「ストライク」を含むカードを活用したシンプルな攻撃デッキ。パーフェクトストライクでストライク枚数に応じた大ダメージ。
This build centers around Perfected Strike, which deals base damage plus bonus damage for every card in your deck containing the word 'Strike'. Since Ironclad starts with 5 Strike cards, Perfected Strike deals at minimum 18 damage from the very first fight. By adding more Strike-type cards and keeping the deck focused, Perfected Strike becomes a devastating nuke. Hellraiser transforms the deck by auto-playing Strike cards when drawn, creating explosive chain turns.
Don't remove your starting Strike cards — they power Perfected Strike and scale with any Strength you pick up. Take Perfected Strike whenever offered; it costs 2 Energy but reliably deals 18+ damage immediately. Twin Strike is an excellent early pickup: 10 damage for 1 Energy that benefits from Strength twice. Pommel Strike provides decent damage plus card draw to find more Strikes. Breakthrough offers AoE coverage that the deck otherwise lacks. Look for Expect a Fight early — the free Energy is critical for a deck centered around a 2-Energy card.
By Act 2, aim to have 2+ Perfected Strikes and several supporting Strike cards. Hellraiser is the key card that transforms the deck — whenever you draw a card containing Strike, it's played against a random enemy immediately. This turns every draw into automatic damage. Taunt (upgraded for 2 Vulnerable) makes your big Strikes hit even harder. Consider adding some Strength cards like Inflame; even +2 Strength dramatically increases damage across all your multi-hit Strikes. Start looking for Energy generation — Pyre gives extra flexibility.
With Hellraiser online, every card draw triggers automatic Strike damage. Combining Hellraiser with Pommel Strike (which draws 1 card) can create chains. If you find extra draw from relics or Battle Trance, the Hellraiser chains become devastating. Perfected Strike with 8+ Strike cards in deck deals 30+ damage base, before any Strength or Vulnerable. Against Act 3 bosses, open with Vulnerable application (Taunt) then drop Perfected Strike for massive burst. Keep the deck at 20-25 cards to consistently draw your key pieces.
The build's core card. Minimum 18 damage at game start, scaling to 30+ with more Strike cards added.
Auto-plays Strike cards when drawn. Transforms the deck from manual beatdown to automated damage machine.
10 damage for 1 Energy, benefits from Strength on each hit. Counts as a Strike for Perfected Strike.
Decent damage plus card draw. The draw can trigger Hellraiser chains for extra free damage.
Extra Energy generation is critical when Perfected Strike costs 2 Energy per play.
Supplementary defensive tool. This deck otherwise lacks Block, so Colossus fills the gap.
Upgraded provides 2 Vulnerable. Playing this before Perfected Strike adds significant burst damage.
Extra Energy gives flexibility to play Perfected Strike and still have Energy for defense.
When core cards aren't available, these alternatives keep the build functional.
Obvious synergy — increases damage of all Strike cards. The perfect relic for this build.
Vulnerable on all enemies turn 1 makes your Perfected Strike hits even bigger.
Every 10th attack deals double damage. Devastating when it lines up with Perfected Strike.
+1 Strength benefits every Strike card, especially multi-hit ones like Twin Strike.
Free Block every 3 attacks. Helps shore up this deck's defensive weakness.
Extra Block on turns you play expensive cards like Perfected Strike.
Limits cards per turn, which conflicts with Hellraiser chains and multi-Strike turns.
This deck lacks good defense — you need to see enemy intent to know when to Block.
Adding Curses dilutes the deck, reducing Perfected Strike consistency and clogging draws.
Perfected Strike can burst through Guardian's defensive mode with a single well-timed hit. Apply Vulnerable first with Taunt, then drop Perfected Strike for 40+ damage.
Prioritize Block on turn 2 for Hexaghost's Inferno. Use Twin Strike and Pommel Strike for consistent damage between big attacks. Save Perfected Strike for when Hexaghost is Vulnerable.
Burst past 50% HP before the split using Perfected Strike. After the split, Breakthrough provides much-needed AoE to handle both halves.
Focus Perfected Strike on the Collector directly. Hellraiser's random targeting will handle some minions. Breakthrough can clean up spawned adds.
Time Eater's card count penalty hurts Hellraiser chains. Play more deliberately — fewer, higher-impact Perfected Strikes rather than many small attacks. Stay under 12 cards per cycle.
No. While each Strike card adds +2 damage to Perfected Strike, mediocre Strike cards dilute your deck. Prioritize Strike cards that do something extra (draw, multi-hit, AoE) over vanilla ones. Quality over quantity.
It can work but may fall off against Act 3 bosses without supplemental scaling. Adding a few Strength cards (Inflame, Fight Me) or Vulnerable application helps maintain damage. Don't rely solely on Perfected Strike count scaling.
Hellraiser auto-plays Strike cards when drawn. If Perfected Strike is drawn this way, it fires automatically for full damage. Combined with extra card draw, this creates devastating chain turns.
Yes, it's one of the simplest builds to assemble. You start with 5 Strikes already, Perfected Strike is a common card, and the strategy is straightforward: add Strikes, play Perfected Strike, deal big damage. Great for learning Ironclad basics.
Upgrade supporting cards first — Expect a Fight for Energy, Taunt for Vulnerable, Pommel Strike for draw. Perfected Strike's upgrade only adds +2 base damage. The supporting cards enable bigger turns overall.