I'll summon an even larger doom (Slay the Spire 2)
Northernlion2026-06-23Slay the Spire 2
91 lines transcribed from this video. Click any timestamp to jump to that moment.
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0:00
gamers, we're back. i got a good feeling about today. i got a good feeling about the necro binder smith and bones forever. okay, david berman, whatever you say crank the volume just to touch here. it's an audio visual experience. i like the choices. i mean i even like neos bones to be honest.
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0:24
but i do, i mean a colorless card can be such high value. i like them both man. i like them both an awful lot. um, i like them both. i'm gonna take faster. i've been really, uh...
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0:41
and this is not an indication of how good the card is. i like to play fassen, and i feel like fassen is good. now, i think that means that two options are kind of equally likely. one is fassen is good and it feels good to play. the other, perhaps no less likely but drastically more nefarious, is that it feels good to play, but it actually is like highly correlated with me losing. and again, i'm not sure which is which, to be honest with you.
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1:12
but it feels good to play so i'm gonna play it. that's how sloan did it. that's how i'm gonna... yeah, i'm making a reference to sloan. the halifax canadian indie rock band. they're not indian, i think. i don't know. to be honest with you, i don't know that much about sloan except for... which has got to be a top 10 canadian indie rock song of all time.
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1:42
a lot of people don't know underwhelmed. i would encourage you to go back. just thinking about what... honestly, to me, scourge is a decent card in the sense that, especially when upgraded, you draw two off of it. but especially if our blocks are really strong and we can afford to slow play the doom a little bit, i think like we're in an even better position to make a doom build work, which gives me the opportunity, if not the luxury,
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2:13
of adding a card like scourge to my deck, perhaps even adding several scourges. you know, i never thought i'd say this, the only thing that kind of, oh why wouldn't you block? that's not poison, man! the only thing that sucks about it is that, well first off, that obviously doom goes off after the turn, which makes sense, otherwise it would just be like exactly the same as poison, except you apply way more of it.
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2:39
imagine a one cost block that gave you five block and also put seven poison on all enemies. that'd be a pretty darn good card now that i think about it. but the other thing is we have no means to add other cards called defend to our deck. speaking of which, by the way, we love this. i'd love to get both, but i think negative pulse actually works better for what we're trying to do. obviously, discoveries go. i think hidden gems amazing too. it just
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3:07
and really what we were going for. i'm gonna take a dredge. i don't necessarily think dredge is gonna be that awesome, but it's half price and it could bring back some defense. i'm gonna take a chance. as much as another doom card could hit, what if we got another fasten, bro?
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3:28
we got an ultimate defend, which is actually amazing. it's the only way we can add other defends to our deck. also, i've never seen restlessness actually pay off. i'm not saying it can't happen, but i've never seen it. but an ultimate defend with a fasten will actually block 16 for one. pretty nice. we like a negative pulse. i think we like a scourge to see if you were to draw fasten. but i actually feel like this fight won't be too bad.
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3:59
you don't clog our deck too much. let me see what we can bring back. it's gonna cost one. if it's gonna cost one, i wouldn't even bring anything. actually, you know what? i would bring back negative pulse just to get the doom accruing a little bit faster. and then i would endeavor to do whatever had to be done to not die. you're gonna do... you're doing 21 damage. i'd love to play the scourge.
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4:32
you know what, i think we do justify taking three damage in order to make sure that you're gonna die next turn. four damage, i guess. that's never been my strong suit, i suppose. but this looks all right now. we will have to rest, but actually i like the theming of the deck at a minimum. i like what we got going. we might not have the best cards in the game, but i appreciate that everybody's pulling in the same direction.
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5:09
about a defend, yeah that's a huge one right there. everybody's pulling in the same direction. everybody's giving us either defense or doom, which is all we need, for now at least. anchor is very nice. whenever you play a soul summon one. none of these really do what we need them to do and i think pull aggro just gets outplayed by defense once we get fastened out there.
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5:33
so off the top of my head, i don't really know what kind of cards we're looking for, to be honest. but i'd love to get anchor turn one. it really helps you, especially when you then draw one card that actually does damage. really, really useful. i'm being sarcastic, by the way, if you couldn't tell from me using my normal voice. scourge, you're hoping scourge draws into a scourge and then look at that. easiest fight of our life. i feel like defy is just, it's nice enough to have.
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6:11
bronze scales is very much part of what we're trying to build. we're basically trying to build a silent deck. we're trying to build a deck that doesn't attack but lets enemies die to status effects or from attacking us. and i feel very, very strongly we're probably going to have to use ship in a bottle on this one because these guys, you start strong but you scale so fast. it's very, very annoying, but we'll see.
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6:38
for now, the doom's looking alright, but obviously we need way more defense than we're getting. i think this is where you pop it here. 22 damage incoming. still okay. you need to go though. like a weaken. you're not that discouraged. i gotta think about it. you're doing 26. kill you. i really don't want to take damage. as much as i'd like to put another scourge out there on you, i think just blocking is okay.
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7:18
and then very very gradually we'll get you where we need to go. but i mean like really really well maybe it's not as gradual as i thought look at that they died to the thorns plus doom combo. i really don't think any of those are good enough for us. the less nonsense we add the well i was gonna say the less we have to remove but i don't even think that's true.
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7:44
because the odds of you, i don't know how other people play the game. i very rarely add a card and then decide later to remove it. and it's probably the right call in a lot of circumstances, but there's like a sunk cost associated with it that renders me unable to do that. these guys are just annoying. we want them all to die on the same turn or at least die before they can summon. so like a negative pulse,
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8:14
isn't quite nice here. although you're gonna get to do your action, but whatever, whatever man. i think a dredge into a negative pulse gives us enough block and keeps the doom rolling on you. so we're gonna be a little bit ahead of the curve on that. that's not enough block man. the math is not math thing today. that's enough block and then you die to doom. okay, i mean if we have to rest again, we have to rest again. lagavulin matriarch.
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8:50
since when? i honestly thought the fight was over. lagavulin matriarch might be the dream for us because hopefully we could apply a bunch of doom before they even wake up. shared fate. lose two strength, enemy loses two strength. we do all of our damage via doom, so having some extra defense seems very useful to me. fastened? just really nice, man. i mean, i'll acknowledge we have a lot of success in this run just because we've
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9:21
or any success we have had in this run is because of the fact that we've been drawing fast and so early which i greatly appreciate. huge, huge. i would literally just put up maximum defense. if our defense gets good enough, order. but if our defense gets good enough, maybe there's a big oste in here somewhere as well. just because he'll keep gaining one every turn at a minimum. if we throw some
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9:58
some extra summons in there. cost effective summons, you never know. the man could be huge. i'll take another scourge. i think scourge is our engine right now. does seem to me like a prolong could be kind of nutty here. and maybe, i mean, another negative pulse. the deck is, i mean, it's very defensive, but it's defensively offensive and deliberately offensive in its defensiveness. very interesting situation.
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10:31
okay, so a lot of doom. i do think what's more important, five doom or keeping a defy. i think keeping a defy could really save us on a turn in which you're doing a lot of damage. and then we'll just put even more doom on you. and this gives us one more turn to get to fasten, which would be awesome, but it's also not gonna happen.
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11:01
we struck out... oh, prolong exhaust too. until you upgrade it. okay, so we struck out on the prolong. not bad, y'all. easy scourge though. now we're just gonna have to tank it until we can get the doom up there. it's pretty unfortunate because we have... i mean, we're basically gonna do almost no damage until your doom hits like 200 probably. and our defense is gradually gonna get worse.
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11:39
like it looks like we're doing well right now and i feel like we're doing well right now but that can change pretty quick. that's nice. i'm really trying to keep oste going too. i think him absorbing one really, really nasty turn.
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11:56
would be super nice for us. even like this, he can take this whole turn if he needs to. but actually, we have the rare opportunity for a good attack. we're gonna get there. i'm realizing that our deck is actually way better than i thought it was. and actually, it's kind of an asset to not have to rely on any offense whatsoever. although we are gonna take a bit of a hit right here. all right, one moment please. i'm getting an urgent text message, be right back. don't worry, it's not an urgent text message, just
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12:31
home improvement going on at my parents keeping me keeping me abreast of the the project they're doing which i appreciate because it looks nice. but when the watch goes burb burb immediately i'm like oh i mean this is my across the bear but i'm like oh something horrible has happened. right now in front of my slade despire. now i think for my money i think it's a little late for the scythe but that's probably because the only time i ever willfully take this card is when it's my random rare. i think that a sentry mode is okay man. it's
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13:02
going to be a one cost power that gives us 10 damage every turn. some damage engine to help meet doom in the middle will be really nice, i think. brightest flame. it's a cost of max hp, which i don't think is a huge cost, but... and it's a full art card, i'll admit, but i think this is a yummy cookie situation because we didn't get to rest much on the last floor. so sentry mode gets cheaper,
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13:33
i'm going to assume, yeah, you no longer exhausting could be really, really good for us. dredge gets one more card. oh, no, dredge gets retain, which i don't think is that important. ultimate defend would go up to, it would basically be one cost 22 block. 11 doom is a pretty significant upgrade too, man. and then these get, oh, these get plus one card. plus one card is pretty hard to ignore, man.
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14:02
i think this is, this is all right. but this is oftentimes where i go, hey, i think this is all right. and then it just completely falls apart. okay, this is obviously important. and then no shops after a little rough, but not necessarily that big of a deal. i kind of like this three enemy and then it should be smooth sailing after that. this and this is this is totally fine, man.
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14:33
you get to roll over 28 block for the next turn. now, i actually... oh, and we lost pro long, which if i'm being honest, i don't want to lose pro long, but it would not be the worst thing if we lost pro long. like, even though we just upgraded it, it would feel pretty bad. but i think like in terms of its material impact on our run, i think it would be okay. by the way, i'm hitting you because i need... i would love to have the one extra turn of stunning you.
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15:08
although i'm not 100% sure we need it, but we'll stun you next turn and then you should be dead to doom as a result. and then we get prolonged back so we have nothing to worry about. really, really good fight. and we're going up against knowledge demon. we have draw, so i think it's not that bad. what is it? probably too many scourges at this point. these fellas. honestly, perfect time for explosive ampule.
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15:43
you really do enough doom to get a kill, which is crazy. i would happily lose my strength and then we're taking no damage? i would honestly just put some doom on you, man. we should have doomed differently. i forgot, you're attacking multiple times, which means you would have blown yourself out on the thorns. really should know that by now, considering that thorns and bronze scales has been in the game for literally like a decade. but whatever.
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16:17
another really good fight. we're well suited for hallway fights for sure. none of these really fit. so far so good though. i think this is a great opportunity for an attack potion. probably just like misery. a decent prolonged too. so like we definitely want to put doom on everybody. i think we want to put your... it doesn't matter who's doom, but we want to make sure we put it on you so that you die faster. now you're on 14 doom.
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16:51
and then we play our cards. unfortunately, you're not going to get stunned. but we have so much block for the future that i think it's relatively inconsequential. we still have a lot of block. you're doing 34. we can get over that, man. bring back a prolonged, a negative pulse and a misery. apply your doom to everybody. remove your strength. defend. negative pulse, prolonged. we didn't get to 32 block.
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17:31
but we did lose cause someone to lose strength. okay, totally fine that well you guys are screwed. you guys you stand no chance. i didn't realize sorry i didn't realize six damage. that's crazy. that's crazy that that's your old you should be embarrassed. you should be ashamed of yourself. look at this. get grabbed by the ghoulies totally fine. skip that hallway fights have been amazing so far. i don't really think we eat too much dirt.
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18:05
going up against the spiny toad, because we don't play too many direct attacks. so the thorns can't really hurt us as much as they otherwise would. we're gonna lose oste here. i can live with that to get a sweeping gaze in the hand. this is where you just love to see like a little block. i mean, i'm not gonna lie to you. i kind of hate to use a potion there, but it does set us up nicely for the next turn as well when he does no damage. well, it's a living. now we got 39 block for the next turn.
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18:50
it's actually nice to be able to play prolong so much. damn, the triple scourge. it would be nice to get a graveblast to actually make the prolong come around faster. we're almost like recreating a barricade. debilitate is really nice. we only have one card that weakens. i just don't think it's necessary, to be honest. exterminate or squash? you, i mean, real ones know that the answer is neither.
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19:23
i actually think that vulnerable might be a little bit better just because we already have aoe in the form of doom. um, i do, discovery is obviously good but i feel like sleight of flesh can be really good too. every time we doom an enemy they take 13 damage like we have a real lack of energy to play it but otherwise otherwise i like it a lot. let's upgrade that right off the bat. classic upgrading the card that hasn't even had a chance to prove that it can work in your deck.
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19:54
red mask turn one. we love it. i mean, it would be nice if one of these was a shop. and this is just such a more controlled elite fight because if it goes wrong, we can just... well, we're gonna take this path anyway. but if this goes wrong, we still gotta fight you. so i think hopefully this is not combat. whenever you play a power, deal eight damage to all enemies, but you get a curse. realistically, we should be able to tank a curse because we have a lot of draw.
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20:40
that ultimate defend is like a... it's an impervious at this point, man. okay, we love this. oh, this is crazy. i mean, it's... we're not doing very much... we're not doing any damage. we could pop a ship in a bottle to get even more block this turn, but it's so unnecessary. just hold right there. let's get 32 block next turn. we did damage with the power as well. we did no doom, which is annoying, but...
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21:15
i think it's kind of we're in a holding pattern until we get sleight of hand out there, whatever it's called, sleight of flesh. once that's out there, we're feeling mighty good about basically everything. i mean, you know what cards we like to play, man. they're actually dead. we're gonna take a little damage in the process, but not a whole lot considering what we get out of it. i don't know if joss paper does anything for us, but a borrowed time, i could see a lot of utility in that.
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21:48
i will not give you bronze scales. i actually don't even think i should give you ship in a bottle. i think i should give you 100 gold. we should not remove two defense. each defend gets more value from fasten than an ultimate defend gets, even though an ultimate defend is also really good. but cutting strike 1 and strike 3 to make our deck a little thinner, i'm a big fan of that. i'm a big fan of these things. okay, now this, we gotta be a little tactical, because somehow i gotta do 400 damage to you.
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22:22
and that's obviously not an amazing start. i think we can start with the six damage because fasten basically clears that by itself. then we think we wouldn't even bring back anything with dredge. i do think, i do think, do you need ship in a bottle? sure, why not? take ship in a bottle, end the defend, a squash and an ultimate strike is definitely the play.
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22:48
we really got to get the doom out there. that's big. we can play all three cards to see if you get something better. that's substantially better. the only thing is, it will, when we play borrowed time, it will make prolonged cost more. so i almost think you just take your block early, then play borrowed time so you can play both of the dooms. and you'll get a little bit less block next turn, but it's immaterial.
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23:16
are we gonna play? well, oste does the attack so it doesn't matter if we lose strength. we will apply doom and see what we draw. we're gonna lose our defy, but i don't think it's that bad. okay, so far this is going just fine. the debuff makes it actually better than a strike to play something that debuffs you at least. similarly, let's just keep our block rolling for next turn.
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23:47
we definitely want to play more than three cards per turn, so we're starting to struggle a little bit... order, obviously. we're starting to struggle a little bit under the yolk of the 13 damage we're taking every turn, but we haven't really had a catastrophic example of that yet. i do think this is our dredge turn, especially with borrowed time.
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24:13
we'd really like to just get as much doom out there as possible, so probably a scourge. we still have like a passive doom enabler would be nice. but what do we want to play? definitely like an ultimate defend. then you play your prolonged so it doesn't get buffed in price by this. then the scourge, which brought back another scourge. i think you just have to stack that doom as soon as possible. we take a small amount of damage.
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24:42
but we were, again, it's all about meeting doom in the middle. and we're already looking pretty good. we could draw a prolong off of this. we did draw a prolong off of this. so we get 22 block next turn, borrowed time into a negative pulse and, you're dead bro, the deck kind of works. but you're not dead cuz you healed a little bit maybe. but you're dead. i mean, you're dead, dad.
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25:11
yeah, whatever. gain less energy per turn. what do we care? you're deceased, bro. this is awesome. um, and replace... a trans figure put us in a rough spot last time. i just don't think there's anything that really... i mean, a power for sure. like, making your defense give you 14 extra block would be amazing, but it requires like such a perfect draw, man. call of the void is interesting. a random card gets added to your hand. it's ethereal.
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25:40
and it is a power to be fair. we don't really play ethereal cards. let's try call of the void. i do want to see what the upgrade does. innate. okay. first card you play each combat is played in extra time. three attacks in your deck get instinct. we don't really do damage, even with maul. first card you play is played in extra time is huge. one second. oh yeah, absolutely. just my mom wants to know if she can borrow my instant power. of course.
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26:18
of course, i'll just say i mean i've been using it a lot lately. i've been using it to fill up the shelf in my kitchen where i keep my pots and pans. that being said, i do have to say i think the instant pot pretty good kitchen gadget if you're making a lot of soups and stews, but that ain't me in the summertime. it and the air fryer in my head, they're married and they're happy. okay, okay, we can do this. we don't attack so this just gives us a bet. oh, the first card you play is played twice.
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26:54
it's still kind of good, but it's not what i was looking for. we probably just go sentry mode for the damage. and then i think i'll scourge you and negative pulse you. we should have done that in a much different order. because getting double debuffs and then playing like one negative pulse... it might have even killed all of you to be honest, but you're already super weak. now you're weak as well. we don't have a lot of block.
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27:37
we don't have a lot of block, but don't have a block. 16 doom. let's make sure you die. i was really hoping we would get an ultimate defend, but you know what? i mean, we're going to lose some max hp off of this. not the end of the world. you must be cooked. i'm sorry to say i'm allergic to planning out my turn before i play it. i'm very eager to see what we're going to do with 700 gold on this shop. okay, the first card you play gets played twice.
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28:12
that's very important. i would even pop a potion and see what you get out of it. i mean, really there's not even... melancholy kind of solves our defense on turn one at least, but do we want to play it twice? i don't think so. i think we'd rather double up on a scourge, then play melancholy once, cut your strength. you want to play defy, then you can play everything else, honestly.
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28:47
who we got? we got queen and doormaker. okay, no test subject. i really look at that as like, that's an opportunity. that's something we shouldn't just, you know, we shouldn't take for granted. let's put it that way. because the test subject, me personally, i feel like the test subject is the hardest of all the bosses on the third floor. now, i haven't fought the aeon flux, whatever it's called. i haven't fought it yet. it'll happen one day. don't sweat it.
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29:19
i think we need to just dredge up some defense, honestly. i think you're dead anyway, but we also didn't take damage, which is nice. 21 doom, one weak to all enemies. am i crazy to think we just don't really need it? i also think a graveblast is huge to bring back a prolong and keep our block cycling a little better. i honestly think we hate it all.
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29:59
i really don't want to get rid of happy flower for bone flute. that's just useless for us. bronze scales has been good. unceasing top is not going to be useful for us. so i guess as much as i like red mask on turn one, and i really do, at least tuning fork gives us block, which is the sort of thing that we'd be interested in. now, the first card you play gets played twice. i don't think you could ignore the value of that. the double debuffler.
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30:27
so now every time we apply doom, we're gonna do 26 damage. now it would be awesome. why are there 16 cards in our draw pile or discard pile, man? do me a favor, graveblast back a scourge to draw some more. didn't really work out the way i wanted, to be honest with you. hey, check it out, five extra block next turn. we'd really like to have the power that gives you a little bit of doom
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31:09
to a random enemy at the start of your turn. that would be very nice for us. you're not an elite, you're just kind of an a hole, right? i mean, in the whole scheme of things, this wasn't really that bad. anytime you got this much max hp still, you can say it's not really that bad. i don't think that the blight strike is anything for us, man. i don't think it's anything. okay, a second fassen. there's a lot to like. i would happily cut a curse. it's worse than a strike by a little.
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31:52
i don't care about the card rewards. i do care about eternal feather to upgrade more. i do care about getting decks when our potions are empty. normally, i would care about the first attack doing more damage, but we don't really care about our attacks. but i think we do like having another fast hit in the deck. it's also another thing that could possibly just get... it doubles the chance of drawing a fast hit on turn one so that we can get the benefit of playing it twice. this is horrible.
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32:21
i know this gets played twice, but the sequence with which we've been drawing stuff has been pretty bad so far. and what do we like out of the rest of these? definitely getting rid of the artifacts. i mean, considering that our starting hand was so dire, everything actually worked out okay there. but it looked bad at first for sure. can i get just another defend? cuz you're doing what, you're doing 30 something? i mean, i guess.
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32:51
that takes it to 32, which means we could stall for one more turn. call of the void essentially lethals you, but i think we'd rather dredge back some defense. you can like ultimate defend, oh my god, and then defend, prolong, borrowed time, call of the void puts you on lethal and then some more doom as well. wait, our deck might be able to do it. you're doing a lot of damage and i do not care.
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33:42
even just being able to retain a defend that blocks for 17 is crazy. i'm hoping we're not going to need it but huge don't need it. i mean delay. i mean, it's worse than a block. horton cleet. oh, okay. i'm getting interested for sure. i'm getting interested here.
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34:09
grave blast that doesn't exhaust is very interesting to me and then i do really like yeah, definitely transform a strike domain is mighty interesting. i don't know what happens on upgrade it costs to
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34:27
i really like the idea of call of the void being upgraded just so that we have an innate power to take advantage of your first card that's played gets played twice in case the first card that we the first hand that we draw just sucks. but a doubled up upgraded fasten is like way better, i think at least. and let's start purging some of those artifacts, man. even this, i mean, we shouldn't be playing that for one to be honest, but
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35:06
even the way that worked out is fine. i don't mind losing strength to take an artifact out of you. would normally be like an absolutely horrible trade, but i think it's irrelevant to us here. we want to scourge ya. everything in our hand sucks. i think you just bring back just an ultimate defend, man. and i'm okay with that. it's nice to not take damage. okay, you're doing 45 damage. on a lot of runs, that would be spooky. on this run, i don't think it's that spooky at all. you're doing 33?
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35:52
the order was all screwed up, man. dredge costs one to play, so we're not gonna play it. we're just gonna scourge you and i was kinda hoping we'd hit prolong, but taking any damage there is a little embarrassing. i think we could have puzzled to turn out a lot better. two borrowed times. well, one way to play this is like defend dredge for a long borrowed time. defend, am i crazy? borrowed time.
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36:34
and then we haven't really done that much, but we got 24 block on a turn in which you don't attack. so i'm feeling pretty good about myself. a lot of burns. call me mr. the way we got burns. no doubt the deck is getting mighty clogged. you're doing 37. but i mean, this is where grave blast. i mean, this is why i put it in the deck and upgraded it because grave blast just bringing back a basic defend.
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37:14
in and of itself almost solves all the block for one turn. now the burns are really ticking me off. i feel like homer the way the burns are getting on my nerves, okay? but we are gradually getting there while also adding four more of them, you know, every single turn. grave blast. is there a zero? no, you're gonna be grave blasting back nothing. but you know what? it does actually, it just puts you closer to like
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37:48
lethal range. i think that the graveblast was the right play, all things considered. now this is where you just don't want to get hit for 55. so you probably play your 0 cost cards and your 1 cost card. and then i think let's do snekko oil, because even like a defend that costs 0 is basically all we care to see. that's beautiful in and of itself. and then you know what? there's 5 extra block. we're going to take a small hit, but really not a big deal at all.
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38:24
regen potion, regal pillow. i do think a wisp actually matters. regen potion, carrying it into the boss fight is actually huge. now you already know my play here. the double up fasten is awesome. i think akala, the void is good to have. also, i mean, it's 16 damage. scourge gets out there. squash gets out there. you get to retain a wisp for the future. you sapping my strength is irrelevant. should probably go in on the one that's sapping our
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38:58
our decks, but so be it. sleight of flesh is... i don't think we need domain here. we need it on the boss fight, for sure. but i don't think we need it here. now for some reason, i thought that we had a defend in our draw pile, which we do not. as much as i love fasten, we're gonna ignore it. what do we like? i'd say scourge into scourge, maybe drawing another scourge.
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39:40
friendship for a little damage. little doom for you. 19 damage should be nothing. notice i said should be, not is. we have prolong in our hand? okay. we'll take the sentry mode and a prolong. okay, you're not going to do anything to us. we're going to be at full hp for the queen fight. i think that the queen is a scary boss fight just in the sense that you have to make a judgment call.
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40:20
over whether you fight the queen first or whether you try to take out the the binder first mitt romney style. the thing is i think we don't have a choice i think like our deck just revolves around putting up block and then gradually doing doom so i think we just gotta i think we just gotta send it unfortunately
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40:44
i know maybe that means that you have to go after the queen because we can only afford to apply but it's that the other fellow is going to get mighty buffed. i still do think it's, you know what? it's not a rest because we want to use our potions as soon as possible to get the extra decks. so we might as well take the upgrade instead. this should be very interesting. so we pop this. honestly, you don't need to pop that till next turn. we double up call of the void.
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41:19
scourge on you and try to rush you. you know what? actually is the play, man. i would love to have gotten sleight of flesh out there, but whatever. okay, you got, you got actually having two cards for free in your hand, not for free, but like two cards added to your hand every turn is so nice because of the fact that we freaking get so many cards that are binded or bound. this is big. so we're gonna need a fasten. we might as well smack ya. we know we want a graveblast back. well...
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41:57
because it costs two. we probably graveblast back, prolong for zero instead. and then haunt, i mean it's damage but we're not really going to be playing souls. i feel like the doom is just more valuable. so drawing cards last obviously is op. i feel like in almost every circumstance you just have to play scourge. the defend is obviously good but the scourge is what it's all about. and then domain should be mighty nice for you.
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42:34
i almost feel like a snap holding a base, holding a regular defend. although an ultimate defend would probably lose the shackles. so we're basically just trying to survive you for long enough that we can put enough doom on you to kill you. this turn is a wisp. i think you have to play sentry mode. i feel like we have to play fasten. then we have a defend. we'll play another defend into a borrowed time and
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43:10
truth be told, i'd rather vale piercer gets exhausted by its ethereality. okay, let's think about this. calcify is not necessary. it's going very slowly. i can't disagree with that. you're not very good, man. this can be played. the only question is do you need a calcify? you might as well because you're probably going to play a borrowed time.
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43:47
then you get sweeping gaze for free, which also works with joss paper to draw another card. okay, you're probably gonna want negative pulse. you're probably gonna want to defend. are we gonna play borrow time? or are we just gonna take two strength away from you or you? i mean, none of the other cards are honestly very good. i feel like we could just take two strength away from you and probably just summon man. so we it's a process. okay, it's a process.
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44:33
what a strike, lad. now we can't play our basic defend. that is not good. but we can play a basic defend and then a negative pulse and a borrowed time and a negative pulse and then retain maybe the basic defend so it comes back next turn and then we take zero damage. okay, in theory, this should be your prolonged turn. you know you're going to play sweeping gaze. you know you're going to play scourge.
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45:10
and scourge, and scourge. but you also need to not take damage. so you're going to defend, prolong, borrowed time, defend, gain four everything. so you get to play one more basically. well, okay. would love to at some point play sleight of flesh. deathbringer is very interesting for sure. okay, this turn you can play sleight of flesh. do you just go like sleight of flesh to get it out there?
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45:50
and then grave blast, i thought we would grave blast borrowed time. obviously i've made a miscalculation but you know what this is still like, still pretty all right. it's not the most exciting run of all time but it's working if i may say so it is working. this time you obviously need an ultimate defend and the defend then a sweeping gaze. maybe it's time to just go in on you. we don't really have the means to do that but
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46:28
game 4? game 4. probably putrefy. hang on, this is huge. ultimate strike. prolong. borrowed time. then you can play borrowed time again and play domain. we do take a nasty hit on this one, but you will be killed by doom. you're doing 30 damage. 30 damage should be like pretty minor. now this turn, every turn we play a card, we apply doom.
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47:16
this is the greatest day of my life. that was the most beautiful fight. okay, now against the door maker. i mean that was mathematical, man. i was locked in. i actually forgot i was recording a video. that's how clean that was. oh my god. it has to be sleight of flesh twice and then a little call of the void on top. and call of the void, we can play the cards because they're ethereal anyway. or we can ignore them because they're ethereal anyway. so when you play the card, it's gone.
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47:45
that's scary because our defends are so good. but i think we can afford to play a scourge. love to play a shared fate. love to play a defy. ultimate strike we do not care about in the slightest. these are exhausted. honestly, we can play a negative pulse as well. you're not an aoe boss. now this one you can't draw. that's fine. we love a wisp, don't we folks? i'm not worried about barry. fasten is very important. domain is very important.
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48:22
dredge into some zero cost blocks would be nice, but that's not gonna happen. so we'll just scourge you and i know we can't draw, but we did a bunch of damage with that. okay, next turn... next turn is where things get real, because we lose energy on every play. we love a defend. let's get that out there early. forget a sentry mode, man. it's more important to bridge the gap. get the doom out there. okay, now this turn is the exhaust turn.
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49:06
it's gonna be a fasten and then we just play any defense that we have in our hand. because we need to. they exhausted so nothing's coming back with grave blast. i'm not gonna lie to you, it's gonna be a little close. but as long as we draw like a couple of defends now and then it's okay. like one defend, it does some work man. ethereal summon five whenever oste loses hp, all enemies lose that much as well.
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49:45
sure, man. i mean, literally just playing a power does more damage than playing a strike. so, i just love to see defense in my hand. holy cow. so you definitely just play all of your defense that you can. and then, prolong and brother 38 block next turn is going to feel like a dream. this is where you push your chips all in. you love it? we don't love that. we don't have to... well, maybe you do because you get prolong anyway, but...
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50:18
scythe is just not very good, but scourge obviously really good here. so play another one. i think you're just in, man. like this... i guess i could kill you with this now that i think about it. that's probably smart to just finish the run. we did it, man! we did it! ascension 10 is the necrobinder and it was looking mighty clean, if i may say so myself. it was looking mighty clean.
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50:55
for now, thanks for watching. hope you've enjoyed it. if you think click the like button, i've said a great deal. of course subscribe if you want to see more in the future. what did i not tell you? we had a good feeling about this one. but now thanks for watching. i'll see you next time. later!