Slay the Spire

Slay the Spire

84 ratings
The Ironclad Booster Pack
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2.499 MB
27 Jun, 2023 @ 4:25pm
21 Jul, 2023 @ 8:19pm
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The Ironclad Booster Pack

Description
This mod adds 10 new cards to The Ironclad's card pool:
- Ambush (Common)
- Blood Pact (Common)
- Dominate (Common)
- Feint (Common)
- Blood Lust (Uncommon)
- Inferno (Uncommon)
- Iron Will (Uncommon)
- Lose Control (Uncommon)
- Battle Ready (Rare)
- Golden Armor (Rare)

I tried to include cards which could fit cleanly into the Ironclad's existing card pool, both in terms of overall mechanics/synergy as well as balance, so if you're looking to add a little variety to your Ironclad runs while keeping the same general play style and level of challenge, this is the mod is for you.

The card art is all custom made by me! If you'd like to see more of my work, feel free to follow me on my art socials:
https://funplings.tumblr.com/
https://twitter.com/funplings
https://www.instagram.com/funplings/
15 Comments
glennvtx 16 Jun @ 5:22pm 
yeah this is pretty good!
Diamsword 25 Sep, 2023 @ 9:03pm 
Looking at the cards, I must say I'm not so happy with added content. It goes away from the simple themed ironclad to me.
Tho I enjoy the effort and the art looks awesome
Khashishi 4 Aug, 2023 @ 2:21pm 
wow, the art copies the style of the base perfectly, while looking even better than the base cards
YoraeYuri 26 Jul, 2023 @ 7:22am 
I tried to use it, but it says it works only in older StS versions so it just crashed everytime.
Bummer.
Funplings  [author] 21 Jul, 2023 @ 8:33pm 
Hey guys, thanks for the feedback! Just put out a small balance patch. Here's my brief thoughts on each card change:

- Ambush: At 14 base damage this was definitely too powerful of a damage common, and the downside was easy to work around in the early game which is when these sorts of damage commons matter anyways. Hopefully at 12 it's less of an insta-pick compared to other cards in its category.
- Battle Ready: After playing with it a bit more I definitely think 2 energy was too cheap, so bumped it up to 3.
- Golden Armor: 10 Plated Armor was a bit too strong, so took it down to 8. I think that's a pretty fair value now; compare it to Metallicize, which grants 3 block per turn, but can't be destroyed, doesn't reduce your Dexterity, and is an Uncommon rather than a Rare.
- Lose Control: Slight buff, as the Dazeds now interact with things like Evolve by being drawn instead of added to your hand. Just felt like an interaction that you expected the card to have.
Alpha Titan 20 Jul, 2023 @ 1:30pm 
There are some interesting ideas here, but the power level is significantly out of sync with the rest of the game IMHO.

- Bloodlust is an incredible amount of str scaling with minimal effort.
- Golden Armor is probable twice as strong as it should be, maybe +4 base -> +6 upg
- Battle ready applying for the entire combat AND exhausting is crazy. Perhaps it could retain and the discount lasts until all affected attacks are played. The upg would be it no longer exhausts and/or it gains innate.

Just my own 2 cents, its your mod so you do you. Thanks for sharing your work here.
KnifeEar 11 Jul, 2023 @ 5:43am 
Interesting ideas, but too OP
Bedge 11 Jul, 2023 @ 3:55am 
nice man, look forward to boosters packs for watcher and defect :D
Aceroamargo 7 Jul, 2023 @ 3:04am 
Loose control doesn't always get retained at the end of turn
(Gk) Erasels 3 Jul, 2023 @ 8:54am 
@jin if a rare card takes care of a big part of the entire block gaining aspect of gameplay, it's still problematic. Rare cards aren't meant to be OP, build enabling or universally good, sure, but not a solution to one of the main parts of the core gameplay loop.