Monster Slayers

Monster Slayers

25 ratings
Monster Slayers Guild Handbook
By Shindragan
A guide full of the information I have gathered about the game, might be useful.
General tips on the game, class information, etc.
   
Award
Favorite
Favorited
Unfavorite
Introduction
Welcome one and all!

So why I am doing this?
Legacy mode is hard.
Its good to go in, prepared you know?
If its your first run, you probably dont know about the Tier 3 cards and how can they help you build a gamestyle deck.

So, this guide gives you some tips here and there about cards for each classes along with general tips. I also wanted to document my trips down the adventures for the Monster Slayer Guilds.

I enjoyed this game, some classes more than others.
*I really liked the Wizard and the Merchant*

Others were super hard and I had to restart once or twice until I got lucky enough to get those cards I needed.

There are no missable achievements and they are pretty straightforward, If you finish all but the DLC classes on Legacy mode, you will grab them all. You could finish dragon and merchant on legacy instead and leave two other classes on normal wins, the achievement only calls for 12 legacy wins.

Well, lets start!
Shin's Notes
A compilation of little observations I made to improve our gaming experience.

Info on Classes and Cards
In the next sections, I will post info on cards.
Read from Left to Right, Top to Bottom.
This means the first description of a card from top to bottom is the first name/card from the left.

Turns, Hand and draws
Every start of turn you get all your starting AP back and get +1 Mana.
At the end of the turn, you lose all your AP but your mana stays the same.
This makes mana-based characters way different to play than AP-based characters.

You draw cards at the END of the turn up to your maximum hand only if you have less cards than your max hand. Your hand starts at 3, then increases to 4 at Lvl 5 then to 5 at Lvl 10.

If an enemy makes you discard while on their turn, you wont get your cards back.
The enemy also works like this, if you manage to make them discard all their cards, you essentially get a free turn.

If the enemy discards all your cards, you still draw 1 at the beginning of your turn, same applies to enemies.

Starting AP/Mana
Do not underestimate getting all the starting AP/Mana than you can, if you cannot be a Rogue who can draw all the cards from its deck in a single turn, having a huge AP/Mana pool will help you do this. Do not ignore the Captain's +AP offers on dungeon 2 and 3, you can upgrade your cards on the merchant or at the Altar, if you play with Magic, maybe losing 1 starting mana at the altar is a bad idea.

There is no limit to how much mana you can have but the AP max limit is 30, so keep this in mind when using the Captain or at level ups.

Cards and Tiers
So, cards come in Tiers: 1,2,3.
As you play through the 3 dungeons, you can find cards in them, either in treasures, merchants and level ups. Each dungeon corresponds to a tier, so if you play in dungeon 2, you get mostly tier 2 cards. I think, you might find a lower tiered card but not a higher tiered one.

Every class has its own card pool from which you can find cards in the run and some classes pull cards from other classes, for example, the merchant can find cards from all six basic classes on his card pool.

Optimal Deck Size
Talking about decks, a 25 card deck is just fine.
More than 30 is just asking for trouble unless its really fined tune to draw until its dry.
Delete unnecessary cards at the healer and using alcohol at the campfire or at a merchant.

Leveling Choices
Not sure if its only me, but I've noticed some things as you level.
You always get the option to delete a card at levels: 4,9,14
Upgrade a card at levels: 2,7,12

Legendary mode, the end of the game and Survivor mode
As it turns out, when you finish the game, your hero "takes his equipment as retiring gifts".
But if you play in normal mode and go into survival mode, when you die, you get the hero's equipment back.
If you are playing in legendary mode though, you still lose it.

A good strategy for Legendary mode is to leave 2 or 3 battles intact before fighting the harbinger.
That way, you can use your companion's abilities in the harbinger fight, then go fight 2 or 3 normal battles so your companion's cooldowns are reset and then fight the shadow final boss.
Oh yeah, go to the merchant before the shadow if you want to use up your gold in equipment for the next round.

Also note that even if you give up on the first fight, survival mode gives you a nice free 400 fame.

Companions
If you choose "No Thanks", you wont get a companion, I thought you would get a chance on the 3rd dungeon, but nope, so yeah, grab both of them if you can unless you need a card from them, read below.

If you recruit a companion, he wont show up on maps and give you his bonuses.

So, for example, the Sage companion can appear on a map and duplicate any of your cards, which is awesome, so avoid picking him as a companion so he shows up later.

Check out the companion's events for more info.

As for abilities, I like the permanent 10% Dodge from Monk and 10% crit from Thief.

The Thief abilities are great to get gold, the first one is 10 gold every 3 battles and her second ability copies ANY card, including Find Gold 2 (around 8x2 gold) and Epic Saga (25x2 gold) every 2 battles.

Campfires
"Start! - Well Done - Fantastic! - Amazing! - Ohh noooooo...." -The guy

Campfires are great, there's 12 cards, two are bad ones.
So you should always try and get at least half.

There is a perk that gives you 100% chance of getting a campfire on a level, I suggest you get it as soon as you can.

Campfire alcohol can help you delete a useless card, the other cards give you extra AP, Mana and HP.

I've never seen a fishbone in the first pull, but very often on the 2nd or 3rd.

Altar
You can encounter at least 1 altar per area, the first time you see an altar, you get offered a blessing and a curse. If you take it, all the other altars you find will offer you some kind of bonus for a permanent -1 mana penalty.
So, you could ignore the first area altar, then accept the 2nd area altar and you can spend 1 permanent mana on the last altar for a bonus.

If you don't use mana or if you get lucky and get permanent mana onus for a campfire, it might be a good strategy to always take the first altar's offer so you can get bonuses on the others.

The harbinger will gain powers regardless of your decision to use the altar or not.

See this guide to review what effect the harbinger will gain according to the altar:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1628932849

Merchant Stuff
Everytime you buy an upgrade, delete a card or change "stock", the price goes up but it doesnt doubles, it does get higher and higher, if the re-stock option wasnt so random I wouldnt mind, but it is.

Ive noticed that the merchant card stock is mostly the same cards, so it might be a good idea to get those rare cards on a level up than ones you might find on a card merchant. Although, I think the best level up perk you can get is a bonus to starting mana or AP.. in the end, I suppose it depends on your needs.

Equipment sold by the Merchant changes every few battles, Im not sure but I've seen it change during the same level. Maybe it changes when you level up.

Gear and Cards
In a full draw deck, It is a good habit to discard green cards (and drawing something else) so you can pull all other cards first THEN pull the green cards you discarded at the end and use them if you want to.

Different classes use different weapons: staves, bows and melee.
Keep this in mind when preparing your runs.

Thorns doesnt stack, with itself or with a gear modifier that says: +1 Damage per Damage Blocked

Temporary cards gained from equipment cannot be upgraded.

Immolate on gear means that when equipped, the enemy will suffer 1 damage every time they play a card.

Mana Charge gives you an extra card when you use it, even though it does not say so, works only once per turn.

Time Stasis's gain an extra turn counts for a perfect kill if done in the first turn.

If an enemy plays a gold card, you actually get the gold, not him, its pretty cool when a mercenary copies your deck and then uses find gold to give you money.

Dodge Draw, or drawing a card when performing a dodge, works only once per round.
Monster Reminders for Survival Mode
I got the data from this awesome guide, you should check it out and rate it up! :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1628932849
I made this section because its easier for me to see this than look in a spreadsheet.

*Mercenary copies your deck, scary.
*Skeletal Champion cannot be killed in a single turn

Enemies with low HP
Slimes
Undead Barbarian
Undead Cleric
Siren
Priestess
Goblin
Bat
Spider

Enemies with Enough!
Cyclops
Lion Warlord
Undead Knight
Cave Troll
Mama Orc

Enemies that goes first
Gold Dragon
Goblin Rider
Jackal Warrior
Undead Ranger
Tigress

Enemies with dodge
Jackal Warrior
Goblin Rider
Tiger Warrior
Tigress
Werewolf - just 10%
Wolf - just 5%

Enemies that poison
Spider Queen
Green Dragon
Spider
Tiger Assassin

Enemies that steal your cards
Super dangerous if they get a turn!
Siren
Vampiress
Vampire Lord

Enemies with hidden (cancel)
Goblin
Goblin Rider
Undead Ranger

Enemies with Phys Resist
Iron Golem, Earth Golem
Cave Beetle
Rhino Champion
Slime
Survival Run Notes
1st Run
In my first run, well, I was pretty new to this but I still got lucky with a good deck, was able to survive for half an hour before I foolishly chose a Mercenary to start first. He had a copy of my deck and he owned me. I learned never to choose Mercenaries again.

Final Score: 668 points in 29:01

2nd Run
My 2nd run went pretty well, I got a very good balanced deck able to pull almost all my deck per turn.
My companions also synergized beautifully with my Rogue since they allowed me to draw cards when I needed to.

I lost to a Lion Warlord who used Enough! to interrupt my chain in the first round, so I had almost no block when his turn came up, then on the second run, I drew all my attack cards instead of "draw one card" cards, so I was left with little block and little dps.

Final score: 1052 points in 50:07

3rd Run
On my 3rd run, I had too many cards in my deck that didnt draw new cards and because of it, most of the time, I had a hand without drawing all my cards, even though I had 3 godspeeds, it did worse than the deck on run 2.

My companions this time around didnt help much.

A Cave Troll got me by interrupting me with enough! then proceeding to pummeling me with frost attacks.

Final Score: 633 points in 10:46

4th Run
On my 4th run, I got incredibly lucky and got 6 godspeeds: 2 from level ups, 1 from a chest and 3 from merchants.

I didnt pick the dungeon 1 companion thinking I could get another one in dungeon 3, I was mistaken.

I died to poison... again, didnt know that mob used poison.
I wrote it down in my survivor notes.
I seriously don't think I'll be able to top this one, those 6 godspeed were so lucky.

Final Score: 1204 points in 39:27

5th Run
Tried the Assassin, I did ok.
I tried to do the deck like the rogue but I wasnt having it.

Final Score: 796 points in 47:49

6th Run
I played with the Merchant, I had so much money my deck was insane.
I had 3 Find Coins 2, the Epic Saga card from the bard, I was finding items in 70% of the battles.

My deck had 2 Time Stasis and 3 Mana Surges which gave me an insane amount of Mana to get up to extra 2 turns per fight.

My 2 backstabs and executions coupled with a Killing Aura card, I could do around 500 damage per turn.

I had Accuracy for dodging monsters and Pierce for the ones with fortify.

Had 6 cards that gave me two more cards and a God speed.

Had 5 dexterity cards for infinite AP, 4 more equipment and 1 from a shop.

I played survivor for 2 and a half hours and my head started to ache, haha.
I finally died to a Siren who stole all my cards, it was insane.

Final Score: 5320 points in 2:30:53

Yeah, Im not gonna do survivor unless I need more unlocks.
I checked the leaderboards, I was around position 47.. wow, people are crazy.
Peace ^_^
https://youtu.be/AnGIWRA9f4c
https://youtu.be/XMO8lHmuLrU
Basic Classes
The Rogue
Easiest and most powerful class in my opinion.

The core of this class is drawing all the cards in your deck per turn while powering up those cards that deal more damage as you play others.

There are equipment that give you +2 block per card played, so if you play your entire 30 card deck, you get +60 block, which is awesome.

The key to building a rogue deck is deleting those useless basic attacks and getting more Chain Strike and Daggers, any card that lets you draw another card after use its great.

Chakram lets you draw 2 cards but it eats AP like crazy.

Once you get access to God speed cards, around level 12 or above, it gets even better.
God speed lets you draw 2 cards for 3 AP but also gives you 6 AP, leaving you with a +3AP profit.
Once you get God speed, get rid of Improvise or maybe keep it just in case, I personally delete it.

For attacks, Backstab scales well but his bigger brother Execute is even better since it gets stronger with support cards as well as attack cards.

Using frost attacks to apply weakness to enemies make the chain attacks do a little extra damage.

Just be careful of getting too much cards that do not draw a new card.
If you draw all of those, you will be stuck unable to continue to chain.
You must find a balance between having lots of cards and be able to chain them well.

The Ranger
As a Ranger, your cards are limited to ranged, duh.
However, I found that most ranger ranged cards are not that hard hitting, maybe the 4x12 damage arrow rain card but it still not as great as a 100 damage backstab or execution.

However, I was able to get my hands on a card called Mighty Hit that, if fully upgraded, gives you +4AP then does x3 your AP as damage, with 30AP as the limit, this does around 100 to 110 damage depending.

So I had to couple that with other resources like Dexterity for the extra AP and Dodge to get my ranger safe enough to fight. 2 Silent Arrow cards also helped with Dodge.

Add a Killing Aura card (T3 card) that doubles damage and two Lethal Blow cards that increase critical chance and damage and you could do around 250 to 300 damage per Mighty Hit.
With that setup I was able to beat a Legendary Ranger run.

The Wizard
Wizard was more fun than I expected, the first dungeon is kinda boring but once you get hard hitting spells and get your mana pool going, its super fun.

You can find mana surge in the second dungeon which gives you 20 mana AND draws the next magic card, get a couple of these and you are golden. Magic Echo is also so, so sweet of a card to have a few of.

The wizard has some super awesome T3 magic cards to unlock, take a look.

That card that makes all magic cards FREE and then the other one does 150 PURE damage with only a couple of mana surges, having a few stasis will empty your deck into your hand for maximum firepower. I steamrolled the harbinger AND the shadow on legacy with the Wizard.

Check out my final deck.

The Cleric
Ugh, I didnt like this one at all.

The main way of doing damage as a cleric is with a skill called Repent which works like Ignite but it doesn't go away or half itself, its permanent but you do so little each turn, its more of a game style of having to endure the turns until the enemy dies of "DOT".

My main strategy was to let enemies hit me and wait for them to die.
I had an armor with build in Thorns, so enemies would damage myself if they damaged my block which I kept up with the two Heal cards and accessories that have me block per card played.

Later on, I found Eye for an Eye to make this setup even better.. well, I still didn't like sitting there letting them hit me.

The other unique skill of the Cleric is that Penance cards heal and give mana to the cleric.

Here are some special Cleric cards I found:

I found a Charge up card early on that really saved my hide to cycle through my deck and get all those Repents up before the first enemy turn, so that the Repents would stack, most fights lasted from 4 to 5 turns.

The bard gave me the Epic Saga on my first dungeon, I had so much gold I was able to delete and upgrade everything, it was sweet.

In the 2nd dungeon, I got a Time stasis on a level up and on the 3rd dungeon I got another one, they helped lots! Divine Blessing is nice but a one time use per battle.

Here is my final Cleric deck:


Good riddance, next!

The Knight
Another defense-focused class.
This time though, the Defense card which gives you block then makes you draw another card was pretty awesome. I was prepared and went into Dungeon 1 with 170 gold from selling items.
I was able to get 3 more Defense cards from shops, they were pretty cheap at 15g each.

So, the Knight wasnt as bad as the Cleric since the defense can get up to 80 to 100 block in the first turn because of the cycling deck.

Thorns played a key role in this win, you should get it either from armor or as a card.

I also bought two Pummel cards and got one more in a level up.
This was alright but since they dont cycle well, it kinda clogged up my deck.

Found the Sage on Dungeon 1 and he copied my Charge Up card, thinks are good, they helped with the deck cycling.

Around dungeon 2 I picked up Bloodthirsty which helps with deck cycling and also Shrug it off to heal my HP.

Here are the special Knight cards I found:
and the final deck:

The Barbarian
This one was a challenge, mainly because, at first, I didnt see how to win but with applying bleed, problem was I didnt have any cards that would give me insane block like the earlier runs.

As it turns out, I managed to get my hands on tons of Bleed cards and they were practically free thanks to an accessory, this one:


I also found an Eye for an Eye card on a level up, since I wont be having block, its a good card to have.

I got all the Bleed SUPPORT cards than I could get in Dungeons 1 and 2 and then.. in Dungeon 3 I saw this:
I facedpalmed so hard, I think I woke up the neighbors.
Draw a card for each ATTACK card Ive played?! I didnt have any attack cards!
Well, this is why Im making this guide, so people can make better deck building decisions.
Still, I could apply 30 to 40 bleed points per turn with this deck, so It wasnt THAT bad.
The problem is surviving to turn 3 or turn 4.

Luckily I found some Bloodthirsty cards on dungeon 3, these are as good as Chakrams because it lets you pull 2 cards and make your deck cycle way better.

The final bosses were not that hard with this setup, I was surprised I could survive from turn to turn.
Advanced Classes
The Assassin
The poorer version of the Rogue, you could try and finish his adventure building him up like a Rogue since he can get backstab, but its harder.
I was so happy when I saw Chakrams as card choices, it was silly.

The Assassin's gimmick are traps and hooks.
You put traps in your enemy's pockets and use hooks to force them to draw the traps and get damaged.

The hooks are lame since when the enemy deck is empty, it will just pull more cards from the discard pile, the dragon's roar is much way better.

But, every time you use a hook, it counts as an enemy drawing a card, so if you have an Enough! card in your hand, with enough hooks, it will trigger, its pretty weird and Im sure there is a godly mechanic hidden in there but I cant figure it out.

Anyway, getting your starting AP up to 10 or 12 is very important, more than upgrading your hooks.

I was able to beat the adventure as an assassin thanks to Dodge and Dodge gear, I also got a Dodge card from a level up and it was nice.

Eye for an Eye spell was super useful, unfortunately, I had to make good use of all the healers in the map.

Tripler shined along with two cards that healed me when discarded by another card, it was great.

I didn't see any other Assassin exclusive T3 card out there, maybe there's more.

The Beastmaster
The Beastmaster is the Advanced class from a Ranger.

The gimmick of this class is the Wolf, you cant get any companions in this run, just your wolf.
Your wolf has HP and it takes a part of your damage, so everytime you get damaged, the wolf gets hurt for a portion of that damage instead of you.

You also get unique beastmaster cards, some heal the wolf, others heal you, and others do different things, take a look:

He also can get a perk at unlock tier 3 which removes a fishbone from the campfires, which sounds nice but still.. if you are unlucky, you will get the fishbone early, sorry yeall.

So, the tactic I used for this class is the same for the Ranger, stack dodge and critical and hope for the best. I missed the companions permanent bonus but the wolf was decent enough.
My main attack was Mighty Blow that did great damage if done with a Critical.

Here is my final deck:

The Monk
It was a bit challenging since I disliked most of the monk's cards.
Still, very doable since the monk's main cards gave him a bunch of block.
The problem is, the monk cant equip weapons or armors, so I couldnt get an armor with Thorns on it and well, its a disadvantage.

Luckily, I got a Thorns card in a merchant in Dungeon 2, so no problems.
I focused on HP boosts on level up and got lucky with campfires so I choose to go with Body Slam as my main attack. I got an orb in Dungeon 3 but the harbinger was immune to it, I really should read the altar's runes more carefully.

Here are some card monks I found:
I didnt like any of them, I got a couple though, just because.

Here is my final deck:

The Brute
Guess what? This class cant dodge OR have block.. lovely.

But on the upside, he gets tons of HP, high critical chance using Crush and high damaging cards, look at these:

Shatter especially coupled with a high critical is devastating.
Shatter 3 does 90 physical damage so on a crit, it can do up to 250 or even 300 damage, its lovely.

Battlefury is also an awesome pick to cycle your deck with all those attack cards you have.

You dont get battlefury, shatter or limit break until dungeon 3 though.

But anyway, at first I thought it was going to be hard but once you get the good cards, its get super easy, I THINK you could build a bleed deck out of the Brute but I didnt get lucky enough to get a lot of choices. On my run, this time, I didnt even find a Find Gold card or Epic Saga but I got Battle Frenzy and with the Thief's clone card ability, I had two of them which kept me alive in boss fights.

I also found a Phoenix Down but never used it.
Retaliate was surprisingly useful, got that from an accessory.

Here is my final deck:

The Apothecary
Oh boy, this was a challenge, I tried going magic with my apothecary deck but I couldnt maintain my magic output, I lost one run and then a half because of this.

On my 2nd run - 2nd try , I got my hands on 4 mana crystals and a mana surge, that saved me.

Anyway, here's the Apothecary's gimmick. The Recipe book.
Everytime you use the book, you can choose from 3 concoctions, when you choose one, it goes to your hand. You can discard it and draw another card and the thing you chose will go to the discard pile until you use it.


The books come in three levels: A,B,C
Each is found in its respective dungeon, 1, 2 or 3 and each levels has more powerful concoctions.
For example, a quicksilver potion in book B gives the enemy weakness vs lightning, then one in book A does not. Book C has invulnerability potions!

You will be tempted to use the potions from your recipe books but it might be a better idea to discard them and cycle your deck first. If you can resist the temptations, then books are good in the sense that they let you cycle your deck.

In my run I had books turn up everywhere, level ups, merchants, chests, I grabbed them all.
"A" books are weak, consider deleting one or two if you are having trouble with AP.
In hindsight, I should have taken more AP upgrades to at least 15 AP per turn or more dexterity gear.

On my 3rd dungeon I found the druid and oh boy, the discard crow gave me a lot of firepower, since I usually discarded the potions until I could cycle back, I also found a time stasis, sweet.

Here is my final deck:

The Necromancer
So here we are, another challenging class.
Its hard to keep her alive, maybe you'll get lucky and find heal/block cards early on.

The necromancer's gimmick is using magic to summon physical attack cards that do decent damage, other cards include using the discard pile to do damage and cards to discard other cards and enemy cards.

Needless to say, this deck synergizes great with The Druid's gift.
And also consumables, buy cheap consumables to fill your deck and discard them in your deck cycle for extra damage.

She also gains +1 starting mana every time she kills an undead, which is very nice.


If you summon a skeleton attack card, then discard it, it will bulk up for the next round, consider this if you build your deck aimed at doing lots of damage with discarded cards, although, when you reshuffle, its going to be more likely to draw those summoned cards. I strongly suggest you delete at least one of the summon cards or else your deck will get clogged up and you wont be able to draw cycle as easy. Although upgraded buries might offset those penalties.. hmm..

The Undead Horde card you can find in Dungeon 3 solves the clogging problem.
Resurrection is also tons of fun, banishing enemy cards, so sweet.

Here is my final deck:

DLC Classes
The Merchant
The merchant is a great character to start future runs with a party inventory full of level 15 items you can sell, or even Level 5 items if you dont want to clear the whole game

That is around (30x15=450) gold at the start of the run (if lvl 15 items), great to prepare for a legendary run, although it does seem like a lot of work, so its up to you, Im only saying its possible.

The main gimmick of a merchant is the Bribe card which uses gold to do pure damage or discard opponent's cards, it also has an option to win a non-boss battle for gold but its super expensive.

You can find more Bribe cards as you play the game, making viable building a discard deck with it.
The other merchant unique card is Gold Rush which lets you get +3 gold and a Free Draw OR spend all your gold as pure damage.. yeah.. if in survivor mode if you have 500 gold or more, you can do 500 PURE damage.. its so broken.

The other merchant unique is that Restocking cost at a merchant stays at 5 gold, making it easier for you to find cards you need for your deck, upgrade and delete costs spikes every time you use them are also reduced.

Sometimes you get really lucky and find cards at full level at the merchant, saving up on the costs of having to level them up.

The deck of a merchant can be built many ways as you can find a lot of AP-based or mana-based cards at level ups, treasures and merchants, the class can get cards from all the basic classes.

I personally don't like mana-based characters but the merchant makes it possible to find Mana crystals that give you mana then draws a card, which is great. Mana Surge is an amazing card to have and with Time Stasis, it makes sure you draw most of your cards per turn.

Or you can go AP-based and get up to 30AP during the run and get Mighty Hit which can deal around 100 damage per turn or even more if you get cards that give you more AP like charge up and the like.

You can use Bribe to make the opponent discard those pesky Interrupt cards.

Thanks to the OP find gold, luck in getting equipment from battles in Dungeon 1 and 2 and the 5 gold restock option, In the end, I had around 40 awesome cards in my full draw deck. Check it out.
https://youtu.be/AnGIWRA9f4c

The Dragon
I didnt like this one at all.

No merchants meant no upgrades/delete cards from them or new cards, the dragon is super limited in this way.

He also can equip only two items, accessories.

He does get a unique card called Dragon Hoard, check it out:

He also gets a Roar card and a Fly card, each can only be used once per battle.

The dragon's gimmick is that, if when creating a new dragon, you choose its skin color, you get cards and resistances related to the color chosen.
Blue = Ice
Red = Fire
Gold = Lightning
Green = Poison

Dragons also start with Armor 2, which is nice, even better if you get a Paladin as a companion to make it Armor 3.

I was able to beat the adventure by using a green dragon and poison attacks.
In hindsight, maybe a frozen dragon with lots of armor would have been better.

But anyway, 3 Swarms and a Deadly Poison cards enabled me to stack between 20 and 30 poison ticks to the enemy which triggered every time they used a card.

Poison max limit is 30 and halves at the start of the next enemy turn, so if the enemy plays 3 cards, that's 30+29+28= 87 damage right there, more if they continue playing cards.
Sometimes the enemy would just skip their turn instead of dying to the poison.

Here are other dragon unique cards I found:

and here's my final deck:
Unlockable Upgrades
With Fame points, you will get points to spend unlocking upgrades.

The top two rows (in my orange box) are upgrades for every class, they unlock as a skill tree, you first unlock one node, then other nodes are available, like this:
The next rows are all specific to certain class, 3 upgrades each (in my red boxes).

In the center(in my green box), once you finish the game in Legendary mode once, you can put your points here. Like the image says, you get an extra 10 fame (25 in legendary) for each point.
This is where you dump your points while you try the other classes.

Let's say you have 6 points and plan to play with a Necromancer next.
You use 3 points to upgrade all necromancer skills and then put 3 points in the center.
Once you win, you might have won 2 points from the adventure and 2 more from survival mode.
You reclaim bonus points and now you have 7 points! You put 3 into your next class and 4 into the bonus, repeat until you complete everything.

Later on, once you have done a few legacy runs, you can reset the whole thing (once per save file) and put all the points there to get a lot of fame per run.

Lastly, the two final rows are for your companions.
To unlock a companion's nodes, you need to finish a dungeon level with the companion in your party.
If you save and exit while doing the level, the companion will reset and you wont unlock the node.
Outro
Well, hope this guide helps you somehow.

Here are some videos I've made with my gameplay while I hundoed this title.
https://youtu.be/gc6aTBb__MQ
https://youtu.be/AnGIWRA9f4c
https://youtu.be/6Z_TaLlrNdY

Have fun and until next time!