Can YOU beat Slay the Spire With ONLY COLORLESS Cards?
648 segments
Can you beat Slay the Spire with only
colorless cards? Greetings, gentlemen
and ladies. Welcome back. Today, the
ironclad exumes back the spotlight in a
community challenge that has well over
60 attempts. The rules are simple. We
are only allowed to play colorless
cards. That means no strikes, no
defense, no anything else. Only cards of
the colorless origin are allowed. And
because I wanted to make this challenge
even harder, we're taking this all the
way to the corrupt heart as well. Now,
you might be asking yourself, how is
this even possible? Even with Allstar
giving us five random colorless cards
and this allowing a tiny chance to see
them, won't our lack of defense just
disintegrate us into a slime? Well, with
14 unthinkable, extraordinary, and
inconceivable challenges behind us, this
one really is a lot trickier than you
might first think. So, sit back, get
yourself comfortable for it's time to
climb. Climb time.
Before we get into this week's video, I
just wanted to come on and say thank you
so much for 10,000 subscribers. It means
the absolute world. I hope you enjoy the
video.
Let's do this, guys. Our five playable
cards are solid. Panic Button, Dramatic
Entrance, The Bomb, Transmutation, and
Dark Shackles. And with these four
choices, uh, this upgrading a card is a
little temperamental. You see, the
Always Now mod has a field day with the
custom runs. So, we really don't know
what we're going to get. Thankfully, it
was a duplication, which although I
would preferred it on the bomb, was
still a good gift to receive. Checking
the map, I highlight the left side,
prioritizing question mark events and
safety. Before we begin our ascent with
a couple of slimes, I make a dramatic
entrance, then a mistake. Straight out
of the gate, I play transmutation
instead of the bomb. And let me tell
you, this won't be the last time either.
I scuffle together defense, defeat the
front slime, and then after taking 16
damage, finish them off. We get 15 gold
and a card that would become this
story's unsuspected hero, finesse. Next
up was a single cultist. I start with
our transmutation where a free bomb gets
added. I follow it up dramatically. We
then shackle his attack on turn two and
let our bomb get its redemption from the
fight just before. 18 gold, a weak
potion, and no car rewards this time
around. The first question mark event of
the challenge has a note wedged in the
wall. It was a watcher defend.
Naturally, I accept this incredible
offer. Swapping places with a defend of
our own. Commerce and trade were now
upon us, and whilst we couldn't afford
much, good instincts would be a solid
card to obtain with our inability to
gain reliable block. A relic just then
hijacked our question mark encounter
with mummified hand. Now all we needed
was a trusty panache. At the rest site,
I prietized upgrading our bomb for 10
extra damage. Then it was time for a
fight against the jawworm. A solid
opening hand bomb, good instincts, and a
dramatic entrance, mitigating our damage
taken to five. Panic attack blocks out
his next attack. Then boom, 12 gold. a
swift potion and no cards that could be
added. Now, whilst the rest site here
was highlighted, we have 77 health and
an upgraded bomb. So, with the corrupt
heart in mind, we step into the flaming
elite of act one, the centuries. We
couldn't have asked for a better elite.
Our opening hand wasn't great. I drink
our draw potion. Finesse dramatic, then
transmutate, picking up another dramatic
and a magnetism. I forought back our
panic button. Shackles an artifact, then
end our turn, taking nine damage. No
bomb again. Transmutation at least gives
us a block card, but this wasn't looking
good. I add the weak potion to the front
century for another 13 damage gets
through. Then 11 more and 19 here,
bringing us all the way down to 25
health. This fight was brutal, and this
challenge was only just beginning. For
the rewards, we get 34 gold. The smiling
mask relic, which is an absolutely
fantastic addition here. A regen potion
and no cards to note. Piping away the
sweat from my brow, an uncommon relic
chest greeted us next with another
welcome relic indeed. Dream Catcher.
This gives us a slither of a Sneakers's
chance to pick up a colorless card from
resting. And as you know, that's all we
need. Let's put it to use. We get
purity. The ability to exhaust cards
midfight is exactly what we needed. I
choose the safe route next. The
adventure event. I always let you guys
vote on this option. So, let's see what
you decided. Search once. Okay, we got
gold. Nice. Then search again. Nothing.
Surely we leave now, right?
But as luck would have it, not only was
it the sententuries again, but we drew
our bomb on turn one. I then play our
transmutation, which pulls an
apotheiois, allowing us to fully defend
their attack. Turn two, we only manage
to find block with our finesse, taking
14 damage in return for the bomb.
Finishes them off. We get 32 gold and a
brilliant relic. Phantoraph. This heals
us 25 health. We enter a boss fight.
Something that is sure to come in handy
for the battles yet to begin. A surprise
merchant then halts us from advancing
next. And upon browsing, I find a very
fun relic, the toolbox. It might not be
the best for consistency, I know, but it
was fun. So, I pick it up and remove our
bash from the deck. Floor 13 had a blue
slaver awaiting. I choose violence to
thin out the deck, then finesse,
dramatic, and shackle, only taking one
damage in return. We set up the bomb
next, playing our panic button to
mitigate the attack. Take seven damage
from this one, then let the bomb do all
the talking. The spoils of victory give
us 14 gold, another regen potion. Nice.
and no cards. Once again, the final
question mark event of the act has us
ambushed by a snappy boy and his louse.
A good turn one has our bomb activated,
and our toolbox's panic button allows us
to defend the attack. Transmutation then
gives us a swift strike, allowing us to
save seven health from the lousy boy for
the bomb sends them on their way. 18
gold, and we actually get two options
here. Master of strategy or another good
instincts. This was a tough choice. We
need block badly, but the three draw
could get us out of a pinch. So, I pick
up the strategy with our phantoraph
relic attached. The warm embers of this
rest site can be used to forge us an
upgrade. I decide on the transmutation.
Now, it was time. Time for slime. Slime
time. Toolbox kicks things off with
three good choices. Mathematically and
logically here, it was best to pick Hand
of Greed because I like gold. We make a
dramatic entrance, playing it, bringing
the slime boss down to 112 health. Turn
two. Finesse draws our bomb.
Transmutation continues the drama. 35
damage was now inbound. I play our
master first, then transmutation for
disappointment, then shackle and panic
button, allowing us to completely
mitigate his big swinging attack. Phew.
Another bomb gets stacked as I remember
to keep talking. So, we didn't explode.
And whilst our hand of greed didn't get
the value I had hoped, this marked the
first boss victory in the challenge. We
get 100 gold, a blessing of the forge
potion, and then three colorless card
offerings. Wo! Naturally, apotheiois
gets acquired. Now, for the relics,
Astrolabe, Sacred Bark, or Blackar. All
three options here had promise. Astro
could change up three colorless cards,
though upgrading wasn't as important
anymore. Sacred Bark would stack our
regen as well as future potions. Or
Blackar if I was feeling loco. Maybe it
was nostalgia hitting me here, but it's
been far too long, my friend. Come on,
Bark. Let's take this one home as we
venture into act two, the city.
Exploring through the map, I identified
the safest route, highlighting merchants
for our shining mask removals. Before we
begin with the shelled parasite, one of
the hardest enemies we could have been
greeted by. To start, I play our
apotheiois, then the toolboxes. Thinking
ahead, dark shackles, purity, and our
dramatic entrance.
Turn two. Transmutation brings us some
great cards. Sadistic nature, blind for
weak, then shackles for defense. Finesse
finds our bomb. Then a few turns go by
and thanks to our weak plus lucky
defense, we only take 10 damage from the
fight. We get 11 gold and no cards this
time. Now, if that encounter looked like
we were in a strong position, the
Spheric Guardian was ready to bring that
reality crashing down. Not the greatest
offerings from the toolbox and not the
greatest opening hand either. I dramatic
remove an artifact and purify the rest.
Turn two. I make one of the biggest
misplays in all of my previous attempts.
I I don't use the bomb. What were you
hoping to find here? We take 10 damage
as expected. Thankfully, our panic
button was here. I use our transmutation
first though, giving us practically
unplayable cards, removing an artifact
before bunkering up for defense. Master
of strategy and finesse gets our bomb
started before we take a montage of
damage. 10 here, then 20 4 20 6 200
20 regen and sacred saved us big time
here. Okay, let's take a deep breath
before we move on. Our first question
mark event of the act was the library
and whilst a card is usually the play,
we needed that heal, recovering us up to
49 health. Next, the pleading vagrant
wanted an equivalent exchange, which I
happily accept, giving us the art of war
relic, a solid addition indeed. Floor 22
had a cultist and chosen combo. Little
box gives us a good start with the bomb.
Get your mouse off that apotheiois. I
play the bomb, learning from that
painful lesson just gone. We then
dramatic and shackles off the damage. I
decide against deep breathing as with my
luck, the bomb was most definitely the
next card in the deck.
I then play said bomb, but this would be
90 damage and we need 91 for the chosen
with this transmutation. Give us the
card we needed to achieve this. Ha. Nah.
Shay. Doing 14 damage every time we play
five cards. 1 2 3 4 and five. Well, this
deck was certainly something. I felt
like I was in casino with RNG, though.
We get 19 gold and a full metal potion.
Stop by a rest site next, recovering up
to 73 health and getting another card
here, too. Jack of all trades. It might
not be the most logical decision, but it
was definitely the one that would be
fun. Now, it was time for the Centuran
Alons and his mystic Elrich. I play the
Panache first, then Apotheiois, Jack of
all trades, purity, and pass on using
the dramatic for future Panache
activations. We take eight damage. Turn
two, it was time to draw twice. Then
transmutation for another panache. We
take another 11 damage in return. I then
play our bomb and wait patiently. Now
everything was set up. I play one more
transmutation and holy smackaroni in the
pepperoni. Another panache. And here's a
fun fact. It doesn't reset the stack. It
just adds to it. Meaning if we play
three more cards, we deal 38 damage to
them both. This is crazy. Two shackles
coming up for the couple I mean
brothers. Then bomb magnetism and
finally card destruction. This is
exactly why I have continued attempting
this challenge. It can be so much fun.
We get 14 gold and no cards as usual.
Next, we were taken down the dark alley
and gently asked for our wallet, but
they have less than 50 health. And we
have an upgraded bomb. Our bomb graced
us in the opening hand. So all we needed
to do was pass it. Or was it? On turn
two, I played transmutation into a hand
of greed. And though it might not have
been the most calculated play, I I I
drink our forge potion and get the 25
gold for the merchant that fast
approached. Then we get 29 gold. The red
mask relic, which I totally did this
for. And no cards to note. The
guaranteed relic chest of act two had us
a bottled flame, which I actually
decided against. We don't have any
attacks, so I choose the key instead. As
we climbed into the next combat, I was
beginning to realize something. This
dramatic entrance is a big hindrance for
us, both in hand draw and energy from
Art of War. Talking of hindrances, this
is not a great opening hand. I simply
draw and pass, taking six damage. Turn
two, I, Jack, and master play our bomb,
then purity away the strikes and
shackles the bird. Turn three, our
transmutation finds another upgraded
bomb, which after playing the other
creations means only one thing. Tick,
tick, boom. We get but a humble 15 gold
for the rewards. Now we have a choice.
Do we continue with the merchant or heal
up at the rest site? With 179 gold, I
choose to go towards the merchant and
his wares left much to be desired. At
the very least, we use our 50 gold
removal on a defend and pass on the
potion offerings. A tough battle was now
upon us with the avocado and shroom boy.
Red mask assists us with a turn one
defense. A strikingly bad hand then
showed up, threatening us with a 12
attack. I did some calculations. One
bomb wasn't enough and we would be
taking serious damage this combat. With
this in mind, I drink our regen potion.
Turn three, we get options with multiple
draws first defense with shackles, then
a transmutation.
At least we could apply weak. The
following turns allow a beautiful hand
of greed to be played with our bomb
taking the final glory on the parasite.
The spoils of war show us 13 gold and
fruit juice paired with sacred bark.
This gives us 10 extra health. Fantastic
potion to see. Moving ahead, we pass on
the cursed tome vent for a
transmmorifier allows us to finally get
rid of our dramatic entrance. And boy oh
boy, did we get a great substitution,
master of strategy. The final warmth of
a rest site allows us to upgrade our
apotheiois before we take on the boss of
act two, the automaton. This fight is
going to be scary. His hyperbeam and our
lack of defense is not a good
combination. I drink our fruit juice
straight away, then play some cards.
Finesse and strategy draw us foris
upgrades, then jack of all trades, and
again trip, transmutation, mind blast,
swift strike, violence, and finish with
purity, removing every single strike in
our deck. Now that's a turn one. Turn
two, I consider a few lines and settle
with only playing the bomb. We can't
lose it to the stasis here. I play some
attacks and remove the artifact next,
which came in very handy for the
following turn, enabling this dark
shackles to defend us completely. We
play a few more random attacks and
another bomb here before it was the
boss's buff turn. After this, Hyperbeam
was coming and this draw pile was not
going to cut it. I spend the turn
manipulating the deck as best I can,
even playing our transmutation to assist
in the matter. Okay, this was looking a
lot better now. 51 damage was now
showing, but our hand was strong. A
secret finesse into another bomb. Deep
breath. Whoops. Then good instincts and
panic button to fully defend once more.
Phew. We both take a turn to breathe,
but time was running out. I continue
cycling the best we can, making sure to
play our attacks where possible. He
brings us down to 49. His empowered 57
hyperbeam was next. But thanks to our
bombs and this swift strike, it would be
our functions that would activate first.
Okay, but how are we supposed to beat
the corrupt heart with this? We get 105
gold, another essence of steel potion,
and for the cards, I decide against
another transmutation. Now, the relics.
Pandora's box, Slaver's Collar, or Empty
Cage. Pandora's box was useless here, as
cards cannot be transformed into ones of
the opposite color. Slaver's Collar
would be good considering our
transmutation costs, and Empty Cage
would also be solid here. I go back and
forth between them for finally deciding
on consistency, removing two defense
from our deck. Okay, act three, the
Beyond. With us having two of the three
keys we needed, safety was the top
priority. I identify the elites and
merchants, then hone in on the safest
ascent. For we're greeted by a trio of
darklings. Getting them down evenly was
imperative here. I play our draws first,
showing an entire hand of strikes.
Transmutation gifts us a purity plus.
And man, exhausting them like this is
such a feeling. And then magnetism and
pass. Next, our bomb greets us. A draw
first and upgrade our cards. Then defend
and shackle to end the turn. Another
draw finds this perfectly timed bomb. I
smartly decide against using panic
button. Instead, playing good instincts,
blind and deep breath to bring back our
defense as we only had two cards in the
discard pile. Huh. Anyway, this enables
us to fully mitigate the damage. And
with two bombs active, it's yoga. We get
12 gold, an elixir, and no cards.
Guiding us forward, we encounter the
sensory stone. A fantastic event for a
cuddleless only run. I don't hesitate in
gifting our health. The first selection
of cards wasn't great, and honestly,
neither was the second. I spent a few
moments figuring out the best choices,
in particular, because our boss was the
time eater. Ultimately, I chose the
panacea and good instincts for
additional block. Confirming the map
route for the merchant removal, we move
ahead to floor 38 where we're greeted by
the shapes. They have less than 40
health. So, we just need to find our
bomb. Not here. Not over there. Got it.
3 2 1 Boom. The only reward to mention
was a measly 10 gold. Now we have a
nasty encounter against a pile of dirty
laundry. Without the ability to attack,
we were in danger. Not just from a
potential curse, but from the big
swinging attacks it could do. I start by
exhausting our strikes from hand. Then
bomb and good instincts, leaving this
panacea for a future turn. We take eight
damage in response. Turn two. Apotheiois
upgrades our deck and deep breath brings
back our bomb. I then jack of all
trades. Dark shackles for defense and
transmutation for our trusty panache.
The next couple of turns, I focus on
defending its big attacks. Nearly get
cursed for playing greedy before
cleaning up this mess I promised to 3
weeks ago. Collecting our 11 gold
allowance. Moving forward, I pick up the
ruby key at the rest site. Remove a
strike. Upgrade our deep breath. Then
two strikes from the guaranteed relic
chest. Wow. What's next? Akabco, you've
got to be kidding me. The riding mass
was up next. Our search for panacea
begins. I start our hunt with the master
of strategy into apotheiois. Consider
the line and draw four more. Then
another with finesse. If you don't know,
us having artifact completely negates
the constriction debuff, meaning this
fight was pretty much over. See, we pick
up the yet again measly 10 gold. But
just as I was moaning about how little
gold we were getting this run, Tomb of
Red Mask shows and gives us 222
gold. And that's not all. It's not. It's
not. A surprise merchant greets us next.
Holy. With our newly acquired gold, we
enter. And whilst the cards weren't
great, a crazy line gets presented with
speed potion. I'll show you this power
later in the run. We also remove a
strike, then save the rest of our gold
for the merchant in act four. Our last
question mark encounter sees us enter an
ambush from three low health shapes.
Bomb in our opening hand means these
exploders weren't exploding. Good
instincts and dark shackles protects us
fully and purity removes the clutter.
Then instead of just passing to victory,
I play out our defense into this random
metamorphosis which creates a hand of
greed. Truly a lesson in playing our
hands fully even when victory is
assured. We get 20 gold from the hand
and 10 from the shapes. A deck potion. I
decide to leave. And for our last card
reward, we actually get something.
Another panic button. The final rest
site was now upon us. And for our
upgrade, we go with Panacea with our
trusty speed potion in mind. Now it was
time for the boss of act three. Time
eater toolbox kicks us off with
sorry let's try that again. It was now
time time for time.
I keep myself away from the magnetism
bait as our hand opens. Bomb
transmutation purity and two plated
armor potions. I am not taking any risks
here. Apotheiois then shows. Would you
look at that? Hand of greed returns once
again. I shackle off the 21 attack and
play our greed for damage. Turn three. I
want to get as many bombs active as we
can. So, bind one with our master of
strategy, then double good instincts and
end our turn. Fully defending thanks to
our 16 Placed armor. We then hand of
greed and find panic button. Bomb, lose
12 health, more greed and defense. Then,
uh-oh, he doesn't face at half. No
problem. Panic Button defends us. Then
while he sits buffing, so do we with two
bombs to boot. And if two bombs wasn't
enough, how about four? While I math out
our greed finale, our sacred bart gets a
pat on the back for the 16 plated armor
truly did give us the time we needed.
Things were going well. And although we
wouldn't have those potions to rely on
in the upcoming combats, was feeling
optimistic as we open the doors to act
four, the finale. Four floors, four
choices, one goal. Upgrade first. Master
of strategy gets chosen to help find
Apotheiois. Merchant second. 242 gold at
our disposal for some fantastic
offerings. Bomb bag of preparation.
Solid potions and a removal all at our
fingertips. Memory gets added first,
then blood potion for a 40% heal before
we finish removing a strike. Two more
encounters. First up, the act 4 elite
shield and spear toolbox gives us the
ability to switch direction with flash
of steel. Something that would be
absolutely unnecessary for now it was
time for the real hero of our story to
be introduced. Turn one, I play
apotheiois, master of strategy. Panacea,
good instincts, deep breath, bomb
master, remove transmutation, good
instincts, flash to change direction,
jack of all trades, purity, then end
turn two. by finesse and purity away all
of our hand. Then I play another bomb,
both dark shackles and our last panic
button before finally after all of these
challenges, every single attempt that
led to this moment, we find it we find
infinity. Vaness flash of steel finesse.
Flash of steel. Venise steal a flash. It
was even more special because it was
live. We did it together. A truly
memorable moment in time. After about a
couple more deck cycles, we take both
the shield and spear to the beyond. The
only reward we picked up was the
champion's belt relic.
Now, there was only but one encounter
remaining. The final boss of the spire,
the corrupt heart. Secret weapon gets
picked from our last toolbox. And now
the battle begins. First a good
instincts for protection. Then
transmutation for a welcome friend in
the darkness. Panache. I clear our
weapon and transmutation before passing.
Turn two. Deep breath shows a strategy
which I play after defending. We then
get apotheiois and a perfect purity. And
that felt good. But what didn't was us
taking 36 damage here. Now it was aiming
60, but everything was coming together.
You remember that speed potion from
earlier? Well, with panacea, that 10
dexterity is here to stay. Good
instincts defense for 14. Then master of
strategy finds what we need. Finesse
bomb jack. We heal to 88 with blood
potion, then panic and exhaust our
technique. We take seven damage and have
seven cards left in our draw pile. Good
instincts. Two bombs and transmutation
finds another finesse. Okay, next we
bomb, block, and exhaust, taking another
13 damage. The heart then shows a 44
attack, but we have 10 dexterity, so try
again. 72 damage, right? Finesse, good
instincts, deep breath. And again,
bringing us up to 61 block. 13 still
gets through. The beat of the drum was
now hit for a second time. And we don't
scale. But we don't need to scale. We
just need to play cards. This liquid
memory brings them back. Two finesses.
Deep breath. And then we find it. Not
the bomb. Not deep breath. Not even
finesse. It was panache
because we could continue drawing. This
panache would eventually take the
corrupt part down. Wow. Whilst this is
happening in the background, I will say
thank you so much for watching this
video. Man, talk about an emotional
roller coaster ride and one that will
live on as one of the craziest endings
to a challenge we have ever achieved.
Now, the giveaway results. I used a
random number generator to pick the
winners. The lucky winning comment was
made by Bob Smith7066.
Congratulations. And the Waffle member
winner is Quagra to you both. Thank you
for your support. If you send me an
email or DM me on Discord, I will gift
you both your copies of Slay the Spy 2
when it releases. And with the heart
finally defeated, all that's left to do
is remember to, as always, stay
hydrated.
Ask follow-up questions or revisit key timestamps.
This video documents a challenging Slay the Spire run where the player attempts to defeat the Corrupt Heart using only colorless cards. The challenge involves a strict deck-building restriction, forcing reliance on specific colorless cards and relics to overcome the game's numerous obstacles. Throughout the run, the player encounters various events, elites, and bosses, often facing difficult decisions regarding card choices, upgrades, and relic acquisitions. Key moments include narrowly surviving tough fights, the strategic use of powerful colorless cards like 'The Bomb' and 'Panacea,' and the acquisition of synergistic relics such as 'Mummified Hand' and 'Toolbox.' The run culminates in a dramatic victory against the Corrupt Heart, highlighting the player's perseverance and strategic deck building.
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