Ironclad Decisions

Ironclad Card Picks

Ironclad wants enough efficient damage to stabilize the opening, but card rewards become increasingly conditional once that job is solved. Strong runs usually develop around a real engine such as self-damage into Strength, Exhaust into Block or draw, or a reliable defensive package. The important question is not whether a card is powerful in isolation, but whether the current deck already contains the signals that let the card solve a real problem.

87 cards Reviewed for v0.107.1 Dataset v0.107.1 · Main
Starting Point

Solve the current problem before naming the build

Ironclad can move into Strength, self-damage, Exhaust, Block, or combinations of those packages, but the first few rewards should usually improve the run that actually exists. Taking a payoff before its engine appears creates dead or mediocre draws.

Pick Rule
Take cards that solve an immediate weakness or complete an engine that is already visible. Do not draft toward a hypothetical archetype just because a payoff has a high ceiling.
Reward-Screen Priorities

What to Solve First

01

Stabilize early fights

Act 1 rewards efficient damage and enough AoE to prevent normal fights from consuming too much HP. Once that damage requirement is solved, another interchangeable attack loses value quickly.

02

Build reliable defensive turns

Ironclad has several strong Block options. The important distinction is whether the deck actually produces dependable Block, not whether it owns a powerful Block payoff on paper.

03

Follow signals that already exist

Self-damage makes Rupture better. Exhaust makes Feel No Pain and Dark Embrace better. Reliable Block makes Body Slam and Unmovable better. Strength generation makes a payoff such as Maul more valuable.

04

Improve access to the best cards

Once the deck contains meaningful powers, scaling, or defensive pieces, draw and controlled Exhaust become more valuable because they reduce the number of turns spent drawing low-impact cards.

05

Draft for the fights ahead

Boss mechanics can change card value materially. High-impact Block, status control, debuff access, and Artifact stripping can become more important than a card’s generic ranking.

06

Treat Skip as a real reward option

A card does not become correct simply because it is playable. Once a job is solved, adding another medium card can make the deck less consistent by delaying access to the cards that actually matter.

Decision Intelligence

Card Decision Profiles

A card does not have one permanent answer. These profiles show how its value changes with run phase, current deck signals, upgrades, and upcoming Boss context.

20 reviewed cards for v0.107.1
Blood Wall card art
Blood Wall Strong High confidence
Skill Common Cost 2
Card Data →

A high-impact Block pick that becomes even better when the deck benefits from losing HP on its own turn.

Run Phase
Early Strong

It provides unusually large practical Block while early decks are still trying to stabilize HP loss.

Mid Strong

It remains useful as defense and gains additional value if self-damage synergies have appeared.

Late Solid

It remains a useful high-impact defensive card, although mature decks may already have a stronger defensive engine.

Pick When
+ The deck needs a dependable answer to large enemy turns.
+ Self-damage already has payoff through cards such as Rupture or other HP-loss interactions.
+ The upcoming matchup rewards one large Block card more than several small defensive actions.
Avoid When
− The deck already has enough expensive defensive cards and cannot fit another two-energy turn comfortably.
− Defense is already solved and the deck urgently needs damage or scaling instead.
Deck Signals
3 modifiers
↑ Needs reliable Block Major

The card directly solves a large defensive turn.

↑ Self-damage synergy Meaningful

The HP loss becomes an engine trigger instead of only a cost.

↓ Energy already constrained Meaningful

A high-impact Block card is harder to exploit when spending its energy prevents the rest of the turn from functioning.

Upgrade Priority
Medium

The upgrade improves the defensive output, but the base card already performs its core role.

Boss Matchup

Its Ringing sequence rewards a single high-impact Block card when card plays are constrained.

Breakthrough card art
Breakthrough Solid High confidence
Attack Common Cost 1
Card Data →

An early AoE solution whose value is highest before the deck already has multi-enemy fights covered.

Run Phase
Early Strong

Early multi-enemy fights create a real need for efficient AoE.

Mid Solid

It remains functional damage and can contribute to self-damage engines, but its original AoE urgency is lower.

Late Contextual

Late decks usually demand scaling, engine support, or specific matchup utility rather than another raw AoE attack.

Pick When
+ Act 1 AoE is still missing.
+ The deck needs immediate damage rather than another setup card.
+ Self-damage triggers already have value or are beginning to appear.
Avoid When
− AoE is already solved by stronger cards.
− The deck is late enough that raw frontload is no longer the limiting problem.
− Repeated HP loss is becoming a meaningful survival problem without payoff.
Deck Signals
3 modifiers
↑ AoE missing Major

AoE is the primary reason to take the card early.

↑ Self-damage synergy Small

Its HP loss can contribute to an existing self-damage engine.

↓ AoE already solved Major

Once its main job is already covered, the reward needs a stronger reason to justify another attack.

Upgrade Priority
High

The available card evaluation specifically identifies the damage upgrade as meaningful for its early combat role.

Hemokinesis card art
Hemokinesis Solid High confidence
Attack Uncommon Cost 1
Card Data →

A strong early frontload card that loses urgency once the deck no longer needs raw damage.

Run Phase
Early Premium

The available evaluation identifies it as capable of carrying early Act 1 damage almost by itself.

Mid Solid

It still provides efficient damage but competes with more developed engine pieces.

Late Contextual

Late decks generally do not need another pure frontload card unless a specific matchup still demands it.

Pick When
+ Act 1 still needs efficient single-target damage.
+ The deck must kill early Elites or hallway enemies faster.
+ Self-damage already creates additional value.
Avoid When
− The run has already solved frontloaded damage.
− The deck is late enough that scaling or consistency matters more than another attack.
− Current HP pressure makes the self-damage cost materially dangerous.
Deck Signals
3 modifiers
↑ Needs frontloaded damage Major

Immediate damage is the card’s strongest role.

↑ Self-damage synergy Small

The HP cost can become a positive engine trigger.

↓ Frontload already solved Meaningful

The card falls off when immediate damage is no longer the deck’s problem.

Upgrade Priority
High

The damage increase directly strengthens the reason the card is drafted in the first place.

Shrug It Off card art
Shrug It Off Strong High confidence
Skill Common Cost 1
Card Data →

A low-commitment defensive pick that improves both Block consistency and card access.

Run Phase
Early Strong

It stabilizes Block while preserving card access during the stage when the deck is still full of starter cards.

Mid Strong

Block plus draw remains useful as stronger engine pieces enter the deck.

Late Strong

The available evaluation specifically describes it as a card that can remain attractive throughout the run.

Pick When
+ The deck needs better defensive turns.
+ Starter cards are burying more important cards.
+ The deck wants Block without committing to a specific defensive archetype.
Avoid When
− Defense is already solved and another copy would only duplicate a job.
− The deck urgently needs damage or scaling instead of incremental consistency.
Deck Signals
2 modifiers
↑ Needs Block Meaningful

It improves ordinary defensive turns.

↑ Needs card access Meaningful

Drawing while defending helps reach important cards without sacrificing the turn.

Upgrade Priority
Medium

The upgrade improves Block but does not change the card’s fundamental consistency role.

True Grit card art
True Grit Solid High confidence
Skill Common Cost 1
Card Data →

A useful Block card whose value rises dramatically once the upgrade turns its Exhaust into controlled deck cleanup.

Run Phase
Early Solid

Even before a full Exhaust engine exists, the Block can stabilize early fights.

Mid Strong

Controlled Exhaust becomes more useful as the deck accumulates weak cards, temporary cards, or Exhaust payoffs.

Late Strong

An upgraded copy can provide both defense and precise deck control.

Pick When
+ The deck needs Block and can use Exhaust productively.
+ Status cards or low-value cards need a controlled removal tool during combat.
+ An upgrade is realistically available soon.
Avoid When
− The deck contains important cards that make random Exhaust too dangerous and no upgrade is available.
− Neither Block nor Exhaust solves a current problem.
Deck Signals
3 modifiers
↑ Exhaust engine Meaningful

Controlled Exhaust can trigger existing engine pieces.

↑ Needs status cleanup Meaningful

Targeted Exhaust can remove cards that are actively harming draw quality.

↑ Upgrade available Meaningful

The upgrade materially improves control over the card.

Upgrade Priority
Critical

The available evaluation makes a sharp distinction between random Exhaust before the upgrade and targeted Exhaust after it.

Burning Pact card art
Burning Pact Premium High confidence
Skill Uncommon Cost 1
Card Data →

Targeted Exhaust plus draw makes Burning Pact both a consistency card and one of the cleanest ways to activate an Exhaust engine.

Run Phase
Early Strong

Targeted Exhaust and draw are already useful even before the full Exhaust engine is assembled.

Mid Premium

It becomes both engine activation and card access as Exhaust synergies accumulate.

Late Premium

Controlled cleanup and draw remain valuable in mature decks with important engine pieces.

Pick When
+ The deck wants more card access.
+ There are low-value, temporary, or status cards worth Exhausting.
+ Feel No Pain, Dark Embrace, or other Exhaust payoffs are already present.
Avoid When
− The current hand and deck contain very few cards that can be safely Exhausted.
− The deck is so small and precise that additional draw or combat cleanup no longer solves a meaningful problem.
Deck Signals
3 modifiers
↑ Needs card access Major

Drawing is one of the card’s core strengths.

↑ Exhaust payoff Meaningful

Targeted Exhaust can trigger engine pieces without surrendering control.

↑ Needs combat cleanup Meaningful

Cards that reduce draw quality become useful Exhaust targets.

Upgrade Priority
High

Additional draw improves both immediate access and the amount of value gained from the Exhaust action.

Bloodletting card art
Bloodletting Premium High confidence Beta Changed
Skill Common Cost 0
Card Data →

A premium energy source that becomes stronger when Ironclad can convert both the extra energy and the HP loss into useful actions.

Beta reviewed · v0.111.0
The Main recommendation still holds.

Bloodletting moved from Common to Uncommon in Beta. That changes how often the card is encountered, but not the deck conditions that make it a strong pick once it appears.

See Main vs Beta changes →
Run Phase
Early Premium

Ironclad has several expensive cards, making immediate extra energy unusually valuable.

Mid Premium

Draw and engine pieces create even more ways to convert energy into tempo.

Late Strong

It remains excellent when the mature deck still has real energy demand, but unnecessary energy should not be drafted automatically.

Pick When
+ Strong cards are regularly stranded in hand because of energy.
+ The deck contains enough draw to spend additional energy productively.
+ Self-damage effects already feed Rupture or another payoff.
Avoid When
− Energy is already abundant and cards are the real limiting resource.
− The deck cannot convert the extra energy into stronger turns.
− Current HP is under enough pressure that repeated self-damage threatens survival.
Deck Signals
5 modifiers
↑ Energy constrained Major

Energy demand is the clearest reason to take Bloodletting.

↑ Has card draw Meaningful

Additional cards provide more ways to spend the generated energy.

↑ Self-damage payoff Meaningful

The HP loss can also become an engine trigger.

↓ HP under pressure Meaningful

The cost matters when the run is already struggling to survive between fights.

↓ Energy already solved Major

Extra energy is not useful if the deck lacks cards worth spending it on.

Upgrade Priority
High

More energy directly increases the card’s ability to unlock expensive turns.

Rupture card art
Rupture Solid High confidence
Power Uncommon Cost 1
Card Data →

A scaling engine that becomes strong only when on-turn HP loss is frequent enough to trigger it repeatedly.

Run Phase
Early Contextual

It can be premature before enough self-damage sources exist.

Mid Strong

Once repeated HP-loss triggers exist, Rupture can become a genuine scaling engine.

Late Strong

It remains useful if long fights still require Strength scaling and the trigger package is reliable.

Pick When
+ The deck already contains multiple reliable self-damage triggers.
+ Long fights need more scaling.
+ The deck has attacks capable of converting repeated Strength into meaningful damage.
Avoid When
− Self-damage exists only as a hypothetical future direction.
− The deck rarely loses HP on its own turn.
− The run already has more Strength than it can meaningfully exploit.
Deck Signals
3 modifiers
↑ Repeated self-damage Major

Repeated on-turn HP loss is the engine requirement.

↑ Strength payoff attacks Meaningful

Attacks that exploit repeated Strength make the scaling more valuable.

↓ No reliable self-damage Major

Without triggers the power does not create the promised scaling.

Upgrade Priority
High

The upgrade materially increases the Strength gained from every future trigger.

Crimson Mantle card art
Crimson Mantle Strong High confidence Beta Changed
Power Rare Cost 1
Card Data →

A persistent defensive engine piece that also supplies repeatable self-damage triggers.

Beta reviewed · v0.111.0
The Main recommendation still holds.

Crimson Mantle grants slightly less base Block in Beta, but its role as recurring defense and a repeatable self-damage enabler is unchanged. The existing pick conditions and phase values still apply.

See Main vs Beta changes →
Run Phase
Early Solid

The power requires setup but can provide recurring defensive value once established.

Mid Strong

It starts connecting defense and self-damage packages into the same engine.

Late Strong

A mature self-damage deck can exploit both the repeatable HP-loss trigger and persistent Block.

Pick When
+ The deck wants recurring Block rather than another one-shot defensive card.
+ Rupture or another self-damage payoff is already active.
+ The deck can afford the setup turn for a defensive power.
Avoid When
− The run needs immediate damage more urgently than recurring defense.
− HP loss is already accumulating faster than the deck can sustain it.
− The defensive package is already sufficient and another power would only slow setup.
Deck Signals
3 modifiers
↑ Needs recurring Block Major

Persistent defense is the power’s primary contribution.

↑ Self-damage payoff Meaningful

The recurring HP loss can trigger the rest of the self-damage engine.

↓ HP under pressure Small

Repeated HP loss still matters if the run cannot sustain it.

Upgrade Priority
High

Improving recurring Block compounds across every turn after the power is established.

Feel No Pain card art
Feel No Pain Premium High confidence
Power Uncommon Cost 1
Card Data →

One of Ironclad’s strongest bridges from ordinary Exhaust into a real defensive engine.

Run Phase
Early Strong

It can be taken early because Ironclad has many natural routes into Exhaust later.

Mid Premium

Existing Exhaust turns begin producing defense automatically.

Late Premium

A mature Exhaust engine can convert frequent card removal into large amounts of Block.

Pick When
+ The deck already Exhausts cards with any consistency.
+ Temporary or status cards naturally leave combat through Exhaust.
+ The deck needs defense but already has an Exhaust package that can produce it.
Avoid When
− The deck has almost no Exhaust activity and no realistic way to generate it.
− Defense is completely solved and another setup power would not improve the run.
Deck Signals
3 modifiers
↑ Exhaust activity Major

Every reliable Exhaust source raises the value of the power.

↑ Needs defensive scaling Meaningful

Feel No Pain can convert an existing engine into defense.

↓ No Exhaust activity Major

Without triggers the power does not solve anything.

Upgrade Priority
Medium

The upgrade improves every trigger, although the base power already enables the defensive engine.

Dark Embrace card art
Dark Embrace Premium High confidence
Power Rare Cost 2
Card Data →

A premium Exhaust payoff that converts card removal into card access and enables much deeper engine turns.

Run Phase
Early Solid

It can be speculative before the Exhaust package exists, so the engine should not be forced blindly.

Mid Premium

Once repeatable Exhaust exists, card removal also becomes draw.

Late Premium

Mature Exhaust decks can use it to chain actions and reach important cards much more consistently.

Pick When
+ The deck already has reliable Exhaust sources.
+ The deck needs to find important powers or payoffs more consistently.
+ Second Wind, Burning Pact, or another repeated Exhaust action can trigger multiple draws.
Avoid When
− The deck has no reliable Exhaust activity.
− The setup cost creates a dangerous turn and the deck cannot recover the tempo.
Deck Signals
3 modifiers
↑ Repeatable Exhaust Major

Exhaust frequency determines how much draw the power creates.

↑ Needs card access Meaningful

The power converts an existing mechanic into consistency.

↓ No Exhaust engine Major

Without triggers it is only setup cost.

Upgrade Priority
High

Reducing the setup cost makes it substantially easier to establish the engine without sacrificing the entire turn.

Second Wind card art
Second Wind Premium High confidence
Skill Uncommon Cost 1
Card Data →

A mass-Exhaust defensive engine that can solve both Block and draw-quality problems at the same time.

Run Phase
Early Strong

Even before the full engine exists, it can provide substantial defense when the hand has enough targets.

Mid Premium

Exhaust payoffs turn the same action into Block, cleanup, draw, or several of those at once.

Late Premium

Status-heavy and long fights reward a card that can clean the hand while producing meaningful defense.

Pick When
+ The hand regularly contains non-Attack cards that can be safely Exhausted.
+ Feel No Pain or Dark Embrace rewards mass Exhaust.
+ Statuses or low-impact cards are damaging draw quality.
+ The deck needs a scalable Block action rather than another small defensive card.
Avoid When
− Important non-Attack cards frequently need to remain available later in the combat.
− The deck has too few safe Exhaust targets for the card to generate meaningful Block.
Deck Signals
4 modifiers
↑ Exhaust payoff Major

Mass Exhaust can trigger several engine effects in one action.

↑ Needs scalable Block Major

The card can turn hand size into a large defensive turn.

↑ Needs status cleanup Meaningful

Unwanted non-Attack cards can be removed instead of remaining in future draws.

↑ Many safe non-Attack targets Meaningful

More safe targets increase both Block and engine triggers.

Upgrade Priority
High

Increasing Block per Exhaust compounds across every card removed by the action.

Boss Matchup
Aeonglass Value ↑

Aeonglass adds increasingly dangerous status cards, making Ironclad status Exhaust particularly valuable.

Body Slam card art
Body Slam Contextual High confidence
Attack Common Cost 1
Card Data →

A payoff for an established Block engine, not a reason to start building one.

Run Phase
Early Speculative

Early decks rarely generate enough reliable Block to justify drafting the payoff first.

Mid Contextual

Its value is determined by whether a real Block engine has already appeared.

Late Strong

Inside an established high-Block deck it can become efficient damage conversion.

Pick When
+ Reliable high-Block turns already exist.
+ The deck needs damage conversion for the Block it already generates.
+ Block retention or repeated large defensive turns make the payoff repeatable.
Avoid When
− The Block engine is still hypothetical.
− The deck generates only ordinary amounts of Block.
− Damage is already solved through a stronger existing payoff.
Deck Signals
2 modifiers
↑ Established Block engine Major

The deck must already produce enough Block for Body Slam to become a real payoff.

↓ No Block engine Major

Without reliable Block it is an archetype promise rather than a solution.

Upgrade Priority
Critical

The available evaluation specifically identifies the upgrade as important because it removes the energy cost.

Havoc card art
Havoc Contextual High confidence
Skill Common Cost 1
Card Data →

A high-variance card whose value rises when the deck can control or safely accept the top-card outcome.

Run Phase
Early Avoid

The available evaluation describes very few early-game situations where surrendering control is worth the risk.

Mid Contextual

The card becomes more reasonable if Exhaust or top-deck control has already developed.

Late Solid

Late decks can create more situations where the outcome is predictable or actively desirable.

Pick When
+ Top-deck manipulation makes the card being played predictable.
+ The deck actively wants the resulting card Exhausted.
+ Late-run deck structure makes bad outcomes less dangerous.
Avoid When
− Important cards can be accidentally consumed.
− The deck cannot predict the top card.
− It is early in the run and the deck still depends heavily on every important card remaining available.
Deck Signals
3 modifiers
↑ Top-deck control Major

Knowing the top card removes much of Havoc’s primary risk.

↑ Exhaust payoff Meaningful

The forced Exhaust can become desirable instead of a drawback.

↓ Relies on irreplaceable cards Major

Accidentally consuming a critical card can damage the entire combat plan.

Upgrade Priority
High

Reducing the energy cost makes the conditional play much easier to fit into a turn.

Fight Me! card art
Fight Me! Contextual High confidence
Attack Uncommon Cost 2
Card Data →

A high-risk Strength accelerator whose value depends on whether Ironclad can exploit the scaling faster than the enemy can.

Run Phase
Early Contextual

The Strength can accelerate damage, but the enemy downside is dangerous before the deck has reliable defense.

Mid Contextual

Existing payoff and matchup determine whether the trade is favorable.

Late Contextual

High enemy damage makes the downside more dangerous even though mature decks may exploit Strength more efficiently.

Pick When
+ The deck can convert Strength into a fast kill.
+ The matchup does not heavily punish enemy Strength.
+ The deck has enough defense to survive the extra incoming damage while scaling.
Avoid When
− The upcoming enemy uses dangerous multi-hit attacks.
− The deck scales slowly and gives the enemy several turns to exploit the Strength.
− Defense is already fragile.
Deck Signals
3 modifiers
↑ Has fast Strength payoff Meaningful

The deck must convert the Strength before enemy scaling becomes dangerous.

↑ Can end fights quickly Meaningful

Shorter fights reduce the amount of value the enemy receives from its Strength.

↓ Upcoming multi-hit enemies Major

Enemy Strength scales especially hard when applied across repeated hits.

Upgrade Priority
High

If the card is already worth accepting the downside, improving the Strength gained makes the risk-reward exchange more favorable.

Unmovable card art
Unmovable Strong High confidence
Power Rare Cost 2
Card Data →

A powerful Block amplifier that still requires actual Block cards; amplification is not a substitute for the defensive package itself.

Run Phase
Early Solid

Its ceiling is high but early decks may not yet contain enough quality Block to exploit it.

Mid Strong

Once the defensive package exists, doubling a meaningful Block action becomes much more valuable.

Late Strong

It can remain a major defensive multiplier as incoming damage grows.

Pick When
+ The deck already contains reliable high-value Block cards.
+ Defense needs scaling rather than another small one-shot Block card.
+ The deck can establish the power without losing too much tempo.
Avoid When
− The deck lacks enough real Block cards to amplify.
− Another copy duplicates the amplifier while the underlying Block package remains weak.
− Immediate survival requires a Block card now rather than another setup power.
Deck Signals
3 modifiers
↑ Has quality Block cards Major

The power amplifies Block; it does not create useful Block targets by itself.

↓ Block package still weak Major

The deck needs actual Block cards before another multiplier.

↓ Already has amplification Meaningful

Additional amplification can be worse than fixing the underlying Block density.

Upgrade Priority
High

Reducing the setup cost materially improves the ability to establish the power without sacrificing the turn.

Maul card art
Maul Contextual Medium confidence Beta Changed
Attack Ancient Cost 1
Card Data →

A Strength payoff supported by high-Ascension run evidence after the deck already has scaling but lacks a strong way to convert it into damage.

Beta review note

This pick decision was reviewed for v0.107.1 Main . Maul currently differs in v0.111.0 Beta . Treat the recommendation above as Main guidance until its Beta-specific pick judgment is reviewed.

See Main vs Beta changes →
Run Phase
Early Speculative

The available evidence supports Maul after Strength is online, not as the first card used to force that direction.

Mid Contextual

Its value rises sharply if Strength already exists and needs a payoff.

Late Strong

A mature Strength package can turn it into the damage conversion the deck was missing.

Pick When
+ The deck already generates substantial Strength.
+ Strength exists but the deck still lacks a convincing damage payoff.
+ The current defensive package gives enough time to exploit repeated high-damage attacks.
Avoid When
− Strength generation is still hypothetical.
− The deck needs scaling generation rather than another payoff.
− Damage is already solved and the reward would only add redundancy.
Deck Signals
3 modifiers
↑ Strength already online Major

Existing Strength is the primary reason the payoff becomes attractive.

↑ Needs Strength payoff Major

The A10 run becomes interested specifically after accumulating Strength without sufficient damage conversion.

↓ No Strength engine Major

The evidence does not support drafting the payoff first and hoping the engine appears later.

Upgrade Priority
Optional

The current evidence strongly supports Maul’s role as a Strength payoff, but does not provide enough basis to claim that its upgrade should outrank other upgrades.

Uppercut card art
Uppercut Strong High confidence
Attack Uncommon Cost 2
Card Data →

A strong damage-and-debuff card whose value rises further when Weak, Vulnerable, or Artifact stripping matters in the upcoming matchup.

Run Phase
Early Strong

The card provides practical damage while adding important debuff access.

Mid Strong

Weak and Vulnerable continue supporting both survival and damage.

Late Strong

The available evaluation specifically identifies it as useful even later in the run.

Pick When
+ The deck wants reliable Weak access.
+ Vulnerable supports the current damage plan.
+ Upcoming enemies have Artifact that needs to be stripped efficiently.
+ The deck still benefits from useful damage attached to its utility.
Avoid When
− Debuff access is already saturated and another expensive utility attack does not solve a new problem.
− Energy pressure makes fitting another high-cost attack difficult.
Deck Signals
4 modifiers
↑ Needs Weak Meaningful

Weak access improves defensive control.

↑ Vulnerable synergy Meaningful

Existing Vulnerable plans increase the value of reliable application.

↑ Needs Artifact stripping Major

Applying multiple separate debuffs helps remove Artifact layers before the main debuff plan begins working.

↓ Energy constrained Small

Its utility is harder to exploit if the cost prevents the rest of the turn from functioning.

Upgrade Priority
High

The upgrade strengthens both debuffs, making the card especially effective when repeated debuff application or Artifact stripping matters.

Boss Matchup
Aeonglass Value ↑

Aeonglass begins with Artifact, and the A10 matchup guide specifically identifies Uppercut as an effective way for Ironclad to strip multiple layers.

Demon Form card art
Demon Form Speculative High confidence Beta Changed
Power Rare Cost 3
Card Data →

Powerful eventual Strength scaling with a serious setup problem: the deck must survive an expensive turn and then wait for the scaling to begin paying back the investment.

Beta reviewed · v0.111.0
The Main recommendation still holds.

Demon Form scales Strength faster in Beta, improving its long-fight payoff. Its main drafting constraint is still the expensive setup turn, so the existing speculative baseline remains appropriate.

See Main vs Beta changes →
Run Phase
Early Avoid

Early decks usually cannot afford a slow expensive setup card while basic survival problems remain unsolved.

Mid Contextual

It becomes playable only when energy and defense can absorb the setup cost.

Late Contextual

Long fights reward scaling, but mature decks often have faster or cheaper ways to generate Strength.

Pick When
+ The deck lacks a long-fight scaling solution.
+ Energy generation or cost cheating makes the setup turn manageable.
+ Defense is strong enough to survive spending a turn establishing the power.
Avoid When
− The deck cannot safely spend a full expensive setup turn.
− Immediate damage or Block is the current problem.
− Faster Strength generation is already available.
− The matchup threatens the deck before delayed scaling can matter.
Deck Signals
4 modifiers
↑ Can reduce setup cost Major

Reducing or bypassing the expensive setup turn directly attacks the card’s biggest weakness.

↑ Needs long-fight scaling Meaningful

The card has time to become useful only when the fight lasts long enough.

↓ Energy constrained Major

An expensive setup turn can leave the deck unable to defend or deal necessary damage.

↓ Needs immediate tempo Major

Delayed Strength does not solve a dangerous current turn.

Upgrade Priority
Low

The available evidence identifies setup cost and delayed payoff as the main weaknesses; increasing eventual scaling does not remove those weaknesses.

Cinder card art
Cinder Avoid High confidence
Attack Common Cost 2
Card Data →

Immediate damage attached to uncontrolled Exhaust; the random target makes the downside fundamentally different from Ironclad’s stronger targeted Exhaust tools.

Run Phase
Early Avoid

Early decks depend heavily on a small number of important cards, making random Exhaust dangerous.

Mid Speculative

It can become less dangerous if the deck has enough disposable cards or Exhaust payoff.

Late Contextual

A mature deck may tolerate the downside better, but lack of control remains a real cost.

Pick When
+ The deck can tolerate almost any eligible card being Exhausted.
+ Immediate damage is urgently needed and better controlled options are unavailable.
+ An Exhaust trigger has enough value to partially offset the lack of control.
Avoid When
− The deck contains important cards that cannot safely disappear.
− The player is taking it only because the deck is labeled Exhaust.
− Targeted Exhaust or stronger damage options are available.
Deck Signals
3 modifiers
↑ Needs Exhaust triggers Small

An Exhaust payoff can recover some value from the downside.

↓ Relies on important cards Major

Random Exhaust is dangerous when losing the wrong card can break the combat plan.

↓ Better controlled Exhaust exists Meaningful

Controlled Exhaust provides engine value without accepting the same randomness.

Upgrade Priority
Low

More damage does not solve the main problem: the Exhaust target remains uncontrolled.

Start From the Problem

What Does My Deck Need?

Do not start with the card name. Start with the problem the current deck still fails to solve.

Need AoE

Does the deck have a reliable answer when several enemies need to be damaged quickly?

Need more usable energy

Are strong cards regularly stranded in hand because the deck cannot afford the turn it wants to play?

Have self-damage but need payoff

Is the deck already losing HP on its own turn without converting that cost into enough scaling or defense?

Have Strength but need damage conversion

Is the deck generating significant Strength without enough attacks that convert that scaling into a fast kill?

Need Weak, Vulnerable, or Artifact pressure

Would reliable debuff application solve an upcoming fight or improve an existing Vulnerable plan?

Skip Is an Option

When to Skip

01

Skip another ordinary attack once the deck already has enough frontloaded damage for the current Act.

02

Skip a payoff when its required engine is still hypothetical rather than already present.

03

Skip an additional engine piece when the deck lacks the cards that actually trigger or exploit that engine.

04

Skip when a card duplicates a solved job but makes the important powers, Block cards, or payoffs harder to draw.

05

Do not treat Burning Blood or other healing as permission to ignore HP pressure from repeated self-damage.

06

Upcoming Boss mechanics can justify a card that would otherwise be only average, so evaluate the next major matchup before taking a generic upgrade to the deck.

Next Step

Data or Decision?

Character: IRONCLAD Decision review: v0.107.1 Game data: v0.107.1 · Main