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Can YOU beat Slay the Spire With ONLY COLORLESS Cards?

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Can YOU beat Slay the Spire With ONLY COLORLESS Cards?

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648 segments

0:00

Can you beat Slay the Spire with only

0:02

colorless cards? Greetings, gentlemen

0:05

and ladies. Welcome back. Today, the

0:08

ironclad exumes back the spotlight in a

0:11

community challenge that has well over

0:14

60 attempts. The rules are simple. We

0:17

are only allowed to play colorless

0:20

cards. That means no strikes, no

0:22

defense, no anything else. Only cards of

0:26

the colorless origin are allowed. And

0:29

because I wanted to make this challenge

0:31

even harder, we're taking this all the

0:33

way to the corrupt heart as well. Now,

0:36

you might be asking yourself, how is

0:38

this even possible? Even with Allstar

0:40

giving us five random colorless cards

0:42

and this allowing a tiny chance to see

0:45

them, won't our lack of defense just

0:47

disintegrate us into a slime? Well, with

0:50

14 unthinkable, extraordinary, and

0:54

inconceivable challenges behind us, this

0:56

one really is a lot trickier than you

0:59

might first think. So, sit back, get

1:03

yourself comfortable for it's time to

1:06

climb. Climb time.

1:10

Before we get into this week's video, I

1:12

just wanted to come on and say thank you

1:14

so much for 10,000 subscribers. It means

1:18

the absolute world. I hope you enjoy the

1:21

video.

1:23

Let's do this, guys. Our five playable

1:26

cards are solid. Panic Button, Dramatic

1:28

Entrance, The Bomb, Transmutation, and

1:31

Dark Shackles. And with these four

1:34

choices, uh, this upgrading a card is a

1:37

little temperamental. You see, the

1:38

Always Now mod has a field day with the

1:41

custom runs. So, we really don't know

1:43

what we're going to get. Thankfully, it

1:45

was a duplication, which although I

1:46

would preferred it on the bomb, was

1:48

still a good gift to receive. Checking

1:50

the map, I highlight the left side,

1:53

prioritizing question mark events and

1:55

safety. Before we begin our ascent with

1:57

a couple of slimes, I make a dramatic

2:00

entrance, then a mistake. Straight out

2:02

of the gate, I play transmutation

2:04

instead of the bomb. And let me tell

2:06

you, this won't be the last time either.

2:08

I scuffle together defense, defeat the

2:10

front slime, and then after taking 16

2:13

damage, finish them off. We get 15 gold

2:16

and a card that would become this

2:18

story's unsuspected hero, finesse. Next

2:22

up was a single cultist. I start with

2:25

our transmutation where a free bomb gets

2:28

added. I follow it up dramatically. We

2:30

then shackle his attack on turn two and

2:33

let our bomb get its redemption from the

2:35

fight just before. 18 gold, a weak

2:38

potion, and no car rewards this time

2:40

around. The first question mark event of

2:43

the challenge has a note wedged in the

2:45

wall. It was a watcher defend.

2:47

Naturally, I accept this incredible

2:50

offer. Swapping places with a defend of

2:52

our own. Commerce and trade were now

2:55

upon us, and whilst we couldn't afford

2:57

much, good instincts would be a solid

3:00

card to obtain with our inability to

3:02

gain reliable block. A relic just then

3:05

hijacked our question mark encounter

3:07

with mummified hand. Now all we needed

3:10

was a trusty panache. At the rest site,

3:12

I prietized upgrading our bomb for 10

3:15

extra damage. Then it was time for a

3:17

fight against the jawworm. A solid

3:20

opening hand bomb, good instincts, and a

3:23

dramatic entrance, mitigating our damage

3:25

taken to five. Panic attack blocks out

3:28

his next attack. Then boom, 12 gold. a

3:32

swift potion and no cards that could be

3:34

added. Now, whilst the rest site here

3:37

was highlighted, we have 77 health and

3:40

an upgraded bomb. So, with the corrupt

3:44

heart in mind, we step into the flaming

3:46

elite of act one, the centuries. We

3:49

couldn't have asked for a better elite.

3:51

Our opening hand wasn't great. I drink

3:55

our draw potion. Finesse dramatic, then

3:57

transmutate, picking up another dramatic

4:00

and a magnetism. I forought back our

4:03

panic button. Shackles an artifact, then

4:06

end our turn, taking nine damage. No

4:09

bomb again. Transmutation at least gives

4:12

us a block card, but this wasn't looking

4:14

good. I add the weak potion to the front

4:17

century for another 13 damage gets

4:20

through. Then 11 more and 19 here,

4:24

bringing us all the way down to 25

4:26

health. This fight was brutal, and this

4:30

challenge was only just beginning. For

4:32

the rewards, we get 34 gold. The smiling

4:35

mask relic, which is an absolutely

4:38

fantastic addition here. A regen potion

4:40

and no cards to note. Piping away the

4:44

sweat from my brow, an uncommon relic

4:46

chest greeted us next with another

4:48

welcome relic indeed. Dream Catcher.

4:51

This gives us a slither of a Sneakers's

4:54

chance to pick up a colorless card from

4:55

resting. And as you know, that's all we

4:58

need. Let's put it to use. We get

5:01

purity. The ability to exhaust cards

5:04

midfight is exactly what we needed. I

5:07

choose the safe route next. The

5:09

adventure event. I always let you guys

5:12

vote on this option. So, let's see what

5:14

you decided. Search once. Okay, we got

5:17

gold. Nice. Then search again. Nothing.

5:21

Surely we leave now, right?

5:24

But as luck would have it, not only was

5:26

it the sententuries again, but we drew

5:29

our bomb on turn one. I then play our

5:31

transmutation, which pulls an

5:33

apotheiois, allowing us to fully defend

5:36

their attack. Turn two, we only manage

5:38

to find block with our finesse, taking

5:41

14 damage in return for the bomb.

5:43

Finishes them off. We get 32 gold and a

5:46

brilliant relic. Phantoraph. This heals

5:50

us 25 health. We enter a boss fight.

5:53

Something that is sure to come in handy

5:54

for the battles yet to begin. A surprise

5:58

merchant then halts us from advancing

6:00

next. And upon browsing, I find a very

6:03

fun relic, the toolbox. It might not be

6:06

the best for consistency, I know, but it

6:10

was fun. So, I pick it up and remove our

6:13

bash from the deck. Floor 13 had a blue

6:16

slaver awaiting. I choose violence to

6:18

thin out the deck, then finesse,

6:21

dramatic, and shackle, only taking one

6:24

damage in return. We set up the bomb

6:26

next, playing our panic button to

6:28

mitigate the attack. Take seven damage

6:30

from this one, then let the bomb do all

6:32

the talking. The spoils of victory give

6:35

us 14 gold, another regen potion. Nice.

6:38

and no cards. Once again, the final

6:41

question mark event of the act has us

6:43

ambushed by a snappy boy and his louse.

6:46

A good turn one has our bomb activated,

6:49

and our toolbox's panic button allows us

6:51

to defend the attack. Transmutation then

6:54

gives us a swift strike, allowing us to

6:56

save seven health from the lousy boy for

6:58

the bomb sends them on their way. 18

7:01

gold, and we actually get two options

7:04

here. Master of strategy or another good

7:07

instincts. This was a tough choice. We

7:09

need block badly, but the three draw

7:12

could get us out of a pinch. So, I pick

7:15

up the strategy with our phantoraph

7:18

relic attached. The warm embers of this

7:20

rest site can be used to forge us an

7:22

upgrade. I decide on the transmutation.

7:25

Now, it was time. Time for slime. Slime

7:30

time. Toolbox kicks things off with

7:33

three good choices. Mathematically and

7:35

logically here, it was best to pick Hand

7:37

of Greed because I like gold. We make a

7:40

dramatic entrance, playing it, bringing

7:42

the slime boss down to 112 health. Turn

7:46

two. Finesse draws our bomb.

7:48

Transmutation continues the drama. 35

7:51

damage was now inbound. I play our

7:54

master first, then transmutation for

7:56

disappointment, then shackle and panic

7:59

button, allowing us to completely

8:00

mitigate his big swinging attack. Phew.

8:04

Another bomb gets stacked as I remember

8:06

to keep talking. So, we didn't explode.

8:09

And whilst our hand of greed didn't get

8:11

the value I had hoped, this marked the

8:14

first boss victory in the challenge. We

8:16

get 100 gold, a blessing of the forge

8:19

potion, and then three colorless card

8:22

offerings. Wo! Naturally, apotheiois

8:26

gets acquired. Now, for the relics,

8:29

Astrolabe, Sacred Bark, or Blackar. All

8:32

three options here had promise. Astro

8:35

could change up three colorless cards,

8:36

though upgrading wasn't as important

8:38

anymore. Sacred Bark would stack our

8:40

regen as well as future potions. Or

8:42

Blackar if I was feeling loco. Maybe it

8:46

was nostalgia hitting me here, but it's

8:48

been far too long, my friend. Come on,

8:50

Bark. Let's take this one home as we

8:52

venture into act two, the city.

8:55

Exploring through the map, I identified

8:57

the safest route, highlighting merchants

9:00

for our shining mask removals. Before we

9:02

begin with the shelled parasite, one of

9:05

the hardest enemies we could have been

9:07

greeted by. To start, I play our

9:09

apotheiois, then the toolboxes. Thinking

9:12

ahead, dark shackles, purity, and our

9:15

dramatic entrance.

9:17

Turn two. Transmutation brings us some

9:20

great cards. Sadistic nature, blind for

9:22

weak, then shackles for defense. Finesse

9:26

finds our bomb. Then a few turns go by

9:29

and thanks to our weak plus lucky

9:31

defense, we only take 10 damage from the

9:34

fight. We get 11 gold and no cards this

9:37

time. Now, if that encounter looked like

9:40

we were in a strong position, the

9:42

Spheric Guardian was ready to bring that

9:44

reality crashing down. Not the greatest

9:47

offerings from the toolbox and not the

9:49

greatest opening hand either. I dramatic

9:52

remove an artifact and purify the rest.

9:55

Turn two. I make one of the biggest

9:58

misplays in all of my previous attempts.

10:01

I I don't use the bomb. What were you

10:04

hoping to find here? We take 10 damage

10:06

as expected. Thankfully, our panic

10:08

button was here. I use our transmutation

10:11

first though, giving us practically

10:12

unplayable cards, removing an artifact

10:15

before bunkering up for defense. Master

10:18

of strategy and finesse gets our bomb

10:20

started before we take a montage of

10:22

damage. 10 here, then 20 4 20 6 200

10:30

20 regen and sacred saved us big time

10:34

here. Okay, let's take a deep breath

10:36

before we move on. Our first question

10:39

mark event of the act was the library

10:41

and whilst a card is usually the play,

10:44

we needed that heal, recovering us up to

10:47

49 health. Next, the pleading vagrant

10:50

wanted an equivalent exchange, which I

10:53

happily accept, giving us the art of war

10:55

relic, a solid addition indeed. Floor 22

10:59

had a cultist and chosen combo. Little

11:02

box gives us a good start with the bomb.

11:04

Get your mouse off that apotheiois. I

11:07

play the bomb, learning from that

11:09

painful lesson just gone. We then

11:12

dramatic and shackles off the damage. I

11:14

decide against deep breathing as with my

11:17

luck, the bomb was most definitely the

11:19

next card in the deck.

11:21

I then play said bomb, but this would be

11:24

90 damage and we need 91 for the chosen

11:27

with this transmutation. Give us the

11:29

card we needed to achieve this. Ha. Nah.

11:33

Shay. Doing 14 damage every time we play

11:36

five cards. 1 2 3 4 and five. Well, this

11:41

deck was certainly something. I felt

11:43

like I was in casino with RNG, though.

11:46

We get 19 gold and a full metal potion.

11:50

Stop by a rest site next, recovering up

11:52

to 73 health and getting another card

11:55

here, too. Jack of all trades. It might

11:57

not be the most logical decision, but it

12:00

was definitely the one that would be

12:01

fun. Now, it was time for the Centuran

12:04

Alons and his mystic Elrich. I play the

12:08

Panache first, then Apotheiois, Jack of

12:11

all trades, purity, and pass on using

12:14

the dramatic for future Panache

12:16

activations. We take eight damage. Turn

12:19

two, it was time to draw twice. Then

12:22

transmutation for another panache. We

12:25

take another 11 damage in return. I then

12:28

play our bomb and wait patiently. Now

12:31

everything was set up. I play one more

12:34

transmutation and holy smackaroni in the

12:37

pepperoni. Another panache. And here's a

12:40

fun fact. It doesn't reset the stack. It

12:43

just adds to it. Meaning if we play

12:45

three more cards, we deal 38 damage to

12:49

them both. This is crazy. Two shackles

12:52

coming up for the couple I mean

12:54

brothers. Then bomb magnetism and

12:57

finally card destruction. This is

13:00

exactly why I have continued attempting

13:02

this challenge. It can be so much fun.

13:05

We get 14 gold and no cards as usual.

13:09

Next, we were taken down the dark alley

13:11

and gently asked for our wallet, but

13:13

they have less than 50 health. And we

13:16

have an upgraded bomb. Our bomb graced

13:18

us in the opening hand. So all we needed

13:21

to do was pass it. Or was it? On turn

13:24

two, I played transmutation into a hand

13:28

of greed. And though it might not have

13:31

been the most calculated play, I I I

13:34

drink our forge potion and get the 25

13:37

gold for the merchant that fast

13:39

approached. Then we get 29 gold. The red

13:42

mask relic, which I totally did this

13:44

for. And no cards to note. The

13:47

guaranteed relic chest of act two had us

13:50

a bottled flame, which I actually

13:52

decided against. We don't have any

13:54

attacks, so I choose the key instead. As

13:57

we climbed into the next combat, I was

14:00

beginning to realize something. This

14:01

dramatic entrance is a big hindrance for

14:04

us, both in hand draw and energy from

14:07

Art of War. Talking of hindrances, this

14:10

is not a great opening hand. I simply

14:12

draw and pass, taking six damage. Turn

14:15

two, I, Jack, and master play our bomb,

14:18

then purity away the strikes and

14:20

shackles the bird. Turn three, our

14:22

transmutation finds another upgraded

14:25

bomb, which after playing the other

14:27

creations means only one thing. Tick,

14:30

tick, boom. We get but a humble 15 gold

14:34

for the rewards. Now we have a choice.

14:37

Do we continue with the merchant or heal

14:40

up at the rest site? With 179 gold, I

14:43

choose to go towards the merchant and

14:45

his wares left much to be desired. At

14:48

the very least, we use our 50 gold

14:50

removal on a defend and pass on the

14:52

potion offerings. A tough battle was now

14:56

upon us with the avocado and shroom boy.

14:59

Red mask assists us with a turn one

15:01

defense. A strikingly bad hand then

15:03

showed up, threatening us with a 12

15:06

attack. I did some calculations. One

15:08

bomb wasn't enough and we would be

15:11

taking serious damage this combat. With

15:13

this in mind, I drink our regen potion.

15:16

Turn three, we get options with multiple

15:18

draws first defense with shackles, then

15:21

a transmutation.

15:23

At least we could apply weak. The

15:25

following turns allow a beautiful hand

15:27

of greed to be played with our bomb

15:29

taking the final glory on the parasite.

15:31

The spoils of war show us 13 gold and

15:34

fruit juice paired with sacred bark.

15:37

This gives us 10 extra health. Fantastic

15:40

potion to see. Moving ahead, we pass on

15:43

the cursed tome vent for a

15:44

transmmorifier allows us to finally get

15:47

rid of our dramatic entrance. And boy oh

15:50

boy, did we get a great substitution,

15:53

master of strategy. The final warmth of

15:56

a rest site allows us to upgrade our

15:59

apotheiois before we take on the boss of

16:02

act two, the automaton. This fight is

16:05

going to be scary. His hyperbeam and our

16:07

lack of defense is not a good

16:09

combination. I drink our fruit juice

16:12

straight away, then play some cards.

16:14

Finesse and strategy draw us foris

16:18

upgrades, then jack of all trades, and

16:20

again trip, transmutation, mind blast,

16:23

swift strike, violence, and finish with

16:26

purity, removing every single strike in

16:29

our deck. Now that's a turn one. Turn

16:32

two, I consider a few lines and settle

16:34

with only playing the bomb. We can't

16:36

lose it to the stasis here. I play some

16:38

attacks and remove the artifact next,

16:41

which came in very handy for the

16:43

following turn, enabling this dark

16:44

shackles to defend us completely. We

16:47

play a few more random attacks and

16:49

another bomb here before it was the

16:51

boss's buff turn. After this, Hyperbeam

16:54

was coming and this draw pile was not

16:56

going to cut it. I spend the turn

16:58

manipulating the deck as best I can,

17:01

even playing our transmutation to assist

17:03

in the matter. Okay, this was looking a

17:05

lot better now. 51 damage was now

17:08

showing, but our hand was strong. A

17:10

secret finesse into another bomb. Deep

17:13

breath. Whoops. Then good instincts and

17:15

panic button to fully defend once more.

17:18

Phew. We both take a turn to breathe,

17:22

but time was running out. I continue

17:24

cycling the best we can, making sure to

17:26

play our attacks where possible. He

17:28

brings us down to 49. His empowered 57

17:32

hyperbeam was next. But thanks to our

17:35

bombs and this swift strike, it would be

17:38

our functions that would activate first.

17:41

Okay, but how are we supposed to beat

17:43

the corrupt heart with this? We get 105

17:47

gold, another essence of steel potion,

17:49

and for the cards, I decide against

17:51

another transmutation. Now, the relics.

17:54

Pandora's box, Slaver's Collar, or Empty

17:57

Cage. Pandora's box was useless here, as

18:00

cards cannot be transformed into ones of

18:01

the opposite color. Slaver's Collar

18:03

would be good considering our

18:05

transmutation costs, and Empty Cage

18:08

would also be solid here. I go back and

18:10

forth between them for finally deciding

18:13

on consistency, removing two defense

18:15

from our deck. Okay, act three, the

18:18

Beyond. With us having two of the three

18:21

keys we needed, safety was the top

18:24

priority. I identify the elites and

18:26

merchants, then hone in on the safest

18:29

ascent. For we're greeted by a trio of

18:31

darklings. Getting them down evenly was

18:34

imperative here. I play our draws first,

18:37

showing an entire hand of strikes.

18:39

Transmutation gifts us a purity plus.

18:42

And man, exhausting them like this is

18:45

such a feeling. And then magnetism and

18:48

pass. Next, our bomb greets us. A draw

18:50

first and upgrade our cards. Then defend

18:53

and shackle to end the turn. Another

18:55

draw finds this perfectly timed bomb. I

18:58

smartly decide against using panic

19:00

button. Instead, playing good instincts,

19:02

blind and deep breath to bring back our

19:05

defense as we only had two cards in the

19:07

discard pile. Huh. Anyway, this enables

19:10

us to fully mitigate the damage. And

19:12

with two bombs active, it's yoga. We get

19:15

12 gold, an elixir, and no cards.

19:18

Guiding us forward, we encounter the

19:20

sensory stone. A fantastic event for a

19:23

cuddleless only run. I don't hesitate in

19:25

gifting our health. The first selection

19:28

of cards wasn't great, and honestly,

19:30

neither was the second. I spent a few

19:33

moments figuring out the best choices,

19:35

in particular, because our boss was the

19:37

time eater. Ultimately, I chose the

19:39

panacea and good instincts for

19:42

additional block. Confirming the map

19:44

route for the merchant removal, we move

19:46

ahead to floor 38 where we're greeted by

19:50

the shapes. They have less than 40

19:52

health. So, we just need to find our

19:54

bomb. Not here. Not over there. Got it.

19:59

3 2 1 Boom. The only reward to mention

20:03

was a measly 10 gold. Now we have a

20:06

nasty encounter against a pile of dirty

20:09

laundry. Without the ability to attack,

20:12

we were in danger. Not just from a

20:14

potential curse, but from the big

20:16

swinging attacks it could do. I start by

20:19

exhausting our strikes from hand. Then

20:21

bomb and good instincts, leaving this

20:24

panacea for a future turn. We take eight

20:27

damage in response. Turn two. Apotheiois

20:29

upgrades our deck and deep breath brings

20:32

back our bomb. I then jack of all

20:34

trades. Dark shackles for defense and

20:36

transmutation for our trusty panache.

20:38

The next couple of turns, I focus on

20:40

defending its big attacks. Nearly get

20:43

cursed for playing greedy before

20:45

cleaning up this mess I promised to 3

20:47

weeks ago. Collecting our 11 gold

20:50

allowance. Moving forward, I pick up the

20:52

ruby key at the rest site. Remove a

20:54

strike. Upgrade our deep breath. Then

20:57

two strikes from the guaranteed relic

20:59

chest. Wow. What's next? Akabco, you've

21:04

got to be kidding me. The riding mass

21:06

was up next. Our search for panacea

21:09

begins. I start our hunt with the master

21:11

of strategy into apotheiois. Consider

21:14

the line and draw four more. Then

21:16

another with finesse. If you don't know,

21:18

us having artifact completely negates

21:21

the constriction debuff, meaning this

21:23

fight was pretty much over. See, we pick

21:27

up the yet again measly 10 gold. But

21:30

just as I was moaning about how little

21:32

gold we were getting this run, Tomb of

21:35

Red Mask shows and gives us 222

21:39

gold. And that's not all. It's not. It's

21:42

not. A surprise merchant greets us next.

21:46

Holy. With our newly acquired gold, we

21:49

enter. And whilst the cards weren't

21:51

great, a crazy line gets presented with

21:55

speed potion. I'll show you this power

21:57

later in the run. We also remove a

21:59

strike, then save the rest of our gold

22:01

for the merchant in act four. Our last

22:04

question mark encounter sees us enter an

22:06

ambush from three low health shapes.

22:09

Bomb in our opening hand means these

22:12

exploders weren't exploding. Good

22:14

instincts and dark shackles protects us

22:15

fully and purity removes the clutter.

22:18

Then instead of just passing to victory,

22:21

I play out our defense into this random

22:23

metamorphosis which creates a hand of

22:26

greed. Truly a lesson in playing our

22:28

hands fully even when victory is

22:30

assured. We get 20 gold from the hand

22:33

and 10 from the shapes. A deck potion. I

22:35

decide to leave. And for our last card

22:37

reward, we actually get something.

22:39

Another panic button. The final rest

22:42

site was now upon us. And for our

22:44

upgrade, we go with Panacea with our

22:46

trusty speed potion in mind. Now it was

22:50

time for the boss of act three. Time

22:53

eater toolbox kicks us off with

22:56

sorry let's try that again. It was now

22:59

time time for time.

23:04

I keep myself away from the magnetism

23:06

bait as our hand opens. Bomb

23:08

transmutation purity and two plated

23:11

armor potions. I am not taking any risks

23:14

here. Apotheiois then shows. Would you

23:17

look at that? Hand of greed returns once

23:19

again. I shackle off the 21 attack and

23:22

play our greed for damage. Turn three. I

23:25

want to get as many bombs active as we

23:27

can. So, bind one with our master of

23:29

strategy, then double good instincts and

23:31

end our turn. Fully defending thanks to

23:34

our 16 Placed armor. We then hand of

23:37

greed and find panic button. Bomb, lose

23:39

12 health, more greed and defense. Then,

23:43

uh-oh, he doesn't face at half. No

23:45

problem. Panic Button defends us. Then

23:48

while he sits buffing, so do we with two

23:50

bombs to boot. And if two bombs wasn't

23:53

enough, how about four? While I math out

23:56

our greed finale, our sacred bart gets a

23:58

pat on the back for the 16 plated armor

24:01

truly did give us the time we needed.

24:04

Things were going well. And although we

24:07

wouldn't have those potions to rely on

24:08

in the upcoming combats, was feeling

24:11

optimistic as we open the doors to act

24:13

four, the finale. Four floors, four

24:17

choices, one goal. Upgrade first. Master

24:21

of strategy gets chosen to help find

24:22

Apotheiois. Merchant second. 242 gold at

24:27

our disposal for some fantastic

24:29

offerings. Bomb bag of preparation.

24:32

Solid potions and a removal all at our

24:35

fingertips. Memory gets added first,

24:37

then blood potion for a 40% heal before

24:40

we finish removing a strike. Two more

24:43

encounters. First up, the act 4 elite

24:46

shield and spear toolbox gives us the

24:48

ability to switch direction with flash

24:50

of steel. Something that would be

24:52

absolutely unnecessary for now it was

24:56

time for the real hero of our story to

24:58

be introduced. Turn one, I play

25:01

apotheiois, master of strategy. Panacea,

25:04

good instincts, deep breath, bomb

25:06

master, remove transmutation, good

25:08

instincts, flash to change direction,

25:09

jack of all trades, purity, then end

25:12

turn two. by finesse and purity away all

25:15

of our hand. Then I play another bomb,

25:18

both dark shackles and our last panic

25:20

button before finally after all of these

25:23

challenges, every single attempt that

25:26

led to this moment, we find it we find

25:31

infinity. Vaness flash of steel finesse.

25:36

Flash of steel. Venise steal a flash. It

25:40

was even more special because it was

25:42

live. We did it together. A truly

25:45

memorable moment in time. After about a

25:48

couple more deck cycles, we take both

25:51

the shield and spear to the beyond. The

25:54

only reward we picked up was the

25:56

champion's belt relic.

25:58

Now, there was only but one encounter

26:01

remaining. The final boss of the spire,

26:04

the corrupt heart. Secret weapon gets

26:07

picked from our last toolbox. And now

26:09

the battle begins. First a good

26:12

instincts for protection. Then

26:14

transmutation for a welcome friend in

26:16

the darkness. Panache. I clear our

26:19

weapon and transmutation before passing.

26:21

Turn two. Deep breath shows a strategy

26:24

which I play after defending. We then

26:26

get apotheiois and a perfect purity. And

26:30

that felt good. But what didn't was us

26:32

taking 36 damage here. Now it was aiming

26:36

60, but everything was coming together.

26:39

You remember that speed potion from

26:40

earlier? Well, with panacea, that 10

26:43

dexterity is here to stay. Good

26:45

instincts defense for 14. Then master of

26:48

strategy finds what we need. Finesse

26:50

bomb jack. We heal to 88 with blood

26:53

potion, then panic and exhaust our

26:55

technique. We take seven damage and have

26:58

seven cards left in our draw pile. Good

27:01

instincts. Two bombs and transmutation

27:03

finds another finesse. Okay, next we

27:08

bomb, block, and exhaust, taking another

27:11

13 damage. The heart then shows a 44

27:14

attack, but we have 10 dexterity, so try

27:17

again. 72 damage, right? Finesse, good

27:21

instincts, deep breath. And again,

27:24

bringing us up to 61 block. 13 still

27:27

gets through. The beat of the drum was

27:29

now hit for a second time. And we don't

27:32

scale. But we don't need to scale. We

27:35

just need to play cards. This liquid

27:38

memory brings them back. Two finesses.

27:41

Deep breath. And then we find it. Not

27:44

the bomb. Not deep breath. Not even

27:48

finesse. It was panache

27:52

because we could continue drawing. This

27:55

panache would eventually take the

27:59

corrupt part down. Wow. Whilst this is

28:04

happening in the background, I will say

28:06

thank you so much for watching this

28:09

video. Man, talk about an emotional

28:11

roller coaster ride and one that will

28:13

live on as one of the craziest endings

28:16

to a challenge we have ever achieved.

28:19

Now, the giveaway results. I used a

28:21

random number generator to pick the

28:23

winners. The lucky winning comment was

28:25

made by Bob Smith7066.

28:28

Congratulations. And the Waffle member

28:30

winner is Quagra to you both. Thank you

28:33

for your support. If you send me an

28:35

email or DM me on Discord, I will gift

28:38

you both your copies of Slay the Spy 2

28:40

when it releases. And with the heart

28:42

finally defeated, all that's left to do

28:45

is remember to, as always, stay

28:50

hydrated.

Interactive Summary

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.

Suggested questions

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