Ranking EVERY Ironclad Card in Slay the Spire! (Tier List) - Subtítulos bilingües

Hey hey there YouTube,
Baylor here from the Cozy Standing Setup,
and today I'm bringing you a full ranking full tier list of all of the ironclad cards in Slay the Spire,
basically a quick breakdown of my thoughts on every single card and a ranking for each and every one of them.
If you end up liking this video,
please drop me a like below and let me know in the comments what your favorite card for the ironclad is.
I'd love to hear everybody's particular favorite.
Spoiler alert,
mine is searing flow for the ironclad, although that's not going to end up in our in our highest tier rank for this character.
Quick bit on my tiering philosophy before I jump into it.
Basically a higher ranked card means that I'm more likely to take this card when I see it.
A higher ranked rank card is not necessarily going to be better than a lower tier card in every situation,
but basically these higher tier cards are more broadly useful or more situationally powerful
in such a way that they're a stronger consideration according to their tier.
Okay, without further ado, let's get into it starting with the comments of the clad clash ends up being first here.
I this is a really variable card and actually one that's fairly hard to tier because it does really depend on what ascension you're playing on.
If you're playing on ascension 10 or above when you have the ascenders main curves, that's a D tier for sure.
This card is very powerful at 0 cost deal 14 but it's unreliable whereas I think it's actually an A or B
if you're playing low ascension.
I think to give people some thought I'm gonna put this not in the lowest tier.
I think that feels like a a reasonable compromise and I think there's a lot more utility even on high ascension than people give clash credit
for but the problem fundamentally with clash is that it's unreliable and if you can't count on it that's no good.
Close line I think close line is a very solid takeable early card but
ultimately outclassed by a couple of other weakness sources on the Ironclad,
so I don't like it a whole lot in the early game, or even in the late game.
Leave probably the worst of the AoE options for Ironclad,
it's still perfectly fine at one cost, it's a great way to scale with strength, I think that that one also belongs in C tier.
Tell you the truth, I don't have a high opinion of the ironclad common pool in general, but we'll see where some of these fall.
Boomerang, Boomerang I think is probably one of my favorite strength scaling cards.
It doesn't do a whole lot of damage just on its own,
but combined with any other source of strength, Boomerang becomes an incredibly efficient way to deal damage.
So I like that as a higher tier, and headbutt I'm going to put all the way in.
8 here because Headbutt is one of the Ironclad's best deck manipulation tools allowing you to get back very important cards from the discard pile.
Let's you loop limit breaks, get back a steering blow, get back an important damage card, just to name a few possibilities.
Havoc.
I think Havoc will probably have our distinction of being the bottom, the first bottom tier card ranked here, Havoc is just unreliable.
Try comboing it with stuff like head butter or try to put things on top of your deck,
but at the end of the day, it's just unreliable.
And there's a real problem in that many of the other cards in the ironclad pool don't necessarily want to be played.
when you're looking to play Havoc,
particularly stuff like Feenfire or Second Wind, you can end up killing yourself with a Havoc the wrong time, which I've learned the hard way.
Shrugg it off.
Shrugg has got to be another stellar, stellar coming on clad.
It's block and draw at the same time and I'm basically always in need of those,
so Shrugg is a great card early and only gets better as you go further and further in the game.
a little bit difficult to evaluate.
I Flex for being a zero cost card.
Ironclad does not have very many zero cost cards,
but Flex is ultimately a card that has to be drawn alongside other cards in order to be effective,
and that does impede its reliability a little bit.
Flex is also a card that really feels like it needs an upgrade to be very effective.
but try combining flex with sources of artifact or debuff negation and you can keep the strength for a really long time.
Heavy Blade, I think Heavy Blade is a perfectly acceptable strength card.
Those really big damage if you've got good strength but doesn't do very much damage without your strength,
often leaving you vulnerable while you try to accumulate it.
Even then, in most situations.
you can get more efficiency from a sword boomerang or from a pummel.
So tend to find that Heavy Blade is perfectly usable but outclassed in a lot of ways.
I tend to like Twin Strike a little bit more.
Twin Strike is just an easy card.
It does pretty good damage on its own.
Skills reasonably with strength and has a lot of other really helpful interactions.
I think it ends up being one of the better strike cards on iron clad.
Anger another zero cost card for the clad.
I really appreciate anger for being just kind of an added little boost to your damage.
It's very very good in act one when you just need more damage to throw at an enemy and can retain can remain relevant through to the
late game if you get sufficient card draw.
Try comboing it with dark embrace or lots of card draw from burning packs, pommel strikes or what have you.
How about perfected strike?
Perfected strike starts at 18 damage if you put it in your sorting deck and can scale with more copies of itself or other
strike cards to become fairly enormous damage out.
That said, I find Perfected Strike tends to wane in the late game, especially as you try to remove strikes.
It is, however, quite usable, and the quote unquote perfected strike deck is in fact a thing.
I recommend you give it a try, at some point.
Just not every day.
How about Thunderclap?
Board in one vault can be a nice little way to extend the vulnerable from your bash,
as well as to do a little bit of AoE.
But ultimately, just like Cleve, I think is outclassed a little bit.
There better ways to do area of effect damage, and are better ways to apply vulnerable for the ironclad.
Truegrid, this is another one that's very, very good in both the mid-game and the late
-game, giving you some block and exhausting a card at random.
Most the upgraded version of Truegrid.
Let's you choose the card.
I'd probably put un-upgraded True Grit as a B and upgraded True Grit as an A I think I'll put ultimately True Grit in B tier
True Grit can be an important part of your late game defense and can be an effective part of creating an exhaust synergy with the ironclad characters
So I quite like it iron wave iron wave seems on paper like an efficient card with a
So problem with Iron Wave and with most ironclad attacks in general is that the ironclad cannot
keep these attack cords relevant in the late game when you need to deal many hundreds of damage and very large amounts of block.
If you cannot get these cords to be more efficient in the endgame than they are in the early game,
then they will not serve you.
and that is unfortunately where Iron Wave tends to fall.
With an upgrade can be quite acceptable,
and if you're able to generate lots of amounts, large amounts of strength and or dexterity, then it can be quite useful as well.
But the most part, ends up just being a little outclassed.
pommel strike, I think, is another one of the strike cards that are very good, offers very great.
very solid damage,
put pommel strike in B tier,
very solid damage for one energy as well as augmenting your card draw,
notably with a very good upgrade for another draw, could be quite good.
Warcry, unfortunately poor warcry is a pretty low ranking.
It gives you a little bit of ability to set up your next turn, just putting one card from your hand on top.
Try comboing this,
with something like fire breathing or with havoc and you can find some success but for
the most part war cry is just too low impact for one card armaments it's a defend but it
also upgrades stuff notably upgraded armaments upgrades everything else in your hand which
is pretty dang cool but just doesn't provide all that much in and of itself I think I'll
put it in B tier or it's a unique use doesn't provide all that much in and of itself.
Excellent with Runic Pyramid, excellent with Snake OI, anything that lets you get lots of cards in your hand.
We'll make Armaments shine a little bit more.
And last of the commons, Body Slam.
I think Body Slam is one of the best attack cards Ironclad has.
This because Body Slam upgrades to 0 costs,
which is invaluable,
and doing damage in to your block can become a serious amount of damage output with some of the ways Iron
Clad has to gain block notably impervious or retaining your block with barricade can result in absolutely monstrous body slams.
Body Slam is one of my favorite ways to tackle the late game with the Iron Clad.
Alright moving on to the uncommons.
I think the uncommons are quite a mixed bag for the Iron Clad.
But there's some really incredible ones in here battle trance draw three cards at zero cost
It's basically free card draw and I almost always want one or more copies of battle trance in the deck
But it's not an always take because it does prevent you from drawing future cards on your turn
And if you're able to draw a lot of cards via say dark embrace or you have some other card draw engine going
then you won't want the battle trance.
But overall, a very, very fantastic card.
Blood for Blood, another very reliable, high damage card on the Clad costs one less each time you take damage.
Turns damage is pretty easy to take.
Not only do enemies constantly try do it to you,
but Ironclad has a lot of cards that will do damage to himself and Especially with an upgrade to reduce the cost by one to start blood for blood becomes this incredibly hard
hitting Reliably free card blood for blood often doing what clash wants to do but more reliably and more successfully bloodletting
This card got a buff in the 2.2 patch, used to be 1 energy, now it's gain at 2.
And I think since the buff it's been a very reliable energy generator on the cloud,
one of his better cards,
it does cost you health, sure, sure, but consider that with the 2 energy spent you can often save significantly more than 3 health.
Well, does need Core Draw to support it though.
Burning Pact, I really like Burning Pact, the more I play with it.
It doesn't feel like it quite draws enough cards, but that's what Dark Embrace is for, I suppose.
This one really feels like somewhere between A and B for me.
I I'll drop it down into the B tier as I can think of quite a few other cards I want
to put in A tier.
Letting you exhaust a targeted card in your hands.
one of only a couple of effects that can do this and as a general rule exhausting
things from your hand is extremely powerful on the ironclad.
How about carnage?
It's a big 20 damage hit.
One of the better especially early game of I'm gonna slap this indeed here as well.
What I like about Carnage is that in the later game,
if you don't play it It just exhausts itself and that could even be more blocked with say a field no pain combust does area of effect damage
But slowly damages yourself combust is very very good damage
output The one hit point per turn can be daunting
But give it a try you'll find that most combats don't last more than a few turns once you've played the combust very very good for
patching a weakness to multi enemy fights in a clad deck that is otherwise a little slow.
How about disarm?
Disarm is...
I ranked quite high because it's a one-card defensive solution.
Any slow strength scaling or multi-attacking enemy,
book of stabbing,
snake plant,
the your act three bosses,
and course the heart, disarming can be in a massive, massive, massive amount of block by reducing those enemies of strength.
So I rank it quite highly and it fits in with exhaust energies in general,
which I'm going to be rating pretty high tier across the board as I find it's one of the most.
powerful ways to scale on the clad dark embrace now this is the first card that I
would I would put close to close to S tier it's actually pretty hard for me to
evaluate either between S or S or A dark embrace is far none the most powerful
card draw card that the iron clad has access to
and I almost always want one or two copies of this card just to create a sort of engine for my card draw.
I think I'll put it in S.
It's also one of my personal favorites on the Clad.
So I'm personally taking this a lot more highly than maybe even I should, but I'm okay with that.
I really, really appreciate Dark Embrace, and it combos with some of the other very powerful cards on Iron Cloud extremely well.
Dropkick, this card gets better, the smaller your deck is.
And it can lend itself to making infinite combos, does need reliable, vulnerable to work.
I think I'll put it...
I think I'll put it in B to to respect how much how much draw power it can provide
dual wheel really cool card you can copy cards whether they be powers or attacks at their current cost.
So a funky thing to try with dual wheeled is make a card zero cost with madness or mummified
hand or something and then make copies of that card that said dual wheel needs to be in
the same hand as the card your copies.
And you need to,
unless there's zero cost cards,
you need to be able to pay the combined energy cost of all of the copies you've just made,
which tends to be a little difficult to do.
Making dual wheel a little bit tricky.
I'll put that in probably a seat here.
How about in trench?
Also a problematic card at times just like dual wheel here.
It to be in a Hand with other block cards in order to function now if you have the ability to retain your block with barricade or calipers
That is when entrench really really shines, but outside of that situation.
I don't find myself taking it a whole lot.
Try comping for good success though.
How about evolve?
I a pretty high opinion of evolve these days.
Not always take by any means but I think it's pretty good so we'll plant plant that thing in in B tier.
Evolve is useful across the board because many many many enemies add status cards to your deck including guaranteed your Act 3 boss.
And that means Evolve has always got some potential future use for your run,
which means it's always worth at least thinking about picking up so that you can have it for the late game.
And course, combo is incredibly well with many, many other cards that Cloud has that add statuses to your deck, which I don't tend to...
Oh, speaking of, I see we've got a sneaky escapee from the common list, which Wild
Strike here, and that is definitely going to be in my D tier personally.
12 put a wound into your draw pile.
My problem with Wild Strike is frequently that the wound slows you down by one draw, far too often.
Because it goes into your draw pile,
you're also frequently likely to draw the wild strike before you can play evolve, even if you have evolve in your deck.
And the amount of damage that the wild strike does just doesn't make up for that problem.
So I tend to rank wild strike very, very low.
How feel no pain?
Feel no pain might also be up.
here.
Feels wrong to rank it differently than dark embrace, so think I will put that in ass, giving you block whenever a card is exhausted.
If this feels wrong to you, then my response is to say, count the number of cards in ironclad that contain the word exhaust.
You'll it's actually about a third of the cards.
And this property means that it's very, very easy for the ironclad cards.
An entire block strategy around this one card feel no pain.
All you have to do is exhaust a lot of cards every combat and You will be in block city before you know it.
How about fire breathing?
Fire breathing is very hilarious when it works,
but I find it to be a little unreliable in the same way that Evolve can be a little little little unreliable.
It's very good AOE damage And I definitely think it's much better than the very original version of the card We had long ago,
but it's still not quite there.
Not quite there.
So fire breathing unfortunately goes to c-tier.
How about flame barrier?
Flame barrier I hold pretty high regards for It's a little bit expensive to pay for,
but 12 block for two energy is not a bad deal,
and because the card also does damage, Flame Barrier becomes this actually numerically extremely efficient card, particularly if enemies are attacking more than one time.
Against certain fights, you'll get maximum roasty toasty, say the birds, the few things like that.
Pretty good, love it with corruption, love it in multiple copies.
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Now to the video.
Ghostly Armor I think also ends up pretty well rated here.
Very efficient block,
10 for 1 energy is great, although the ethereal property on this card is a little bit more knowing that it is on card.
You lose the block card if you don't play it, but what if you want it later?
Humokinesis.
I probably also in the B tier for me.
Humokinesis is extremely efficient damage.
It does come with a small hitpoint price,
but just like the bloodletting, often because you're able to deal so much damage with the card, it means that you've saved energy.
energy that you can spend on making up for the hitpoint deficit somehow.
It does so much damage, particularly with the upgrade, which is plus 5.
blade.
I think yet another uncommon that goes to the beat here reasonably takeable is how I feel about infernal blade.
Random ironclad attack at zero cost is a bit of a mixed bag but generally speaking pretty good and sometimes you'll get a free bludgeon.
Note that infernal blade cannot give you healing cards like Reaper or Feed so it'll never be a source of that but essentially I feel
like infernal blade is a decent attack card plus one exhaust so if you
have field no pain or dark your exhaust powers that I value so highly, then get to activate either of them one time.
How about in Flame, just straight up Strength Game?
I don't think in Flame is the best Strength card the Ironclad has and I don't think Strength
in general is the best thing Ironclad can be doing at any given moment,
but it's no nonsense, comes in the form of a power, you get to have some strength.
strength, it's very good, great the early game especially.
Happen to Intimidate, just one week to all enemies, Intimidate is a relatively low impact card.
I do think it's a bit underrated and I do think that the upgrade to this card is quite good.
Plus, it becomes two turns of That said, I don't think Intimidate often can justify its inclusion in the deck.
It's just not a lot of effect for one card drawn.
And unless you're able to draw a lot of cards, say with dark embrace, then it doesn't usually justify its inclusion.
And usually you'd rather upgrade too.
Such as the much better weekend card Shockwave.
which I'm gonna put up in 80 here here.
Shockwave is I think the best weak and vulnerable.
Both the best weak card and the best vulnerable card.
providing basically all your needs for a whole fight in one card,
especially if you upgrade it to five of each, but one upgraded shockwave or two unupgraded shockwaves is usually all the debuff you'll ever need.
How about Mattelisize?
Three or four block every turn?
I tend to rank,
I think Mattelisize can be quite good in the early game, but overall Mattelisize ends up problematic in the long run because it doesn't.
Have the ability to scale its power up into the late game in any way.
You can't make this Block for more than four by any means other than playing more copies of metallic size
Most enemies in the late game will require more block than you can feasibly provide with this card
So I didn't tend to think of metallic size as a decent card,
but maximum one copy of metallic in your deck to put too many of these in is to to fall victim to the late game and to be a little bit too slow
Not able to generate enough block or enough damage output on turns one two or three in many fights
Speaking of quick block power through is probably one of the best quick block cards the ironclad has 15 block
or 20 upgraded for one energy, which just astounding.
That the best one energy block card in the whole game.
Bar It comes with a down side of putting two wounds into your hand,
unlike Wild Stri- strike, or some of the other stinky status generating cards though.
Into your hand is probably the best place you can put these status cards,
you'll discard them at the end of your turn and you won't see them again for a long time,
providing you Or,
while they're in your hand,
you exhaust them with other cards,
particularly 2nd win,
which also going to put up here in 8 here,
exhausting all non-attack cards in your hand, and giving you block for each one consumed.
These are a power combo together, particularly if you have, um, dark embrace or feel low pain in play as well.
The combination of these 2 or better yet, 4 cards.
He is out of control as a block source for the Ironclad,
and just one copy of each of these four will solve your blocking for any fight in Sloosepire, really.
The pommel I think is one of the other strength card that,
you know,
one the other strength scaling attacks that outscales Heavyblade or that outefficiencies Heavyblade, it has the added benefit of the exhaust keyword to interact with.
exhaust effects for ironclad which can be good or bad depending on how many times you want to be able to play pummel.
Also pretty reasonable target for dual wheeled.
How rage?
Rage is zero cost block.
Just like blacks I really appreciate the inclusion of a zero cost card
but it is problematic to get rage into your hand on the same turn as a lot of attacks.
So, rage ends up being a little bit unreliable, unless you have a Renek Pyramid.
How about a Rampage?
Or Rampage?
Very card in Fury.
It's a card that scales its damage each time you play it, so more and more and more damage with each play.
Fundamentally though the problem with Rampage is that it scales in a linear,
not a quadratic fashion I would rather Rampage double its damage each time you played it
That's what you can functionally do with Limit Break And the other problem with Rampage is that,
as a one-cost card, it's just not viable to play it enough times to get it to be very large amounts of damage.
Ultimately, I find Rampage just never does the job that you want it to do.
That said, Rampage can be perfectly valid in the early game as a solution to the first couple of deletes or the first boss.
Heck, it can even be a reasonable way to deal with the champ boss in Act 2.
But fundamentally, it's too expensive and too slow in its increase of damage to be a particularly viable endgame strategy.
It's possible to make it work,
but if you have successfully done so, congratulations, because you've won an uphill battle, it's how I feel about Rampage.
How about Reckless Charge?
I think this is more interesting status-generating card than Wild Strike.
I that it's a zero-cost attack, and I like that the status it generates exhausts, which can work with field no pain.
So I think there's a bit more- Excuse me.
I mean to put you in D tier there.
There's a bit more broad usefulness to reckless charge Then there is to wild strike probably somewhere on the B and C tier border
I'm gonna drop it down in the C tier.
Unfortunately rupture I think rupture is a somewhat slept on strength scaling card these days right up there within flame It's relatively inexpensive.
The with it is that you have to lose health from a card of one of your cards in
order for Rupture to give you strength.
Now there's a few cards in Ironclad's pool that'll do that, Bloodletting, Combust, the Rare Card Brutality.
You can also take damage from plain curse cards with the blue candle.
Or from curse cards in general and I think one of the most unnoticed or unexpected interactions
that a new player might miss is the rupture with the pain curse.
Pain does one damage to you each time you play a card and every single time it does that rupture will give you strength.
strength.
The combination does a lot of damage to the player, but gain strength so quickly that it's super powerful.
So highly recommend, highly recommend rupture with pain.
Steering below, this is my personal favorite.
ironclad card gets stronger and stronger with each upgrade.
But in terms of how often I take it, the answer is not very.
I think you need to be offered searing blow very early in your run,
and you'd upgrade it very many times for it to be worth it.
The thing most people might miss about searing blow is that each upgrade is stronger than the last, so 12 goes to 16.
But then 16 goes to 21, not 20, and 21 goes to 27.
So plus 4 plus 5 plus six and each one is one more than the last.
Seeing red, I think seeing red is probably one of the less good energy generating cards on the ironclad.
It's only a one-time use and it's only plus one energy, unless upgraded.
And that means it's just a little bit low impact.
Is with field no pain, is great with dark embrace, corruption can make it essentially upgraded for But overall, it's fine.
Sentinel in the same boat, also a way to gain some energy 2 or 3 upgraded in this case, if you can exhaust the card.
Sentinel very good with Burning Pact or with Corruption, but on its own, just as a 5 block card.
Not so good.
How about Seversoul?
Seversoul is actually not that bad.
I think in its own effect it does.
Problem with Seversoul is that it's mostly outclass.
blast, by other cards and ironclad.
For 2 energy, 16 damage is just worse than most of the other things you can do with 2 energy on ironclad.
It's than carnage,
it's than playing pommel strike 2 times,
it's worse than probably whatever your heavy blade does,
it's worse than blood for blood, it's probably worse than clothesline, but overall it doesn't do a whole lot offensively.
And the other effect exhausts all non-attack cards in your hands.
hand, there are a lot of better ways to do the same thing.
Second win gets rid of all your non-attack cards and gives you block for each,
which Seversoul doesn't, or in the rare pool, being fire will do damage for each card in your hand, which Seversoul doesn't.
Ultimately, all this means is that Seversoul is just an inefficient tool to do things that are better.
spot weakness I think I'm just gonna put strength kind of across the board in
beat here because that does feel well like that feels about right to me it's a
very very beautiful offensive tool for the clad spot weakness is more strength
than in flame It's a little unreliable that your enemy has to be attacking you, and have targeted enemy that is attacking you.
Particularly problematic if you have, say, runic dome, and you can't see who's attacking.
Spot weakness gets a lot better if you can hold onto it with runic pyramid,
or if you've got a lot of card draw, so that you can control when you play it more.
Uppercut.
Uppercut's a pretty good weak and Voln card.
We've also put this one in B tier here.
Nice and reusable, but without an upgrade, especially, it's just not very much of either debuff.
Pretty good damage too.
How about Whirlwind?
Whirlwind is one of the better AoE cards on Ironclad.
Skill is really well-strength.
If you can get a lot of energy, it's pretty beautiful.
But it's a little inefficient if you don't have any strength and particularly if you don't upgrade
it World wind in my opinion really needs the upgrade World wind is fantastic if you're trying to go fast.
I'll also put this in v-tier generally speaking All right on to the rails berserk.
I wish I wish this card felt better My fundamental problem with berserk is that you pay an immediate downside for a long-term upside,
which usually the opposite of how you want vulnerable cards to go, how you want cards with downsides to go.
You want to take an immediate upside with a long-term downside.
Usually.
I think the zirk would be a lot better if there was a way to guarantee it on your opening hand.
Like you have a bottled tornado, it can be pretty good.
Because turn one is usually relatively low damage, throwing at you.
I think my other problem with the zirk is that there are better ways to gain energy on this character,
whether it be through relics or through different cards available to them.
Brutality is kind of a...
Similar exchange here,
it's a cost power that slowly damages you,
and gives you one more draw each turn,
and downside of brutality is comparatively minor, and can even be turned to your advantage with stuff like rain.
But in general,
I really appreciate one drop per turn from this card especially for longer fights feed feed is a very very good I would say I think you could reasonably put feed into the S
tier I'm gonna put it into a tier here feed is an incredible way to scale the max health of the
ironclad Basically allowing you to gain a permanent advantage from Every fight that you're in Feed can easily scale Ironclad well over 100 health,
and you are particularly diligent with it,
you can go into the multiple hundreds,
which beautifully,
beautifully chunky,
often getting so much health that you can just take all the damage from bosses to the
Almost certainly one of Iron Cloud's best rare cards.
How about a zoom?
Put a card from your exhaust pile back into your hand, basically letting you duplicate any one of your exhausting cards.
It works particularly well with feed, I like it with disarm, and in general, it's pretty flexible.
There's often a better rare being offered to you than a zoom.
So, I think it's a 2-2 high tier card, but I like it quite a lot in general.
Impervious.
Impervious is no nonsense, Bullock.
The fact that it's too cost and not reusable, I think, keeps it out of the S tier.
But impervious is almost always something.
that I'm gonna strongly consider when I take it a very very good block source for
Clad and a really good way to get a block engine started shrink down a little bit more here.
How Emily?
Emily is probably one of the best area of all the area of affected damage cards.
Excuse me.
Emily is the best.
Generally it just does the most of damage has a fantastic...
the burn that it puts in the discard pile often irrelevant as many fights will be ended before you'll draw it.
Really stuff.
Only a few cards left here, Reaper.
Reaper does damage and gives you health back equal to the damage you dealt.
You need some strength for Reaper to feel fanned.
But it's even decent without just not an always take definitely one of the better
rares the clad has and
something that can seriously
Seriously empower a run works particularly well if you can get more max health via say feed Limit break doubles your strength.
You have to have the strength in the first place For limit break to be good
and I think I'm going to continue my trend of of just kind of saying strength is
B tier in general but all the strength cards limit break is definitely the one
that can get the craziest upgraded limit break does not exhaust which means you
can play it over and over again combo with headbutt or with Just a lot of card draw, and you're gonna have a good time.
Alright, Demon Form.
Demon Form is probably the most unwieldy of the strength cards, truthfully.
It is a ton of strength, I think you'll end up being in a C-tier here.
Demon form is a ton of strength,
but it's a big cost to pay three energy means it's almost impossible to put in play without taking damage.
And you have to wait multiple turns before demon form is any sizable amount of strength.
You which is one turn later, it's basically the same as an inflame was.
Well, it demon form a little bit lower in the viability here.
That said, if you need strength, it's real good.
Juggernaut!
Juggernaut's a pretty cool damage card.
I appreciate the interesting ways that this card can scale, although it is a little bit unwieldy at 2 cost.
For Juggernaut to do lots and lots of damage,
you need many many small sources of block,
combined with metallus eyes, combined with field notes, combined with various relics that block and sugarknot can get really good.
But on its own, by default, I don't think it's all that great.
Barricade, Barricade's a weird one.
A very big expensive card at 3 cost here, letting you retain block from turn to turn.
If you're not able to generate excess block,
then does absolutely nothing for you,
but if you ARE able to generate excess block, then Barricade can be an incredible way to keep your block from turn to turn.
I think this becomes particularly useful in the late game when enemies deal very large amounts of damage,
but frequently have turns where they do not attack you.
So Vericade allows you to generate block on those non-attacking turns and carry it over to the really, really big damaging turns.
Definitely not a card for the early game,
very much one for the late game, but one that can become an incredibly important part of a core strategy.
I that puts it in in B tier for me because...
It's very good at what it does, but it's only something you want sometimes.
Alright, Corruption, this is a high ranker for me, Corruption, although it costs a lot.
Corruption makes all of your skills free.
This often means that the 3 cost of Corruption pays itself back instantly with the other cards in your hand.
A big concern with Corruption is running out of And so when you have corruption,
or if you're making use of corruption, it often becomes correct to flood the deck with as many skills as you can find.
In particular, there's no such thing as too many shrug-it-offs with a corruption.
And will also combo with these other exhaust-centric powers, dark embrace and feel no pain.
Combining some or all of these together results in...
Absolute silliness, where all of your cards are free and draw more cards, and can just play your entire deck of cards.
I consider corruption the end-all-be-all of ironclad energy generators,
where other ironclad cards can generate two or three energy, you sensittal, seeing red, bloodletting.
Corruption can generate unlimited energy, as many skills as you have in the deck for free.
All the energy you could ever need.
And of course, of course, with dead branch, it's even nuttier.
I almost always want it.
On an ironclad run double tap double time.
I it.
Let's you duplicate attack cards a lot of ironclad's best scaling comes from non attack cards Though,
and I think that's where double tap ends up being just not quite as As high impact as you might want it to be I'd rather double tap let me duplicate,
you know limit breaks or feel no pains or reaper, I guess you can double-type a reaper, you know, or disarms or something.
I'd rather have a to duplicate powers or skills on the ironclad, particularly skills would be so, so wonderful.
But double-tap does some pretty sweet stuff if you combine with reaper, immolates, pledge in, whirl winds, just to name a few.
Take a double-tap and a drop kick and you can create an infinite combo out of the two of them.
If your deck is small enough.
Bledgin, Bledgin's big, dumb damage.
I like it.
In early game especially, Bledgin is perfectly valued at upgraded with 42 damage to kill almost anything in Act 1.
It donks a jawworm, perfectly a three, one of the three centuries enemies, perfectly slimes.
very good against the slime boss it's less and less relevant the later you are in the
game but if you can make it free or you just have a lot of energy to spend it can
be a pretty good way to deal damage fiend fire I have a very very high opinion of
fiend fire fiend fire exhaust plus strength all in one card so no matter what your deck is synergizing with.
Fiendfire is likely to be very effective where other ironclad cards can scale you know can benefit from strength four or five times fiendfire can do up to
nine times your strength In damage,
plus the base damage for each card in your hand,
and each of those cards being exhausted can activate exhaust effects, be it from one of these S tier powers, or from a relic.
Overall, a very, very fan.
Fantastic card.
Lastly but certainly not leastly offering one of my highest tiers I almost always take offerings that I'm given three energy sorry two energy and three cards you can think of that
as almost an entire extra turn worth of resources and what offering lets you do is either play
so many attacks that you can just kill your enemy on the turn or it lets you set up all of your
powers your defensive or scaling pieces all in one turn so that you're ready for the rest of the
alright here's my full list every ironclad card teared and ranked hey there if you enjoyed
that video watch this one next and before you go join us on twitch and watch live on their five
days a week playing slay the spire answering questions and chilling with the community
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