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

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hey youtube baylor here in the big cozy chair and today i want to talk about the colorless cards of slay the spire specifically the uncommon colorless cards obviously this fire which we can find in the compendium here from from bandage up to trip there are 20 uh of these colorless uncommon cards and i think they're some of the most underutilized cards in slay this fire which is partially owing to the fact that they're fairly hard to get your hands on to get a colorless card like this um you can be offered one at the start from meow although the choose an uncommon colorless card bonus is not exactly a one that i consider particularly good you can also buy them at shops every store will sell one for about 80 gold which is a pretty steep price to pay for most of these cards you can find them in additionally the match and keep card matching event you can get them from the knowing skull in act 2 which gives you a random one you shouldn't shouldn't take that deal either um and you can also get these cards from the sensory stone event in act three where you can choose up to three of them and that one is a good way to get through your hands on these but i wanted to talk a little bit in depth about each of these cards and discuss the sort of situations where they are a good addition where they are a thing that you want to purchase or something that you do want to add to your deck because i think that every card in slay this fire does have its day and so it's important to recognize when these kind of more unusual cards are exactly the one that you're looking for as a general note um these cards tend to get a lot better when you have more card draw as lots of them are zero cost um many of them also say exhaust on them so if you have the relic dead branch which gives you a random card into your hand every time you exhaust a card then most of these are going to be really really good without further ado let's start talking about them one by one though starting with bandage up here this card is a little bit of healing at zero cost uh upgrades to six health and i think if you take bandage up you probably do want to upgrade it which makes it uh basically a once per fight burning blood six health uh like the iron clad starter relic which is a not an insubstantial amount oftentimes i think you will find that the resource in acquiring this card is better spent in preventing that damage in the first place but if you've got um dead branch to generate a new card um or if you have a way to duplicate the bandage up like exhume on ironclad or nightmare on silent um this can turn into a heck of a lot of health can also be just a nice little way to stay ahead if you don't have another way to heal yourself because you took say coffee dripper or if you're hemorrhaging life in every fight because you're doing like self-damage ironclad synergy stuff so those be i think when i would look to potentially take the bandage up blind is a nice little useful uh weekend card um many of the classes uh particularly defect and the watcher only have a couple of cards in their card pool that give access to the weak status reducing enemy damage by 25 which can be really really impactful in the late game being able to weaken your act 3 boss or the heart is an important part of building your late game damage mitigation strategy so blind can be a great addition um to decks that want to get uh their defense scaled up a little bit better it's doubly good if you've got say letter opener or anything else that synergizes with playing a lot of skills um and doubly good on defect if you've got something like hologram or all for one where you you're able to get this card back into your hand multiple times the upgrade on it makes it apply to all enemies which can be really really nice in those multi-enemy fights like slavers the spire spear and shield donut deca and a few others so it's certainly worth a consideration um for the upgrade too dark shackles is one of my favorite uncommon colorless cards this card is so dang strong for zero energy you lower the strength of one enemy by nine for one turn so that's nine less damage to you per attack they're doing and the upgrade is absolutely bonkers 15. even if you're using this on an enemy that's only attacking one time you're getting six additional health out of the upgrade on dark shackles which is just crazy this card gets better if you can retain it somehow with either runic pyramid or something like well aid plans because it has maximal effect if you uh can control what turn you play it on but in general this is just a really really efficient one-time block and is worth considering at least in just about every deck it's one of the more widely useful i think uncommon colorless cards deep breath conversely is not so much um you shuffle your discard pile into your draw pile not usually something you want to do and then draw either one or two cards deep breath can do some really interesting things in very very small decks you can use it to create simple infinites with something like uh flash of steel or dropkick um or any other zero cost draw cards uh effect and something notable about this uh effect that it does is that um the shuffling of your discord pile will activate relics that um that have their effects occur when you shuffle so that the sundial and the abacus are both activated by deep breath if you have one or both of those relics then this card becomes a lot more interesting uh and i think it can also be nice in a deck where you're looking to play the same card over and over again um be it claw on defect or like rampage on ironclad as with all the other zero cost skills deep breath gets a lot better with a letter opener as well discovery i think is a really really cool card you get to look at three random cards from your character's class and choose one to add to your hand that card is then free for the turn discovery can generate cards that are normally two or three costs and you'll get to play them immediately for free which can be truly truly powerful you know every time you play discovery there's a chance you get a free copy of demon form or echo form or wraith form there's a chance you get a free meteor strike on defect to free bludgeon on ironclad a free nightmare on silent um and for those hyrule possibilities discovery can be really really good it can also generate right you know the generation of random cards gives you more options for what you can do on your turn um i think the discovery is a truly truly powerful card uh under the right circumstances the upgrade on it makes it not exhausts and uh if you want to play it uh multiple times to try to continue to find answers um then the upgrade may well be worth it something notable that discovery can do is generate multiple powers with the upgrade every time you play this it can generate a power card uh normally something that you can't have a renewable source of in the deck so if you have say bird face turn or anything else that cares about a lot of powers mummified hand those are both reasons that discovery would be a lot better than normal dramatic entrance this card recently got buffed it starts in your opening hand and does now either 8 or 12 damage to all enemies which is a pretty good amount of damage prior to the buff i think this card really struggled to be good value on turn one but now it is solid damage um right away even without any interacting effects if you can boost the damage of this card with um say acabeko which makes your first attack in each combat do eight more or bag of marbles so that your enemies are vulnerable on turn one or you have a few points of strength from agurya um this card gets a lot more attractive and it's also a lot more attractive if you have more cards in your hand on turn one via a bag of preparation or silence ring of the snake also gets better as all exhausting zero cost cards do with a dead branch so those are some of the situations that might lead you to taking a dramatic entrance i'm gonna talk about the next couple cards as a group here and those cards are going to be enlightenment which makes all the cards in your hand at maximum of one cost four thought which lets you target one card in your hand and put it to the bottom of your draw pile costing xero and madness which makes a random cost random card in your hand costs zero all three of these cards affect the cost of other cards in your hand and in order for cards like this to be good for your deck they require you to draw them alongside specific other cards and that is ultimately something that doesn't happen too often but if you have a lot of card draw or if you have ways to get very specific cards into your hand that being like retain or on say defects being able to seek a specific combination of cards and generate some really powerful circumstances these all have a slightly different effect enlightenment um makes cards cost one either for one turn or for the whole combat with the upgrade which can be really cool if you take a bunch of high cost cards like bludgeon or meteor strike um bouncing flask on silence there's a whole bunch of you know high cost targets that every character has that they could uh take advantage of with a cost reduction same is true of madness madness is notable for making the cost reduction permanent right from the get-go um but doesn't let you target which card is affected so there's you have to either have a specific combination of cards in your hand or you have to be able to um play everything else in your hand or you just have to randomly hit the right card which can work just fine [Music] and forethought allows you to target the card but is really expensive in terms of the draw because you take a card from your hand and put it back into your draw pile um forethought requires you to draw the forethought draw the card you want to play and then redraw the card you want to play you're costing yourself three card draws to get the energy reduction whereas um the madness and the enlightenment uh isn't quite as draw intense as forethought is so all three of these cards are gonna be really really good in situations where you're able to draw lots and lots and lots of cards you really have to have a lot of an excess of card draw before forethought in particular becomes good um the madness is really good with uh all for one on defect so i think well worth considering there and these will be kind of good with the unceasing top too but in general these three cards really need a lot of card draw before they're going to uh to activate their talk of um finesse now is the next on our list here a quick little kind of uh i like to call these cantrip cards it costs zero and it draws one i think that's terminology from some other card game at its base values this this card just doesn't have a high enough number on it to justify the expense of its acquisition it's easy to look at this card and see oh hey free block you know zero energy cost it replenishes itself in your hand so it's free block but the fact that you have to get this card in the first place is is the cost and if you're not getting efficient value from it it's not going to be good enough so if you've got no relics or synergies with this card i don't think it pays off very well but if you have several points of dexterity on say silent with footwork or watcher with fasting if you have a letter opener that this can then contribute to damage with um or if you have like all for one on defect and you're able to play this card multiple times per draw through of your deck then it can start to look a lot better similar things are true of flash of steel and swift strike which i'll talk about together since they're both zero cost attacks swift strike does more damage but the flash of steel draws one card in both cases again these cards aren't valued numerically high enough to be worth the cost of acquisition but they'll get a lot better if you have any relics that interact with them any of the like ninja themed relics that reward you for playing lots of attacks in one turn um or if you're able to scale the numbers on them with points of in this case strength so ironclad with a lot of strength really appreciates flash of steel um i think watcher with a couple points of strength really likes the swift strike at the zero cost there um these will also work quite well with all for one on the defect another another quick thing to address with the um both the flash of steel and the finesse by the way is that these cards since they're a zero cost card that draw a card can be used to form very simple infinites for example if you have just a deck of one copy of finesse and one copy of flash of steel then you can endlessly play them the flash of steel does three damage draws the finesse you play the finesse gain two block draw the flash of steel that goes back and forth forever [Music] so if you can reduce your card down to your decks excuse me down to five or fewer cards and have both of these you've got yourself a basic little infinite there and that could do some really good work good instincts it's like a defend but cheaper again this is also pretty good if you're scaling uh it with dexterity i think fasting on watcher really appreciates this because you'll be able to block for 10 or more at zero energy still um and all for one with defect also really appreciates this it'd also be just a nice little addition if you didn't find the block card you were looking for in your uh card rewards impatience is uh one of my favorites in the uh colorless uncommon card pool it's renewable zero cost and by renewable i mean it doesn't exhaust um non-exhausting zero cost hard draw with no downside to it so there's no um no penalty no status card added like overclock um no self damage or any of that and uh that's a very rare thing in slave aspired i had to have a card that has all of these properties the only downside so to speak is this conditionality you must have no attacks in your hand or impatience to do anything impatience then works really well in decks that either have very few attacks uh a skill based silent deck that's doing like poison as its damage source or if you're doing a lot of skill based orb generation on defect um we'll really appreciate this card as will decks that have a lot of attacks that are all zero cost you can make this card work just by playing all the free attacks in your hands uh and then with an empty hand drawing back up with the impatience if you're able to get this card back into your hand by say hologramming it um getting it back with all for one recurring it with headbutts um actually it wouldn't work very well with headbutt but if you're able to get this back into your hand or draw through to it again it can do some real wonders i think it can also be really nice with a discard synergy package on silent because you can discard the attacks from your hand and then use some patience to draw more cards jack of all trades this one's really easy to underestimate um it gives you random colors cards two if upgraded which is something i think that's fairly difficult to evaluate how good is a random colorless card um and the answer i think is that a random colors card is a pretty good thing one it gives you access to the beautiful colorless rare cards um and since it is a random colorless card there are 35 total colors cards 20 uncommon 15 rare it's almost a 50 chance that this card generates a rare colorless card for you uh and i think the rare colors cards are on average quite good we'll be talking about those in the next part of this video uh one by one but random colorless cards aren't are not too bad that said jack of all trades does struggle i think to you know stay on par or uh for the power curve required of a card that costs 80 gold to add to your deck so you're going to need some interacting effects to make the jack of all trades good and that can be letter opener to do damage for playing multiple skills in the same turn um you may well get more zero cost skills from the jack of all trades and this card can even make itself and of course dead branch the zero cost card that says exhaust and the random colors cards it adds may also be zero cost cards that say exhaust which works absolutely fab fabulously excuse me absolutely fabulously with uh dead branch or even with any exhaust synergy at all on ironclad if you've got a feel no pain if you've got a dark embrace think about adding this card to the deck because it's not too bad mind blast oh my poor child what have they done to you this card used to be long time ago um early in the early access of slave spire this card was free did not cost two but it turned out that mind blast was really really good in not uh not necessarily regular slave aspire play but really really good in the daily mode of slay this fire where it's not infrequent that um you start with a deck of 50 cards or that uh you have something like triple cards added to your deck and to this day mine blast is still very very powerful in those special kinds of slay the spire runs if you're playing with modifiers that create very enormous decks this card is awesome if you're playing endless mode in slow spire this card is awesome and it in normal runs of sleep aspire i don't find myself taking this too often but that doesn't mean that you shouldn't or that you can't there are definitely uses for this this is a two cost attack um and that does mean that mind blast is a card that gets duplicated by necronomicon so if you have the necronomicon place your first two cost attack of each turn twice mindblast will get played twice for double the number of cards in your draw pile which if you've got you know about 30 is where you want to start thinking about this card um that could add up to a lot of damage it gets a lot better if you've got the bag of marble's common relic making enemies vulnerable on turn one that'll make it to 50 more um and if you tend to find yourself uh building large decks on average then this could be a nice little addition it does upgrade to one cost which makes it a lot more reasonable as well something i don't find myself taking very often at all but it does have its day as i think all cards enslave this fire do all right just a couple more now panacea here gives you one or two artifacts artifact blocks the next debuff that would be would be applied to you and boy is panacea awesome um as it's one of the only ways to gain multiple artifact at the same time there's a host of cards on every character that apply debuffs to the player um and this can negate those and be really powerful in conjunction with those cards like flex on ironclad parts like uh wraith form on silent bias cognition on defect fasting on watcher just to name a few artifact can also block the negative effects of flex and speed potions um and then not to mention all the different debuffs that the various enemies of the spire put upon you hex from chosen vulnerable from so many weaken and frail um the constrict of the spire growth in act three just again to name a few again a card that works really really well with dead branch again a card that works uh really well really well with a lot of card draw as all of these zero cost colorless cards do but if you've got any uh any self debuffing cards i think that's a great time to to look at a panacea panic button is one of those self-debuffing cards and this is one of my favorite uncommon colorless cards as well gives you 30 block or 40 with an upgrade which is an enormous enormous amount of block for zero energy and the big thing to note with panic button is that the text on this card is misleading you cannot gain block from cards for two turns it says and what it actually means by that is the turn you play it and the turn after you play it so on the turn you know on that first turn you've got the 30 block from the panic button there's only really then one turn you have to deal with where you don't have the ability to gain a block from cards um which is the other part is that block from cards is uh not every source of block uh that you might think basically if um if the block that you would gain is affected by dexterity then panic button will prevent it but any other source of block will not be prevented so all the block from cards that say gain x block on them where the number goes up with your decks that gets prevented but any sort of power that generates block be it say metallicize on ironclad mental fortress on watcher um after image on silent frost orbs on defect any relic that gives you block any potion that gives you block these are all things that you can still benefit from while under the debuff effective panic button and lastly this cannot gain block from cards for two turns is something again you can block with artifacts or something that you can remove with orange pellets so those are all situations to think about panic button in lastly lastly lastly if you know that your enemy won't be attacking you on the turn after you play the panic button you can just get away with it so panic button becomes really good against enemies that do not attack you on every turn particularly bronze automaton at the end of act two um but also the champ um and a whole host of uh act one and three enemies purity lets you exhaust a number of cards in your hand this card's super cool it's pretty niche uh in order for purity to be good you need to want to be drawing through your deck of cards multiple times because purity makes you better at that by removing particular cards this is yet another one of those cards that has to be drawn at the same time as specific other cards in your deck kind of like the the madness and the the forethought and the enlightenment and uh just like those cards you're gonna need a lot of card draw for this to be really good you can use this to exhaust curses or even just like strikes and defends so that you don't have to draw through them again and that can enable infinite combos to be assembled um by exhausting your deck down to a few particular cards um especially with uh silent discard synergies i think we'll really appreciate clever use of purity this is another card that also works extremely well with dead branch because if you you know every card that you exhaust will become a new random card allowing you to essentially re-roll like your whole hand the upgrade on this allows you to exhaust even more cards you're really going to need extra extra card draw to be able to make use of that upgrade um something like runic pyramid or if you're regularly hitting the hand size cap of 10 because you're growing so much that's that's when it's time to think about purity plus last but not least is trip kind of like blind this is a easy access to vulnerable um that may be able to benefit classes that struggle to apply it uh watcher can really like this because vulnerable is quite hard to get on her same with uh silent silent only has one card that applies vulnerable which is terror the upgrade makes it apply to all enemies really good for those multi-enemy fights um so just like trip just like blind excuse me it can be a really nice supplement to your status application and just like all the zero cost uh colorless cards it's great when you've got more card draw so that's it for the colorless uncommon cards um let me know in the comments below uh if you like this video and uh if you'd like to see more videos like this where i talk about uh different aspects of slave aspire and how your decision making can be changed by your circumstances because i think that it really is uh slay the spire at its core being able to take all the the random pieces the game gives you and figure out some kind of decision-making criteria for that alright everybody thanks for watching [Music] [Music] you
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Channel: Baalorlord
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Keywords: slay the spire tips, slay the spire tips and tricks, slay the spire guide, slay the spire, slay the spire uncommon colorless cards
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Length: 27min 41sec (1661 seconds)
Published: Sat Dec 12 2020
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