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Review: Dawncaster

Dawncaster is mobile deckbuilding roguelite that is in the esteemed company of Slay the Spire and Balatro for how many hours I have played, and how willing I was to pay real dollars for the privilege. While it does have some design choices that limit its depth, I can consistently find myself playing runs lasting for hours while also experimenting with different strategies.

Sometimes the art looks samey, but overall it’s pretty good.

As mentioned, Dawncaster is a deckbuilding roguelite. At the beginning of each run, you can choose between one of six classes, which is then customized with a selection of Basic Attacks, a Weapon Ability, and then a special Starting Card. Alternative options can be unlocked using in-game currency earned from daily quests and completing runs (win or lose). Once you begin a run, you enter “Canto 1” (of 9) and are presented with three encounter options from a “deck,” which can include treasures, shrines, NPCs, or monsters. With the exception of treasures, the two non-selected encounter cards are then reshuffled into the deck. Your goal is to work your way to the boss of the Canto and defeat them.

Monster combat is fairly typical for the genre. Each turn, you gain energy of a specific type (Blue, Green, Red, etc) for your class and draw 5 cards; leftover energy is carried over into future turns, but cards are discarded. From this base, a wide variety of scenarios and strategies develop. There are debuffs like Bleeding, Poison, Doom, and buffs like Armor, Barrier, Focus. There are cards that draw cards, cards that discard cards, cards that stay in your hand from turn to turn, curses that go into your deck or the enemy’s deck, enchantments, temporary cards, and so on and so forth. Also, cards can be upgraded and even have keywords added to them.

When the “achievement” is beating a run in 90 minutes, you know the average is much, much higher…

If anything, the sheer breadth of options is one of the shortcomings of Dawncaster. And, paradoxically, that same breadth leads to many runs feeling the same.

As mentioned previously, there are six classes… but there are no specific class cards, only color cards. Certain classes start locked to a specific color, such as the Arcanist and Blue energy. After each successful combat encounter, you get to select one of three card rewards that are tied to what energy you have access to. Generally speaking, the mechanics within each color are synergistic, but even when they aren’t, at least you can try to focus on the one you want. The problem is when you gain access to other colors, which can happen at class selection or even during a given run depending on your choices. At that point, you still only get three card rewards after each encounter, but now the card pool expands to include both colors. Sometimes this can be a good thing – some colors are better at card draw or specific debuffs, etc – but often this means you will be offered useless rewards for most of a run, leading to failed decks. Alternatively, even when things go perfectly, it usually does so because a specific combo is so much better than the other available options.

Three Build-enabling combo pieces is pretty uncommon.

Dawncaster has multiple DLCs available for purchase, which adds more cards, enemies, encounters, and bosses. Tragically, the additional cards do not feel all that good because of the specific issue above: if they are not directly related to your strategy, they just pollute your limited card choices. There is a shopkeeper NPC that gives you a bunch of card choices, but again, there are so many cards out there that you can hit them up a half dozen times and still never find the necessary cards to make your strategy work. Of course, targeting a specific strategy is probably not the best idea; I would never start a Slay the Spire run and say “I’m doing a Poison build this time” before seeing some good Poison cards. But at least with Slay the Spire, I would only see The Silent cards as rewards, rather than every class.

Anyway, this is the quibble I have with Dawncaster after literally a hundred hours or more of gameplay. I still feel like Slay the Spire is the better deck-building roguelike, but Dawncaster is in the top 5 for the genre, if not directly second place (especially on mobile). If you are looking for something to play on your phone that isn’t F2P and/or gacha, I can definitely recommend this game.

Impressions: Against the Storm

Against the Storm (AtS) is a roguelike city-builder, and may very well be the first of its kind. Each game feels like the early to midgame turns of a Civilization match as you explore the foggy forest in pursuit of randomized resources that will force you to adapt your builds in new ways every time. And right as the combination of production synergies and passive abilities make your base amazing… the match is over, and you prepare to do it all over again somewhere else.

Each unit of mined Clay has a 50% chance of giving you Copper Ore, and 20% of Roots.

Random really is the name of the game. The win condition is raising your Reputation bar to maximum before the Queen’s Ire bar fills up. To raise your Reputation, you complete randomized Orders (quests), solve randomized Events/Caches strewn in glades on the map, leverage randomized Cornerstone abilities (passives), or raise the Resolve (happiness) meter of one or more of your races past a certain point to earn a steady trickle. You’ll do all of these things by collecting resources randomly distributed on the map, with buildings that were chosen from, you guessed it, a random assortment.

If all that randomness sounds a bit off-putting, well, it is. At first.

The genius of the game’s design is how it leans into adaptability. For example, if you wanted to make Beer, it’s very possible for there to be no Wheat on your map and no Farm building offered to grow Wheat. That sucks. But Beer can be made from Wheat or Roots. Or maybe you get offered a series of choices that leads you towards Wine or something else instead, which you trade for Wheat. Damn near every production building in the game has 3+ alternative inputs available, and since some buildings are more efficient than others, you are passively steered in certain directions that might be out of your comfort zone. I’ve had maps where I was just never offered something fundamental, like Planks or complex foods, and had to radically alter my gameplan to survive.

Do you choose the Smelter despite there being no Copper nodes on the map, or something else?

Remember Sid Meier saying games are a series of interesting decisions? That’s Against the Storm.

Successfully completing a map gains you progression currency you spend unlocking passive bonuses and other goodies back at the Smoldering City. After that, it is back to the world map and selecting the next hex to tackle. Each possible biome has a general theme and resources that appear more frequently. Select your randomized starting party, add some specific resources of your choosing, and then spend the next 5 minutes with the game paused to study the randomized buffs/debuffs you have received, and choose your randomized starting three building blueprints. You will repeat this cycle 5-6 times until the entire world gets reset (except for meta-progression) and you start everything again.

Ignore the poor start… multiple input options eventually let me turn this one around.

It is worth noting here that I don’t actually like city-builders all that much. I played SimCity 2000 for hundreds of hours ages ago and Frostpunk was okay, but I’m not especially a fan of games where you alternate between Pause and 3x speed. AtS is especially egregious in this regard because of all the interlocking parts with production buildings and various, randomized resources. That very randomness though, is precisely what has kept be playing for the last 25 hours – specifically the desire to optimize the madness. Each map will take you 1.5-2 hours to beat and then you are given a clean slate, so don’t come in thinking you will be making a self-sustaining colony or anything.

Overall, I am very impressed.

The game is starting to wind down for me though, as I have noticed my desire to win just for the upgrade currency to unlock new passives… that will make wining again easier. The offset for that are higher difficulties, including “Prestige” (aka Ascension) ranks that have ever-increasing maluses, but that’s not exactly what I’m looking for. And if I was, I would just play Slay the Spire.

Impressions: Arcanium

Arcanium is a lane-based, multi-character deckbuilding roguelike. You control the actions of three different furry characters with their own distinct card pools, passive abilities, and equipment. There are always three different enemies in the opposing lanes, although you can spend resources to get them to retarget other lanes (Taunt cards) or swap lanes with your own characters to distribute damage and/or fire off attacks. Defeating foes grants you rewards, new cards to add to your deck, and all the sort of things you would expect from a deckbuilding roguelike.

And, uh… that basically sums it all up.

I’ve played a lot of deckbuilding roguelikes over the years and Arcanium is OK. Fine, even. What it reminded me most of was Roguebook, in that you have multiple characters with their own decks, traverse a hex-based map trying to uncover new nodes, and there being incentives to maximize deck size. I also appreciate the new trend (?) for these games to allow banked energy – you start with 3/turn, but can carry up to 5 over to your next turn, if you don’t have a use for it. That part, along with the equipment, reminded me of Across the Obelisk.

I do have some issues with the game, although they are difficult to articulate. For example, a lot of the enemies feel the same: they attack for X amount, deal a debuff, perform an area attack for Y amount, or gain armor. That sort of reductionism can be made for Slay the Spire too, right? Perhaps it feels worse in Arcanium due to the lane-based nature of the game. After all, enemies always target down their lane, and you cannot target things more than one lane away.

Another issue I have is that the sort of highest-difficulty fights reward you with Heirloom Equipment, which are character-specific items that synergize with their passive abilities/cards in various ways. Getting all three characters their Heirlooms is very important… but once that’s done, those hard battles thereafter become mostly pointless, as you’d rather get regular equipment for the other slots. Technically you get an already-upgraded card choice from the rewards and closer to unlocking character upgrades (more energy/cards per turn), but again, it just feels bad doing these fights with the Heirlooms being wasted. I wish there was a way to scrap them or trade for regular equipment.

Overall, Arcanium is a perfectly serviceable deckbuilding roguelike. Unlocking new characters by doing specific things during each run feels rewarding, and cards are similarly unlocked and added to the pool all the time. Each character and their card pools feels unique, and you can be rewarded for discovering synergies between them. Having said that, I have played Arcanium for 15 hours and feel like I’ve seen all that I want to, whereas most deckbuilders taper off after 40 hours for me. Take that for what you will.

Impressions: Across the Obelisk

Across the Obelisk is a chunky deck-building roguelike that has a lot of overlapping mechanics that… mostly work together.

You control four characters each with their own decks. By default, these characters are a warrior, ranger, mage, and cleric, and all have their own unique card pools. Additionally, each character has four equipment slots (and one pet slot) that can be filled with a wide assortment of gear. Additionally additionally, each character can level up five times, getting a binary choice of abilities unique to that specific character (e.g. the four warriors each have different choices). Additionally additionally additionally, you earn Perk points across all characters that allows you more customization options in the form of +1 bonuses to various stats.

Oh, and you accumulate “Supplies” that let’s you upgrade the towns at the beginning of each map. And maps have various lanes and encounters and character unlocks and secrets and general themes.

Like I said, there’s a lot going on.

The problem, 25 hours in, is an understanding that a lot of the game just doesn’t matter. In Slay the Spire, you always go first and can see what the enemy is going to do. In this game, enemy actions are hidden by default – you have to debuff them with certain cards to temporarily see – and turns are based on the speed stat… which can be buffed or debuffed. So sometimes the enemy will just do things to your team without you knowing what’s going on. Like all deck-building games though, sometimes you can’t do anything even if you do know what’s coming due to the cards drawn.

Another issue I have is how often what the card says doesn’t matter. Characters have resistances to the various damage types in the game, and it’s often a fact that enemies get 60% resistance or higher. When I first unlocked a high-cost card that said “Deal 60 damage” I was excited… only to find that it actually deals like 20. The game calculates it for you so there’s no surprises, but nevertheless this funnels all successful strategies towards stacking debuffs (which typically lower resistances as a bonus). Which is whatever I guess… until you face enemies immune to that debuff, or can self-dispel, or can transfer (!!) the debuffs back your way. Most of the time, whether a given enemy can do this will be a complete surprise. Fun times.

First turn on a boss battle; my team was full health walking in

Ultimately, I’m finding the game plenty compelling in an almost unhealthy way. Each run makes the next one that much easier, which is good, but this also means you are set up to fail the first dozen or so runs. I like how you can end up crafting a lot of your favorite cards right at the beginning of the game and thinning your deck out so there is less ramp-up. Figuring out synergies between the classes feels satisfying, and unlocking characters can lead to new ways of playing based on their unique talents.

But if you aren’t into deck-builders, this certainly isn’t going to get you onboard. Not only is there a lot of RNG – moreso than normal deck-builders – each run takes several hours between having to coordinate four different decks and equipment and upgrades and so on.

Impressions: Sigil of the Magi

Sigil of the Magi is a deck-building roguelike ala Slay the Spire with some Into the Breach vibes. It is currently in Early Access, and I was given an early peak by way of a review copy.

The Slay the Spire influences are front and center with the types of cards available, the pathways, and especially the shops. Basically, if you are at all familiar with Slay the Spire, chances are good that you will immediately recognize which cards are going to be good, which ones are noob traps, and what “relics” are going to pull their weight through a run.

That said, Sigil of the Magi does have a number of other interesting things going on.

First, you actually control a party of three separate characters, each with their own cards and card pools. Second, you literally control them in that you can move them around a very small map. While the UI needs some iteration to make things more clear, you can currently see what actions enemy units will take, and their attack preferences. That is where the Into the Breach vibes come in: if an enemy is set on attacking someone but you move all your characters out of range, the enemy will close the distance but then do nothing. Unfortunately, this sort of turn manipulation only goes so far, as enemies will settle for their 2nd or 3rd choice targets if they are within reach instead. Additionally, many of the enemies in the game have some sort of scaling mechanism that makes delay tactics unwise.

The third feature is what really sets Sigil of the Magi apart though: the Tray. This is a four-slot area under the map where you can pre-cast any card in hand for use in future turns. At first, this really just feels like a consolation prize for not being able to do much in the first turn of battle, before many of the enemies are within range. And since you only get 3 energy to play cards (at first), you typically don’t have anything left over to store for future turns once the melee is joined.

That said, the Tray becomes very interesting once you hit 4 energy and start getting cards that interact with it. For example, there is a card that give +4 Armor twice, but gets +1 Armor each time it is stored. Or maybe you get some discard synergies going, but don’t have a payoff card in hand, so you just bank the enabler. The cards in the Tray also are no longer in your deck when it is shuffled, so sometimes it might be worth keeping the generic damage cards in there to keep them out of your hand.

Is Sigil of the Magi good? Right now… kinda, sorta. The tough thing about Early Access for deck-building games is how so much hinges on card/enemy/relic balance, which can change at any time all the way past post-release. For example, right now, you have to choose a card after each combat encounter. This is literally the first deck-builder I have played that didn’t allow you to skip a card choice, and having to slot in whatever the least-bad, anti-synergy card you get offered feels like a punishment for winning battles. Is this an intentional design, like a sort of auto-difficulty balancing mechanism? I hope not. Conversely, abusing Taunt cards to force the end boss to skip all his mechanics and uselessly attack a very armored Knight was a lot of fun. Probably a bit imbalanced, but fun.

Overall, this is one game that I will keep an eye on as it makes its way through Early Access. The bones are good, and they definitely have things set up to allow for a lot of balancing methods. There are only two parties available at the moment, for example, but I can easily imagine varied combinations or even a sort of random mixing to add flavor to future runs. Plus, I really like the Tray conceptually.

We shall see how the balance goes though.

Mobile Review: Slice & Dice

Slice & Dice is a F2Try dice-based roguelike. You can play the first 12 “levels” for free, but it costs $7 to unlock the rest of the game.

On the face of it (har har), the game appears relatively simple. By default, you control a party of five traditional archetypes – Rogue, Warrior, Defender, Healer, Mage – who face an assortment of enemies. Each round, enemies will roll their dice and indicate who they will be attacking, assuming they survive.

Then your team will roll one die per class. Each six-sided die has different abilities on it as determined by that die’s class and any modifications due to items. If you like a specific die roll, you can “save” it by tapping and then reroll any remaining dice up to two times. After all dice are locked in, you then can use the dice to attack enemies, shield your team, generate mana for Spells, or a number of other unique effects. Any surviving enemies will then attack back. Then everyone gets to do it again.

After each successful battle, surviving heroes are healed to full, any defeated heroes return to life at half-health, and there are alternating rewards of class promotion or random item selection. For class promotion, two heroes are randomly selected to get promoted to one randomly selected option, and you decide which one does. For example, you might be able to choose between your Rogue and Cleric getting promoted to a Tier 2 version of those classes, but not choose for the Warrior to be upgraded instead, or choose between the 5-6 Rogue options. Similarly, with item selection you can choose between two options or go for a mystery roll if neither one works well for your setup.

If that sounds like a lot of randomness, well… it is a dice-based game.

After I understood the general shtick of the game and saw what sort of boss battles were available, I started losing interest. The game seems a bit simple, right? Plus, winning didn’t really seem to offer much progression. But that was when I discovered the Achievements and other unlocks. Basically, the game has 40+ achievements that all unlock something when, uh, achieved. Most of the time these unlocks are additional items that get added to the pool for future runs, but other times there are additional difficulties and new game modes. For example, with Custom Party you can choose to bring 5 Mages or some other mix of heroes, and Shortcut lets you skip the first 8 levels (although you get random items and promotions). The unlocks themselves are not always worth it per se, but they provide something to work towards and potentially discover some fun along the way.

Notwithstanding the progression element, the game feels very satisfying to play in the moment. I often feel the pull of “just one more turn” given how many micro and macro decisions you end up needing to make. Is 2 damage good enough, or do you gamble on a 16.67% chance of getting a blank in order to hit something better? Should you focus-fire the big monster, or take out the small fry first? Do you blow all your mana on trying to save one hero this turn, or let them die to push more damage?

Overall, I am extremely pleased with my $7 purchase and probably have logged 30-40 hours thus far. One of the achievements to unlock Speed Run leaderboards is to win Standard mode in under 45 minutes, to give an idea of average successful run length. I also highly appreciate the fact that the game is short interval-friendly, e.g. there is no real-time component and you can minimize the app without messing anything up. It is no Slay the Spire, but it’s a game that has come closest to scratching the itch.

Impressions: Banners of Ruin

Banners of Ruin is an incredibly slick deckbuilding roguelike that has consumed my life for the past week. While it shares some conventions with other games in the genre, it has a fairly unique mix of them that result in a number surprising interactions. Also, everyone is an anthropomorphized animal.

Before moving on though, let me say this: the visuals and especially the music are phenomenal. The combination sucks you right into the setting, and I found myself humming along with the battle music pretty much the entire time it’s playing. Just like with Tainted Grail before it, I will be tracking down this soundtrack, if it exists.

Just look at how evocative that Pierce card is.

The central premise of the game is that you are a member of a suddenly-deposed House, and you are trying to escape the city with your life. As you navigate the city, you must choose from one of three “path” cards which can lead to combat, shops, or events. These choices are mutually exclusive, and you don’t have a particular notion of what offerings you will get next time. After a specific number of choices, you will encounter the boss fight of the area and then move on, if successful.

Combat is highly tactical. You start with two characters that can be arranged however you like (ahead of time) on a 2×3 grid; enemies are will be placed in their own 2×3 formation facing opposite. While you are free to play cards every turn, your foes will only act one rank at a time, e.g. the front three positions on Turn 1, then the back three positions on Turn 2, etc, unless there are no enemies in a specific rank.

Easy choice.

Positioning matters. Enemies will typically attack a specific horizontal lane. Place one character in front of another, and that front character is likely to eat all of the incoming attacks. However, if three enemies are targeting a character with nobody behind them and then that character moves to a different spot, all three attacks will be negated. And remember when I said that enemies take turns attacking based on which rank they’re in? If they are set to attack you this turn from the front rank and you move them (via a card like Kick) to the back rank… then they don’t attack that turn. Next turn, if you then draw into cards that can move them back to the front, you can skip their turn again.

The tactical nature of the game extends out into deckbuilding and character progression too. Each character has two weapons slots and an armor slot. Equipping a bow will add a Bow card into your deck; equipping two daggers adds two dagger cards instead; a shield will add a shield card, and so on. Armor is more passive insofar as it affects your starting armor only, although there are special armors that have more interesting effects. As characters level up, they can unlock a choice of three Talent cards which are then added to the deck, but only that character can play the card. Same with the weapon cards, actually. Level ups also unlock a choice of passive abilities. Oh, and each race has a racial ability that can be activated any time, as long as you have a secondary resource (Will) available.

I somehow won this early, accidental Elite battle. I mean, I’m amazing, of course.

What all this combines into is an interesting gumbo of choices, tactics, and deckbuilding strategy.

…until you get to the endgame.

There is a final Final Boss that become accessible after performing a series of steps along the campaign. However, the fight itself is so oppressive and ridiculous that it leads to really just a single strategy to overcome it. Once I understood this, and realized the same strategy works for the rest of the game too, every subsequent run started to feel the same. It doesn’t help that while there is a great variety in character races and Talent cards and passives, the number of defined weapons/armors and enemies in general is much more limited. Indeed, I think all of the bosses are the same each time too.

The potentially good news is that the game appears to still be in active development – there was a major release in November 2021, which added new “hallway” scenarios, some optional difficulty modifiers (aka Ascension ranks), mini-bosses and so on. That is not enough to elevate the endgame to a Slay the Spire level, IMO, but A) not everything needs infinite replay value, and B) maybe a future patch or DLC will spice things up.

Overall, I am very satisfied with my (discounted) purchase of Banners of Ruin. As someone who plays a lot of games in this genre, I definitely appreciated the slick presentation and the novel mix of elements. The sort of defined challenges I complained about earlier might be more of a positive to others who dislike a lot of randomness. Or maybe we can just be happy playing a game for ~30 hours and be done.

Impression: Roguebook

Out of all of the deck-building games I have played, Roguebook is the one that has come closest to scratching the Slay the Spire itch. And yet it is also different enough that it’s possible that someone who didn’t like Slay the Spire might enjoy Roguebook.

There are a lot of interesting design decisions going on in Roguebook. The basic premise is that you have been sucked into (presumably) the titular book, and you must battle your way past many foes and bosses on your way out. However the aesthetic is one of “blank pages,” where you use bottles of ink and paintbrushes to uncover blank tiles in order to explore and otherwise navigate towards the exit. By default, there is a very straight path to each level’s boss, but you are unlikely to survive without exploring more of the board and getting stronger. Regular fights give ink bottles to uncover straight-line paths, and elite battles give AoE paintbrushes. Gold can be found on the map, and there are a number of other structures that allow you to purchase new cards, get additional treasures, and there’s always a shop available to do likewise.

Make no mistake: exploration is extremely RNG-driven. While there are sometimes pre-revealed tiles you can head towards, the difference between uncovering an empty tile and one that lets you transform a basic card into a rare one with gems attached can be massive. You do eventually start earning progression currency that will allow you to improve future runs – thereby making exploration and combat easier overall – but things can be swingy in the beginning.

Speaking of gems, cards have gem slots ala Monster Train. Some gems are standard sort of “+3 damage” options, but some of the rarer varieties can do goofy things like giving you a free copy of the card, shuffling it back on top of your library, and similar. Artifacts can also be earned/purchased, which give passive (and sometimes active!) abilities.

Combat is fairly standard Slay the Spire with cards costing resources to play, drawing new cards each turn, etc… except there are two heroes. Playing a Defend card (or a few others) will cause that hero to go to the front, with any incoming damage hitting just that person. Losing one hero is not Game Over – you can recover by casting 5 special cards, but you get saddled with two spoiler cards in your deck until that level’s boss is defeated. Each hero has their own exclusive card pools and there are four heroes total, and you can choose the pair at the beginning of each run.

One twist I appreciated was the introductions of talents based on deck size. Basically every X number of cards you add to your deck, unlocks a randomized selection of three talents based on the heroes you’re running. All too often in this genre, the optimal strategy is to keep your deck size as small as possible, so it was fun to see the designers address it with talents. While some of them can be misses, a few can radically alter your entire gameplan.

For example, one character might get “Gain 1 Power each time a card is Dissolved,” which by itself is whatever. But if you paired that character with another that is frequently offered cards that generate 0-cost Throwing Daggers that, you guessed it, dissolve when played, and then combine that with an attack the original character has that deals 1×8 damage… yeah. Does that get your juices flowing?

Overall, Roguebook is a fun game that nevertheless feels a tad easier than Slay the Spire. I have played over 40 hours thus far, unlocking almost all of the Ascension-esque effects. I would say that about 80% of that time has been with the same pair of characters chasing the same strong synergies each game, only deviating if my luck was terrible. In other words, I don’t feel it has the same depth has Slay the Spire, but none of that matters much if you aren’t looking for something to entertain you for 200+ hours. Roguebook is entertaining enough and possibly more approachable at that.

Slay the Spire: Ascension 20

I have finally “beat” Slay the Spire: meeting my end goal of reaching Ascension 20 (A20) on all four characters. There is technically a higher plane of difficulty whereby you face the secret final boss while also on A20, but I am satisfied with where I am. Specifically because games at the A20 level are already incredibly frustrating and unfun already – no need to delve further into self-flagellation.

For giggles, I’m going to post my thoughts on each of the classes, in the order that I reached A20:

The Watcher

The base mechanics of the Watcher (e.g. double/triple damage) are so powerful that I often found myself progressing despite not having any specific deck or relic combos. It does lend itself to being annoying in how much mental math you have to do lest you miscalculate and end up taking double damage in return. Or in the case of Blasphemy, outright losing the game.

Every Watcher run starts by upgrading Eruption ASAP. After that, my successful decks basically had a hodgepodge of loose synergies with Flurry of Blows (stance dancing), cards with Scrying, and Talk to the Hand. I was always happy to see Tantrum and Fear No Evil. Upgraded Blasphemy is fantastic. Omniscience is an auto-include any time it’s offered, even if I didn’t have Power cards at that point; Omniscience into Wish feels like cheating (it is).

The Defect

The only successful Defect runs I have had revolved around Orbs and Focus-stacking. The Inserter relic is always a welcome boost, and lets you save gold/deck space by ignoring Capacitor and Runic Capacitor. Inserter also allows you to take Consume with no downsides, and possibly ignore Defragment and Biased Cognition altogether. In the absence of Inserter, I focused (har har) on Biased Cognition and trying to get artifact to avoid the downsides.

Beyond that, it really came down to getting Glacier and Creative AI, even against the Awakened One. Upgraded Seek is amazing. My success with All for One decks is probably 20%; it feels more like a trap.

The Silent

The only consistently successful strategy for A15+ runs for me has been Shiv decks. Two Accuracy cards (upgraded or not) plus as many Cloak and Dagger and Blade Dances as I can draft. Always draft a Corpse Explosion if offered. Things get infinitely easier if you can snag one of the scaling attack relics (Kunai or Shuriken), or Oriental Fan or After Image. A Thousand Cuts and Envenom are generally overkill. Poison isn’t bad, but hallway fights are worse.

The Ironclad

Yuck. In pretty much every run, you are entirely dependent on which relics you pick up. Corruption + Dead Branch runs make everything worth it, but they are frustratingly rare. Upgraded True Grit is almost always good. Immolate is an amazing hallway card that is still good in boss fights. Fiend Fire can also end many hallway fights by itself with no setup (vulnerability helps).

Again though, your ultimate strategy will vary based on what relics you pick up.

Final Tips

Artifact is insanely powerful. While negating a random enemy debuff is whatever, Artifact also removes the downside of some self-buffs. For example, Biased Cognition and Wrath Form are powerful cards that have scaling downsides… unless you have Artifact. Additionally, it can also be used to make the lowly Flex Potion just straight-up give you +5 Strength for the rest of the fight. For this reason, the shop relic Clockwork Souvenir is crazy powerful.

When in doubt, upgrade your cards. In a recent Defect run, I got a Sunder and Shovel early in Act 1. Instead of upgrading the Sunder, I chose to fish at Rest sites all the way to the boss. I died. Relics can be amazing, but remember you will be playing cards in every fight inbetween, and saving a few extra HP times however many fights will generally make more of a difference than you think.

Hallway fights matter. When you look at cards like Hyperbeam or Blasphemy, you might think “These are useless against bosses.” Maybe. But if you die before making it to the boss, or end up needing to Rest instead of upgrading cards, none of it matters anyway. So if you have the chance to snag a card or two that helps in hallway fights, grab them.

Impressions: Tainted Grail: Conquest

I have been looking for the next Slay the Spire fix for going on a year now. Played closed to a dozen different deck-building games in that time. After spending about 20 hours with Tainted Grail: Conquest (TGC), I am prepared to mark the journey as complete.

Tainted Grail: Conquest is a deck-building rogue-lite game based on a Lovecraftian take on the King Arthur mythos. You have been thrown into the Wyrdness of Avalon, surrounded by a corrupting mist and body-horror creatures of nightmare, whom you need to defeat to escape. Defeating a Guardian (boss) will allow you to return the ruins of a village you are helping build up to house the lost souls you save along the way. Defeat all the Guardians and you will face the a final challenge… and get looped back to repeat it all at a slightly higher difficulty.

Deck-building rogue-lite game, remember?

What I really enjoyed about the game is the variety of classes. There are nine in total, with groups of three under a common faction. This means they largely share the same base cards, but their mechanics often make them entirely different. For example, there are three summoner-style classes. The classic Summoner conjures minions and can boost their levels endlessly, but will take a corresponding amount of damage when they are attacked. The Blood Mage conjures minions by sacrificing HP right away, and focuses on boosting their minions’ self-destructive nature to defeat foes. Finally, the Necromancer, you guessed it, summons minions… but also generates spectral versions of said minions after they die, all while boosting themselves into a powerful Lich form to deal massive damage.

Instead of strict floors and encounters like in Slay the Spire, TGC has you wandering around in the fog towards discrete encounter areas on the map. Each step you take decreases the Wyrdcandle you use to push back the corrupting mist, so there is some constraint on how many encounters and in what order you wish to pursue them. The Wyrdcandle itself is a mechanic wherein a temporary card is periodically added to your hand that does something if you cast it, and does another thing if you don’t. If your Wyrdcandle is fresh and bright, the card is cheap and very useful. If your Wyrdcandle is sputtering or gone altogether, the card is expensive and punishing if you don’t play it.

After encounters, you gain XP and can level up. Each level allows you to choose 1 of 3 cards to add to your deck, and every 2 levels you can add 1 of 3 passive abilities to your character. You can also get one-use items from encounters, along with Runestones. These Runestones are basically swappable passive abilities that have two different functions depending on whether they are put in your weapon or armor slot. An example would be the Gar Runestone, which either increases your damage by 2 (weapon slot), or deals 5 damage at the end of turn to all enemies (armor slot). Getting three of the same Runestone allows you to combine them into a slightly stronger version.

None of the details really matters though, right? Is the game fun? Yes. For the most part.

I already mentioned it, but I really enjoy how different each of the classes feels. The Summoner/Blood Mage/Necromancer line seems like they would play similarly, but they really do not. Well… kinda. All three rely on a Golem minion to absorb damage so you can buff/summon other things without being ran over. But the Summoner has no nature healing abilities, so you are laser-focused on giving yourself Barrier (a type of shield). Meanwhile, as a Blood Mage you use your HP as a resource like any other, especially because you can get a huge burst of self-healing if you play your cards right. Meanwhile, the Necromancer has minions like the others, but the bulk of your damage comes from Lich-form and sacrificing minions to fuel it.

There can be some encounters that are especially punishing to some types of classes though. The default class is a glass cannon that relies on Block (negates 1 attack) to save themselves. Block is decidedly less useful when one of the enemies does some weak, 1×3 attack right before the boss’s 70-damage swing. But that also encourages one to blow up those smaller enemies first, I suppose.

[Fake Edit] I wrote the bulk of this Impression riding off the high of the Summoner/Blood Mage/Necromancer sequence. I have since gone back an played every other class, and… they are weak-sauce. Or the Summoner branch is overpowered, which is entirely possible. The “gotcha!” encounters that give Summoners issues are easily negated, but the other class families can be blown up entirely. I didn’t play them long enough to see if some Passive ability makes up for things, but some of them just aren’t as fun. At least two of the classes, for example, basically rely on doing nothing on their turns but turtle up and buff themselves for an explosive future turn. Which is fine in theory, but they also have no self-healing like the Summoners, so each fight ends up being a Pyrrhic Victory at best, and your last one when you face foes that need to be killed immediately.

Finally, I would be remiss to not mention one area that absolutely, as the kids say, slaps: the music. As it turns out, the devs licensed music from a band named Danheim who focuses on Viking/Norse-esque songs. I enjoyed myself listening to the boss fights so much that I ended up acquiring the Danheim discography. If I was still hosting D&D sessions, I would absolutely be incorporating these songs into the battle music rotation.

Is Tainted Grail: Conquest the kind of game I will play for 300+ hours like Slay the Spire? Ultimately… probably not. For one thing, I can’t play TGC on my phone, where I play Slay the Spire now. But of all the deck-building roguelikes I have plowed through, this game is the closest one I have found. And if you have Game Pass, you can try it out for free and see yourself.