Guides Meta

Meta Guides (Decision Engines)

Use this section when your run hits a decision wall: you don’t need more card names — you need a rule that survives bad draws. Each page here is designed like a mid-run tool: short mental models, checklists, and the specific failure modes that usually kill “good” decks.

Pick your problem

Most runs don’t die because you “picked the wrong card.” They die because one of these breaks: stability (you bleed HP), conversion (you never turn setups into damage), or repeatability (your plan works once per run).

Two snapshots that explain 80% of decisions

These are not “evidence dumps.” They’re mechanic illustrations: what a window looks like, and what a decision moment feels like. Numbers will change in EA — the patterns won’t.

Example of a Vulnerable/Weak tempo window in StS2 EA material
Window: when debuffs line up, your entire deck becomes stronger for one turn.
A decision moment: hand, energy, and enemy intent on screen
Decision moment: the game asks “spend defense now, or keep resources for the real spike?”

Ironclad Scaling Direction

Live

A repeatable plan for Ironclad: stabilize → spike → scale. Includes a draft checklist, heuristics, and failure modes.

Open this when
  • You keep bleeding HP in Act 1
  • You draft “future synergy” and die before it turns on
  • You spike once, then collapse
Ironclad
Open →

Vulnerable Engine

Live

Define the engine, build it in 3 pieces, keep it small, and avoid timing/clog failures.

Open this when
  • Your damage feels random
  • Vulnerable is up but you drew no attacks
  • You have good cards but no “winning turns”
Mechanic
Open →

Next engines

These target the most common “unfair deaths” in EA: dead hands, missed spike turns, and team grief in co-op. When they go live, they’ll be linked directly from the encounters that punish those mistakes.

Tempo Windows
Coming soon

Identify the one turn that decides the fight — and plan resources around it.

Clog Control
Coming soon

Stop losing to dead hands: trimming rules + deck shape heuristics.

Co-op Redline Monitor
Coming soon

Anti-synergy warnings for 4-player runs.