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Slay the Spire
Cheat Codes:
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Submitted by: David K.
How to Save-Scum (Manually Saving):
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Written by Tjuhl
-=To save your current progress=-
* Start playing Slay the Spire.
* Go to your \Steam\steamapps\common\SlayTheSpire\saves folder.
* Copy the IRONCLAD.autosave (or SILENT.autosave or ???.autosave) file
to a folder location of your choice.
-=To load your saved progress=-
* Quit Slay the Spire.
* Go to the folder location where you copied the IRONCLAD.autosave file to.
* Copy the IRONCLAD.autosave (or SILENT.autosave or ???.autosave) file to
your \Steam\steamapps\common\SlayTheSpire\saves folder.
* Restart Slay the Spire and click on "continue".
* Enjoy it!
How to unlock cards & relics faster:
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To unlock cards and relics faster…
* Play a game of Slay the Spire as far as possible
(ideally up to the last campfire before the last boss on dungeon level 3)
* Save-scum-save the game (see section above)
* Fight against (ideally: defeat)
the final boss –> you’ll receive experience
* Save-scum-load the game –> you’ll receive experience AGAIN save-scum-YAY!
You don't have to pick up loot:
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After you've defeated an enemy you are rewarded with loot. This can include gold,
relics, cards and potions. Do not feel like you have to pick everything up. The
most important things is to skip cards. Most successful runs are because you have
a solid and consistent deck. When you get to pick between 3 cards and you feel
that none of them fit your deck, then don't pick them. You'd rather want a small
deck with good cards that synergize with each other, rather than having a big
deck with amazing cards that doesn't synergizes. And also, the smaller the deck,
the more consistency in each turn of combat.
You can buy relics at the merchant:
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This one may be pretty obvious for some people, but it may be easy to miss.
Each merchant sells a couple of relics (most of them are pretty expensive),
but it may boost your run insanely much, so be on a lookout.
Silent Guide: Grand Finale:
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Written by Dynamod123
A quick guide on how to make the most underrated card in the game work for you.
So, You Got a Grand Finale Card Early on in Your Run?
If you're new to Slay the Spire, you may have taken a look at the 50 damage that Grand
Finale can do and thought, "Wow! I'll be winning fights no problem!", but you add
the card to your deck and find that you never can seem to play it. You'd probably
conclude after that (likely failed) run that Grand Finale is a garbage card, and never
pick it again.
What if I told you that all it takes to get Grand Finale off every deck shuffle was
just two cards?
That's right. All you need to be blasting 50+ damage every couple rounds is one (1)
upgraded "Well-Laid Plans" and one (1) "Expertise".
Once you have assembled the holy trinity, all you have to do is play Well-Laid Plans
when you draw it, then pocket your Expertise and Grand Finale card when you have 4 or
less cards in your deck.
The theory behind this strategy is, every turn you will draw 5 cards (barring
addittional card draw effects, which you should account for). if you notice you have
5 cards left in your deck, then great. don't play Expertise, and just retain Grand
Finale. Next turn you will be able to play it no problem.
If, however, you have 1-4 cards remaining, count out how many cards you have in your
hand excluding Expertise. you want your other cards in hand and cards remaining in
your deck to add up to the number of cards Expertise will put into your hand.
For example; if you have 2 cards remaining in your deck and 7 cards in your hand,
you want to have 4 cards total in your hand when you play Expertise
(2 in deck +4 in hand -1 = 5).
As long as you have enough mana to dump the unecessary cards to put Expertise into
range, you'll be able to play Grand Finale every time, tearing up every group
encounter like it was nothing!
Helpful Cards not Related to the Holy Trinity
-=Commons=-
Backflip: Probably the best common card in Silent's arsenal, You should pretty much
always be picking this card when it shows up, Grand Finale deck or not. Protects you
from damage and help cycles your deck, allowing you to play Grand Finale more often.
Cloak and Dagger: Provides solid defense and also allows you to deal some chip damage.
This becomes the best common if you have the Pen Nib relic...
120 damage Grand Finale's are nothing to sneeze at.
Dodge and Roll: A pretty basic block card... lets you double dip on dexterity, so
obviously very good if you have Footwork.
Deflect: Noticing a pattern? basically all the block cards are good for you. Deflect
is especially so, since it costs nothing, allowing you to play Expertise more easily.
-=Uncommons=-
Footwork: Makes you much more likely to survive between turns when you're setting up
to do your Grand Finale. The more dexterity you can gain, the better.
Escape Plan: This is basically Backflip on crack. You'll be hard pressed to find better
cards than this one once you have the Holy Trinity set up.
Leg Sweep: Expensive, but the combo of weak + block can't be denied.
Blur: Allows you to double dip on your block if the enemy is doing something other
than attacking.
Setup: Situational, since Expertise can set up Grand Finale Perfectly fine on it's own,
but if you have lots of high-costed maneuvers, this can make those cards cost 0 during
your Grand Finale turns so they don't clog up your hand.
-=Rares=-
After Image: This sort of works like Footwork, and you should treat it as such. It's
less powerful, but more reliable. you can pretty much never go wrong picking this card.
Adrenaline: Helps to set up your powers so you can get the gravy train rolling.
Not much to say here, it's basically the best card in the game.
Phantasmal Killer: If you manage to get more than one Well-Laid-Plans, this can be a
great card to play in preperation of your Grand Finale turn. basically doubles your
damage output.
Nightmare: This is Phantasmal Killer's beefier, more expensive cousin. Unless you have
Icecream and are having a godly run, don't get both at the same time!
-=Closing Notes=-
As fun and different as this deck is to play in comparison to normal poison builds,
I wouldn't reccomend it if you're planning on fighting the heart. 60-120 damage every 3
or so turns just isn't enough damage output to deal with how fast the heart scales in
the later rounds. However, if you're interested in doing ascension runs and are wanting
to vary it up, consider Grand Finale.
Tips to Beat Gary:
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Gary can be a pain
The best advice I can give is plan out your turn and look at your deck to try to
predict what your curve will look like for the following turn if you’re getting
close to the 12 card counter.
So lets say you’re playing Ironclad and the only cards left in your deck are 2
costs and a 1 cost and you don’t have any energy relics so you’re sitting at 3
energy each turn.
You can probably risk going up to 9 or 10 on the counter since you’ll likely only
be able to play 2 cards that turn anyway.
Try to stick to only playing a few cards per turn and only what you need to play
in that turn (3-5 cards depending on your hand) unless you already have the setup
and damage output (like say shivs with accuracy and wrist blade relic so they’re
doing 12+ damage each) to just not care about the card count.
One other tip, he always has the intent to heal to half the turn after he drops
below half health.
So if you can’t burst him the rest of the way down that next turn it’s usually
better to just set yourself up for the next turn or just pass.
Quick Guide to Infinite Deck:
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* Gambling chip and bag of prep ensures that Acrobatics+ and reflex+ can get
in a hand with 5 other cards on turn 1.
* Acrobatics+ draws the remaining three cards and then discards the reflex+.
3 energy remaining (lantern)
* Reflex+’s effect triggers on discard, redrawing reflex+ and acrobatics+.
All ten of the deck’s cards are now in hand
(1)At this point, playing Calculated gamble will discard all nine other cards
and then redraw all nine other cards. Tactician+’s effect will proc, giving
2 energy, and reflex+’s effect will proc, redrawing calculated gamble. This
allows you to generate arbitrary amounts of energy.
(2)If you want, you can spend 1 energy to play survivor onto reflex+, gaining
some block and then redrawing both survivor and reflex. Doing this at least a
few times will be necessary in time eater and heart fights. This also allows
you to generate arbitrary amounts of block.
* If you want, you can play Grand Finale. This is the deck’s source of damage.
After playing Grand Finale, you can play any card which discards (such as
calculated gamble) to discard reflex+, redrawing the Grand Finale alongside
the reflex+ and whatever card discarded the reflex+
* To survive turns 2 and 3 of attacks from heart, as well as the part where
statuses are put into your deck, you can play wraith form.
Since future turns don’t have either of gamble chip or bag of prep, you need
to think a little bit in order to get your entire deck into your hand. Wraith
form and ascender’s bane will be gone, but burn and wound will be added.
It is theoretically possible to draw the exact hand Grand Finale, Survivor,
Burn, Wound, Tactician, which is incapable of doing anything except playing
survivor. There is a chance that this happens on turn 3.
To avoid this, use the fact that you can generate arbitrary amounts of energy
and block (using bullet points 1 and 2) in order to make sure that Acrobatics+
is the only card in your draw pile on any hand where you successfully draw the
entire deck and combo off.
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