No one can defeat the Quad Lazer (Slay the Spire 2)
Northernlion2026-06-15Slay the Spire 2
84 lines transcribed from this video. Click any timestamp to jump to that moment.
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0:00
gamers, we're back and enjoying and loving and playing slay the spire 2 as the day just i'm never gonna complain about random in the defect. that's my dude right there. that's oomph as they say. um, you know what? i do like the idea of neo's fury. we have lots of potential zero like there's zero cost builds, status generation builds, zap can cost zero. like i think there's a lot of great cards that would be fun to bring back once a deck gets going.
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0:32
this obviously is not, it's not really one of those times. am i crazy to think you literally just play three strikes and then hit him with the neos fury on the way back around? there may actually, there may not be a next time. you may just die to strikes in which case i probably should have killed you earlier. whatever, no we're smart, look at that. honestly, i think having
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1:00
in lieu of any other damage dealing abilities, i think having a darkness orb that could kill a boss is useful. give me a relic, give me dreamcatcher. it's dreamcatcher every time. it's not every time. sometimes you get something even worse, you get like the boot. and then this is where someone who's better than me at slay the spire 1 is gonna be like, actually the boot is like a b tier relic. it's actually pretty good. and i'm gonna have to say, no it's not, bro.
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1:29
no, it's not. a b tier relic would be something that blocks all damage that's ever done to you ever. or something along those lines. i don't really like any of these. i don't mind beam cell and actually i think beam cell combined with neo's fury can actually get some work done i guess now that i think about it. but you'd have to actually like draw them which doesn't appear to be possible. although this is a great time
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2:01
for an energy potion. i'm not going to do what i've been doing a lot playing so mindlessly or at least i'm going to endeavor not to do what i've been doing and playing so mindlessly. we're going to be trying to use our potions effectively to maximize shareholder value. you're cooked, vlad. look at that. i do really like chill, but a hologram that brings back the darkness orb could actually be a different way of living, man. let's give it a try.
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2:29
we always take chill and you're probably saying you should have taken chill and you might be right, but this like darkness orb build might have a certain jenny say qua to it. truth be told, we shouldn't even let ourselves take like any damage against this guy, but i just wanted to give it a try and see if it, see how much we could actually generate out of those darkness orbs. that was pretty good. i don't think it's a barrage build. i don't really know if this is a build right now to be honest with you.
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3:04
can a build just be one darkness and then trying to bring it back as much as possible or is that ridiculous? we can only play one skill per turn. that's important because our win condition is playing skills. that's horrible news. in that case, let's hologram back something like this and then i was hoping we would get more skills out of it but it is what it is. this is a very annoying fight.
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3:39
we've already played one skill this turn, which is even more annoying. can i do 23 damage to you in one turn under no circumstances? is that even within the realm of possibility? similarly, i could summon a darkness orb or dualcast, but i can't do both. i think i have to accept wasting a turn, taking four more damage than hopefully killing you this turn, which is going to happen, but our build is not built for that, man. that was rough.
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4:11
let me get something that whips around orbs a little faster, gives us a little bit of block. underrated part of this run is like draw order, and it's probably underrated in like every single run, but we need to be able to draw the cards that we need early instead of like on this turn when they're meaningless to me because i'm already dead, bro. i mean, i'm not already dead, but you are gonna take my money.
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4:42
there's no way for me to get out of this because i absolutely have to prioritize killing you. well, this sucks, man. my darkness orbs are doing nothing. i mean, i actually think there's a chance capacitor is like literally bad for us. and the whole reason is just that it keeps the orbs from getting around faster. actually, a leap could go crazy. particularly the darkness orbs, but i'm gonna... let's make it back, man. please tell me what floor are we even on?
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5:20
well, that's crazy. are we on the jungler? or are we on the unterdax? this looks like the unterdax, which is really bad for us because we don't want to fight an aoe boss. how's that working out for you, young pup? not so well. let's go all in, man. we just don't have any form of aoe is the problem. actually, we do. we have hailstorm now that i think about it. that's actually huge. put up two blocks.
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6:02
you will give me hailstorm. we will not die here. we will get a relic that saves the day. huge. ideally, one more turn before we start attacking will mean that we can actually kill you instead of just waiting around, i think. but neo's fury, let's hit you. brought back a second leap, which might have been like the best we could have possibly hoped for. wait, wait, wait. 20 damage. we're living on 10? this is not even that bad, man.
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6:38
you have to die. you have to die. the other two are already dead. i really should have used the potion. i mean, that's a given. i should have used the strength potion, but so be it. give me one more cold snap and then we get to a shop, which means we get to heal a little bit. wait, wait, wait, wait, wait, wait. it's fish boss. i feel like hailstorm is still pretty good, man. i think it's a hailstorm and chill.
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7:11
and then we do need to rest. at least resting gives us a chance to add a potentially good card. no, wait, i think it kind of... well, you know you make me wanna shout throw my hands up and... hey, you know what i'm talking about? the isley brothers? you almost certainly want a free creative ai, but the synergy was there for the hailstorm. draw a good card. those are bad cards. i bet an orb is worth more than nine damage. a storm? a hailstorm.
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7:47
certainly can't afford a dual cast. although a strike would have kept the orb. yeah, probably better to keep the orbs around and just evoke them later. two block at the start of the turn for each unique orb we have. not gonna help us on this turn, but on the next turn we're getting six block for free, man. trash to treasure. trash to treasure is no good. i'm thinking that honestly we choose to take the damage.
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8:15
and we get our darkness orbs powered up so that in the future we have like a killer dual cast that can really do a lot of damage. just not on the turn where they're intangible. i think we straight up play like cold snap. i would not play consuming shadow obviously. i think that's your turn. and then a dual cast next turn basically kills you. basically kind of doing some heavy lifting. but i mean you can see for yourself man it kind of gets the job done here. you're freaking dead dude!
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8:56
it must be super critical. i don't think that's like a the be all end all. keep in mind we won that fight basically because of creative ai. though i hate to give them any credit. six random cards get upgraded. i honestly think we need it and if it hits basics, whatever. we need it because we rested at like every campfire. it hit no basics! six campfire value out of the the sand castle? they said it couldn't be done bro.
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9:29
now, does this mean that our deck is good? no, i would definitely not go that far. we still, i think we got a long way to go to get to the point where we feel like we're confident about the way things are going. this helps us like literally 0%. i need to have a... we can get you. i need to have a more reliable way to get some defense going. like a glacier would do a lot of work for us. let's get some darkness orbs going out there, man.
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10:10
still taking damage not ideal. it's a lot of damage to take to the first enemy on act two i'm not gonna lie to you. i think it has to be nothing boost away it's just i'm not taking an outside of a status build. give me a transformation on a strike genetic algorithm might be an all timer as far as we could what we could have gotten from that i mean, there's just no world i think in which we are
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10:44
in which we don't die to, if not this enemy, then the elite. i just don't see it happening, man. could hologram back to darkness, but like... i mean like this, and then this. that's a great way to finish the fight, but we have no means to heal unless we get one out of these question marks. you gotta take my hologram then. lose duplicator, gain 10 max hp. i mean...
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11:21
we need the hp. i kind of need the duplicator to have a reasonable chance on the boss fight too, to be honest. but like i might just be dead. 19, you're doing like 28 or something. no, i live for one turn. we're going to need frost orbs that get out there faster. 12 damage, you're doing 60, you're doing 28. i'm definitely dead.
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11:48
the darkness strat did not work out at all. i think if we're gonna do darkness orbs like that, we have to keep them whipping around like way, way, way faster. because one darkness or we have to have way more block because we didn't have enough block to protect our orbs essentially. let me get a random relic. can you hit zap at least? okay, i'm not mad. a zap ended dual cast would have been great, but a defend is actually pretty nice too.
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12:26
actually the math is mathing early to get to 13 block and 2 cards instead of 3 is very nice. and nippet is kind of like the, he's like slay the spire 2's jaw worm i think. like anytime you see him as your first fight you're like i'm probably losing a little hp. i love glass work. especially if we're forced to do some hallway fights which we kind of are. i'm gonna go crazy man. i'm gonna go crazy. i'm gonna cut a basic strike.
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12:56
keep the deck really thin. i didn't love any of the cards that appeared. i gave them all about .3 seconds of consideration and said, nah, that's not for me. i ain't the one. uh uh. get him banned. that's what i'm trying to say. three, two with a glass. you are dead, sir. not bad at all.
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13:20
let's do it. let's do it. let's go double glass. and we can at least get through hallway fights insNLy quickly if we draw the glass early. now i'm not gonna cry about not drawing it right away, but it would have been nice is all i'm gonna say. okay, nine damage twice. i gotta do the math. because nine damage twice is 18 damage. you'll be on six. there'll be two glass orbs that do four plus we got the lightning being channeled. i don't know if that was a guarantee, but the odds felt pretty good.
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13:52
i do sort of feel like a turbo even though we're not in a status build, a turbo might be kind of necessary. let me get, just to give us the energy to play refract, let me get a nimble glasswork and then, dude, the early orb and the refract, very, very nice. we pretty much front loaded all of our damage, but it is what it is. we're doing what we can. we could have played it to defend first and then our strike do 0.6 extra damage.
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14:35
i just i need to think about this because if i do nine damage twice you'll be on 28 this will evoke for two you'll be on 26 with three three four out there, which is ten so you'll i think the duplicator is what we need to finish the job and you know what we we needed the potion slot anyway so spinner huge also when upgraded spinner channels a glass right off the bat, which is really really big for us. i
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15:04
i think we have a great oh, dude! and also the vantum with glass is like, isn't this a dream come true for us? you're toasted, man. we are gonna get hit unless i could get a crazy attack here like this. w potion usage. uh, you know what? another two cost card to take advantage of a turbo. i kind of like it. and then i really want spinner upgraded to give us a glass early. i think the tempo is going to be really important. but we should do well against the vantum, i think.
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15:44
i'm gonna take a rest here. and are we on the jungle? we must be because of the elites we've been fighting. unfortunate, but dude, i've never been happier to have a little weakness there. that's really nice. and we've got a darkness orb here that now is gonna do damage. it gives us some coverage in a different way than glass does. glass is more aoe and darkness is like a lot of damage to a single target. great turn for turbo.
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16:13
decks and regal pillow can be pretty important, man. go ahead and give me a charged battery again. the more energy the merrier right now. we might even be able to fight the other elite. yeah, don't even play your strike, man. why bother? i read online it's a bad card! we shouldn't be playing bad cards, right? i'm being facetious, by the way. it's obviously the best card in the game. okay, deck is doing a ton of damage. two of them is crazy. let's do it.
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16:49
lose all your gold, transform two. i'll just take the five max. this is also a great fight for glass. i will try to use the explosive ampule too because i think we're probably gonna get a potion from this if i had to guess. and people are probably saying there's no reason for you to guess, you don't have to guess. but if i had to guess, that's what i think would be the case. and fairy in a bottle is so nice.
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17:19
i think one turbo is okay for now. and then we should feel very empowered to not have to rest. more status effects though. okay, so the glass orbs are gonna go crazy against slippery, which is beautiful. let's go, i mean as much as i'd like to weaken you, we're gonna weaken you the old fashioned way by killing you, which means we have to remove slippery. better to weaken you later when you're already doing more damage.
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17:48
this is huge for us. okay, slippery gone on turn two is so bullish, but i don't think i've ever seen that before. you might as well evoke it and then just don't die. or do die. you have fairy in a bottle. or do die. see if i care. we love this. this and this. get this orb out of here before it sucks too bad. i will not let you kill me. so we'll turbo, big refract. you might as well evoke twice. 16 damage is probably worth. i'd love to kill you this turn.
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18:33
i don't know if it's going to be possible. if it's not going to be possible, let's see. we'll do 18 damage and also 12 on top of that, which is 30. and then we'll have 444. we would be really close, but we wouldn't be there. so i'm going to stall you for one turn. it would be very nice for me to get out of this without using faerie in a jar. it may not be possible, but it would be very nice. i'm going to be a little crazy and say that
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19:11
all we have to do is play our cards and we literally get there. okay, we get to save fairy in a jar. i would rather have a skill potion to be honest. maybe that makes me crazy. um... i do think consuming shadow can be nice. and then you're evoking the glass at the back that gets created by spinner every time and the darkness orbs get to keep moving to the front. modded is just so hard to not take though. and the more glass you have the merrier of course.
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19:49
you never cost one, which is annoying. i'm gonna go modded because it's like, it's honestly just less risk. quad cast. i'll take quad cast. why? reasons please, nl. it's full art. any questions? am i a bad enough dude to take the path where you have to fight three elites? what about the one where we could choose to fight three elites? that seems way better than being forced. a quad cast.
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20:32
would do 32 damage. but also ideally like to not take a bunch of damage. and then a multicast as well, which is essentially borderline useless for us. this is a whiff, unfortunately. the potion is a bit of a whiff there. we take a little bit of damage. not a ton, but a little bit. i would definitely rather not lose glass work. i don't know if i can stop you from flying away. i guess i could just kill you. that's one way to finish the job.
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21:14
yeah, that'll do it. is a cool headed the move? we don't really have any block solutions. i think an upgraded cool headed strikes me as pretty enticing. and turn one, little weakness plus a good block. it's a great thing about having two refracts, i guess, is that we're not like, oh, we drew a refract to like 100% we have to play it. we may not see it again for like four turns. we actually have the luxury of being like, okay, we got a little time.
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21:51
i think it's just a turbo into a quad cast and then you're probably in a real rough spot. i think this deck is cooking. now i thought that, how could you? i thought that last time we had a glass deck make it here as well. so we're, i hope i'm not making a mistake i guess. leap is all right. lightning rod that channels lightning kind of pushes, you know what? actually having delayed orb generation strikes me as good because
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22:24
it'll keep pushing the glass even though we're gonna have multiple orb slots now. which i think is valuable. i basically should have played like more blocks. although you know what? it's good to be aggressive while we have fairy in a jar as long as we don't die, come back and then die. which would obviously, i mean that we would lose a lot of face. let's put it that way. 16, i could do nine, i could do 12. i think as much as i wanna play a refract,
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23:01
we can do some damage without the risk of taking damage. we gotta take the plus we get a stun out of it. yeah, you gotta take that opportunity and then you get the luxury of going in on something like that. and the fellas in a rough spot. i'm not a thunder guy. i've never really seen thunder pop off for me at least. and also at the same time they did lose to the spurs. so i mean, i hate to get off the bandwagon at the most convenient time but can you blame me?
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23:34
it's gotta be bag of prep. three extra orb slots actually i don't think we'll ever evoke, which could be good with glass, but i feel like just getting the cards you want on turn one is so much more valuable. okay, dafela. great turn for turbo. let's get frost out there first and a spinner. turbo takes you to four energy. get some lightning out there. i think he just goes straight... oh, you know what? you probably quadcast off the frost, and now you're feeling pretty good.
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24:12
and you're getting some more glass out there, and then you're not taking any damage, and now we're pushing the glass orbs forward on the next two turns. actually, like, very, very big for us, man. and you don't even attack on turn three, which is huge, because this is gonna get evoked here, and then you're basically dead. if i can strike you, like, a single time, you're dead. that was easy, man. toxigan is so good! lightning rod, you might be moving your way up in the power rankings a little bit. i think we got the right kind of build for it.
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24:56
you know what, man? no, no, no. you don't need to use a dex potion here. we're in a good spot. play two of those, one of these. a turbo, a glassworks, and then just land the shot. and if you have to play it, you still could play it. three energy is tough for us. quadcast, i'm not gonna quadcast off that. i think this is fine. you take one damage, the glass is still doing its dirty work. move it out there. i think we got a... oh, you're doing 18 damage? i can put up...
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25:39
16 block if i hit you for 13, it'll also evoke an orb and you'll take no you won't necessarily take 11 okay, i think it's a i think it's a full block situation. if you take two damage you take two damage you're already dead. you're already dead essentially essentially maybe is doing some of the heavy lifting but i have to remember the lightning doesn't hit everything now. i'm like we have so much block and
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26:10
i don't think i can add a leap, even a leap plus until we get a block that gives us card draw basically. i think we should fight this elite so if it goes terribly wrong we have a rest after and if it goes right and we haven't used our potion yet then we go this way. if we go this way and it sucks there's no campfire on the path so i think we dodge that elite. no curse please. big relic would go crazy. what a horrible efficiency on the divinations there. potion please.
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26:42
little potion please. stables, okay. that might be good enough. the other turbo is very interesting too. a chill will be nice though. and the relic was the courier. someone's got to get it for the team, right? oh no, never mind. i'm on old dota tech. nobody has to get it for the team. everybody starts with their own now, i think. okay. we need glass out there to handle the fight. it's that simple.
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27:17
you're doing 28 damage. the thing is, if we just play block, we have no aoe. we need aoe to be out there so that we can at some point have a hope of killing them. so yeah, i'll go down to 4 hp to make that happen. you need the glass. start with the chill. the reason i like the chill is because it puts us in a one cost quad cast situation for frost. we're still in a one cost quad cast situation, sorry. but we don't need to do it.
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27:58
because that's two kills right there. and then we just have to do 28 damage to you. which is not going to happen. but we have lots of glass out there to keep the aoe going for the next turn. we should have used a potion. i'm not using the potions well and i said i was going to use the potions well. i've lied to you. 22 block. not taking damage. you guys are probably dead next turn. we did lose some money. whatever, life goes on. we're in danger of actually using stone calendar for the first time which is crazy.
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28:47
i think you pass on this. i mean, i'll be honest with you, as nice as it would be to fight another elite, i actually think it's great to keep fairy in a bottle rolling, because we might want it for ascension 10 if it's one way of healing. not necessarily like the best way, but it's one way of healing. no turbos kind of ticking me off, but you know what? when in doubt, you play your best cards, i guess. or maybe just always. you just always play your best cards.
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29:24
i don't think i can play refract on you, man. i think you just gotta tank this one, sadly. get cool headed out there first so that the zap pushes the frost orbs closer to the front. that way you're kinda getting something for nothing off the evokes. who's our boss? i think it's fair to say crab is probably the best boss we could have seen, right? it's the only boss on this floor that has some form of aoe? give me the chaos, man. the chaos, pre upgraded could be big.
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30:08
we have we have regal pillow go ahead and give us a free upgrade. refracts could use it. zero cost quad yeah, you know zero cost quad cast does seem pretty op. we're basically at full hp if you factor in fairy in a jar. i'm not even that's not cope. that's that's mathematics. probably frost at the front. push the frost energy in the middle is interesting. okay. face you so i don't take a bunch of damage 20
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30:44
huge man. honestly, take just a little bit of damage to give yourself more energy for next turn in case you get two refracts or even one and you want to play something else. okay, so we got to refract. wait, this there's something here. refract here. you're at the front. you can give us a ton of energy, but there's nothing we could really do with this. so we'll just live with our passive energy, i suppose. horrible turn for draw. face you.
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31:18
summon, play a defend, pass your turn. i'm facing the reality i may have to use fairy in a jar here. let's summon frost to the front. i was hoping to get some energy and then we'll weaken you? i don't think it's going to do close to enough to keep us alive. oh, we save it for one more turn, which is actually, it could be huge. 25 damage coming out of you. not awesome. hang on though. a modded plus a chill.
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31:52
puts frost at the front. you evoke it four times. we're taking one damage, which we cannot live with. we're still taking one damage. i will get over it by hitting you for four because then we'll take less. lots of damage coming out here, but decent block. well, you just play your cards, man. 25, you're doing 24. you're going to get to do your big attack again, i think. not awesome.
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32:31
but the attack, i guess it's not that big. 28, you're doing what? enough? you're gonna die though. wait, that's awesome. you're gonna die to glass. all i have to do is flip around. we have so much energy, bro. this is crazy. six damage four times. it would actually be better if we brought the lightning to the front and then, well, we're not gonna quad cast into 99 block, bro. that's not gonna happen.
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33:08
i'm not dead, i'm i guess a little annoyed. are you taking a turn off? you are taking a turn off. that could be absolutely devastating for you. your life could be over my friend. your life is over! okay we did use fairy in a jar which is really bad. really bad to have used i should say. um i'm gonna take a chance. i'm gonna take a chance that we can make meteor strike happen. two cards equals half damage from enemies.
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33:42
i must be insane because that feels like a perfect relic for us right now with so many expensive cards in our deck. and if you're like, oh, but what about playing a zap? bro, just consider, well, a zap costs zero. oh, but that's why it would be considered. just consider that a zap is a zero cost card that says if you don't play it, block 20. i mean, that's a pretty good card. sometimes you can't change your feelings, but you can change your feelings about the feelings if you give yourself a second or two. uh huh huh.
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34:14
people always come around. you know what i'm talking about? i mean, these are all good options. it's really hard for me. i mean, turbo that lets you draw is also crazy, but it only goes off once. i'd rather have the diatom at all times, man. kind of love this question mark path. or are we in a position where we have to fight elites? this is not about surviving to the boss. it's about having a chance to win.
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34:46
and if we're gonna have a chance to win, i think we need to fight elites because we like need a way to heal. we need pantograph or something. if you play two cards, half damage. that being said, i don't think i can get away with that because, well, wait, i have to get away with that. that's huge because at least now you're doing 12 which will actually be 6. i'm not gonna, i'll tank the max hp loss.
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35:23
to not use a 12 block potion for that. that seems sensible to me, man. and this would be, you're doing 14 damage and nobody's gonna die. you would take three, yeah, you're not gonna die. in this case, i mean, take six to, i'll take six to not take 12, i guess. or to not lose 12, which is what this represents for me at some point. and then we go in for the kill, right? then you're cooked, lad.
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35:59
i think that was the right play even though it looks really silly. now, expensive blocks are actually like... that's in vogue for us now. we do have to get this debt out of our deck. now this, we could get you to 13 block. 13 damage, i should say. do you just play this? take no damage, do some damage and trigger the diamond diatom.
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36:35
this might be one where we flip it around a bit. we might go for broke on this one. we're gonna be going for broke on this one. you don't have to use it every turn, look at that. now we're taking zero and we're still doing damage. this is gonna be a hard one to pilot, just lock in, okay? mistakes will be made, but we still might be able to get there. now this is beautiful. one card, two cards. you're doing three damage. that's a very small number. it's one of the smallest numbers you could possibly summon here.
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37:07
this one's a gimme. you play this. you're going to be doing 16 damage. i'm gonna hold. i'm gonna hold and assume you're not gonna... no, you're doing 13 damage! i don't know how math works. which somehow is great news. and you're dead. this is actually going totally fine. not incredible. not incredible, but totally fine. this is a big one. you know what? i think we're gonna get a potion from this fight. i'm gonna make a gamble on that.
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37:51
so i'm gonna summon some glass, pop this and we should have that go for four. now if i'd known that i was gonna kill one, which i probably could have figured out, we would have played that slightly differently, but that's fine. this is not a turn to play two. this is a turn to go in and we'll remove the damage just by killing you instead, presumably. freaking presumably? that's why you do the math, man. summon an orb, charge a battery,
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38:31
half damage on a turn in which they didn't do any damage. not totally sure that made any sense at all. but we do get this out there, which is kind of crazy. and you guys, do you ever attack on the same turn that you respawn? i bet you do, even though it seems unfair, but i bet you do. now this is crazy. is it not?
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39:09
you would do seven damage. call me crazy, i'd rather block everything you got. i mean once you get one meteor strike out there it's a lot easier to play the subsequent ones for sure. that's great for us. and now you're done lad, now you're cooked. i think we've done pretty well. oh we did get a potion so i feel like this was a pretty sensible play man. so we're gonna hit presumably our last shop. if i'm being honest with you, i think a lot of these could be interesting but stone calendar will work on the boss.
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39:51
it's probably better to trade one dex for the ability to carry in four potions, i think. 52 damage on the boss. i can't say no to that. now remember that we really only want like expensive cards and they don't really exist here. i would take a duplicator. i shouldn't say we only want expensive cards, but part of what we... part of our... it's synergistic for us to have expensive cards.
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40:28
it's nice to get the relics. we got to take a chance on the elites. it's the whole reason we took this path. hoping to get like a turbo or something. i'm gonna go duplicator, shadow shield. and at this point, we don't need to take half damage. so we might as well summon a couple of orbs. might as well lose a darkness orb at six damage. and you know what? i think you're gonna annoy me. so let's quad cast this while we're here and then get more glass out there.
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41:10
we do an eight. i'll go spinner. i mean, you're not doing damage this turn. we should go in. probably rather get lightning, although the energy would be nice so we could play a meteor strike at some point. i gotta remember, i can play more than two cards per turn. now i can put you at the point where you're doing like 23 damage. i think that's the most sensible play, 22 even.
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41:43
and if nothing else, i think we're reaching a point where we're like, hopefully we're explaining why i've been begging for the diamond diatom as much as possible, even though i don't know how to pronounce it. i appreciate everything that it's done for me. this turn we need to go in and we prefer not to take any damage from the burn. so let's do that. realistically, you should be very killable next turn and also my hp has been doing just fine. we need to do 45 damage.
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42:15
you kinda gotta go in, but at the same time, can i do 35 damage to you? i can do 17, i could do 23. it would depend on, you know what, with a potion, i bet we get there. 20, we could do, i'll easily get there. we still, i mean, actually charge battery is tempting, but i think we got a good thing going. let's rest, just again, i gotta try. we gotta be fighting these elites.
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42:59
add a doubt to your deck for two card rewards or add a doubt for two transformations. we'd rather transform two strikes, for sure. next power is played one more time. does that say channel one plasma? that could be big for us, man. okay, the fella. certainly, i can get you to 15 damage, in which case i think we just play two
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43:45
lightning rods take one and feel feel pretty darn good about this situation um here i can get you to seven damage again taking two damage doesn't bother me at all man the diatom is making you look like a fool now you might say but nl at some point you got to do damage, bro that's what the darkness orb is there for never mind because we're about to evoke it but
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44:13
and in any case, that's what our orbs are there for. also, this curse isn't even that bad because i barely do any attacks myself. so you're going to do 20 damage. 20 damage bothers me very, very little. not very much. we've taken six hp damage on the whole fight. that's totally fine, man. you're going to be doing 14 damage? wrong. you are going to be doing like 10 damage. and i'm going to take one, which is totally fine.
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44:53
now, i know what you're thinking, and now you can't keep this up forever. you may be right. you may be right. let's get two orbs out there first. one of them is frost, which is huge. then we play another block. we take five damage, still inconsequential versus the damage that i'm doing to them. this turn, a meteor strike, 22 plus six plus eight, 36 damage. it doesn't do enough.
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45:29
ergo, though it annoys me a little bit, i'm gonna slow play him. i mean, any turn on which we take zero is a successful turn. and then, little block, beautiful quad cast, finish the job. totally acceptable fight, man. i think you'd chill on it, and now we've made it. and i hate to do it, but i'm gonna rest for 12. it's an inefficient rest, but now you are a problem for us, because you get stronger every time i play
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46:02
a skill and i really want to play a lot of skills. but i can play this to weaken you and then everything else in my hand is a skill. then this and we take like one damage or two, we take two damage and this darkness orb can hopefully kill you quick. glass work is still big for us. cool headed is fine.
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46:39
turbo doesn't get you to meteor strike, so we pass. we pass and we take zero damage. we've done sun damage to you. we have also made you stronger. you're doing 17 damage, okay? which is actually 20 damage because we buffed you, but that's okay because we got to pick our turn. we got to wait for our moment. you're doing 31 damage. 31 damage is actually no problem at all.
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47:04
even though it's actually 34 damage. we're gonna get some extra orbs out there to get you. we have to our deck plays skills, it's just a matter of playing them in like the least damaging way. and then this turn we go in on you. you can get a modded out there. excuse me, there is an enemy! can i i think i should have one extra frost orb because there is an enemy out there. okay, we can take you down to 15 damage. if i could get to 33 it'd be a different story but you know what, i don't mind taking a little bit of damage here.
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47:45
you're doing 20 damage. 20 damage is not awesome for us, but a stone calendar turn as well. we have to not... don't spend on spinner, man. we have to have your damage like every turn. and now you're doing 25 damage, which is no problem because the shadow shield goes crazy. and let's get the orbs whipping around a little faster. for some reason, i did not think i was going to get hit on that turn. now this blows.
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48:30
frost no frost we're gonna take like 20 damage on this turn and things this might be it for us this might be it for our intrepid adventurer you have to go in on the kill here and it the worst part about it is that it doesn't get a kill and you're doing like 35 which means i live that might have been a situation where if i struck you you're cooked oh
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49:01
a signal boost spinner will be crazy here. okay, and then get a darkness orb out there, get the orbs whipping around. we stand very little hope i think here, but okay 33 damage. need big blocks. i mean you're all in and we're dead. we're dead but
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49:24
honestly, the best thing i can say about this run is that i did believe. i got to the point where i believed. and if we could ever have an ascension 10, and the odds are not great, but if we could ever have an ascension 10 run that doesn't fight the test subject, i think we might be off to the races. but for now, thanks for watching. hope you've enjoyed it. if you did click the like button, subscribe to get more in the future. i'll see you next time. later.