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Same with here but on steroids. It's almost all bonuses. Early on you're not losing, your experimenting is just failing a lot. And by the end you'll be abusing everything that can be abused.
The interesting thing about StS is there's very few "bad" cards, just cards that are more or less situational than others. Also with the way combats are designed and there being enemies that counter multiple strategies, it's generally best to go for a slightly more broad approach rather than putting all your eggs in one basket so to speak (for example if a lot of your deck relies of Shivs with silent, throwing in a few heavy damage cards or ways to really make each card count like a Finisher or Choke will help make Time Eater's card limit less oppressive to deal with).
1.IronClad: Flame barrier, his classic trinity exhaust power cards.
2.Silent: Caltrops (pretty situational, and just meh card but not too bad for the heart fight) poison cards, catalyst, and piercing wail.
3.Defect: Static shock power card i forgot its exact name, combo with thunder strike, his frost orbs generator cards with blizzard is pretty comfy
4.Watcher: mental fortress, mantra cards, some good defense while you set up her big plan, and just bonk it with absurd amount of triplicated dmg.
Sometimes you have to either pick a card or skip an elite and weight which one hurts more in the long run.
You are learning an important lesson right here.
Different decks can be successful, so don't focus too much on a 'build' ahead of time. Instead focus on taking what you think will help compliment your deck at the time.
Taking rewards that will help you in the moment will trump going for a pre-determined build every single time. Be dynamic in your approach vs being static (builds).
I bypassed the first elite because I wasn't ready, hit a campfire instead for an upgrade. Then picked up a couple of nice cards that made the next elite a comfy fight. And the deck got slowly better from there on.
I've been looking for certain cards and combos. Still learning those and finding different ways to get things done. I consider things like energy budget and moving the deck thru my hand when picking. If I get those I'll be more liberal in adding to the mix. It's an interesting game.
A5 down now, 2nd try. Before those tries I went thru half a run before I realized it was A0. That was unfortunate, as I was building my first exhaust heavy deck. A thing I'm noticing is how the deck composition dictates the playing of the fights. Even tho decks might have similarities, they can feel very different in action. As well, my familiarity is growing and my decision making is improving due to that.
Wait until you get to the point where you start with a permanent curse in your deck.
Not that the game is easy for everyone, but a10 is where you start with your full deck.
It`s not like the game has huge hyperconsistency problems