy left over in our turn and we're often going to want to do something useful with that energy iron wave costs one as something more useful than strikes or defends right now so it's a good pickup um in that spot but also take wild strike could also take true grit again i'm trying to tilt my deck as defensively as possible at the moment and i don't think i have to take wild strike but i think true grit's too defensive would be the explanation of why i was making that big goodwill merchant by a potion belt potion vault's great pick up a juicy bracelet from scrapboos that's fine an upgraded bash on floor six bash is the typical upgrade first in act one for ironclad just because it deals so much damage to upgrade bash against gremlin knob and lagavulin both of those are fights which are challenging for us and this is the best upgrade available to us for making those fights easier i could upgrade say there isn't really even an upgrade that's significantly better against sentries unfortunately but sometimes you can upgrade like a wild strike which is a high damage upgrade so that you have a card that's good in all three of the fights because the bash upgrade isn't that good against sentries as they have an artifact charge it's a larger upgrade than it looks like though because you go from having two energy well okay you apply too vulnerable to something but it costs you two energy to do it right so you have four energy left with which to play attacks against that vulnerable enemy before it stops being vulnerable you've got one energy left this turn and then three energy next turn and you may need to like spend two energy and blocking in that time so maybe you only actually have two energy with which to attack the enemy while it's vulnerable whereas if you upgrade it all of a sudden you have an extra turn so another three energy you go from four energy to seven energy um that's a 75 percent increase not a fifty percent increase and you're also at a point where you can spend seven energy attacking something you're going to be killing it at the end of that so you can sink those last three energy into actually attacking the thing usually because you're at a point where it's going to be dead after you've attacked it which means you don't have to block anymore so the bash upgrade is really good we picked up a bag of marbles and a feed from lagavulin and honestly when we pick a feed on floor 7 we've already started to snowball into a one run feed is tremendously tremendously strong it's strong if you pick it up like two acts later but the meta progression on this card when you pick it up early is just obscene you're not just raising your max hp by four it also sustains you when you raise your max hp in this game your current hp goes up by the same amount and so we're not only raising our metric fee but we're sustaining when you rest in this game or when you end an act you gain hp based on how much your max hp is both of the equations for how much you heal consider what your max hp is and you'll heal more if you have more max hp and so we're getting sustained in fights we're getting more sustainable campfires we're getting more sustain every act and we're getting more max hp for the boss gauntlet and when you have all four of those things going on the game gets a lot easier like this is now an ascension 10 run instead of an ascension 20 run or something because of how strong this card is um and yeah some of this stuff is gonna sort of be like well here are the first three steps and then draw the rest of the elephant where i'm not gonna go in great detail through the rest of runs which i think are mostly one already but the general vibe here is we go through the rest of act one we take a little bit of um scaling a little bit of block we get a demon form from the slime boss which is like fine we're already at 96 hp here and we pick up a curse key so we have four energy now and our act 1 relics are not super good but going into act 2 with almost 100 hp gives you a lot of room to work with and we were able to skirt through act 3 or act 2 rather yeah i think i said act 3 because 100 hp seems like it would be obscene for act 2 but we were able to get through act 2 picking up battle trance is huge some card draw picking up shock waves huge apply weak and vulnerable to everything mutagenic strength is actually pretty unusual for me to prioritize and more i've been transforming two cards in this event um because more and more i've been finding that so many cards have been buffed in this game since like two years ago when i started playing ascension 15 i think that's when ascension 15 came out so many cards have been buffed such that when you transform a strike in a defend you're getting random cards and it used to be that your random cards were quite likely to not be useful for your late game strategy or even very useful now like there were just a lot of cards that didn't help that much but with so many cards being buffed not only do you on average get a better card when you transform because a lot of the bad cards have been buffed now but also there are so many more ways to craft a successful late game strategy you're nowhere near as penned in to finding a particular three different cards which are only supported by three different other cards or something like that now it's more the case that um something like uh blood for blood could be enough to win pretty easily um something like bloodletting which gives you health gives you energy for health it gives you one more energy now so something like bloodletting which used to be almost unusable now becomes something that can be a part of quite a few different infinite builds um so it's like this there's the immediate obvious buff but then also everything in slave spire connects to everything else and so when you buff one thing then all the things that are connected to it suddenly get stronger and you get to a point where transforming cards becomes more appealing than it used to be by a large amount so i'm a little bit surprised that i took mutagenic strength there because i don't looking at my deck see anything that really hugely benefits from turn one strength it's possible that it was just like i have the bag of marbles i am struggling a little bit to deal damage against act 2 elites in particular and so i wanted to get the extra probably 10 damage on turn one out of the mutagenic strength and that's maybe that's enough yeah maybe that's enough we got a true grit this is actually an upgraded true grit trigger it's a good upgrade especially with card draw like we got the battle trance earlier in the act trigger lets us exhaust cards that we don't want for longer fights upgraded demon form i'm just going to go quickly through the rest of this calcum we got council of ghosts for three apparitions uh council of ghosts is usually very strong and when you have feed it's even stronger because the drawback and council of ghosts is that you get to a point where you have the ability to get one shot like if you're at 35 max hp there are going to be turns where you get attacked for more than that and if you draw five attacks you're dead so um with feed we not only got three turns of intangible but we also have the ability to get our max hp back and be safe got a burning pack excellent car got an exums we have some sort of exhaust synergy things going on here i don't believe i ever got oh i did eventually get a feel no pain as well but it seems very good with offering very good with feed very good with apparitions so it seems a card where usually this is going to become very powerful by the end of a winning run it won't be very strong in a lot of your losing runs and there's an interesting inflection point there where for a card like this you sort of are often looking at it and thinking this card isn't strong yet but in all of the universes i can imagine where i won this run it would get strong so maybe i take it even though it's not strong yet um where the downside of course is i'm making it more likely that i live in a universe where i have no chance to win the run if i take exam exuber something like an immolate maybe where immolate helps me to get through act two but in all the universes where i do end up with winning synergies exum's gonna be a tremendously powerful card and so we take it to make sure that the runs where i would have had 75 chance to win i instead have 90 percent chance to win and we dismiss the fact that in some runs where i had you know 20 chance to when i now have 15 percent chance the one uh yeah but in in this situation exam is just already incredibly good and then we got a snekoi snekoi is i think the strongest boss relic in the game consistently on ironclad still it used to be the case that snekko i was just always the strongest boss alec on everybody pretty much but when watcher was released watcher doesn't play super well with neko i and with card buffs on silent and on defect i think that it is no longer incredibly powerful on either of those characters either so we're now down to it probably still being the best posturalic on aggregate for ironclad although somewhat situationally where i have the battle trance i eventually have an offering these cards don't love snekoi ironclad also i would say maybe 20 of the time ends up winning with some sort of infinite combo which snekoi doesn't like either so there are things that ironclad doesn't like about snekoi i would say more so than there used to be but it's still very very good it's good to draw two additional cards every turn it helps it's um there's a deck with a demon form in it so we'd draw a demon form like a turn earlier on average and get to put it in play that's really good went through all this stuff got a feel no pain plus is a pretty big deal the lizard tails nice for sure and this deck never really got tons and tons and tons of max hp back i think it was struggling a little bit in act three ended up taking 57 damage against the weekend one and then actually dying against donudeka but fortunately i had picked up a lizard tail and made it into act 4 with only 9 hp so what went wrong here is largely that i failed to find a corruption and failed to find significant ways to block there's no disarm in this deck there's only one feel no pain and the feel no pain doesn't have the ability to often have cards exhaust because i don't have corruption i don't have like a fiend fire or anything either um there's no barricades so if i do get a good block turn put together there's no way to really use entrench to win the run from there or anything the deck's just not that good at blocking and that was you know what made us take so much damage against these boss fights and just couldn't defend against them we've got this apparitions of course which is why we're able to deal with holy fights and lead fights much better because the apparitions keep us alive through those but in the boss fights they're long enough that we have to have some sort of sustained block at some point and we just sort of don't but going into act four we rested up to full we bought a couple of speed potions and they have an artifact charge i believe i had an artifact potion in my potion belt at this point so i went into the final fight with 10 dexterity and that was just enough eleven damage from the corrupt heart speed potion you can stop it from taking your dexterity away at the end of the turn speed potion gives you five dexterity until the end of turn but it stacks up a debuff or you're gonna lose a certain amount of dexterity at the end of the turn so i just stopped the ten decks already down with my artifact potion and won the heart fight gg so i'm not gonna spend that long on every run but we were talking about a lot of things for the first time and we're gonna get to a point where we've talked about a lot of this stuff before and i won't have to speak at length about it again i'm pretty sure um second iron clad ron again boss alex swapping we got slaver's collar this time extra energy for elite fights this is fine we want to be able to eat elites anyway in general i would say ironclad is happy to take okay the first three holy fights of act one are from an easy pull they're not very dangerous you won't take much damage in them on any character with any duck pretty much within reason but after the first three hallway fights you get into the hard hallway fight bowl in act one and these fights can be quite tough some of them are like they would be miserable fights if they showed up at the beginning of act two let alone uh halfway through act one so i would say ironclad typically is okay with taking hard pull fights if he's likely to get a rare card from them and if he has some good aoe damage something like an emily or a whirlwind early is going to go a long way there some potions can help stuff like that but ironclad's cards themselves are not incredible i wouldn't say i think ironclad has the weakest cards of any of the four characters ironclad tends to have very strong interactions with relics and also ironclad has some rares which are superbly powerful like speed or reaper or corruption or offering offering probably at a lower strength level than the other cards i just mentioned i think the like sub theme of ironclad cards which strength scale are strong in so far as they make reaper even better but i wouldn't say that like building into them by themselves without a reaper yet is as strong as something like building into a corruption when you see a corruption act one is or feed feed is obviously very very good in act one so what i'm trying to say is in general i'm very happy if i can take elite select one as ironclad because a lot of my runs are going to be built around synergizing my deck with some sort of strong relic um incense burner captain's wheel here in act one mean that i don't need to worry anywhere near as much about building a duck that can block especially prior to the boss gauntlet even in the boss gauntlet these relics are incredibly strong against the heart if i put incense burner on four at the start of the heart fight i'm going to full block on turn 2 and have 18 free block on turn of 3. so that's very very strong i have a shuriken for some strength scaling i have a self forming clay and an orange pellets for more defense this is a run which wins beast largely on its relics without even looking at what my cards are and ironclad's gonna have a good number of runs like that um especially given that some of ironclad's strongest cards like feed and reaper tend to be more of a supportive sustainey type of role rather than a this is how i win the fight type of role so you can think about them as letting you exist in a fight for longer to get more value out of whatever else is in your deck or whichever relics you happen to have available to you so um that's all cool this deck ended up going through the start of act one picking up a metallic size and a fuel note pan early which are two very strong defensive powers so i've got a good amount of defense going on because seversol over a wall crying to feel no pain on floor five any damage is going to be good when you don't have enough damage to kill gremlin knob yet and um severus soul is particularly good with a feel no pain already in the deck because of all both deal damage and block it's not it's not the most damage that you're gonna get for two energy for sure something like a carnage is going to deal significantly more damage fiend fire immolate uh even like a whirlwind is probably more exciting to be taking and we can upgrade that you know but except results fine not be too picky upgraded bash again went into our sentries fight only took 12 from it feel no pain is killer pain and metallicize actually are cards that are defensive cards and as such you might at first glance think i shouldn't be taking this before i go into act 1 elite fights because act 1 elite fights i want to tilt my deck much more toward offensive potential and it's true that if you're struggling to deal damage you probably shouldn't be taking fiona pain or metallicize over good attacks at the start of act one but metallicize and feel no pain both get a free pass against sentry or against um like a villain sorry pretty much because most of the time you're going to be able to draw them before you wake lagavulin up so in the lag of gulen fight in particular powers are better than usual because you get to decide when the fight actually starts like a villain will stay asleep for three turns if you don't attack it so unless you get very unlucky and don't get your powers into play before turn four you you have the ability to chill out a little bit there and also italicize is legitimately just a very good card against centuries and feel no pain is incredible against centuries because you draw so many dazes the second time through your deck so the cards are only bad against grandma knob and even there metallicize is a non-skill way to block and it will often block first six or even nine damage against gremlin knob so yeah just those powers in particular are a nice way to get your deck kick started on being able to defend before you before you've even solved the act one elite problem because being able to defend well is generally an act two problem that you have or even an act 2 boss problem if you're good at killing act 2 holly fights very quickly and it generally isn't something you try to solve in act 1 but if you can get started on solving it in act 1 that's great and solving how to defend in a way that scales well into late game like feel no pain does feel no pain is a solution which works against the late game gauntlet as well is just really really nice um one of the one of the other things i just mentioned how transforming cards gets better because there are so many ways to build into something that wins late game uh that's that's true here again when you are able to solve an early game problem with a solution that scales well into a late game solution for the endgame bosses the run becomes much easier for you and so taking a feel no pain and the metallic size early even though like feel no pain doesn't have that many exhaust cards all it has in the starter deck is a sender's vane which is going to exhaust for it but you know enemies put dazes into your deck and you'll find some exhaust cards probably a third of ironclad's cards have exhausted on them so unless you stop playing ironclad you're probably gonna find some exhaust cards um yeah solving your early game problem like that makes it very easy to then build a deck which can solve its late game problems much easier than if you solved your early game block problem with something like a shrug it off drug it off is fine it's an okay card late game but it doesn't scale in the same way so anyway we got a captain's wheel and actually took a body slam from the floor 7 elite i love being able to take a body slam early but it's difficult too it's hard for ironclad to take a ton of block cards early ironclad doesn't have that many block cards um a lot of the good ones are on commons which are just sort of hard to find and yeah if i can get away with playing a body slam that's likely to hit for 10 or 15 and act one i love that this body slams a good attack to have for later if you're building a deck which blocks a lot and you would like to be able to build a deck that blocks a lot but often your problem with trying to build a deck that blocks a lot is that it can't deal damage the act two elites well if you have body slam now it can cool um that being said usually you just can't take body slam so here especially with captain's wheel giving body slam an automatic 18 damage if we draw it on turn three i think we can get away with taking it and so yeah that's cool this is a situation where i skipped exhume so exum could have been maybe an okay pickup but it's probably too early for it here we just have too far ahead of us before we're expecting our deck to have three or four powerful exhaust cards to choose between when we play rxem rested picked up an incense burner absolutely premium relic very very very good actually purchased a hand upgrade on floor 11. typically when i'm buying hand upgrade it's because two things are going on one my deck has fairly good control of fights so i can choose when to end a fight and in this situation i want to be stalling fights anyway because i have this incense burner i want to be able to set incentive around 405 before the start of the next fight i already have some decent block going on with metallicize and feel no pain and captain's wheel and i want to get more block because of body slam so all of those things are making me want to stall fights longer and then another reason to buy a handle grade is just that you need more damage just is a car that deals 20 damage for two energy and this deck needs more damage still so those are the two reasons most likely that you're going to end up buying handle grade in act one the fact that it gives you gold is like it's nice right it's it's one of the minor sub reasons that you buy it but you shouldn't be walking into a store and thinking oh i want to play a run where i just get 2 000 gold so i'm gonna buy handlebar you should be thinking about how hand upgrade matches with what your deck's doing right now in order to be strong or if it doesn't it's probably pretty weak it does cost 200 bucks to buy it from the store so not cheap we got a dark embrace from our looter friend over perfected strike and thunderclap so two attack commons that i maybe would have needed if i hadn't bought hand of greed but with hand upgrade i don't really need to be picking up those attack columns anymore not nearly as much anyway i have a lot of damage and dark embrace is a tremendously good car dark embrace is like very close to the power level of feel no pain i would say maybe slightly below it most of the time early on runs but it's very very close it's one of those powers that you can almost always be taking even before act one elites because even in the act one elite fights it tends to be okay a lot of lagavulin got a shuriken and now we've got a little bit of strength scaling for ourselves as well transformed a strike and got a searing blow not sure that's an improvement and we beat guardian and we were offered ready for limit break and offering there was a time in my life where i would have thought this was an interesting choice but the more that i've played ironclad in my life the more clear it has felt to me that reaper is just incredibly incredibly incredibly strong reaper is a card that takes runs which are middling and makes them not only able to win this is a very strong card in the end game against the bosses but also able to snowball immediately and that's a really big deal say i take offering here it's a card that probably gives my deck just immediately more help than repair does i don't have a ton of strength on my deck i've got like a sheer account but it's not that much um i don't have that much going on for reaper just yet and offering is gonna accelerate my deck a tremendous amount i can't show you an offering but it's gonna give me three cards and two extra energy the turn i play it i have an incense burner so sometimes it will only deal me one damage instead of six that's cool right the problem is with offering i'm gonna go into act two i'm gonna draw it i'm gonna play it my deck's gonna be more powerful but i'm gonna have to like rest all the time because my deck's still not going to have a ton of sustain and offering is dealing me damage on top of that with reaper all i need is like one fight against three bird cultists and i'm gonna be full hp next act basically and then if i fight an elite all i need is to draw a reaper on a decent turn against slavers or gremlin leader and boom in full hp again and then after that all i need is a centurion mystic fight and i'm full hp again so this card isn't only strong for late game but it immediately enables snowballing for me as i go through act two and when i say snowballing i mean the ability to take like every floor and every greedy option like four elites without even considering going to a campfire types of things these are enabled by reaper and not possible when picking other cards and i think as a streamer of this game who wants to play entertaining runs i prioritize snowballing options even more than i should probably when people talk about like who the best slay this buyer player is often a thing that they care about is win rate overall and i think that i probably try to snowball runs at the expense of win rate sometimes because it's more fun and i'm playing this game to have fun i don't think that i do it in a way that's tremendously bad like i don't think i'm giving up like five percent overall win rate or anything but i think there are moments where it's close where i choose to go for a snowbally path which has some potential risk involved instead of going for the safer path which might be slightly more likely to win in the end but it's going to be like an hour long grind which is generally unenjoyable uh so because of that because of that i've like always taken reaper in situations like this a lot maybe more than i should and i have really noticed how much stronger it's getting as buffs happen to other cards reaper like i said earlier talking about this run is one of those cards which allows you to sustain in fights which gives you more ability for the other strong things your deck is doing to exist um it lets you do other strong things you couldn't do without it like for example getting 60 strength in a fight with limit break if you don't have a reaper to heal up at the end of doing that you likely can't do it at all and even if you're not like going to gain strength and get a tremendous stuff like that if you can last in a fight for six turns in order to play your hand of greed or put instance burner on the right number or something like that that's a big win as well and reaper lets you do that and i feel like it lets you do that more as more stuff is getting buffed more stuff getting buffed also just makes every fight easier overall which lets you do more convoluted things in fights which are powerful so for example playing reaper on the right turn is a somewhat convoluted term thing that you might not be able to do if fights weren't easier um same sorts of arguments are true for alchemize on silent alchemize is much stronger now than it was a year ago two years ago we got a runic pyramid from the guardian runic pyramid plus four energy going into act 2 is generally a recipe for a pretty easily one run especially with a reaper and an incense burner we picked up an early spot weakness armaments is great with pyramid often worth an upgrade with pyramid as well picked up a dark shackles combust and blood potion apparently i think i have self-forming clay or rupture the compost is just like an okay card here and if i hit rupture all of a sudden i have good strength gain so i guess that's what i'm thinking probably uh beat you didn't take vampires because uh this is a deck that eventually got down to only one strike in it so adding five bytes to it at the cost of max hp max hp matters a lot when i have reaper it's not a great decision that time we did upgrade armaments we beat up gremlin leader this is a run where i actually took 27 damage from knowing skull to give you a sense of how much i'm snowballing here this is an event where when you hit an act 2 it's often a very bad floor it deals you six damage just to leave and usually you don't get to use it for anything before you leave but here i was able to click on gain gold three times before leaving and honestly i probably could have clicked on it more times because i get self-forming clay from the treasure and then get us in train and mystic and i'm basically full health again so picked up orange pellets at the merchant very good with everything like orange pulse is just obscenely powerful and there's almost never a run where it isn't incredibly incredibly good and got another reaper from the champ um you know once we have two reapers this gets pretty easy this is a draw the rest of the elephant moment here where i'm like i'm picking up a feed to gain max hp and picking up limit break and upgrading it to have tons of strength for the late game and we win against the heart we took 61 damage and ended at full health which is very typical of a deck which is strength scaling with reaper you don't have to walk right like there's no reason not to take 61 damage if you are just going to heal all the damage back so even though this deck has some ability to block when it has 138 max hp anyway i don't have to play the block cards on turn one and turn two hit me who cares that was a i would say a very typical looking reaper snowball iron cloud run all right this is the first time that we got a truly powerful boss relic swap i'd say the runic pyramid and that go eye okay so like astralis pandora's box runic pyramid snekko i are typically going to be your best posture alex swap hits at this point in the history of the game it used to be that um when you boss rolex swap you were more hoping for specifically snekoi and runic pyramid but now transforming cards is so strong that i think the transforming cards options are probably actually even better but yeah we got a second eye at the whale stack y run is typically going to be a very easy one we got a flame barrier combust um power through twin strike here we go we get an r calcum and a bludgeon at centuries and i think the run's basically over at that point uh they're just we just take high value cards at this point and get decent relics and win got a singing bowl which is very strong with psycho ice nikoi tends to lead to you skipping more often um the way that snekoi works is all of your cards cost between zero and three instead of their usual energy cost rate and so because of that the balance of the game breaks now relative to how your cards work some cards are incredibly incredibly good like a bludgeon which deals 32 damage for between zero and three energies way better than an anger which deals six damage for between zero and three energy right um and some of your cards are pretty bad like the anger which deals six damage for zero to three energy and so because you sort of break the balance of the game with snake eye and have some cards which are incredibly good in some cards which are incredibly bad much much much more so than without snackaway you end up building a deck which tries to focus on the best cards more and skips a lot whereas without secondly you tend to build a deck which builds a lot of solid cards which means that you don't skip that often because you're often going to be offered one solid card in your card rewards but yeah snk cares more about really getting strong stuff going and this deck ends up doing that pretty nicely the biggest hope for me when i get snake away on ironclad is to get corruptions demon forms and reapers and it looks like i got a corruption i got a feed but no reaper but i mean that ends up being okay i guess got a pandora's box at the end of act two unfortunately it looks like the mod that tells you what pandora's box gives wasn't working at that time maybe i didn't have it installed yet i think i mean it's installed right yeah it's definitely installed for this run because it tracks numchaku but maybe pandora's hadn't been added to it yet it's a really cool mod but it was still being developed at that point so i actually took corruption over reaper which is i mean i think fine i would not always take corruption over reaper but this is a situation where both of those cards are insanely insanely powerful and so it's going to just be a matter of working out which one is the strongest at the moment i got a barricade and added an entrench to it i got a fairly late feed actually impervious helps a lot with the barricade took almost no damage from the boss fights took almost no damage from the shield and spear and took 63 damage from the heart which is i would say fairly typical of a deck that doesn't have like incense burner to help defend on turn two or three if you look at the ability of my relics to defend on turn two and three there just isn't one really i sort of can't do that i don't have orange pellets i don't have like a horn cleat or an incense burner or um a buffer charge or anything like that so it's very normal to take damage at the beginning of the heart fight with a deck like this but you expect to stop taking damage after turn three all right so i believe that was around three right i was gonna do all of these streaks and i'm realizing now that i am absolutely insane and there is no possible way that i will do all of these streaks so this is gonna have to be five different videos i think which is fun i guess i'll do five videos um 9 19. i wasn't playing that much spire at this time uh you may have noticed 8 29 9 4 9 12 9 19. so i believe this was while i was playing a lot of among us and you know that game was fun but i also liked to drop in for aspire on r2 often at the beginnings of the stream something about me inspire is i actually think i play i think i play my highest level aspire four hours a day three to four hours of day i play my highest level of spire and so for me if i cared about maximizing my win rate i would like play my three or four hours of spire every day and then i'd probably stop um go do something else maybe i'll take a break for an hour and then come back for me i sort of established as a routine when i was a professional poker player to play three or four hour sessions and then go for a walk and have some food for an hour or something like that and then come back for another three or four hour session and when i was really working super hard as a professional poker player i would play three sessions like that per day so i'd work nine to 12 hours and then have two hour long breaks in between basically yeah for me when i'm streaming streaming you like to have the channel up for like six to seven hours uh let people come in and enjoy the show and breaking up the show into chunks throughout the day is just sort of disruptive to viewers so it's not a great thing to do so yeah for me as a streamer i will play slightest fire for six plus hours a day sometimes but it's with the knowledge that i'm not going to be winning nearly as much if i do so um and generally even if i'm not like on a world record streak often i treat slate the spire more is like a time to hang out and chat with people and have fun i'm not necessarily trying super hard to win every single run you're gonna find out more about this next run foreshadowing um so i set two world record streaks during this period while not playing very much slay this fire i was playing like three to four hours a day and i think that's just because when i play little slightest fire i have more interest in focusing intently on exactly what's going on in the run and i have more brain power to do it i think that's like very causal one of the reasons that i don't focus on win rate and try to maximize my win rate and try to judge myself or other people based on their slight buyer win rates is that i know that for me the behavior that would maximize my win rate isn't very fun for my viewers and isn't very fun for me so that's that's all whatever hopefully hopefully setting five world records in six months is enough to establish that i'm still okay at the game not though so we we hit snekoi again off our boston leg swap which is awesome this is why you hit the boss relic swap is in the hopes that you'll get one of the good ones and you know you've got in the vicinity of a one and six basically to get one of the good ones maybe slightly better maybe slightly worse depending on which ones you think are good and which ones you think aren't good and this neko i run has a heavy blade uppercut and clothesline by floor form so we're already incredibly good at dealing tons of damage to things upgrading strike and defend is great and we pick up a molten egg and a power potion a little bit awkward that we got a molten egg after taking three good attacks but it's fine take a rest we fight the sentries and we pick up a gyria and a reaper so we've won the run already basically uh genuinely there isn't that much to talk about from here um this reaper is going to let us do um very unfair things to the game for the next act and a half at least by which point we should almost certainly have gotten enough stuff together to be able to continue doing unfair things to the game for the rest of the run is the expectation i'm not saying it's impossible to lose from here but i'm saying that that's what we're going to do and the balance of the game sort of breaks a little bit where it stops being like i am trying to solve immediate problems or i will die which is where the game shines its most um and instead it's like well i have a free pass for a really long time i just have to make sure that i sensibly improve the deck for winning the end boss fight which is you know not my favorite way to play spire there's a lot less going on a lot less to engage with but still a pretty good game we actually get three lifts in here while fighting an elite and then uh heal to 72 in the slime boss fight pick up an exhume plus which is i mean the upgrade is less exciting when you have snaco eye but still it's a very very nice card to have with reaper and then pick up a dual wield plus on floor 18 at this point all the deck really needs to win the entire run is a little bit more strength oh also i got a pandora's box which i'm sure gave me all sorts of cool things but unfortunately it's not gonna tell us ollie's mirror i'm guessing is a second reaper and yeah at this point all pocket watch is a very good relic with snake away at this point i got a bludgeon plus in that fight too at this point we're pretty much done the only thing that this deck is sort of missing is help for turn two and three it's got the anchor for turn one but and one is not turn two and three a heart attacks you on turn two and three of course and it only has a 75 max hp so this is a run where my deck's incredibly strong as we go through all of this i just am at full health at the end of every fight but i'm still a little bit spooked at the idea that i can basically play the game for an hour without having to make any decision and then walk into the heart fight get a bad draw order and die it's a very unpleasant feeling but i bought a strawberry at the merchant very very very much caring about the stuff that makes me less likely to die left the shield and spirit fight at full health which is the best i can do and we took 67 damage from the heart although we ended up having almost full health at the end of the fight because we played reaper after we took the 67 damage so we got there in the end so the reason i was talking about how i wasn't playing spire much and everything oh one more i guess one more yeah one more okay never mind wait one two three four okay this is the fifth turn okay so relic swamp busted crown mustard crown's not what you want to see in your relic swap this is one of the bad ones for sure busted crown it's really hard to win the run when you don't get as many card rewards it is a deck building game you build a deck out of cards to try to do strong things and as strong as ironclad's interactions with relics are your cards matter a lot so when you see a third as many it makes the game hard to win i managed to get a clothesline on floor one which is great it's fine skip to bloodletting which is pretty normal skip the warcry pretty normal you got an upgrade on bash and clothesline from a floor or event which is incredible skip the rupture which i think is a little interesting i think it's fine i think it's fine just kept rupturing if somebody told me that they had thought about it for like two hours and felt strongly that you should take rupture on floor four floor five here i would probably believe that they had come up with reasonable arguments for it like it seems like something you could think about for two hours and end up on the decision to pick rupture here it's obviously a card that doesn't do anything right now but if we hit a combust or brutality from a store it guarantees the ability for us to scale in late game which is something that is hard to hard to get with the buster crown basically unfortunately it's going to be a dead card a lot of the time and so i defaulted to just skipping it um if i don't find a way to turn it on it is bad obviously and then the really crazy thing about this ron i looked at this run before recording the video looked at all of the ironclad runs before recording the video is um on floor eight i got a juggernaut from an elite fight which is like okay that's cool it's unusual to be offered rare cards that easily when you have a busted crown cool nice uh and then i get like an omimori whatever i get a dream catcher not a not a huge great card and i got an offering from the next elite fight it's actually got offered two rares in a row which is very hard the way that the game distributes rares is that when you are offered a rare the chance of getting a rare for your next card reward goes to minus two percent and then every time you're offered a comment it goes up by one percent so i had a minus two percent chance to be offered a rare at this elite fight fortunately on elite floors you get a plus ten percent default buff i actually had an eight percent chance to be offered a rare but yeah it's still not super likely you're going to hit that is it so then i go to the campfire and i rest and i get them in trench and i decided to actually take that it's like an okay card it has a lot of upside potentially later then i go to the next elite fight and i get a demon form so i got rare rare uncommon rare it's impossible for me to see a rare here for what it's worth which which seemed pretty good looking through this run i was like oh i don't remember this surround happening it was a long time ago but i imagined that chat was freaking out a little bit at how lucky i was getting here i managed to pick up an impervious to go with the entrench so that's nice if i happen to get a barricade later in the run or a calipers even that could be very powerful and i got second one so i'm four energies neck away with a necronomicon very early on in act two and yeah just managed to win was not a run that was anywhere near as strong as the previous runs like it seems like i'm getting really lucky right but it's just uh the mustard crown is so bad that i can get this lucky and still have a deck that's significantly worse than the previous runs decks were but astrolabe probably gave me some pretty decent cards oh nice it's going to start telling us what cards we got shrug it off pummel and human cases are not incredible cards but it's a solid upgrade to the deck strength we got a mind bloom with double normality which enabled us to pick up self-farming clay and kunai kunai is an extra nice relic with um necronomicon easier to proc it orange pellets champion belt good relics relics i just was playing the entirety of this act with a normality in my duck i guess which actually worked out okay very nearly died to the awakened one um and didn't do too bad at all against the heart i imagine this is a really fun run to watch i wonder if it's on youtube i don't know maybe i don't really do my youtube stuff generally so i lose track of this but this rom looks sweet okay so i was on 5-0 with ironclad now which means that this run has to go 6-0 which would actually be equalling my personal best i guarantee that i had no idea i'm almost certain i had no idea if i did i like really didn't care about slay the spire right now and was really enjoying among us because i boss relax swapped into tiny house again which is you know fine whatever say what i got this time now and then i immediately bought prismatic shard on the floor too so prismatic shard has been described generously as worse than just throwing 160 gold away that's that's i think generally a fair assessment of how good it is to purchase prismatic shard on floor 2. however i think ironclad's cards are probably worse than all three of the other characters class uh cards all of the cards is being buffed in general and it's early enough in the run that if i get something really strong i could build around it still probably so it's not necessarily awful you get the chance to do this so seldom and after being offered the chance to do it you choose to do it so seldom as well i don't have a clear idea of how good this is i just know that i don't think it is very good um probably giving away the 160 gold and not having prismatic shard would be slightly better it is my sense but anyway i did that um at 5-0 i got a genetic algorithm on the next floor which is sort of incredible and i got a dark shackles which is also very good upgraded battle trends which i had from any house i guess tiny house must have given battle strats got a follow-up for a little bit of damage bronze scales is great skipped cool-headed and on floor 11 i pick up a talk to the hand which i'm gonna go out on a limb here and say talk to hand may very well be the best card in the game um if it's not it's very close to being the best card in the game so our little gamble on prismatic shard definitely paid off there talk to the hand gives you block when you attack an enemy and that looks like it's fair maybe but i have a lot of people tell me that they thought that this stopped working at the end of the turn which it doesn't it keeps working forever so if you place it on the heart you get three block every time you attack the heart for the entire fight also it says whenever you attack this enemy but actually it's whenever you deal damage to this enemy with an attack which i guess is like more words somebody wouldn't have fit or something but like if you hit an enemy with pummel this pummel it rock stalks hand four times and now pommel blocks for 12. this card's insane and if you're playing a prismatic shard run i suspect that it's one of the best cards you can possibly be offered because every character's card pool has attacks um so trying to build attack based synergies is going to work really well with prismatic sharp i've got an apotheosis from lag of gulen's card awards i have apotheosis going on as well and i got a coffee dripper with very little sustain at the end of the act which i think is this front also looks like it would have been really fun to watch again i don't really remember this run but um clearly some stuff was going on some shenanigans at a burning pack and zoom actually picking some iron clad cards which is nice upgraded our offering got paper frog the big thing here is our deck's very strong and with incense burner it gets even better um but it doesn't have any sustain whatsoever and its ability to block isn't actually very high like has the genetic algorithm but have much other than that so we're leveraging our talk to the hand a lot i guess and surviving act two it ends up being actually a really easy act didn't have to rest didn't sustain in any way other than blood vial really got through it easily a fiend fire and an entropic brew from the end got a sozu which is not a combo with the tropic brew you want to make sure that you drink entropic brew before you pick up sozu so that you actually get the potions from the intro victory and then once direct to this it's really hard for me to make sense of this run looking at the run history because i'm like walking through the entire game with a duck that cannot rest has a bunch of random cards from all the different characters in it and doesn't really have relics that are that good otherwise i'm just not taking any damage at any point i think that um i took eight from the heart like and since burner's a large part of that i'm sure but i think the the big things that we're doing work here where battle trends from tiny house is a much larger deal than it might look like it is to somebody who hasn't played a lot of ironclad in particular but the cardron battle trance is just an incredibly big deal the genetic algorithm very early on giving us a turn of invulnerability basically the dark shackles is actually a really big deal too and then the talk to the hand of course i think those are the things that are very strong about this deck if i had to try to make sense of it which i guess i do um but yeah this deck is weird this was a strange run 6-0 so with that i tied my personal best win streak for ascension 20 heart kills with ironclad probably without realizing that i had i'm good i guess this is this is the run for seven now this run actually occurred over a month later so i'm not thinking a ton about spire during this time period obviously and we boss relax swapped into octoplasm and this run shrug disarmed metallicized clothesline reaper from the first five hallway fights if you have the ability to take hard hallway fights as ironclad in the start of act one i think the rewards that they give you are significantly higher than what question marks give you after floor six you start getting better question marks you get the question mark that lets you find an extra elite you have the question mark that lets you fight three of the fungi but before floor six your question marks in act one are not that incredible and typically building up a chance to get a rare from those hallway fights is gonna be really nice so this is a situation where i just went to five hallway fights i was able to get away with this because of ectoplasm plus shrug it off this iron metallic eye has gave me a lot of block and then close line is nice actually took a zero damage from a gang of gremlins despite having basically no attacks here i had an attack potion which i probably used here i guess and i got paid off this time around by getting the reaper on four five so we just have another reaper snowball and yeah reaper is very very very strong i would recommend taking a reaper a lot when you are offered it but a feed from the slime boss to now reaper snowball is not only sustaining us but also we are getting max health as we go through these fights and we picked up apparitions on floor 21 to make ourselves invulnerable most of the time while we're doing it all that a gg probably kremlin these are fights spooky because sometimes you'll very easily take zero damage and sometimes you'll actually get hit pretty hard this doesn't have the ability to deal damage very well i'm surprised i skipped blood for blood there i don't imagine i was playing perfectly having not played iron clad for a month um but looking back at it now i think the thing that the deck mostly needs is a little bit more damage dual wield is nice keep on eating things keep on sustaining as much as i can like a black star from the end event ii i already have five energy so unless i'm being offered like snekoi or something making a sixth energy when i have choker which prevents me from playing more than six cards per turn like you start to have fairly low value on that sixth energy so black star is probably getting taken over um pretty much any energy relic here the stuff that i'd take over black stars like indoors box yeah pandora's box aster late probably runic pyramid definitely probably it's not gonna lie although five energy snake away with choker does hurt a little bit because a lot of the time you'd be able to play more than six cards if you didn't have the choker final act this is reaper snowball we took 170 damage against awaken one what happened actually i think i vaguely remember this run but yeah when you have a deck that is surviving off three operations and can't actually block that well our relics don't block very well and our cards don't block that well um do not have a disarm even i do have one disarm plus but i guess it wasn't enough to do super well against awaken one make things a little bit tricky that said the deck has so much sustain with like bird-faced iron magic flower double reaper dual wield uh if i remember right the way that this whole weekend one fight worked was that i set up a situation where i had a little bit of strength going and i was just wielding reaper over and over again and playing it lots and so it says that i took 170 damage which i believe is true but i'm pretty sure that the reason for that was that i was blocking by playing reaper every other turn or even every turn instead of applying block cards not actually as spooky as it seems upgraded dual wield instead of resting sort of interesting choice it took 92 damage against the shield and spear and ended up at 46 out of 105 going to the heart fight which is terrifying and then easily beat the heart taking only 197 damage so yeah bit of a strange run um just because the deck didn't really get to a point where it can block but reaper excuses a lot of problems the decks can have there probably wasn't ever any way that this deck would have been able to block well in boss fights ironcod just doesn't get offered good block every run cause there's a barricade there yeah maybe i could have put it together shrugs and rages and stuff true grits um but reaper does the job for us so didn't need to and then the final run of the streak this was to win eight in a row which i believe is i'd or world record as of right now unless somebody did more than that and i missed it last time i super cared about this stuff was february last time i like really looked into it but yeah at least at the time this was a world record um there's a transform into runic dome with an early toxic egg so when you transform into renekton [Music] people have very um depending on who you ask the opinion of runic dome is going to be very different even among people who have played the game for hundreds of hours people have very different beliefs about what runic dome means you get people saying the only way you can win with runic dome is by building a block deck with barricade you get people saying rooney dome has almost no no downside you get people literally saying rooney dome has no downside uh the truth about runicdome is that this game has reference sheets where you can look up exactly what the enemies do so if you want to know what the enemy can be doing you can look that up in a reference sheet but also when you look at that reference sheet you're gonna notice that a lot of the enemies are like fifty percent of the time i do this fifty percent of the time i do this or i do this thirty percent of the time i can't do it three times in a row i do this other thing sixty percent of the time but i can't do it twice in a row when i do this last thing uh ten percent of the time but i do it more often when i can't do the other things and you see stuff like that and the result is that sometimes there is a significant downside to having runic dome because you don't know what the enemies are doing you might be getting attacked for 30 or you might be getting attacked for zero probably the most extreme example of this is in the time meter fight where not only could the time meter be attacking you for 45 or attacking you for zero while debuffing you for next turn but also whenever you play a card the time eater ticks up toward getting stronger and so not only are you often wasting your card plays in the time meter fight but you're also making the time meter strong by doing so so like the runic relics aren't that great against time either runic dome runic pyramid they're both less exciting um that's sad and there is some truth to like the only way you can win is with a block deck uh i would never ever say that i don't think it's right but if you build a deck which is quite linear as in it wants to do the same thing no matter what the enemy is doing runic dome has much less of a drawback as an example if i build a deck with barricade and entrench and i want to get 800 block and then body slam something that deck doesn't care much whether it's being attacked this turn or not because it's storing its block every turn so if it doesn't get attacked this turn whatever i'll just have the block next turn who cares if i build a deck which is always just playing attacks attacks attacks to kill things as quickly as possible and it blocks with relics which are out of my control anyway like horn clade's going to block for this much on turn two incense burner is going to make me intangible on the turn that i set it up for but i didn't know whether i'd be attacked on that turn in advance or not if i have a deck like that runic dome doesn't have as much of a drawback these are generally generally very linear strategies like runic dome which is unfortunate because at ascension 20 you are rewarded much more so than at lower difficulties for learning how to make non-linear strategies because ascension 20 is as the hardest difficulty it's the difficulty where linear strategies are the least likely to succeed say i build a linear strategy at ascension zero i'm just going to attack everything and block with like one impervious and my incense burner or whatever that strategy at ascension zero probably wins like 99 of the time or something very very very high percentage of the time so i'm not actually gaining very much by improving that strategy at all in fact if i try to improve that strategy by like adding a bunch of different cards to it and stuff all of a sudden i might open up the possibility for me to draw bad hands which can't do the general thing that my deck wants to do and i might actually make my deck less likely to win now when you get to ascension 20 if i build a deck with a linear strategy i'm just gonna die most of the time it just doesn't really work that well um this is less true after buffs much less true after buffs building linear strategy decks is much more able to win now that so many cards are stronger but much less so than in ascension zero what's more likely to win at ascension 20 is grabbing cards which are very good at solving certain situations you're going to be in and finding a way to play those cards when you're in that situation so at ascension 20 relics like runic pyramid are very good cards like well laid plans very good oceans like liquid memories very good can play a card from your discard pile whenever you need to powers power synergies can be very good because you can be like oh i really need you have feel no pain in play on a certain turn you don't have to draw it on the right turn to have feel no pain and play on the right turn you just have to draw it and then play it a minute and play for the rest of the fight so that's generally what i'm thinking when i have runic dome on floor one um i'm a little bit more inclined toward a linear strategy but i'm still aware that i'm playing ascension 20 and linear strategies are going to need to be supplemented by cards which are particularly good at solving certain problems so i get a toxic egg as well on floor 7 picked up leading up to this i picked iron wave a solid card attacks and blocks you are probably going to benefit from one of those every turn picked up a whirlwind which is a nice card because it ends fights so often it's also when you have a toxic egg where one goes up in value because it lets you turn all of your energy into damage which is something that skills struggle with but you're going to want to add lots of skills to your deck because they're all going to be upgraded all right so while you're adding all of these sweet upgraded skills to your deck you do still need to be able to turn your energy into damage somehow that's largely the role that attacks have when you place this buyer is letting you turn energy into damage and whirlwind lets you turn all of your energy into damage whirlwind is not as good of a card when you have a molten egg because you need to get offered you're going to get offered lots of good attacks and so you already have quite a lot of ability to turn your energy into damage using those attacks but when you have a toxic egg this is a great way to get good energy to damage transfer or the cost of one card pick and then one upgrade we're gonna want to upgrade this whirlwind this is what we upgrade here i've usually been upgrading bash first and so this is one situation where with four energy and the whirlwind and the toxic egg we're at a point where i've found something else that seems like the more valuable immediate upgrade uh oh actually i didn't even have toxic egg yet i just thought that far energy whirlwind was better which is fair sure at the bash second anyway i probably just looked at it and was like centuries is a bad fight for me and i'm good at grandma though zero damage in the ground the knob fight so i guess i was right letter opener is fine with lots of skills we got a sentinel plus a burning pact plus a pommel strike over power through plus which i think is interesting i'm not sure i would make that decision today and then survive the hexagons i probably needed more damage for the hexagons is probably why i did that got a cursed key and we have five energy going into act two so i think this is still a run this in a pretty interesting place we don't have a reaper we don't have a clear way to snowball we don't have a feed our relics are okay but our toxic egg hasn't really gone off yet like we don't have incredible stuff from it just yet i did take 18 damage against shelled parasite at the start of act two so that's rough but then i get three upgraded apparitions and all of a sudden it makes the run pretty easy i think we go up to four on 420. when operation event first came out it had five gave you five apparitions and you would just take it every time and win um this was back when the game was quite a lot harder and it was like a third to one half of your wins probably were from getting the operation event in act two which looking back at it it's probably a bit high right probably not great and the devs nerfed it and i was like oh they're finally putting it down to four that's nice and they put it down to three and i was like whoa that's a lot that feels like you'd usually not take it now and then i actually played the game with it nerfed and no you just still take it almost every time what a ridiculous event anyway yeah apparitions are pretty strong got the duplicator for a fourth one and we are surviving through act two just barely i had to purchase a fossilized helix and a regal pillow uh at the floor 24 store the reason for the regal pillow is so that i can get my health back i have no sustain and i'm at 20 out of 36 and keep in mind the rests heal me for what nine right now or something so you know resting up to full health isn't very appealing uh not super likely to get me there maybe they kill me for 11. um i don't think they ever actually needed to rest for the rest of the run though it turns out that before apparitions is a lot of apparitions and then we hit pretty good pandora's box i would say i think that this is a very good pandora's box and just killed all of act three didn't take any damage anywhere really 17 against time meter now like i said at the start time meter is rough with runic dome but we were able to kill it in six turns and awakened one in five turns so this deck is just dealing a tremendous amount of damage with the double offering plus double burning packed plus two dark embraces to draw more cards a corruption so we very rapidly set up into this obscene ironclad power exodia with exhaust and corruption and when from there with the help of our apparitions to just make us invincible mummified hand in a burning pack to make it even stronger and then beat the heart in seven turns this deck doesn't have a pain right it does not so the deck is significantly harder to win with than it would have been if it had a feel no pain but on the other hand it has four apparitions and an incense burner so plus a fossilized helix so it's mostly just getting attacked for one it's very seldom going to be getting attacked for more than one and that was that eight ironclad wins in a row um this was the first of my world record streaks on this is my second of my world record streaks on this match the first was actually defect so i was feeling really really really good about my spire play um at the end of last year i think i was like fairly easily the highest one right player in the world even though i wasn't even playing that many runs i had two world record streaks in that time it was going super well and i was you know feeling pretty good about how this had all gone while enjoying playing a lot of among us it was it was a crazy end of the year among us blew up of course and i was playing in lobbies with just super super super cool people sometimes i'd know who they were and that was pretty insane but other times i wouldn't even know who they were and then at the end of the gaming session i'd like look their twitter up and they would have like 300 million followers and have cured cancer and i was like oh that's cool i didn't even know we had cured cancer but i was just playing with some really cool people um my next run was like half a month later and i think this run i traded into sacred park which i think is actually okay especially with toy ornithopter i don't think sacred bark is the worst swap you can have but it's certainly not the best either got a wild strike fire potion plus skip rough to be skipping early plane barrier which is great anger over thunderclap which i think is fine with three energy especially another twin strike just for some more damage going to the elites i was actually already at 29 by the time that i reached this campfire so this is the downside of going to all of these hallway fights right but i had a fire potion so i was still pretty safe for the elites i upgraded bash even filled the centuries taking five got a blood potion and now i'm at full health again basically blood potion is pretty good don't have to drink it so we're like going through the entire act not drinking it basically but looks like i drank it against gremlin knob got a feed so we've got a feed snowball run was able to upgrade feed was able to beat hexagons got a slavers caller for for energy and elite fights that's all good but the problem with these feed snowball runs is that we have to actually get something strong to do with our snowball the when the end of the run feed is not going to work by itself to kill the heart right and i think that this deck got close the relics just didn't really come together super well the cards don't have much card draw in them i took a brutality and two evolves to try to get card draw which is going to work later in fights but for really explosive strong decks you want to have cards that draw your cards on turn one not on turn three by the time you get to turn three you may have already taken like 30 damage if you're not drawing cards through your deck quickly so this acts like okay but just a little bit unexciting seven damage against orb walkers and then 31 damage against darklings we're missing a reaper with a reaper this fight doesn't end up being much of a problem because we reaper most of that damage back um and then i actually ended up dying to the double orb walkers which is not a mandatory fight and choose not to take that one but with a deck that i was at 58 hp so usually i expect to be okay in the fight i don't have much damage in the deck note which is why i died um the deck doesn't have many good attacks but i was expecting to be able to get through this fight okay especially with double evolve new flame barriers uh corruption and it just didn't quite happen the problem is if i don't go for this fight i miss out on the rare relic i miss out on the card reward i'm not sure exactly what the rest of the act looked like but i imagined that i was able to rest pretty comfortably to get healthy again and i will just die i probably used a cultist potion in this fight so i was getting two strength of return and just didn't draw my attacks at the right time could have bought a potion with the merchant here instead of removing strike might have been useful it's easy to look back and think about which things you could have done but it doesn't even necessarily mean the things i did were wrong removing strike is very good in this deck and because it's one of the most accessible ways to address our lack of card draw getting rid of the cards that you don't want to draw is solving that problem like sort of from the other direction and that's one of the main reasons that removing strikes is so powerful card draw is just incredibly good and it's hard to find it sometimes but you can always click on the remove a card and take a strike out of your deck and sort of find it that way so not too upset that i only you know had a world record streak on ironclad it's it's fine i guess it's always interesting when you end the streak and a lot of people are like sad because they were invested in the streak but for me i've always it's always been a mix of like well i'm really happy that that happened because it was insane uh super cool really proves that you have a level of mastery and commitment to playing a character that nobody else in the world has really maybe one or two other people but yeah i don't really get sad that it's gone there's also a sense of like relief that i don't have to stress out about whether i win or lose runs anywhere near as much anymore because it just doesn't matter as much when i'm not on an eight streak so i hope you enjoyed this analysis of the runs i talked about lots of different cards and stuff i know that i didn't do many visual aids and stuff it's more of like a podcast format video almost i'm a full-time streamer i don't have a video editor any attempts that i've made to hire someone to actually edit my videos have been pretty underwhelming i think this is a type of content which is very hard to take shortcuts through you sort of have to talk all the way through all of it very slowly unfortunately or else things that are important start getting left out pretty quick so i hope you enjoyed this uh intend to be back with a look at the silent streak next and then there's defect and then there's two different rotating world records i set it and then it got beaten and then i hit it again and then i didn't technically set a watcher world record the watcher world record is 18-0 but i went 18-1 which is pretty cool i thought it would be worth looking at those runs um pretty obscene that while i was setting the rotating world record twice and individual character world records i also got really close on the fourth character watchers never be my favorite character um and i'm currently on a nano streak with watcher as well so maybe maybe in another couple weeks or so i'll have a an actual watcher world record to share anyway thanks for hanging out um i hope this was insightful and useful i don't get that much of a chance to just talk at incredible length about what i think about different runs and stuff when i'm playing there's just a lot of other stuff going on so this is a nice chance for me to get to um solidify some of my thoughts for you and explain what's going through my mind as i look at these runs and think about how the characters won we'll see you next time
Info
Channel: Jorbs
Views: 23,496
Rating: undefined out of 5
Keywords: jorbs, joinrbs, slay the spire educational, spireside chat, slay the spire spireside chat, slay the spire strategy, jorbs spireside chat, jorbs slay the spire, slay the spire card discussion, slay the spire card analysis, slay the spire analysis, slay the spire cards, slay the spire tutorial, slay the spire talk, slay the spire spirechat, spirechat, spire chat, slay the spire ironclad, slay the spire ironclad run, ironclad ascension 20, slay the spire ironclad win
Id: 4pKITvQa7uI
Channel Id: undefined
Length: 93min 42sec (5622 seconds)
Published: Wed Apr 14 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.