1) Not playing out your whole hand, even if you have the energy:
Let’s say your opponent is about to attack for 5 x2 which equals 10 damage, and you have one card in your hand that can block all 10 of that damage. Even if you have other block cards you could play that add up to 10 block, don’t bother. Now that you have enough to block with, you can use the rest of your energy to play an attack spell if you have drawn any.
2) If you do play out your hand, not to worry, you will draw a fresh hand on your next turn:
In other card battle games like Magic the Gathering, if you play every card that is in your hand, you will need a lot of luck in order to play something that you draw next turn. And that’s if you have the necessary mana. In Slay the Spire however, if you use up your whole hand on any of your turns, then you will draw more cards on your next turn, 5 to be exact just like when you started the game.
3) X=any amount of energy you haven’t used yet:
This should be pretty obvious to those already initiated in the card battling arts. If you’re a novice player on the other hand, then when you see a card that says something like do x damage, it just means that you will do damage equal to the amount of energy you have. This could be 1, 3 or even 0 if you already used up all your energy on other cards. Playing an x card at the start of your turn is preferable because you have all your energy and thus, will have a potent effect whatever that may be. Alternatively, if at the start of your turn or during your last turn you played a card which gave you one or more additional energy then what you normally would start the turn with, then that will work even more in your favor.
4) Use 0 energy cost cards when you draw them:
If you draw even one card that has 0 energy cost, by all means, play it. Since that card will just be reshuffled into your deck by turns ends, you might as well use it while you have it. When building your deck whether it’s a burn deck or a more defensive style deck, it’s important to have not just a deck full of 0 cost cards, but a deck with cards that complement each other, yet with enough 2 or 3 cost cards that are more powerful to make your deck a well balanced one that you can win with.
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