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Most fun slay the spire seeds
Most fun slay the spire seeds








#MOST FUN SLAY THE SPIRE SEEDS FULL#

necronomicon + dead branch + fiend fire means that with a full hand you can exhaust 18 cards with one card, which makes juggernaut hilarious. the next floor you can buy a rupture for infinite strength gain with the necronomicurse, but the real win relic is of course the dead branch you buy at the second store. i think self-forming and feel no pain applies block separately, so each necronomicurse played also procs juggernaut twice.Īct 3 has a mind bloom event on its 3rd floor and you'll want to take the 999 gold option. you can use the self damage as an infinite dark embrace/feel no pain block engine. i neow swapped into snecko, early fiend fire/immolate, bought an early medkit, wing boots floor 13 -> took the floor 14 elite for juggernaut.Īct 2 gives necronomicon -> self-forming clay ->blue candle which are the real reasons why this deck is fun. another facet of this is that in sts you have to play every card you draft (unless you can find an option to remove it) whereas in mtg you always draft more cards than the minimum deck size, then field a deck containing a subset of them.This is maybe my fav seed because of how ridiculously fun/OP it is. but if you're not playing against your draft group, it's optimal to let the other players get strong cards you don't want that would be a good fit for their deck, as that encourages them to keep drafting their current style of deck, and not start intruding on your style. if so, you are incentivized to "hate draft" strong cards you have no intention of playing just so the people you will be playing against cannot field them against you. part of the game is trying to infer what kinds of decks other players in your group are drafting - so you can avoid drafting the same thing and instead position yourself to go after a style of deck that no one else is competing for.Īnother subtlety is if you are going to play against the other players in your draft group or not. whereas in mtg the draft is a phase that takes place before any battles, so there's no benefit or downside to having a good partial deck mid way through draft, beyond the ways it might be completed into good final decks.Īnother major difference is mtg's drafting being multiplayer, your draft choices are drawn from packs of cards where other players have already removed cards that they want for their own decks. in sts the drafting is interleaved with the rest of the game, so in some scenarios it would be necessary to balance short-term and long-term payoff - optimising for the best long-term deck might leave you weak and get you killed you in the short run. breadth of experience and familiarity helps in both games.Īnother idea is not locking yourself in too early to a particular strategy that depends on cards you haven't got yet - prefer taking cards that can be good in multiple possible future decks, rather than picking a card that is very strong but only works in a specific kind of deck that might not pan out. One idea is having a good working understanding of "the format", all the possible cards in that version of the game, which subset of those are potentially playable in draft, and an understanding of different styles of strong deck to steer for. quite different mechanics to how deck building operates in sts. Tangent - it is interesting watching highly skilled players navigating draft in magic the gathering.

most fun slay the spire seeds

It's then up to the player to decide if the game is still exciting, even when losing. But one might argue that this isn't true to the spirit of the game and as a player, one should just accept that sometimes there is a chance not to win. Now a computer implementation could try to avoid most of these "bad" seeds using some heuristics.

most fun slay the spire seeds

the singular black 1 being among the last few cards to be drawn results in not being able to score the full 25 points). But in some of the advanced modes, there are truly "unwinnable" seeds of the randomized deck, no matter the player's luck (e.g. So the strategy of strong players involves reducing the number of (useful) cards discarded.

most fun slay the spire seeds

the three last cards to be drawn are the three copies of the red 1) it's more likely to lose due because the first copy of a card (cards 2 to 4 have two copies each) is discarded and the second copy of that card is then the last card to be drawn (which means followup cards can not be played anymore). In the basic game mode this requires incredible bad luck (e.g. Both approaches have their merits.Įven in a simple game as Hanabi this is possible.

most fun slay the spire seeds

Either the developers run some sanity checks to (somewhat try to) avoid them, or they are just part of the game(-design). Ah, yes, the funsies of unwinnable seeds.








Most fun slay the spire seeds