HomeVideos

Can YOU beat Slay the Spire in WRATH STANCE?!

Now Playing

Can YOU beat Slay the Spire in WRATH STANCE?!

Transcript

602 segments

0:00

Can you beat Slay the Spire while in

0:03

Wrath stance? Greetings, gentlemen and

0:06

ladies. Welcome to the new year. Today,

0:09

the Watcher doubles down on the

0:11

spotlight in a community challenge that

0:13

has well over 50 attempts. The rules are

0:17

simple. We can only play cards once

0:20

we're in Wrath Stance. That means the

0:22

first card we play must be one of these

0:25

four cards. And once we're in wrath

0:28

form, we can't leave it. No science

0:30

dancing today. Now, you might be asking

0:34

yourself, how is this even possible?

0:36

With the corrupt heart doing double

0:37

damage, won't we just die to its 120

0:40

attack? Wait, did you just say 100? With

0:43

16 concluding, wishful and uncommon

0:47

challenges behind us, this one really is

0:50

going to take absolutely everything

0:53

we've got. So sit back, get yourself

0:57

comfortable for it's time to climb.

1:01

Climb time. This week's video will have

1:04

references to every challenge I've

1:05

uploaded in 2025. See if you can spot

1:08

them all. Let's do this, guys. Today we

1:11

are presented with four choices.

1:13

Transform a card. Enemies in the next

1:16

three combats have one HP, two card

1:18

removals, or exchanging our relic with a

1:21

random boss one. I check the map. No

1:23

free boss this time around, but there

1:25

did show possibility for a free flaming

1:28

elite. And with how important a strong

1:30

start was in this challenge, once again,

1:32

look to lament. Greeting us to the

1:34

challenge was a couple of louses. Uh-oh.

1:38

We can't play any cards until we're in

1:39

Wrath form. So, we lose 12 health before

1:42

we can take them down. We get 13 gold.

1:45

And for the cards, Crescendo was a very

1:48

nice card to see so early in the run. We

1:51

then get welcomed into the first

1:53

merchants's domain. I expand his rug.

1:56

There weren't many good options here,

1:58

but a card removal on our vigilance

2:00

still left me a happy customer. Lament

2:03

fight number two was up next. And

2:05

because we had wrathful cards, the

2:06

jawworm simply leaves behind his spoils.

2:09

13 gold, a stunt potion. And for the

2:12

cards out of these options, there was

2:14

nothing here that I wanted to add. Our

2:16

first question mark encounter was the

2:18

scrap ooze event. I hadn't had the

2:21

greatest experience with this one so

2:22

far, but after a little health, we get

2:26

the relic teardrop locket. This starts

2:29

us off in calm every combat. And though

2:32

we couldn't play cards until entering

2:33

Wrath, we get a solid burst of energy

2:35

when we do. Talking of relics, our next

2:38

question mark event has us ambushed by

2:40

the legendary cow, Akabco.

2:43

Moving along, our final charge of Meow's

2:46

Lament was still intact for the Flaming

2:48

Elite. the Gremlin knob. He goes down

2:51

without issue. We get 28 gold, the mango

2:54

relic, and with only flying cives being

2:57

available for us here, I decline them

2:58

all. From strength to strength, floor 7

3:01

had the face trader event. It's one of

3:04

the few events that I let you guys have

3:06

complete control, and I'm glad you did.

3:09

We got the serpent head, giving us 50

3:12

gold every time we enter a question mark

3:14

room. Though, not the mask they were

3:16

hoping for, to be clear. Now for a few

3:18

combats, an area in which the watcher

3:20

does particularly well in for the early

3:22

acts. A cultist first crescendo and two

3:25

strikes bring him down to 12. He then

3:28

buffs for a future turn, but that will

3:30

never arrive. We get 16 gold and a

3:33

consideration protect. We had found this

3:35

to be a strong defensive card in

3:37

previous attempts. If it was upgraded,

3:39

I'd take it, but for now, I decide to

3:42

pass. The guaranteed relic chest of the

3:44

act was next. A legendary chest. It held

3:47

inside the toxic egg. Let's go. We then

3:51

had ourselves a couple of battles. I say

3:54

battles, but with how little health act

3:56

one enemies have, both these mushrooms

3:58

and this cultist and louse stood no

4:00

chance at all. I pick up their gold,

4:03

decline their ambrosia potions, though

4:05

we could have used them before entering

4:06

wrath for extra damage. Oops. And for

4:09

their cards, I say no to the shrooms,

4:11

but yes to the now upgraded protect. It

4:14

was now time for our first real fight

4:17

against the centuries. Our opening hand

4:20

was strong. I take aim at the front

4:22

floaty thing. Then eruption [music]

4:24

strike. Strike it down. One defend was

4:27

all that was left for us before they

4:28

deal 13 damage. Turn two. We only have

4:32

one strike. I send it into the middle

4:34

sentry. Then protect us to bring their

4:36

18 swing down to two. Our early

4:39

aggression pays off with three strikes

4:41

taking the middle one down. We take

4:43

eight damage next and finish the final

4:45

one off shortly after. They leave us

4:47

behind 32 gold, the Gremlin Horn Relic,

4:50

which is incredibly strong for

4:52

encounters that have multiple enemies.

4:54

And for the guards, an important pickup,

4:57

crush joints. Being able to apply both

4:59

vulnerable and weak in this challenge,

5:01

it's going to be of paramount

5:03

importance. Another question mark

5:05

encounter next means another 50 gold for

5:07

us. Two upgrades for a little bit of

5:09

health. It hits both our defend and

5:12

newly acquired crush joints. Very nice.

5:15

The final merchant of the act greets us

5:17

and our serpent head with open arms.

5:20

There were some tasty offers here.

5:22

Signature move for damage. Swivel for

5:24

defense. Heck, even the prismatic shard

5:26

was of consideration here. The sashwe

5:29

was obviously coming with us for its

5:30

weak application. But what wasn't so

5:33

obvious was the choice that I made next.

5:35

I buy the meal ticket. With us naturally

5:37

navigating towards merchants, plus the

5:40

volatility in our health, a 15 HP

5:42

recovery could come in handy. I also

5:45

pick up a block potion on the way out.

5:47

The final rest site was now here. We

5:49

heal up to 47 health. Well, it was time

5:52

for the boss of act one, the guardian.

5:55

We get a strong opening hand. Crescendo

5:58

gets us into wrath form. Crush joints

6:00

and aabekco puts him into defense mode.

6:03

Uh, Sash Whip does four. Turn two, we

6:06

can only protect and strike, taking five

6:08

ourselves. But with 32 damage now

6:11

shoving, this wasn't looking good. I

6:14

decided to save our block potion for

6:15

later. Playing out all of our defense,

6:18

we get blessed with a strong hand next,

6:20

giving us just enough damage to delay

6:22

that 40 swing. More defending turns for

6:25

us, more attacking turns for him. Now

6:28

only six health remains, but thanks to

6:30

our vulnerable application, two strikes

6:32

and a sash whip were just enough to keep

6:35

our head above water. I then sashwip

6:38

carefully defend the thorns before

6:40

striking. And with three health

6:42

remaining, we just take him down.

6:47

That was close. We really needed to find

6:50

some defense and find it soon.

6:52

Reward-wise, we get 95 gold. And for the

6:55

cards, lesson learned was a very nice

6:57

sight to see. Having access to upgrades

7:00

will allow us to fully utilize rest

7:01

sites for their appealing nature. Now

7:04

for the relics, Velvet Choker, Blackar,

7:07

or Sacred Bark. All paths here had valid

7:10

consideration cuz we aren't stunt

7:12

dancing. Velvet Choker adding additional

7:14

energy is a solid choice here. Sacred

7:16

Bark offers double potion effects and

7:18

Black Star offers death. with how potent

7:21

potions could be in the fights to come.

7:24

Once again, decide to call on an old

7:26

friend. Come on, Buck. Let's go on an

7:28

adventure into act two city. Assessing

7:32

the map, I wanted to find a route that

7:34

maximized rest sites and merchants for

7:37

healing was my top priority here.

7:39

Greeting us to the act was the shelled

7:41

parasite. Eruption in our opening hand

7:44

lets us [music] get started. I play our

7:46

sash whip for weak application, then

7:48

defend twice to partially mitigate his

7:50

first attack. A crush joints shows up

7:52

next, and with vulnerable now active, we

7:55

have the ability to defeat him. Or we

7:58

could wait a couple of turns to play our

8:00

lesson learned. The greed takes over. We

8:02

lose four health here, then another 11

8:05

here. Whether or not it was worth it,

8:07

I'll let you guys decide. We get 15

8:09

gold, and once again, no good card

8:12

choices. Sporadic Seduction then takes a

8:15

hold with the cursed tome event. At

8:17

least two of the three books here are

8:19

solid. So I read losing one health, two

8:24

3 10. We get Necronomicon.

8:27

We might not have any expensive attacks

8:29

right now. And I didn't exactly love the

8:31

curse, but we will surely pick up at

8:33

least one wallup this run. Surely. The

8:36

merchant opens his doors for us next. If

8:39

only. There were solid cards here. Sands

8:42

of time for damage, cut through fate for

8:44

scry, an upgraded panic button. Just

8:46

remember, every card we add reduces our

8:49

ability to enter wrath in the opening

8:51

turn. So I settle with embracing my

8:53

inner Susan, taking the sands of time.

8:57

Back to battles against a flock of

8:59

birds. Crescendo and striking twice

9:01

allow us to get started. We take five

9:04

damage in return. Turn two. 46 damage

9:07

was now showing, but our hand was

9:09

strong. Double lesson learned. removes

9:11

the front one. Sash whip, crush joints,

9:13

and strike knock the middle one down. We

9:16

finish him off next. Protect and defend

9:18

against the 26 attack. Then our sands of

9:21

time finishes the fight. We get 15 gold,

9:24

an attack potion, and for the cards, I

9:27

decline them all, keeping close eye on

9:29

the size of our deck. A warm meal heals

9:32

us 15 at the following merchant. And

9:34

though I didn't expect us to be able to

9:36

afford much here, an upgraded crescendo

9:39

was a welcome sight to see. With very

9:41

little gold now remaining, we could just

9:44

give it to this group of masked bandits.

9:46

But they have low health and we have

9:48

high damage, so we fight. Our opening

9:52

hand was graced by Olympus herself.

9:54

Crescendo gets us into Wrath. The

9:56

legendary cow assists striking Pointy

9:59

Down. Then, thanks to our gremlin horn

10:01

drawing sands of time, take bear down,

10:03

too. The following turn has a cool

10:06

interaction. Regardless if it's the

10:08

original copy or the necro version,

10:10

taking an enemy down with either lesson

10:12

learned will still apply its upgrade.

10:14

This time, it was our eruption. We get

10:17

31 gold. The red mask relic and no cards

10:20

that I wanted to add. Our deck was

10:23

finding good synergies. Just look at

10:25

this turn one against Neko. The problem

10:28

we had was our defense. We can't beat

10:30

act three bosses in our current state,

10:32

nor could we even contemplate the heart.

10:35

Sneeko upgrades our sashwip's weak

10:37

application, but leaves us no further

10:40

reward. We then give a defend to a

10:42

beggar, pick up the sapphire key, reject

10:45

the innate curse from the mucaleum, and

10:48

because we were healthy, upgrade our

10:50

sands of time before we get ambushed by

10:52

a legendary chest. Stone calendar. A

10:56

fantastic relic, though. Us living seven

10:58

turns into a combat without being able

11:00

to leave Wrath form will be few and far

11:02

between. Now, it was time for the

11:05

Centurion and his um chiropractor. Our

11:08

opening hand wasn't strong. With no way

11:11

of entering Wrath, we have to pass.

11:13

Taking nine damage as consequence. Turn

11:15

two. We were back in business. I

11:18

crescendo eruption. Then decide to drink

11:20

our attack potion, finding not just one

11:22

but two bowling bashes. I use them both,

11:25

taking down the knight. We then wait and

11:28

defend the next couple of turns before

11:30

our lesson learned gets the final blow.

11:32

For the rewards, we get 18 gold and a

11:35

potion that will become this story's

11:38

unsuspecting hero. One fight remains

11:41

before the boss. It was the chosen and

11:43

the cultist. A crescendo strike down the

11:47

cultist. Gremlin Horn then finds us a

11:49

defense for the chosen deals six. Turn

11:53

two. I hold off on our sands of time

11:55

instead striking to look for upgrade.

11:58

Next, I apply weak with sashwip protect

12:00

for full defense and debuff her with our

12:03

crush joints. But with 40 damage now

12:06

showing, not even I was that greedy. I

12:09

play our sand of time before we get

12:10

rewarded with one of the greatest

12:12

potions that we could have asked for. A

12:15

fairy in a bottle. I have died so many

12:18

times to the automaton's hyperbeam, so

12:21

this was a very pleasant sight to see. I

12:23

also add the bowling bash offering as it

12:26

proved quite potent against the

12:27

centurion. Walking into the final rest

12:29

site, I knew this was going to be tough.

12:32

We recuperate our health once again.

12:34

Thought it was time for the boss of act

12:36

two, the automaton. Crescendo enables

12:39

our start. Strike and sashwip take off

12:42

an artifact. The minions arrive. I check

12:45

the draw pile. Identify that our sand

12:47

will be taken by the front minion, so

12:50

split the damage, sending our bowling

12:52

bash to the boss and our strikes to the

12:54

orb. The block potion keeps us healthy.

12:57

Turn three. We managed to draw just

12:59

enough damage to get it back. Our

13:01

gremlin horn then procs, which I follow

13:03

with a strike and defend. Take eight

13:06

further damage. Time was ticking. 40

13:09

damage now showed. I continue our line

13:12

of aggression. That hyperbeam was no

13:14

joke. Necronomicon doubles our sands of

13:17

time to deal over 100 damage. Miracle

13:20

then adds our crush joints for 20. They

13:22

respond in kind. Get brought down to 28

13:25

health. But we aren't stopping here. I

13:28

bowling bash the boss then strike.

13:30

Strike. The 102 hyperbeam was now here,

13:33

but so were we. And with only 12 health

13:37

remaining, I play out our sands of time

13:40

to take him down. Now that felt good.

13:44

The aggressive line paid off and it

13:47

saved our fairy. I was feeling on top of

13:49

the world. I was feeling

13:55

for the rewards. We get 98 gold, a

13:57

strength potion, and no cards that we

14:00

should consider. But with a mixture of

14:03

greed, and blind confidence having now

14:05

taken hold, I couldn't stop myself

14:07

taking the wish. It's not like this card

14:09

will single-handedly stop us entering

14:11

wrath form in multiple act three

14:12

combats. Right. Moving on the relics. We

14:16

get Violet Lotus, Slaver's Collar, or

14:18

Holy Water. We weren't going back into

14:21

calm, so that's a no to lotus. Holy

14:23

water was good for a more controlled

14:25

burst of energy. Or Slaver's Collar. The

14:28

consistency it would bring to bosses,

14:30

not to mention act four had me

14:32

convinced. Come on, Color. Let's bring

14:35

this one home. As we enter act three,

14:38

the beyond. This was where many runs had

14:41

fallen previously, and with a severe

14:43

lack of defense, my goal was all but the

14:46

same, finding safe passage through these

14:48

treacherous lands. As our downfall began

14:51

with a trio of darklings, there wasn't a

14:54

way to enter Wrath in our opening turn,

14:56

nor was there one for our second. Yeah,

14:59

we're really taking 44 damage here. At

15:01

the very least, our turn three was

15:03

solid. Sands of Time removes the front

15:05

blob. Bowling Bash and Strike remove the

15:08

back one. Eruption takes a chunk off the

15:10

final gloop for our lesson learned.

15:12

Finishes it off. For the rewards, we get

15:15

16 gold. And I choose to skip on both

15:17

potion and card offering. We then make a

15:20

quick stop by the purifier next. This

15:22

allows us to strike a card from our deck

15:26

before we get challenged by a single orb

15:29

walker. And as if a mirror to the fight

15:31

just before, we managed to take this

15:33

Orbee boy out on our opening turn. Only

15:36

12 gold was left for us. I didn't value

15:38

the thorns exchange, nor any of these

15:40

card offerings. Talking of things I

15:42

didn't want, madness befell us in the

15:44

winding hallways, causing us to lose

15:47

four max health. We then get challenged

15:50

by one of the worst enemies we could

15:52

have asked for, the transient. A

15:55

rattless start again. No, we can't. I

15:59

consume the strength potion, then drink

16:01

our entropic and holy smackaroni in the

16:05

pepperoni, a fire potion and a stunt

16:08

potion. I don't hesitate in entering

16:11

wrath form. Then with our four strength

16:13

now present, we defend every single and

16:17

this one attack. Man, that felt good. A

16:20

swivel did show itself in the car

16:22

rewards here, but with our necro being

16:24

paramount to victory, I decide to leave

16:26

it behind. What I don't leave behind is

16:29

the red key. Was this rest site the best

16:32

place to get it? No. No, it wasn't. But

16:35

for me, it was definitely the right one.

16:37

Now, it was time to enter the first of

16:40

three merchants. We take the heal. And

16:42

though we have a lot of gold, it's

16:44

important to not get carried away here.

16:46

There were a few solid offerings.

16:48

Tantrum, anchor, a card removal.

16:51

Ultimately, I choose to buy only the

16:53

tantrum and remove a defense from our

16:55

deck. The next battle has us face the

16:58

shapes. Multiple enemies are a lovely

17:00

sight to see. Our aabeco tantrum combo

17:03

deals 33 damage. Lesson learned then

17:05

upgrades itself, which gives us money.

17:08

And thanks to these shapes having very

17:10

little health. Double sand of time was

17:13

enough to finish them off. After picking

17:15

up the 12 gold, I looking back make a

17:18

small misplay. I decide to pick up

17:20

another tantrum. It should have been the

17:21

crescendo here. Getting into Wrath is

17:23

one thing, but having our draw pile

17:25

consistently blocked by two cards, that

17:28

wasn't. The guaranteed relic chest was

17:31

up next, awarding us the strike dummy.

17:33

Cool. Back to the merchant with 556

17:37

gold. This time, his offerings were much

17:40

more appealing. I look to the on sale

17:42

Ragnarok. It wasn't a smart choice by

17:44

any means, but it was one that could be

17:46

fun. I then pick up my grandfather's

17:48

Millennium Puzzle for draw power,

17:50

leaving behind both the duplication

17:52

potion and card removal. You have this

17:55

comment to thank for what's about to

17:57

happen.

17:59

It was now time to jewel. I start by

18:02

playing our tantrum, putting us in

18:04

attack mode. Then I send our miracle to

18:06

the graveyard to play both our crush

18:08

joints and call upon Sliper, the

18:11

executive producer, taking his life

18:13

points down to 97. I then choose to hold

18:16

back to proc our pot of greed. This lets

18:19

me draw three cards in exchange for 10

18:21

health, which grants us gold. Then time

18:24

wizard sends him back to the beginning

18:26

of time. We get 13 gold, a skill potion,

18:30

and and [clears throat] I uh I skip the

18:32

cards. Moving on, we enter the last of

18:35

the three merchants. Still not a single

18:38

walop. At the very least, dark shackles

18:40

would aid us in our defensive venture,

18:42

as would this wheat potion, which by

18:44

exchange for one of ours. Keeping the

18:46

rest of our money for act 4, I

18:48

cautiously move forward into further

18:50

battles. The Darklings Return. Oh, how

18:53

different this time would be. Eruption

18:56

gets us into Wrath form. Then Ragnarok

18:58

plays two times. Wow. Gremlin procs for

19:02

strike, then again for our lesson

19:04

learned, which didn't proc twice.

19:06

Whoops. I say face with wishes gold,

19:08

then miracle to strike victorious. And

19:11

though we didn't get an upgrade, we did

19:13

get a flex potion. Just think about the

19:16

Ragnarok. I pick it up, pass the cards,

19:18

and move on to our final enemy, the

19:21

half-cooked ramen monster. No wrath in

19:23

our opening hand again. 15 damage gets

19:27

sent into us. We get a three draw from

19:29

our puzzle. Then it was our turn to

19:31

attack. Crescendo into Sands of Time

19:34

takes it down to 43 health. We then

19:36

apply our weak and because I didn't want

19:39

to risk a curse, protect and lose six.

19:42

Lesson learned shows up next and gets

19:44

our Ragnarok fully upgraded. We get 20

19:47

gold and I say no to both the potion and

19:50

card rewards. The final rest site was

19:53

now here. I was nervous. With us having

19:56

such little block, can we really survive

19:58

against the time eater? Now fully

20:00

rested, it was time to find out. This

20:03

wasn't a good opening hand. And this

20:05

wasn't how we start this blast. Let's

20:07

try that again. It was now time. Time

20:10

for time. Time. This still wasn't a good

20:14

opening hand. And this means we have to

20:17

pass. The snail shields himself for 20.

20:20

We get debuffed with the bad stuff. Turn

20:23

two. Things weren't improving. I play

20:26

our weak potion. Crescendo into wrath

20:28

form. Then tantrum to deal 64. Protect

20:31

and defend provide us weak protection

20:33

while I exhaust our lesson learned from

20:35

the deck. We take 24. On the next turn,

20:39

I make a very interesting decision. He

20:42

could play out all of our attacks here

20:43

and proc his clock, but I don't decide

20:46

to do that. I sashwip and pass. This was

20:50

not a good decision. We have no defense

20:52

in this hand, and he shows 58. Even with

20:56

us playing the best we can, it wasn't

20:58

enough. The high pressure of us getting

21:00

this far was causing the cracks to show.

21:03

Thankfully, 66 damage was a very easy

21:06

number for us to achieve with our wish

21:08

providing us the strength to take him

21:11

down. One small mistake really does

21:14

spell out the end for us here. But as it

21:16

stands, even if we play perfectly

21:18

against the hearts, we currently held no

21:20

combination of cards that would win. Is

21:23

this it? Act four, the finale. One

21:26

upgrade, one merchant, one elite. We

21:30

need a walop. But first, upgrade. Well,

21:34

that was a easy choice. Okay, now walop,

21:38

please. I had never been so disappointed

21:41

by a merchant in my entire life. Prey,

21:44

foresight, magnetism. The faint glimpse

21:48

of hope began to fade. But I wasn't

21:50

ready to give up. Not yet. I pick up

21:53

every single potion. I even pick up the

21:56

blind. Then with our heads held up high,

21:59

I charge us into the final elite, the

22:02

shield and spear. No wrath on turn one.

22:05

No problem. We may lose over a third of

22:08

our health. We may get gifted two burns,

22:10

but my mind was open as this would

22:13

probably be our last fight. I enter a

22:15

flow state and from this hand I find

22:18

lethal. Tantrum enters us into wrath.

22:20

Miracle allows us to play our wish for

22:22

strength. Then we watch a lightning

22:24

strike down from the heavens. There was

22:27

nothing more satisfying. Our trusty

22:29

gremlin horn then procs and thanks to

22:32

our strike dummy, we had exactly perfect

22:35

damage to take them down. For the

22:38

rewards, we get the oddly smooth stone

22:41

and a fear potion. But who was I

22:44

kidding? I knew this was the end. That

22:47

was until the final card reward.

22:54

Dude,

22:56

this single card gives us a slither of a

22:59

survivor's chance. And as you know,

23:01

that's all we need. With Walop in hand,

23:05

it was now time for the final boss of

23:08

the spire, the corrupt heart. We have to

23:12

play this perfectly. Not even a small

23:14

mistake can be allowed. A solid opening

23:18

hand presents itself. Crescendo gets us

23:20

into wrath form. The beat of the drum

23:23

draws us three. I get our vulnerable

23:25

potion online, then get us started

23:28

together. Tantrum and our cow deal 132

23:32

damage. I then defend. Strike and

23:35

sashwip to continue the week. Eruption

23:37

and strike finish our incredible opening

23:40

turn. But now was the hearts. Days,

23:43

slime, wound, burn, and void all get

23:46

added to the deck. Turn two. Not good

23:49

news. We draw the walop. This was our

23:52

answer to its 120 attack. It was over.

23:56

No, not yet. We just need to deal 489

24:00

damage in 1 and 1/2 turns. Right.

24:03

Ragnarok deals nine damage per hit. 13

24:06

with vulnerable. And if we necro, it

24:08

hits 12 times. Okay, let's include the

24:11

flex potion accounting for wrath,

24:13

vulnerable, and weak. This makes

24:15

Ragnarok deal 36 damage per hit. Uh 36 *

24:19

6, uh 216. Walop now deals 50 * 2,

24:24

that's 316. We can still hit the damage

24:27

cap and get fully defended. The beats of

24:30

the drum come flying at us, but it was

24:33

now or never.

24:44

dude, we did it.

24:50

[music]

24:53

Yes,

24:58

we did it, dude. Oh my god.

25:02

Oh my god.

25:05

Let's go.

25:07

Thank you so much for watching the

25:10

video. I can't believe we got this one.

25:13

I mean, come on. Wall up as the final

25:15

card reward. You can't script this. And

25:18

if you think this month's video was

25:20

crazy, there is an incredible one coming

25:22

next. Now, the giveaway results. Over

25:26

the Christmas streams, I gave away three

25:28

copies of Slay the Spire 2. I also had a

25:31

random number generator choose a comment

25:33

in the last video. It is an absolute

25:36

honor to award this month's copy to Mew.

25:40

Well done, MW. You truly deserve it. I

25:43

also want to say a special thank you to

25:45

everyone who is supporting me on

25:46

Patreon. Broccoli emoji, Dr. Mew, Bill,

25:51

Datish, Roju, Lee's Waffle, Maths,

25:55

Splashed, Pokémon trainer, Mike, Mom,

25:58

and Dad. Thank you all from the bottom

26:00

of my heart. With the weather only

26:02

getting colder, remember to keep

26:04

yourselves warm. And as always, stay

26:08

hydrated.

Interactive Summary

This video showcases a challenging Slay the Spire run where the player attempts to beat the game while adhering to the rule of playing cards only once per turn, specifically when in Wrath stance. The challenge, performed with the Watcher character, involves strategic decision-making regarding card choices, relic acquisitions, and combat tactics to overcome various enemies and bosses. Key moments include managing the health loss from entering Wrath stance early, utilizing powerful relics like the Gremlin Horn and Serpent Head, and overcoming difficult fights against the Guardian, Automaton, and ultimately, the Corrupt Heart. The run culminates in a nail-biting victory against the Corrupt Heart, heavily reliant on drawing the "Wallop" card at the last moment.

Suggested questions

7 ready-made prompts