Deckbuilding and Scaling
A deck is a system, not a collection of high-quality cards. Its cards compete for draw and energy, and each addition changes the probability of finding every other card. The central deckbuilding question is therefore: what does this deck need to do reliably that it cannot do reliably yet?
The Five Jobs
Most successful decks cover five jobs, although one card or relic may cover several at once.
Immediate damage
Front-loaded damage shortens hallway fights and removes priority targets. It is most valuable before the deck has time to establish powers, Orbs, Poison, Stars, or another engine. A deck that only scales can lose too much health while preparing to become strong.
Immediate defense
Defense must work on the turn it is drawn. Block is the most visible form, but Weak, enemy removal, retained answers, and other mitigation can serve the same job. Compare defensive cards against actual attack thresholds, not against starter Defends in isolation.
Consistency
Draw, selection, Retain, and discard-pile recovery reduce variance. Consistency is only helpful when it finds something worth playing, so add the payoff first or at the same time. More draw can also increase energy pressure; a full hand of unplayable cards is not a solved turn.
Scaling
Scaling makes later turns stronger than earlier turns. Examples include persistent Strength, Focus, repeated Poison application, powers that reward created cards, and engines that turn Exhaust or discard-pile movement into resources. Scaling needs both time and a survival plan.
Coverage
Coverage answers unusual fights: multiple enemies, status cards, one large hit, repeated small hits, or a target that must be defeated quickly. Do not overload the deck with narrow answers, but know which encounter shape has no answer at all.
Build Around Packages, Not Labels
An archetype label can hide the real requirements of an engine. Ironclad's Exhaust package illustrates a complete chain:
- Corruption changes Skill energy and Exhaust behavior.
- Dark Embrace converts Exhaust into draw.
- Feel No Pain converts Exhaust into Block.
The package works because its pieces produce energy, cards, and defense together. Drawing one payoff without enough enablers is weaker; drawing only enablers without a payoff may simply consume cards. Evaluate each package by its enabler, payoff, and bridge. A bridge is the piece that keeps the deck functional while the engine is incomplete.
The same method applies elsewhere. Blade Dance supplies Shivs and Accuracy rewards them. Defragment improves Orb output while Capacitor and Loop change how much Orb value can accumulate. The card names differ, but the structural question is the same: does the deck have enough production, payoff, and time?
Use a Pick Checklist
At a reward screen, ask:
- Does this solve a current weakness?
- Is it playable with the deck's normal energy?
- How often will it be useful when drawn?
- Does it improve an existing package or merely suggest a new one?
- Is it better than increasing the draw frequency of cards already owned?
The fifth question is the reason skipping is powerful. Adding the sixth good attack can make it harder to draw the first crucial block card. A skip has no flashy ceiling, but it preserves every existing draw probability.
Track Setup Cost
Count how much energy and how many turns the deck needs before its engine contributes. Expensive powers are not interchangeable with immediate cards. If three powers all want the opening turn, the deck may take severe damage before any payoff arrives.
Setup becomes safer through cost reductions, draw, energy generation, Innate effects, Retain, or stronger immediate defense. Without those bridges, adding another scaling card can make the deck worse against the fights it must survive to reach the boss.
Remove the Right Card
Removal is probability control. Remove a weak basic when it no longer performs a needed job, but consider the deck's balance first. Removing attacks aggressively from a deck that has not found replacement damage can create longer, more dangerous fights. Removing defense from a fragile deck can make one bad hand lethal.
Curses and other harmful cards are obvious priorities, but a narrow drafted card that no longer fits can be more damaging than a basic card. The correct removal is the card you least want to draw in the fights ahead.
Test the Deck Against Turns
Do not ask only whether the deck can win a theoretical long fight. Test specific turns:
- Turn one: Can it act before setup is complete?
- The bad shuffle: What happens when scaling is at the bottom?
- The large hit: Is there a concentrated defensive answer?
- The crowded fight: Can it reduce multiple incoming actions?
- The long fight: Does output increase, or does the deck merely repeat the same turn?
A deck is ready when these tests have credible answers, not when every card shares a keyword.
Upgrade and Relic Interaction
Upgrades should repair the weakest link in the system. A cost upgrade can be more valuable than a larger number because it changes which cards fit together in one turn. Relics can alter the answer by providing energy, opening defense, draw, or a new reward for a repeated action.
After gaining a relic, revisit earlier assumptions. A card that was too slow may become practical; a package that lacked a payoff may now have one. Use the relic index to check exact effects and pool information before committing to that pivot.
Next, see Character Archetypes for concrete packages and Boss Preparation for the encounter tests that give those packages context.