Rare Colorless Cards: When to Add to Your Deck | Slay the Spire Tips

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most of these are pretty good takes comparing to the uh the colorless uncommon cards it's a much much stronger pool of cards by and large the rare colors cards are pretty dang strong and they are worth considering when you see them at least a little bit hey everybody baylor here in the big cozy chair with uh part two on the colorless cards of spire today i'm going to be talking about the rare colorless cards of slay the spire and uh when and how you might want to take them in your own gameplay if you enjoy this video by the way don't forget to to drop me a like below the stream and i'd love to hear from you in the comments below what your favorite rare colors card inspire is the rare colors cards of slave the spire there's only 15 of them and they're pretty hard to get your hands on you'll see one of these cards in every store being sold for about 180 gold and i think that's increased by 10 so about 200 gold if you're playing above ascension 16. you don't frequently want to buy these from the store because they are ultimately so expensive it's a huge amount of gold that you could spend on an entire relic otherwise but you can get them in a couple of other ways the the toolbox relic will create an option of three of these for you at the start of each combat you can get them as a starting bonus from meow you can get them from the matching keep event if you're below ascension 14. you can also find these cards with prismatic shard as colors cards will be added to the pool of potential card rewards and then of course there's the events in act 3 where you're presented with up to three cardboards of colorless cards and you can get some late game colorless cards then but for the most part these come at a fairly high cost of acquisition since they're not frequently presented to the player so when and how should we take them let me talk about each of them one by one and what i like about them what they can do for you and when i think that you should be adding them to your deck apotheosis first and foremost this is one of my favorite um rare uncommons it upgrades every single card in your deck for the rest of combat even at the start of the game this increases the numeric value of both your strikes and defends by three plus three damage on the strikes plus three block on the defense which makes this card kind of like a three points of strength and three points of dexterity it up it improves every car you're going to play and it creates a really powerful way of scaling up your deck for more difficult combats and getting a lot more value out of every single card that you play i love this as a starting bonus i think it's a really strong take especially on the silence who has that larger starting deck as well as the larger starting hand in order to be able to find this card more easily and on watcher because this card will upgrade the starting miracle from your starter relic on the watcher giving you two energy so for watcher this card is kind of one energy cheaper if you still got your starting relic that's pretty sweet if you have an apotheosis of course then picking up a bottled lightning to have it in your opening hand every combat is awesome you're basically playing with all upgrades all the time which is a really powerful thing inspire this card is also a really good way to mitigate the downside of the fusion hammer boss relic if you're unable to upgrade any other cards then upgrading them in the middle of combat with apotheosis is pretty good the only times you really don't want of the apotheosis are when you don't have that many unupgraded cards in your deck if most of them have already been upgraded say your strikes and defense got upgraded in act two or you've been diligent with the upgrades so far and there's only a handful of unupgraded cards then apotheosis won't be worth it but if you're getting like 10 or more cards upgraded by playing the apotheosis it's probably gonna be worth it next up chrysalis this one puts random skills into your draw pile at zero cost it's quite the upfront investment you have to pay two energy for this card and then you have to draw those skills but the the random generation of chrysalis can be pretty powerful it's really cool to see this card put a limit break and an offering into your draw pile and that is something that that it can do it is unfortunately a little bit unreliable since those cards are put into a random location in the draw pile and they are themselves random you don't know where you're gonna get them you don't know what they're gonna do they become a lot better though if you've got a lot of card draw already so you'll appreciate this card if you've got something like the ink bottle to let you draw into it um or the letter opener which which will let you do a lot of damage if you're able to play many skills in one turn i generally don't tend to like this in the early game i do think it goes really well on ironclad with corruption letting you uh kind of adding more fuel to the corruption engine that ironclad can frequently assemble but i've got relatively limited experience with this one on the other characters it's it's a bit unusual but i recommend you try it out at least once it's pretty cool hand of greed this is one of the more reliable rare colorless cards does huge damage 20 damage for two energy and it upgrades for five more the big thing to note about hand of greed is that it does not exhaust so you're allowed to if you're a little bit diligent kill every single enemy in multi-enemy combats and get 25 gold from each of them that's up to 100 gold from slime boss for example if you've got the membership card which doubles your monetary income um or if you're able to double this card with say pen nib to make it for easier kills it can be a really powerful way to not only clobber your way through fights you really need it as a damage card um but also earn money for later in the run a really cool way to to scale up and i i think this card is excellent on any character right from the get-go on floor one and as long as you're doing a decent amount of attack based damage then you'll appreciate it even in the mid early game magnetism is kind of an unusual one this one generates a random colorless card into your hand each turn which is something that can be a little bit difficult to evaluate i think something important to highlight is that again there are 15 rare colorless cards and 20 uncommons so a random colorless card is going to have a 43 chance of being a rare you'll get a lot of other rare colorless cards with magnetism and that's where a lot of its strength lies many of these rare cards are pretty powerful and being able to generate not just one but multiple copies of them can be pretty significant there's a couple really interesting things you can abuse with this card too one magnetism and by extension any other card that generates random colorless cards this is true of a jack of all trades and a transmutation as well they can generate hand of greed which means they can make you money potentially if you generate this card and you're able to score the kill with it magnetism is also a renewable source of powers it's itself a power and many of the cards that it can create our powers as well and that means that you can heal repeatedly off magnetism with the bird face turn usually this is something that people think of as a combo with creative ai specifically with the bird face turn but it's true of magnetism as well and uh just for that very reason a mummified hand makes magnetism a potentially good reason to add this to your deck master strategy is one of my mid to late game favorites it's just free card draw zero energy draw three exhaust so you get stuff into your hand quickly you deploy the deck more more quickly two additional card draws essentially you know it's a net plus two since it does cost you one card draw and uh one more with the upgrade it's a very valuable effect kind of similar to having a bag of preparation or a swift potion once per fight bastard strategy gets all the better if you've got some a lot of zero cost cards in your deck and it's great with either the dead branch which causes it to generate one more card when you play it or with the letter opener which will help you deal area of effects damage for playing a lot of skills and as a zero cost skill it works really well with that mayhem this one's a bit bizarre i find this one pretty tricky to use on especially the watcher you play the top part of your draw pile every turn which sounds good it's one freak hard draw and one or more free energy essentially every turn but the randomness of it makes it a bit unpredictable many of the characters most notably the defect cares about the order his orbs are in and the watcher who has uh stance mechanics as well as cards that end her turn these effects really care about the order that your cards are played in and playing a random card can therefore be disastrous if it's the wrong card at the wrong time you know play blasphemy when you don't intend to and things can go a little bit south for your watcher run so mayhem therefore becomes best in decks that don't care about what order their cards are played in which i find is most frequently this the case for the silent where your deck may simply be full of blocks and attacks or blocks and poison cards uh an ironclad can kind of get to that point too of course as with other powers it gets better with having a mummy hand and it's better if you can get it upgraded for free as most of these cards are metamorphosis this is a card i like a little bit more than the counterpart for skills chrysalis you get three random attacks uh unlike skills attacks are guaranteed to do damage where skills can be anything right they can be energy or card draw or block but you always know what you're getting with metamorphosis it's damage it might be really good damage it could be free bludgeons this can just generate two copies of all for one giving you an infinite combo and defect this card can generate free wallops or ragnaroks for watcher but it can also just give you a copy of slice or a flurry of blows or something as with the counterpart chrysalis it gets better if you've got lots of card draw this also has a fun little synergy with the wrist blade on the silent wrist blade boosts the damage of zero cost attacks and this generates zero cost attacks so all attacks that are generated by this card are increased in damage by the wrist blade which is pretty sweet good with the shuriken 2 or or any of the relics that require you to play a lot of attacks in one turn panache this one's a little bit difficult to get online you have to play five cards in a single turn and if you do so you do 10 damage to all enemies in act 1 definitely at the start of the game this is almost impossible to do but in general in act 1 it's pretty tricky you need a myriad of zero cost cards or cards that create other cards like infinite blades on silence or collect on watcher you know some way to generate more cards for your hand before this can do any real damage at all and even if you get it online being able to activate it every turn is potentially tricky so the more card draw you have the better this gets really good with something like ink bottle where the more cards you can play the more cards you'll draw and it's pretty good with the mummified hand as well being itself a zero cost power you can find some value in for defect with uh this card for that reason just just by virtue of being a zero cost power it can work well with say storm and heatsinks boards on defect that activate when you play other powers definitely not something to take from meow but a pretty cool damage option in the mid to late game sadistic nature this card recently got buffed used to be that it only did 3 damage but now it's 5 and seven on the upgrade instead of four the newly increased damage numbers of this card make it a hell of a lot better than it used to be and i think it can be really really powerful under the right conditions uh particularly on silent who has an abundance of debuffs she could apply with her cards bouncing flask and all you know all the poison cards as debuffs as well as weak and silent has no nor shortage of those including many cards that apply multiple debuffs like corpse explosion malaise and crippling cloud you'll find this harder to use on the defect who only has a couple of cards inflicting status conditions and none that inflict multiple ones likewise watcher only has a few cards although a wave of the hand particularly well works with this the ironclad has a couple of cards that inflict lots of uh vulnerable and weak and that can be uh something to take advantage of there but regardless of what character you are if you've got a decent amount of status application this is a really good damage source now and i like it on silent and just on silent at the start of the game and i think i like it on any character if you've got the the right debuff set up but that's relatively hard to get so i think this card will be a relatively infrequent addition to most play players decks but don't overlook it if you've got the right setup secret technique and secret weapon i'll talk about a little bit together they're they're both pretty similar secret technique lets you pick any skill from the draw pile secret weapon is any attack and they're both good in just giving you some mid-combat flexibility they're not ultimately that powerful on their own but they give you control over what you're drawing in a particular turn and that is quite valuable in slay this fire because the different fights of slave spire all require different things from the player and their deck both of these cards are particularly good with bottled lightning to have them in your opening hands so that you can always choose what you're getting on turn one no matter what fight and they're great with the letter opener and the dead branch too something to note is that they upgrade to not exhaust so that you can use them again and that can be particularly powerful if you're able to cycle your deck quickly or otherwise return them to your hand with like meditate on watcher or hologram or all for one on defect those are so those are the things to consider if you're potentially looking at either of these they're decent floor one takes bomb here is one of my favorite rare colorless cards it's a pretty unwieldy one for two energy the skill says at the end of three turns deal 40 damage to all enemies and that is a really enormous amount of damage how difficult it is to play this card i think makes it easy to underestimate just how useful that huge numerical value is but this card will instantly dunk most multi-enemy fights you know the centuries in act 1 the slavers in act 2 have all about 50 health each the bomb is very very good at dispatching the slime boss blowing him to pieces regardless of whether he's split yet or not 50 damage is exactly enough to cleanly kill the torch heads in the collector fight so the bomb is very good there as well another big thing to note with this card is that the wording is a little bit misleading it says at the end of three turns but you're really only waiting for two there's the turn you play it the turn after you play it is a turn where you wait and then the two turns after you play this card before the enemies act the bomb will explode and potentially kill them if it kills them then you don't have to worry about what they're doing and that frequently means that the bomb is really only a two-turn weight rather than a three-turn one and if similar with the the panic button there where it's easy to forget that the turn you play it on counts as one of those turns the bomb scales pretty well into late game two if you can duplicate it with uh say echo form on the defect or burst with silent if you can play two or three copies of bomb then the damage is gonna be in the hundreds and that's enough to dispatch bosses even in the late game thinking ahead this one's a little weird you draw two cards and then put a card from your hand on top of your draw pile wait a minute card looks awfully familiar or cry is that you secretly hiding is a rare colorless card but warcry the upgraded version that draws two cards specifically uh even though it has identical text interestingly to thinking ahead the effect is quite useful it's a little bit of card draw and it's manipulation putting one taking one card from your hand and putting it on top for next turn enables you to set up an important block card that won't be relevant now but will help you next turn or to set up a damage card or power that you can't afford to play this turn but want to get in play so thinking ahead although i think this card is not necessarily worth like the 200 gold it's gonna be charged for at a shop it's a really nice addition to any deck that that can afford to draw it and that benefits from changing the turn of its cards something definitely to consider a lot of these uh zero cost draw this is true of uh thinking ahead violence master strategy the secret technique and secret weapon i really like these as rewards from the sensory stone event in act three because they come at a time when you want your deck to be able to adapt to multiple different big threats and a little bit of draw control a little bit of card manipulation goes a long way to achieving that next up transmutation i think this one is my personal favorite of the rare colors cards for x cost you add x random colors cards into your hand if you're gonna take this card don't forget to upgrade it because it makes all the cards generated upgraded and that is genuinely a really strong effect i think this card is really cool it's a bit unpredictable in what it does but again there's a 43 chance don't forget that each of these cards is themselves a rare colorless card so transmutation if you dump a decent amount of energy into it you know if you make three or four or five cards your odds of seeing bomb hand of greed apotheosis free metamorphosis or chrysalis free mayhem uh goes up very significantly and by by investing quite a bit of energy into transmutation you can get some kind of predictably strong outputs on your turns i highly recommend that you try it if you if you haven't and this card in particular gets super wacky in a good way with the relic chemical x which makes it generate two more cards this card can generate at least uh last time i played spire this card could generate itself and with chemical x that turns from being a downside into being a plus because each transmutation that you generate will then generate two more cards for free they can kind of uh spiral out of control in a really fun way so i personally love this card it's definitely not an always take but if you have an abundance of energy and you need something to use that energy on that makes you stronger in lung fights this is a surprisingly decent way to get there last but not least is violence this card's kind of like uh master strategy and it's a zero cost raw three but violence specifically takes attacks from your draw pile rather than picking the top card off the drop pile this is really nice if you need to have a lot of cards in your hand at the same time works really well with say finisher on silent rewarding you for playing a lot of attacks in hand and you could also just use this card as a way to draw the bad attacks out of your draw pile that you don't want so say you're a silent who's got a lot of poison cards but you still have three starting strikes in your deck you can use the card violence to draw all three of them at the same time then they go to your discard pile and you know that your future draws will contain only your blocks and your poison cards so violence has a potential purpose whether you actually want the attack cards or not which i think is pretty cool just just the fact that it it puts three cards from the draw pile into your hand is hella valuable of course gets better with the dead branch and the letter opener like the other zero cost colorless skills but that's all of them i think that most of these are pretty good takes comparing to the uh the colorless uncommon cards it's a much much stronger pool of cards some of them are really situational and uh only occasionally useful but by and large the rare colors cards are pretty dang strong and they are worth considering when you see them at least a little bit even if they are very costly to acquire thanks so much for uh watching this video i hope hope you enjoyed if you like it again don't forget to to like the video and let me know what your personal favorite colorless card is and if you enjoy the tutorial content but want to see more of me i am live five days a week on twitch so i encourage you to check me out there thanks so much for watching everybody and ciao [Music] [Music] you
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Channel: Baalorlord
Views: 35,963
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Keywords: rare colorless cards, slay the spire rare colorless cards, slay the spire tips, slay the spire, slay the spire tips and tricks, slay the spire guide, best slay the spire tips, how to play slay the spire, slay the spire how to, slay the spire tutorial, slay the spire strategy, how to get better at slay the spire, baalorlord
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Length: 20min 53sec (1253 seconds)
Published: Sat Dec 26 2020
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