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** Along the same lines, there is a relic called the Strike Dummy that increases the damage of any cards with "Strike" in their name by 3. On it's face, it's meant to improve your basic strike cards that all characters start with, however it will also apply to a variety of other cards that happen to have "strike" in their names such as Defect's Lightning Strike which does damage for each lightning orb channeled in a battle, even though it logically has nothing to do with a striking dummy.
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Oops, I didn't notice it was already mentioned


** The Bronze Automaton has a "HYPER BEAM" that deals massive damage but forces it to cool down for its next turn, a reference to the attack of the same name and function from ''Franchise{{Pokemon}}''.
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** The Bronze Automaton has a "HYPER BEAM" that deals massive damage but forces it to cool down for its next turn, a reference to the attack of the same name and function from ''Franchise{{Pokemon}}''.
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Added a year to the announcement date of the sequel.


On April 10, a sequel was confirmed to be coming to Early Access in 2025 with at least one new hero, the Necrobinder.

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On April 10, 2024, a sequel was confirmed to be coming to Early Access in 2025 with at least one new hero, the Necrobinder.
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On April 10, a sequel was confirmed to be coming to Early Access in 2025 with at least one new hero, the Necrobinder.
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General clarification on work content/moved from trivia


* GameMod: The PC version has Steam Workshop support.

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* GameMod: The Since the game is programmed in Java, it was trivially easy to disassemble the game and create custom content; eventually, modding tools were created so that you could mod the game directly and there are now all sorts of mods that introduce new mechanics, acts, events, characters, relics, cards, etc. As a result, PC version has is compatible with Steam Workshop support.Workshop.
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''Slay the Spire'' is a [[{{Roguelike}} roguelike]] DeckBuildingGame, developed and published by an US-based {{indie game}} studio in UsefulNotes/{{Seattle}}, Washington known as [=MegaCrit=] Games. It follows the story of several mysterious outcasts as they attempt to climb the eponymous Spire, all in the hopes of reaching its heart and destroying its evil influence. This won't be easy, as the Spire is full of cultists, monsters, hostile constructs, and even stranger terrors, all looking to bring your quest to a premature end.

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''Slay the Spire'' is a [[{{Roguelike}} roguelike]] DeckBuildingGame, developed and published by an a US-based {{indie game}} studio in UsefulNotes/{{Seattle}}, Washington known as [=MegaCrit=] Games. It follows the story of several mysterious outcasts as they attempt to climb the eponymous Spire, all in the hopes of reaching its heart and destroying its evil influence. This won't be easy, as the Spire is full of cultists, monsters, hostile constructs, and even stranger terrors, all looking to bring your quest to a premature end.
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* PowerUpLetdown: Some upgrades are so underwhelming that not only are they not worth the hassle, but it's debatable if they're even an improvement over the original card:
** Upgrades that remove Ethereal (which makes the card exhaust if it's left unused in your hand at the end of your turn) for cards like Echo Form and Deva Form. The problem is that if you don't want to play the card on the first cycle through your deck, you probably don't want to play it on the second either, so it's a ''good'' thing that it goes away on its own instead of continuing to clog your deck.
** Upgrades that add Innate to cards like Tools of the Trade or Brutality. Being guaranteed to see them in your opening hand is not great in fights where you don't want to play them anyway and they just end up wasting a hand slot on turn 1.
** The upgrade for Rainbow removes Exhaust, enabling you to use it multiple times in the same fight. The problem is that while the card is a quick way to fill orb slots early in the fight, the effect isn't great on later on.
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The game received its [[https://store.steampowered.com/app/646570/Slay_the_Spire/ full Steam release]] on January 23, 2019 with three fully-playable characters (the Ironclad, the Silent, and the Defect) and a daily run mode. On May 21, 2019, the game released for the UsefulNotes/PlayStation4, followed by subsequent releases for the UsefulNotes/NintendoSwitch on June 6, and the UsefulNotes/XboxONE on August 14. A fourth class, the Watcher, was released in 2020. The Watcher would go on to represent the series in ''VideoGame/{{Fraymakers}}''.

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The game received its [[https://store.steampowered.com/app/646570/Slay_the_Spire/ full Steam release]] on January 23, 2019 with three fully-playable characters (the Ironclad, the Silent, and the Defect) and a daily run mode. On May 21, 2019, the game released for the UsefulNotes/PlayStation4, Platform/PlayStation4, followed by subsequent releases for the UsefulNotes/NintendoSwitch Platform/NintendoSwitch on June 6, and the UsefulNotes/XboxONE Platform/XboxONE on August 14. A fourth class, the Watcher, was released in 2020. The Watcher would go on to represent the series in ''VideoGame/{{Fraymakers}}''.
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** The Ironclad card Searing Blow starts off with mediocre damage. However, it can be upgraded an infinite number of times, growing in damage exponentially with each upgrade.

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** The Ironclad card Searing Blow starts off with mediocre damage. damage for the energy it uses. However, it can be upgraded an infinite number of times, growing in damage exponentially with each upgrade.upgrade improving it even more than the last.
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** The Silent can do this with a shiv-focused deck. Shivs deal only 4 damage[[note]]At least at first. The Accuracy Power card boosts Shiv damage by 3 (5 if upgraded) and the Wrist Blade relic boosts the damage of all 0-cost Attack cards by 3.[[/note]] but are free and generated by certain Silent cards. There is an achievement for generating ten or more shivs in a single round.

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** The Silent can do this with a shiv-focused deck. Shivs deal only 4 damage[[note]]At least at first. The Accuracy Power card boosts Shiv damage by 3 (5 4 (6 if upgraded) and the Wrist Blade relic boosts the damage of all 0-cost Attack cards by 3.4.[[/note]] but are free and generated by certain Silent cards. There is an achievement for generating ten or more shivs in a single round.
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* LookBehindYou: Implied by the [[https://slaythespire.gamepedia.com/Distraction Distraction]] card's artwork. The Silent pointing her finger is enough to make the enemy look away.

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* LookBehindYou: Implied by the [[https://slaythespire.gamepedia.com/Distraction [[https://slay-the-spire.fandom.com/wiki/Distraction Distraction]] card's artwork. The Silent pointing her finger is enough to make the enemy look away.
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** Likewise, the Defect's Biased Cognition can count as this for Orb-heavy builds. It gives you 4 Focus up-front, sharply increasing your orbs' effectiveness, but makes you lose 1 Focus per turn afterwards, so if you don't win quickly, you’ll end up worse off than when you started.

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** Likewise, the Defect's Biased Cognition can count as this for Orb-heavy builds. It gives you 4 Focus up-front, sharply increasing your orbs' effectiveness, but effectiveness. However, it makes you lose 1 Focus per turn afterwards, so if you don't win quickly, or have Artifact to negate the focus loss, you’ll end up worse off than when you started.



** Curse cards are junk cards that are permanently added to the players deck, usually through random events. In addition to being useless, many have other negative effects. Most can be removed from your deck at shops or random events like any other card

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** Curse cards are junk cards that are permanently added to the players player's deck, usually through random events. In addition to being useless, many They're virtually useless outside extremely niche situations, and most have other additional negative effects. Most can be removed from your deck at shops or random events like any other cardcard.



** The Artifact status effect prevents the next debuff from applying to the player, nothing about that says it must be from an ''enemy''. Often players have a EurekaMoment when they notice or realize that it negates the downsides of many useful cards, e.g., getting to keep the Strength from Flex, not losing Dexterity from Wraith Form, and so on.

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** The Artifact status effect prevents the next debuff from applying to the player, player; nothing about that says it must be from an ''enemy''. Often players have a EurekaMoment when they notice or realize that it negates the downsides of many useful cards, e.g., getting to keep the Strength from Flex, not losing Dexterity from Wraith Form, and so on.



* FighterMageThief: The first three playable characters fit broadly into these roles, though each of them can be built in a number of ways:

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* FighterMageThief: The first three playable characters fit broadly into these roles, though each of them can be built in a number of ways:



** Shivs. They cause a mere 4 damage, but cost 0 energy. However, they can be the deadliest weapons in the entire game. For example, there's the Wrist Blade that adds 4 damage to all attacks costing 0 energy. There's Accuracy that adds 4 (or 6 if upgraded) damage to all Shivs. Infinite Blades will give you a Shiv every turn. The Ninja Scroll gives you three Shivs automatically to start combat. Cloak and Dagger gives 6 Block ''and'' a Shiv. Oh, have Curses or unnecessary cards in your hard and have 1 Energy left? Storm of Steel will turn ''all'' of them into Shivs. Then, there's the engines that can operate with Shivs. Master Reality will upgrade all created Shivs (and Shivs are always ''created''). Envenom is an obvious buff to Shivs -- every Shiv is +1 Poison. After Image and A Thousand Cuts activate with Shivs. Artifacts like Ornamental Fan, Shuriken, and Kunai add 4 Block, 1 Strength, and 1 Dexterity with every 3 attacks played, while Panache (+5 damage) activates with every 5 card plays. The Dead Branch artifact adds a card every time a card is Exhausted, and Shivs are Exhausted upon use. Finisher? Yeah, you know all those Shivs (and other attacks) you used? Well, the Finisher card does an attack for every attack made that turn. With the right artifacts and cards, Shivs may be able to cause 20 or more damage ''each'' for ''zero energy''.

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** Shivs. They cause a mere 4 damage, but cost 0 energy. However, they can be the deadliest weapons in the entire game. For example, there's the Wrist Blade that relic adds 4 damage to all attacks costing 0 energy. There's The card Accuracy that adds 4 (or 6 if upgraded) damage to all Shivs. Infinite Blades will give you a Shiv every turn. The Ninja Scroll gives you three Shivs automatically to start combat. Cloak and Dagger gives 6 Block ''and'' a Shiv. Oh, have Have Curses or unnecessary cards in your hard and have 1 Energy left? Storm of Steel will turn ''all'' of them into Shivs. Then, there's the engines that can operate with Shivs. Master Reality will upgrade all created Shivs (and Shivs are always ''created''). Envenom is an obvious buff to Shivs -- every Shiv is +1 Poison. After Image and A Thousand Cuts activate with Shivs. Artifacts like Ornamental Fan, Shuriken, and Kunai add 4 Block, 1 Strength, and 1 Dexterity with every 3 attacks played, while Panache (+5 damage) activates with every 5 card plays. The Dead Branch artifact adds a card every time a card is Exhausted, and Shivs are Exhausted upon use. Finisher? Yeah, you know all those Shivs (and other attacks) you used? Well, the Finisher card does an attack for every attack made that turn. With the right artifacts and cards, Shivs may be able to cause 20 or more damage ''each'' ''per shiv'' for ''zero energy''.



* MemoryMatchMiniGame: The match and keep event has you playing with the in game cards. You get 5 tries, any cards you match are added to your deck, including curses.

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* MemoryMatchMiniGame: The match and keep event has you playing with the in game cards. You get 5 tries, and any cards you match are added to your deck, including curses.

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The N'loth event isn't really a case of AI Roulette, since it's not a randomized AI action script. There are examples of AI Roulette where enemies choose between a handful of possible options on certain turns, but the trope is for the most part downplayed or averted in this game.


* AfterTheEnd: Several relic descriptions mention a "Spireblight" that seems to have wiped out most of the edible plant life in the world. The relics in question are [[MundaneMadeAwesome various pieces of fruit,]] which are treated as precious artifacts of a time long past.
* AIRoulette: N'loth asks for a completely random relic to eat — so he may ask for boss relics that come with a downside[[note]]such as Coffee Dripper or Ectoplasm[[/note]], relics that had a limited number of uses[[note]]such as the Old Coin or the Empty Cage[[/note]], or even the useless ''Spirit Poop''.

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* AfterTheEnd: Several relic descriptions mention a "Spireblight" that seems to have wiped out most of the edible plant life in the world. The relics in question are [[MundaneMadeAwesome various pieces of fruit,]] fruit]], which are treated as precious artifacts of a time long past.
* AIRoulette: N'loth asks for This is mostly an AvertedTrope here, as every enemy follows a completely semi-set pattern, but some enemies do have multiple different moves that they can perform on certain turns. However, even in these cases, the trope is [[DownplayedTrope downplayed]], as every enemy script with random relic actions does have failsafes to eat — so he may ask for boss relics ensure that come with a downside[[note]]such as Coffee Dripper no single action is performed more than two or Ectoplasm[[/note]], relics that had three times in a limited number of uses[[note]]such as the Old Coin or the Empty Cage[[/note]], or even the useless ''Spirit Poop''.row.



** To a lesser extent, the Ice Cream relic, which can allow you to hoard up energy and then spend it all in one round on a huge X-cost card or a barrage of high-value card plays.

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** To a lesser extent, the Ice Cream relic, which can allow you to hoard up energy over multiple turns and then spend it all in one round on a huge X-cost card or a barrage of high-value card plays.plays. Bonus points if you have ways to gain energy faster, such as energy-increasing relics or cards.



** Depending on your deck, a lot of seemingly amazing cards can just wind up being dead weight if you don't have the right cards to fully take advantage of their abilities. Many cards only shine with other cards or even relics to provide synergy. Likewise, some relics are almost useless without cards, particularly those involving mechanics such as Poison and Exhaust.

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** Depending on your deck, a lot of seemingly amazing cards can just wind up being dead weight if you don't have the right cards to fully take advantage of their abilities. Many cards only shine with other cards or even relics to provide synergy. Likewise, some relics are almost useless without cards, the right cards to synergize with them, particularly those involving mechanics such as Poison and Exhaust.



** On the Ironclad side of things, Searing Blow's special ability is that it can be upgraded an infinite number of times (as opposed to every other card where it's a one-and-done affair), and the bonus damage the card receives increases with every upgrade. Unfortunately, this means that you have to focus on upgrading only Searing Blow, since it requires a few upgrades before it becomes viable, which in turn means that cards with more utility are left in the dust and you're foregoing opportunities to heal. One slight upside is that other cards such as Armaments and Apotheosis allow you to do this for the current combat[[note]]Armaments can upgrade another card in your hand, or all other cards in your hand if it's upgraded, while Apotheosis upgrades all other cards in your deck, then exhausts itself[[/note]], and Armaments does ''not'' exhaust itself when used, meaning that if you're lucky enough to keep getting Armaments and Searing Blow in your hand at the same time, you can upgrade Searing Blow multiple times in the same combat.

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** On the Ironclad side of things, Searing Blow's special ability is that it can be upgraded an infinite number of times (as opposed to every other card where it's a one-and-done affair), and the bonus damage the card receives increases with every upgrade. Unfortunately, this means that you have to focus on upgrading only Searing Blow, since it requires a few upgrades before it becomes viable, which in turn means that cards with more utility are left in the dust and you're foregoing opportunities to heal. One slight upside is that other cards such as Armaments and Apotheosis allow you to do this for the current combat[[note]]Armaments can upgrade another card in your hand, or all other cards in your hand if it's upgraded, while Apotheosis upgrades all other cards in your deck, then exhausts itself[[/note]], and Armaments does ''not'' exhaust itself when used, meaning that if you're lucky enough to keep getting Armaments and Searing Blow in your hand at the same time, you can upgrade Searing Blow multiple times in the same combat. (And if you have the option of mixing cards of multiple colors and can get Searing Blow and Lesson Learned[[note]]Lesson Learned is a Watcher card that permanently upgrades a card in the deck every time an enemy is killed with it.[[/note]] in the same deck, things can get even ''more'' ridiculous.)



*** Blasphemy instantly puts the Watcher in Divinity mode: Triple damage plus an extra three energy. The catch? It kills you next turn. The player can therefore only use it if they can be sure they can finish the battle that turn. You ''could'' theoretically circumvent this downside by being Intangible when the supposed death kicks in, but that comes with its own set of issues. Upgrading it gives it Retain, allowing you to keep it in your hand between turns, turning it into 1-cost Divinity on demand as long as you can still defeat the enemies in time.

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*** Blasphemy instantly puts the Watcher in Divinity mode: Triple damage plus an extra three energy. The catch? It kills you on the next turn. The player can therefore only use it [[DeathOrGloryAttack if they can be sure they can finish the battle on that turn.turn]]. You ''could'' theoretically circumvent this downside by being Intangible when the supposed death kicks in, but that comes with its own set of issues. Upgrading it gives it Retain, allowing you to keep it in your hand between turns, turning it into 1-cost Divinity on demand as long as you can still defeat the enemies in time.



*** Deva Form gives you increasing amounts of energy per turn to the point where you'll have more energy than you know what to do with. While good with Fasting or decks with a lot of card draw, Watcher normally doesn't have much of an energy deficit and can usually do her job just as well without Deva Form.

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*** Deva Form gives you increasing amounts of energy per turn to the point where you'll have more energy than you know what to do with. While good with Fasting or decks with a lot of card draw, draw[[note]]or, to a lesser extent, perhaps Conjure Weapon[[/note]], Watcher normally doesn't have much of an energy deficit and can usually do her job just as well without Deva Form.



* BloodyMurder: Ironclad's Hemokinesis involves sacrificing HP to spray a deadly spray of blood on enemies for high damage. And since he has "Burning Blood" and a number of flame-related powers, they could tangentially be considered under this trope as well. [[note]]Particularly Combust, since it deals damage to yourself to hurt others[[/note]]

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* BloodyMurder: Ironclad's Hemokinesis involves sacrificing HP to spray a deadly spray of blood on enemies for high damage. And since he has "Burning Blood" and a number of flame-related powers, they could tangentially be considered under this trope as well. [[note]]Particularly Combust, since it deals damage to yourself to hurt others[[/note]]others.[[/note]]



** Flash of Steel is a zero-cost, three-damage card that also allows you to draw one card. This makes it one of the few cards that synergizes well with almost every deck, as it's never a dead draw and can even add significant damage to "machine gun"-type decks.

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** Flash of Steel is a zero-cost, three-damage card that also allows you to draw one card. This makes it one of the few cards that synergizes well with almost every deck, as it's never a dead draw and can even add significant damage to "machine gun"-type decks.[[note]]It could theoretically go infinite with itself, but in practice, you won't be able to trim your deck down to nothing but Flash of Steel.[[/note]]



** What cards, relics, and encounters you run into are completely random and can completely screw you over if you start trying to build a specific type of deck and then find nothing to help (for example, if you pick up Accuracy, but then never get any shiv cards to use the boost on).

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** There are a handful of events with randomized possibilities, which means that you could be given some great options or stuck with terrible choices. For instance, N'loth asks for a completely random relic to eat — so he may ask for boss relics that come with a downside[[note]]such as Coffee Dripper or Ectoplasm[[/note]], relics that had a limited number of uses[[note]]such as the Old Coin or the Empty Cage[[/note]], or even the useless ''Spirit Poop'', but he could also potentially ask for a relic that's the lynchpin of your strategy. Likewise, the "[[https://slay-the-spire.fandom.com/wiki/Falling Falling]]" event could either help you get rid of a lame card that's holding you back or force you to lose a great card that you're depending on to make your deck work.
** What cards, relics, encounters, and encounters events you run into are completely random and can completely screw you over if you start trying to build a specific type of deck and then find nothing to help (for example, if you pick up Accuracy, but then never get any shiv cards to use the boost on).



** Shivs. They cause a mere 4 damage, but cost 0 energy. However, they can be the deadliest weapons in the entire game. For example, there's the Wrist Blade that adds 4 damage to all attacks costing 0 energy. There's Accuracy that adds 4 (or 6 if upgraded) damage to all Shivs. Infinite Blades will give you a Shiv every turn. The Ninja Scroll gives you three Shivs automatically to start combat. Cloak and Dagger gives 6 Block ''and'' a Shiv. Oh, have Curses or unnecessary cards in your hard and have 1 Energy left? Storm of Steel will turn ''all'' of them into Shivs. Then, there's the engines that can operate with Shivs. Master Reality will upgrade all created Shivs (and Shivs are always ''created''). Envenom is an obvious buff to Shivs -- every Shiv is +1 Poison. After Image and A Thousand Cuts activate with Shivs. Artifacts like Ornamental Fan, Shuriken, and Kunai add 4 Block, 1 Strength, and 1 Dexterity with every 3 attacks played, while Panache (+5 damage) activates with every 5 card plays. The Dead Branch artifact adds a card every time a card is Exhausted, and Shivs are Exhausted upon use. Finisher? Yeah, you know all those Shivs (and other attacks) you used? Well, the Finisher card does an attack for every attack made that turn. With the right artifacts and cards, Shivs may be cause 20 or more damage ''each'' for ''zero energy''.

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** Shivs. They cause a mere 4 damage, but cost 0 energy. However, they can be the deadliest weapons in the entire game. For example, there's the Wrist Blade that adds 4 damage to all attacks costing 0 energy. There's Accuracy that adds 4 (or 6 if upgraded) damage to all Shivs. Infinite Blades will give you a Shiv every turn. The Ninja Scroll gives you three Shivs automatically to start combat. Cloak and Dagger gives 6 Block ''and'' a Shiv. Oh, have Curses or unnecessary cards in your hard and have 1 Energy left? Storm of Steel will turn ''all'' of them into Shivs. Then, there's the engines that can operate with Shivs. Master Reality will upgrade all created Shivs (and Shivs are always ''created''). Envenom is an obvious buff to Shivs -- every Shiv is +1 Poison. After Image and A Thousand Cuts activate with Shivs. Artifacts like Ornamental Fan, Shuriken, and Kunai add 4 Block, 1 Strength, and 1 Dexterity with every 3 attacks played, while Panache (+5 damage) activates with every 5 card plays. The Dead Branch artifact adds a card every time a card is Exhausted, and Shivs are Exhausted upon use. Finisher? Yeah, you know all those Shivs (and other attacks) you used? Well, the Finisher card does an attack for every attack made that turn. With the right artifacts and cards, Shivs may be able to cause 20 or more damage ''each'' for ''zero energy''.



* ModularDifficulty: Custom Mode let's you pick seeds, ascensions, and enable card you haven't even unlocked. You can also enable tons of modifiers, including but not limited to: endless mode, making enemies drop relics, starting with various relics, lowering max HP, debuffing enemies, ignoring paths, etc.

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* ModularDifficulty: Custom Mode let's lets you pick seeds, ascensions, and enable card cards you haven't even unlocked. You can also enable tons of modifiers, including but not limited to: endless mode, making enemies drop relics, starting with various relics, lowering max HP, debuffing enemies, ignoring paths, etc.



* NoSell: The right combination of cards and/or relics can make you completely immune to even the most powerful attacks - for instance, the Tungsten Rod and Apparition cards make you invulnerable to ALL attacks, and even a Disarm card [[note]]The weakest Strength-reduction card[[/note]] can reduce the Heart's "Blood Shot" attack from 2 damage 12 times to 0 damage 12 times.

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* NoSell: The right combination of cards and/or relics can make you completely immune to even the most powerful attacks - for instance, the Tungsten Rod and Apparition (or Wraith Form) cards make you invulnerable to ALL attacks, and even a Disarm card [[note]]The card[[note]]The weakest Strength-reduction card[[/note]] can reduce the Heart's "Blood Shot" attack from 2 damage 12 times to 0 damage 12 times.

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I think Wraith Form and Biased Cognition might technically fit the definition of Death Or Glory Attack in that they provide dramatic boosts up-front at the expense of weakening the player over time, meaning that using them carries the caveat of "win quickly or don't win at all". I dunno, is there another trope that fits that better?


** To a lesser extent, the Ice Cream relic, which can allow you to hoard up energy and then spend it all in one round on a huge X-cost card or a barrage of high-value card plays.



** The Watcher card Blasphemy immediately puts the player into the Divinity stance, which grants three energy upon activation and ''triples'' any damage dealt to the opponent. The Death part comes into the equation when it kills the user at the start of the following turn. On a lesser note, being in Wrath stance doubles all attack damage - yours ''and'' the enemy's.
** Downplayed with X-cost cards. They use up all your remaining energy and have effects based on how much energy was spent on them -- devastating if you've built up your energy properly before unleashing them, but without any energy afterwards you'll have to end your turn barring any 0-cost cards you have.

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** The Watcher card Blasphemy immediately puts the player into the Divinity stance, which grants three energy upon activation and ''triples'' any damage dealt to the opponent. The Death part comes into the equation when it kills the user at the start of the following turn. On a lesser note, being in Wrath stance doubles all attack damage - yours ''and'' the enemy's.
** Downplayed with X-cost cards. They use up all your remaining energy and have effects based on how much energy was spent on them -- devastating if you've built up your energy properly before unleashing them, but without any energy afterwards afterwards, you'll have to end your turn barring any 0-cost cards you have.have.
** The Silent's Wraith Form is a [[InvertedTrope Death Or Glory Defense]] — it gives you 2 or 3 turns of Intangible, meaning that you'll only be taking ScratchDamage for a few turns, but it also penalizes you with -1 Dexterity per turn, so if you haven't won the fight by the time the Intangible effect wears off and the damage you take returns to normal, it'll be a ''lot'' more difficult for you to mitigate enemy attacks.
** Likewise, the Defect's Biased Cognition can count as this for Orb-heavy builds. It gives you 4 Focus up-front, sharply increasing your orbs' effectiveness, but makes you lose 1 Focus per turn afterwards, so if you don't win quickly, you’ll end up worse off than when you started.
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* BadLuckMitigationMechanic: There is just a 3% chance of a non-boss card reward offering being rare, but for every common card offered, this chance goes up by 1%, resetting back to 3% once a rare card is offered[[note]]Also, at the start of the game, the rare card chance is set to -2%, making rare card offerings impossible after the first encounter and unlikely after the second, as three cards are offered after each encounter[[/note]]. This makes the Busted Crown's drawback more severe that it would be otherwise; because it limits card rewards to one choice instead of three, the rare card chance climbs up only a third as quickly.

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* BadLuckMitigationMechanic: There is just a 3% chance of a non-boss card reward offering being rare, but for every common card offered, this chance goes up by 1%, resetting back to 3% once a rare card is offered[[note]]Also, at the start of the game, the rare card chance is set to -2%, making rare card offerings impossible after the first encounter and unlikely after the second, as three cards are offered after each encounter[[/note]]. This makes the Busted Crown's drawback more severe that than it would be otherwise; because it limits card rewards to one choice instead of three, the rare card chance climbs up only a third as quickly.



** Exhausting and discarding cards may look like a downside at first but they can also be handy in getting rid of temporary debuff cards added mid-combat or mitigating the effects of curse cards you've gained during your journey.

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** Exhausting and discarding cards may look like a downside at first first, but they can also be handy in getting rid of temporary debuff cards added mid-combat or mitigating the effects of curse cards you've gained during your journey.
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Crosswicking

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* ModularDifficulty: Custom Mode let's you pick seeds, ascensions, and enable card you haven't even unlocked. You can also enable tons of modifiers, including but not limited to: endless mode, making enemies drop relics, starting with various relics, lowering max HP, debuffing enemies, ignoring paths, etc.
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* ClingyMacGuffin: The Necronomicurse, gained by obtaining the {{Necronomicon}}. It cannot be removed from your deck, and exhausting it causes it to be immediately put back into your hand. Another is Curse of the Bell, gained by obtaining Calling Bell, which cannot be removed from your deck but can still be exhausted. Finally, there's the Ascender's Bane, which is permanently put into the deck on Ascension 10 and higher, but is Ethereal (meaning it exhausts for the combat if it's in your hand at the end of your turn). Other than that, they act like standard, unplayable curses. {{Downplayed}} with the Parasite curse, which reduces your max HP when removed from your deck.

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* ClingyMacGuffin: The Necronomicurse, gained by obtaining the {{Necronomicon}}. It cannot be removed from your deck, and exhausting it causes it to be immediately put back into your hand. Another is Curse of the Bell, gained by obtaining Calling Bell, which cannot be removed from your deck but can still be exhausted. Finally, there's the Ascender's Bane, which is permanently put into the deck on Ascension 10 and higher, but is Ethereal (meaning it exhausts for the combat if it's in your hand at the end of your turn). Other than that, they act like standard, unplayable curses. {{Downplayed}} {{Downplayed|Trope}} with the Parasite curse, which reduces your max HP when removed from your deck.
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* FissionMailed: After beating Act 3 with each character at least once, you get the opportunity to collect three keys in subsequent runs. If you beat the Act 3 boss without the keys, you'll get destroyed by the Corrupt Heart in a cutscene, [[DownerEnding and that's where your run ends]]. If you collected all three keys beforehand, though, you'll still get beaten down by the Heart, but are then instantly revived and allowed to continue on to Act 4.

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* FissionMailed: After beating Act 3 with each character at least once, you get the opportunity to collect three keys in subsequent runs. If you beat the Act 3 boss without the keys, you'll get destroyed by futilely strike at the Corrupt Heart in a cutscene, Heart, [[DownerEnding and that's where your run ends]]. only to mysteriously pass out afterwards, ending the run]]. If you collected all three keys beforehand, though, you'll still get beaten down by the Heart, but are then instantly revived Heart retreats, and you're allowed to continue on to passage into Act 4.
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* DoubleEdgedBuff:
** The Silent card Wraith Form grants you a few turns of Intangible, which reduces all damage to ScratchDamage. However, it also gives you a debuff that gradually drains your Dexterity, sapping your ability to block. If the fight goes on for long enough after Intangible wears off, you'll be defenseless.
** The Defect card "Biased Cognition" buffs your Focus by 4 (5 when upgraded), but also gives you a debuff that saps one Focus at the beginning of each turn.
** The Defect card "Reprogram" buffs your Strength and Dexterity by 1 each (2 when upgraded), but you lose the same amount of Focus. This makes you better at using "normal" attacks and blocks, while making your Orbs weaker.
** ''[[VideoGame/DownfallSlayTheSpire Downfall (Slay the Spire)]]'': The Hermit card "Gestalt" gives him 2 stacks of Rugged, a buff that decreases the damage of one unblocked hit to 2. However, it also gives him two turns of the DamageIncreasingDebuff Vulnerable (one when upgraded), which means that any incoming hits ''not'' blocked by the Rugged stacks will be more dangerous.

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