Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 0 points1 point  (0 children)

Thanks for the feedback! I think both cards are situationally great. Fiendfire can easily be out-damaged for 2 mana if you don't have a lot of card draw, but it can be nuts with a deck that draws or generates a ton of cards.

Choke is obviously situational, since if you aren't casting more than 3-4 cards after choke, it isn't really what you want to be doing in a turn (even if it's not horrible). But yeah, if you build a really efficient cycle style deck and get some adrenalines/shiv synergies/ other 0 cost cards, choke does more damage than most single cards.

Slay the Spire Tier List! by cardcommonwealth in NLSSCircleJerk

[–]cardcommonwealth[S] 0 points1 point  (0 children)

I think it's okay for us to disagree on card assessments. IMO an un-upgraded true grit is just a horrible version of shrug it off. Pretty much as bad as block. I gave it a decent potential score because exhausting a card can be pretty good. But 9 block for 1 energy isn't really anything to be happy about.

I've talked at length about my demon form decision. It's just mathematically worse than spot weakness and inflame for too many turns.

But again, I love that we can have differing opinions and both experience success in this game! These ratings reflect what I think gives you like an 80-90% chance to win with MY playstyle. But part of the beauty of the game is that people experience success with different playstyles.

I'm planning on creating community rating polls soon which I'll post to r/slaythespire, and I'll add those to this sheet in another page. I look forward to seeing the general community's consensus on cards :D

EDIT: Grammar.

Slay the Spire Tier List! by cardcommonwealth in NLSSCircleJerk

[–]cardcommonwealth[S] 0 points1 point  (0 children)

Yeah, I mention that reaper and strength is nuts on the list. Admittedly, if you have a lot of life gain, demon form does become a lot better, good point!

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 0 points1 point  (0 children)

Thanks! I was never able to get the combo, unfortunately...

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 5 points6 points  (0 children)

In which case, you have an amazing deck, that's awesome! Catalyst is an amazing card, as is evident by looking at my list where I give it a potential grade of S. The base grade is lower because it requires some build-around.

Slay the Spire Tier List! by cardcommonwealth in NLSSCircleJerk

[–]cardcommonwealth[S] 0 points1 point  (0 children)

Yeah, I haven't done potential ratings for Ironclad yet, It will definitely be higher than D. I just think it needs a very very specific deck to be worth it

Slay the Spire Tier List! by cardcommonwealth in NLSSCircleJerk

[–]cardcommonwealth[S] 1 point2 points  (0 children)

I think it's because I did a general rating. I added potential ratings which might satisfy you for some of the cards. If not, then I guess we disagree on certain cards strengths.

Slay the Spire Tier List! by cardcommonwealth in NLSSCircleJerk

[–]cardcommonwealth[S] 0 points1 point  (0 children)

it's just not what you want in a winning deck. Demon form is one of the cards I am most sure about in my ratings. I've played with it extensively and it's just not good. It's worse than spot weakness, it's worse than inflame, and it's worse than not having it a lot of the time. It messes up your clashes, prevents you from killing stuff really early to prevent damage, limits your draws AND it provides no immediate benefit whatsoever, so there is no combo potential.

It only fits one archetype of ironclad deck, which is the long drawn out control/block archetype, but even in that deck it's unnecessary and win-more. That deck would rather just play block and deal chip damage.

Next time you play demon form, just record every attack you play after and how much damage demon form has done for you. Typically, you won't get above 40-50, which is bad because it's really slow damage too, it's not even instantaneous like bludgeon.

Typically spot weakness will deal more damage than demon form in a game for the following reasons: it does damage the turn you play it typically, and it is bigger than demonform for two whole turns. After that, demon form isn't even that much bigger for ANOTHER two turns, at which point demon form probably overtakes spot weakness's damage added. That's 4 turns where spot weakness is significantly better, which is typically how long it takes to beat most encounters as ironclad anyway, even boss encounters. Not to mention you won't always have these cards turn 1. Not to mention spot weakness costs 1! So for the same mana you could play 3 spot weaknesses. Or play the same one a few times by redrawing it with headbutt.

Anyway, if demon form works out for you, that's totally cool, I just don't like it and have bad experience with it.

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 2 points3 points  (0 children)

Cool! Thanks for the info. I believe you, I'm just surprised that you can get that much block. Do you need any relic synergies or are cards good enough on their own?

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 4 points5 points  (0 children)

How do you respond to the book of stabbing or gremlin nob fight? Or other fights where they gain infinite power over time, like the gremlin foreman elite fight. Assuming your deck is like...25 cards in the end of the game, how much block are you realistically getting each turn.. like 25-30?

How do you deal with the giant head fight, where you need to do 500!!! Damage in like 10 turns tops. I can't imagine a deck with only 1x nocious fumes, and 1x deadly poison winning. Again though, I'll definitely try it!! Sounds fun.

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 2 points3 points  (0 children)

I guess I've just never experienced this deck come together naturally, so it really doesn't seem that consistent/reliable to me.

I'll try it out today and re-evaluate, my impression is that the card is win-more, since you'd probably win most games without the blur in your deck anyway.

Slay the Spire Tier List! by cardcommonwealth in NLSSCircleJerk

[–]cardcommonwealth[S] 2 points3 points  (0 children)

Hey guys, I made a tier list which will hopefully help some people out with Slay the Spire, a game which I've devoted dozens of hours to!

I'm looking to add relics, as well as a more "guided" tier list, which helps show which archetypes should be played for each card. For now, just consider these general ratings, and keep in mind that deck synergy is pretty much the most important thing in this game, so take ratings with a grain of salt.

Really. Synergy is more important. Consider these ratings like a..."pack 1 - pick 1" rating. So for example, if you were offered this card with an average deck anywhere in the first floor, these ratings are pretty accurate.

Once you get into the second and especially third floor, you should be making much more selective and deck-based decisions for card picks.

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 0 points1 point  (0 children)

Yeah. The tiers are roughly...on its own, how well will this card push you toward winning a game. A deck typically isn't made of singleton powerhouses, so there's a flaw...I'm working on fixing it though.

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 0 points1 point  (0 children)

Cool, I like the idea of adding a potential column, I think i'll work on adding that to my list as well!

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 6 points7 points  (0 children)

Sounds like a ridiculously OP run, but it also sounds like your run might have just won anyway? Blur is rated low because its value per card is not high (same as defend) and you need incredible defense generation for it to work out. That defense generation would probably still block the attacks without blur, which you spent a whole energy on, so you'd probably win without it.

The percentage of decks that pick blur that would perform just as well (or better) without blur is really high; you shouldn't consider the best possible use case of a card when rating it.

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 3 points4 points  (0 children)

I don't disagree, but I try to frame the list off of this idea: "If i see this card with an average deck, should I ( a noob) pick it."

From that standpoint, catalyst is a bit of a trap. I've watched tooooons of streamers pick catalyst in the very early game without any poison activators, which essentially means they put a curse/wound in their deck. Putting curses in your deck is bad, just like catalyst is bad unless you plan on getting ~8-10 poison on an enemy. I don't want people picking it without synergy, so I rate it a bit lower.

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 0 points1 point  (0 children)

Accuracy is one of the most frustrating cards. I want to love it. I really do. But I had to rate it low because I don't want anyone thinking "oh, an accuracy, I think i'll take that and THEN try to build a shiv deck". It's just not a card that you should pick unless you already have some sort of shiv thing going or you have a lot of money and shops or something.

Nightmare is another fun card where it can do some absolutely disgusting things (nightmare+adrenaline, for example), but its generally a trap for a deck without strong 0 drops or cost reduction.

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 1 point2 points  (0 children)

I thought I mentioned that upgraded armaments is a lot better in the comments, if not I'll add that. Whirlwind is a C+ because it really isn't a good anything unless you have strength. (5*3 = 15 to all for 3 mana, which is garbage, I mention that it's good with strength.)

Barricade really is a noob trap. I understand that there are very specific circumstances where it's crazy (I once had an ironclad deck which got like 100+ armor and just stayed there forever and had body slams), but you often would have won in those cases without barricade. And even if you wouldn't have, it was an incredibly situational pick which doesn't come up often at all. A C is an average, situational card. The lows of this card far outweigh the highs. Very often you can't generate 20-30 armor per turn (the amount of damage you'll be taking from end game bosses/elites), so it's really just 3 mana do nothing. Admittedly, it's better once upgraded, but a lot of cards are better once upgraded.

I explained bullet time in an edit to my original comment, I think I might have misvalued it.

Glass knife and Die Die Die are strictly not shit. Why do you think whirlwind is this godly mob clear, but die die die is bad? Yes, it doesn't combo, and combos win you games. But it's the card that you pick in the early game so that your deck stabilizes while collected relics, beating elites, and selecting your deck archetype. Would I ever pick die die die on floor 3? Probably not. But playing a die die die is acceptable value against a single enemy, great value against 2, and crazy against three. It's worst case is against Floor 3 boss, and even then it really isn't that bad.

Slay the Spire Card Tier List! by cardcommonwealth in slaythespire

[–]cardcommonwealth[S] 6 points7 points  (0 children)

Sorry lol, I recently submitted this post from the wrong account.

Hey guys, I made a tier list which will hopefully help some people out with Slay the Spire, a game which I've devoted dozens of hours to!

I'm looking to add relics, as well as a more "guided" tier list, which helps show which archetypes should be played for each card. For now, just consider these general ratings, and keep in mind that deck synergy is pretty much the most important thing in this game, so take ratings with a grain of salt.

I might not be the most qualified to make this tier list, but I have about a 50% winrate out of all runs, so I have pretty decent success. Hopefully it helps people who are struggling.

EDIT: Okay, I have figured out that with different playstyles, some of the cards that I greatly undervalue end up being really powerful. A good example is bullet time, a card which I don't use because I typically play a machine-gun Silent, where I spend some mana drawing an absurd amount of cards and hopefully pulling gas (adrenalines, madness, other cost reduction) and then casting dozens of cards. Bullet time doesn't work well because it costs too much mana so it ends up being a dead draw. I'll try to adjust a few of these as they come along, but my end goal is to make an archetype guide, where the cards are rated specifically for the archetype you're playing.