![]() You don’t ever need regular cards from hare pelts and you can get sigil cards from snake caves easier than buying wolf pelts. Though I personally don’t find trading pelts to the trader to be that important. On the other hand, if you can get that sweet excess damage for non-boss battles when guaranteed win then pile em on. Learned the hard way too that if you’re mathematically going to win then don’t necessarily play more cards against bosses especially end boss. Same applies if you’re relying on infinite blood goat, etc. I don’t like investing all of my upgrades into one or two cards because can be tough to win against moon when leshy turns your best cards into gold or they get killed by an adder, etc. Also you only get 2 power ups per campsite visit so generally end up with only couple of cards being beefy by end of run. ![]() However, they don’t always eat your ringworm/adder, so can take too long sometimes imo. (BTW, if you put fecundity on geck, leshy will say Kaycee what did you do? And take it off your next geck that is generated haha)Ĭamp fire is also good if you kill the settlers early in the run. Just ellipses which I guess is to signal you’re obviously going to win. He didn’t say anything really when I fought him at end. One shot kills on leshy almost entire run. Insects and fecundity totem was game breaking on one of my runs with the insect starting deck. Totems are somewhat RNG but can be very powerful even without squirrels. It's missing some kaycee-specific sigils though (ex. Use your items before getting new ones, keep scissors, hourglass, and black goats (maybe squirrel too)Īlso I made a sigil tier list based on my runs so far (currently up to challenge level 6). Remember that mycologist lets you choose a card from your deck (from a random selection of 3) if your deck has no dupes You can take advantage of this by cutting 1-blood cards aggressively until you only have strong econ options such as black goat or warren with fecundity/unkillable ( this is a deck I had in act 1 before the first boss, ended in a victory of course) The opening hand is not fully random I believe you are guaranteed to draw at least one 1-blood card if one is in your deck (note: not sure if bone cards count for this). It's usually best to upgrade the attack of cards with bifurcating/trifurcating attack, or those with 0/1 attack For attack, upgrade once (assuming the survivors are alive). When you get a campfire event that gives HP, use it to try and remove a card. There are so many junk creatures and sigils that you'll often walk away with a card that is useless (making your deck less consistent) and, unlike other card events, can't be removed from your deck by a sigil transfer event since it comes with a sigil. The second starting deck starts with a Warren!Īny of the above + ouroboros gives you big ouroborosįor deck trial event, I feel like it's usually correct to lose on purpose and not take a card. In the starting trade shop pick strong sigils, not strong cards (black goat, field mice, magpie, cockroach, etc)įecundity sigil is busted (when you play the card, get a copy in your hand)Ĭombine with Warren, Cat, Geck, or Child 13 for infinite blood, bones, and board presence (even better if you upgrade its attack) ![]()
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