Companion to the Overwhelmed Veteran's Guide

The Deck Compendium

Every archetype for all five characters: the game plan, the cards that make it run, the ease of actually assembling it mid-run — and the exact signal that says "pivot here." Bars show assembly ease: more filled = comes together more often.

First: the art of the pivot

"How do I know this card means I should switch to X deck?" — here's the doctrine, then the per-character signals below.

The run tells you what it wants to be. Your job in early Act 1 is to listen, not to decide.

Payoffs commit you, enablers don't

Seeing Inflame (enabler) is a whisper. Seeing Whirlwind after you took Inflame is the run shouting. One payoff + one enabler in your deck = committed. An enabler alone is just a good card.

Rare build-arounds are alarms

Some cards and relics are so build-warping that finding one is the decision: Dead Branch, Accuracy, Catalyst, Defragment, Electrodynamics, Seeking Edge, Danse Macabre. When one appears in a shop or reward, the question flips from "should I pivot?" to "why wouldn't I?"

Count the pieces before you leap

Ask: how many cards does this deck need before it functions? Poison works off almost any poison cards; Bloodletting is dead weight without Rupture or Reaper specifically. The more mandatory pieces, the later you should commit.

Shops and boss rewards are pivot windows

A shop showing Accuracy, or an Ancient blessing offering rare picks, is the game handing you a fork. Between-act moments are the safest time to redirect — you get a full act to assemble the rest.

Hybrid until proven otherwise

Most winning decks are 70% one archetype + 30% another. Ironclad Strength splashes Exhaust; Silent Poison splashes Sly draw. Committing means prioritizing, not purging.

The upgrade test

Not sure what your deck is? Look at what you'd upgrade first at a campfire. That card's archetype is your archetype — your instincts already know.

The Ironclad

80 HP · Burning Blood · the most forgiving pivoter

His archetypes blend more freely than anyone else's — Strength splashes Exhaust, Exhaust overlaps Block — so a "wrong" early pick rarely bricks the run. Note for STS1 vets: he now starts with a Burn+ in the discard pile, which nudges you toward Exhaust synergy from turn one.

Strength & Vulnerable

easiest to assemble
Stack Strength, then multiply it through multi-hit attacks. Vulnerable-focused variants are new and strong — keep pressure on debuffed enemies.
Enablers
Inflame (cheap, reliable), Spot Weakness, Flex, Demon Form (the ultimate scaler, slow), Limit Break (upgraded = exponential), Brand
Payoffs
Whirlwind (X-cost AoE — the marquee payoff), Sword Boomerang, Twin Strike, any multi-hit
Relics
Cursed Key or Black Star (more elites = more relics)
Pivot signal: Inflame or Demon Form in your first few rewards. If you then see Whirlwind — that's the run handing you a finished blueprint.

Trap: strength with only single-hit attacks. Multi-hit cards are what turn +6 Strength from "nice" into a screen wipe.

Exhaust Engine

common pieces
Burn cards for value: every Exhaust triggers block, draw, and damage while the deck thins itself into a machine.
Enablers
Feel No Pain (block per Exhaust), Dark Embrace (draw per Exhaust), Corruption (skills cost 0, then Exhaust — the engine's heart)
Payoffs
Juggernaut (block becomes damage — turns the cycle offensive)
Relics
Dead Branch (every Exhaust spawns a random card — commit on sight), Runic Pyramid
Pivot signal: Feel No Pain + Dark Embrace early. If Dead Branch appears anywhere, drop everything — Corruption + Dead Branch is one of the fastest decks in the game, often ending fights in a turn or two.

Trap: Exhausting your win conditions. The engine eats cards — make sure your payoffs are Powers (permanent) or protected.

Block / Body Slam

needs Barricade
Generate 50+ block per turn, keep it with Barricade, and turn your armor into the weapon.
Enablers
Barricade (block persists — the linchpin), Entrench (double block), Impervious, big block skills
Payoffs
Body Slam (damage = your block), Juggernaut
Relics
Calipers (Barricade-lite if the Power never shows)
Pivot signal: Barricade at a shop or reward — that's the commit moment. Body Slam alone is fine to hold speculatively; it's one card and it's cheap.

Trap: full turtle into Corrosion enemies — they melt max HP through your wall. This build needs Body Slam to close fights fast, not just survive them.

Bloodletting (self-damage)

two mandatory cards
Cards that hurt you are over-statted. Turn the pain into Strength and heal it all back at once.
Mandatory
Rupture (self-damage → Strength) and/or Reaper (attack that heals). Without at least one, this archetype is a slow suicide.
Fuel
Hemokinesis, Brutality, Blood for Blood (approaches 0-cost), Offering, Limit Break to double the gains
Pivot signal: Rupture in hand and Reaper offered — go. Self-damage cards before Rupture are just good stat-lines; take them on merit, not as a commitment.

Trap: drafting the fuel without the converter. Bloodletting-for-energy and Offering-for-draw read efficient until Act 3 bosses hit for 30 a turn and Burning Blood can't keep up.

Perfected Strike (yes, really)

starts pre-assembled
Perfected Strike gains damage per Strike-named card in your deck — and you start with five. The one deck where hoarding is correct.
Core
Perfected Strike (enters at 18 base damage), then every Twin Strike, Pommel Strike, Wild Strike you can find
Pivot signal: Perfected Strike in Act 1 while your removals haven't started. It inverts your normal rules — suddenly Strikes are payload, not chaff.

Trap: it plateaus. Great Act 1–2 engine, shaky Act 3 solo plan — treat it as a bridge that buys time to find a real scaler.

The Silent

Ring of the Snake (draw 2 on combat start) · three clean archetypes

You called it: Poison, Shivs, and the new Sly discard deck — and each has one keystone card that makes or breaks it (Catalyst, Accuracy, and discard outlets respectively). Footwork is her universal glue: take it in almost every deck.

Poison

flexible pieces
Stack poison, hide behind block, let math kill the boss. 30 stacks ≈ 465 total damage — Act 3 bosses have 300–500 HP.
Appliers
Noxious Fumes (passive AoE — can carry alone), Deadly Poison, Corrosive Wave, Bouncing Flask (also strips Artifact)
Multiplier
Catalyst — doubles (upgraded: triples) existing poison. You were right that it's the win condition, with one nuance: it needs ~10+ stacks first or it's dead weight. Burst replays it for up to 9× poison in one turn.
AoE tech
Corpse Explosion — a poisoned kill detonates onto the room. Catalyst for bosses, Corpse Explosion for mobs; ideally both.
Defense
Footwork, Leg Sweep, Malaise — you're stalling for the ticks
Pivot signal: Noxious Fumes in Act 1 = commit. Catalyst offered before you have appliers = hold or skip; Catalyst offered when Fumes is already ticking = take it and start planning the boss kill turn.

Trap: Artifact enemies eat poison applications. Strip charges with cheap debuffs (a Weak, a Flask bounce) before spending your real poison cards.

Shivs

Accuracy-gated
Flood the hand with 0-cost daggers and make each one hit like a real card.
Generators
Blade Dance, Cloak and Dagger (shivs + block), Infinite Blades (passive shiv per turn)
Mandatory
Accuracy — without it, shivs are 4 damage each and six of them is 24 damage for six card plays, worse than one decent attack. With it (especially stacked), they shred.
Bonus
Anything that triggers per card played — shivs trip those triggers constantly
Pivot signal: Accuracy is THE signal — in a shop, buy it; as a reward, take it. Shiv generators before Accuracy are playable filler; Accuracy converts them into a build retroactively.

Trap: going wide on generators with zero Accuracy by mid Act 2. One or two shiv cards for chip damage is fine; six is a deck that fires blanks.

Sly Discard (new)

pieces everywhere
Sly cards auto-play when discarded — so discard your hand and watch it play itself. The sequel's signature Silent deck.
Outlets
Acrobatics (draw 3, discard 1), Prepared, Dagger Throw — the shovels that feed the furnace
Sly cards
Reflex (draw 2) and Tactical (gain energy) — both cost 3, so you want to discard them, never play them. Haze (AoE poison), Flick Flack (AoE damage), Untouchable (block), Ricochet
Payoff
Memento Mori — bonus damage per card discarded this turn; the finisher this deck was missing
Potion
Gambler's Brew (discard any number, redraw) is borderline broken here
Pivot signal: two Sly cards + one outlet in your first ~6 rewards. Sly cards are also the safest speculative picks in her pool — expensive Sly cards are literally designed to be discarded, so they're never dead draws once you have any outlet.

Trap: outlets without Sly cards means you're just discarding value. The ratio matters: roughly one outlet per two Sly cards.

The Regent

Crown of Stars (3 Stars at combat start) · currently the strongest character

Two archetypes that play like two different characters: Star Engine is a tempo mage, Sovereign Blade is a patient assassin. His golden rule: keep Star generators and Star spenders in proportion — spenders without generators is a hand full of cards you can't cast. Stars persist between turns and have no cap, so banking is legal.

Star Engine

most consistent
Generate Stars all game, spend them in bursts. Runs best lean — think 15–18 cards — so remove aggressively.
Generators
Glow, Genesis, Shining Strike, Venerate, Gather Light, Hidden Cache
Spenders
Stardust and Bombardment (finishers), Devastate, Comet (big AoE)
Defense
Reflect and Particle Wall — block that scales with Stars, so the engine defends itself
Endgame
Alignment + two upgraded Glows in a thin deck = the famous infinite loop; Void Form and Sealed Throne are build-around powers
Pivot signal: honestly? Starting the run. Crown of Stars means the Star economy is always live — this is his default. The real decision is whether to leave it for Forge, below.

Trap: drafting spenders greedily. Every expensive Star card needs generation behind it, or your "powerful" hand does nothing on curve.

Sovereign Blade / Forge

piece-dependent
Every Forge trigger pumps the Sovereign Blade (innate, in hand every fight). At +30 Forge it one-shots most enemies; assembled fully, it one-shots bosses.
Forge fuel
Refine Blade (cheap Act 1 pickup), Furnace (auto-Forge 4 every turn — quietly the best), Masterwork (+11 upgraded), Blazing Anvil, Beat Into Shape
Multipliers
Seeking Edge (Blade hits ALL enemies — turns it into a board wipe), Summon Fourth / Foregone Conclusion (replay or retain the Blade)
Campfires
Upgrade the Sovereign Blade itself first — more damage, less cost. Both archetypes scale, so this character upgrades over rests more than anyone.
Pivot signal: Furnace or Refine Blade in Act 1 starts the lean; Seeking Edge is the commit card — Blade-hits-everything changes it from single-target tech to a whole game plan. No Seeking Edge by Act 2? Stay hybrid with Stars.

Trap: pure Forge with no AoE and no Seeking Edge. It's a magnificent single-target build that gets nibbled to death by mob fights.

The Necrobinder

66 HP (lowest) · Osty tanks for you · deepest character in the game

Three interlocking systems — Osty, Doom, Souls — plus an Ethereal sub-theme. Key rule: her archetypes share fuel (Souls feed everything) but the payoffs don't mix freely, so pick a lane. Also: Doom wants a wide unlock pool, so climb the Timeline before committing to it.

Osty / Summon

starter-deck native
Grow the skeletal hand into a wall with fists. Osty intercepts attacks aimed at you and swings back independently — even while you're debuffed.
Core
Summon cards (raise Osty's current and max HP; if he dies, any Summon revives him at 1 HP next turn), your starter kit already leans this way
Payoff
Unleash — her biggest damage card, scaling with the Osty investment
Relics
Bone Flute (block whenever Osty attacks), Funerary Mask (good everywhere)
Pivot signal: this is her Ironclad-Strength — the default the starter deck teaches. Pivot away from it when Doom or Soul payoffs show up, not toward it.

Trap: half-measures. A neglected Osty is still a decent block battery, but Unleash without Summon investment hits like a wet noodle. Feed him or bench him.

Doom (execution)

unlock-hungry
Stack Doom until it exceeds the enemy's HP — instant death at end of their turn, ignoring block and armor entirely. Poison's ruthless cousin.
Appliers
Scourge (13 Doom + draw), Negative Pulse (AoE Doom + block), Countdown (passive Doom every turn), No Escape, Blight Strike
Payoffs
Time's Up (damage equal to their Doom — often triggers the execute), Death's Door (block that scales once Doom is flowing), Sleight of Flesh
Bridge
Danse Macabre — every Soul generated Dooms the whole room; the card that fuses her archetypes
Pivot signal: Countdown or Danse Macabre — the passive engines. One-shot appliers alone aren't enough commitment. And check your Timeline first: this archetype genuinely underperforms before its Epoch unlocks fill the pool.

Trap: the timing rule. Doom kills at the end of the enemy's turn — a doomed boss still takes one last swing at you. Budget block for the death rattle, every time.

Souls / Graveyard Velocity

engine assembly
Souls are 0-cost tokens: draw 2, Exhaust. Flood the deck with them and every turn becomes a chain reaction of card plays.
Generators
Grave Warden (block AND Souls — the #1 priority), Capture Spirit (Souls + Doom), Dirge (X-cost Souls)
Payoffs
Haunt and Soul Storm (damage per Soul activity), Death March, Danse Macabre to convert velocity into Doom
Synergy
Souls count as Skills — anything triggering on Skill plays or shuffles goes wild here; shuffle-draw relics trigger 3–5+ times per fight
Pivot signal: Grave Warden + any Soul payoff. This is also her high-risk graveyard-loop deck — deliberately spending HP for huge turns — so at 66 HP, only commit when your defense (Osty or block) is already solid.

Trap: velocity without a payoff. Drawing your whole deck feels amazing and does zero damage unless Haunt or Soul Storm is converting the churn.

Ethereal (spicy tech)

one keystone
Ethereal cards Exhaust if unplayed — normally a downside. Her pool turns it into fuel: cards that get stronger or cheaper as Ethereal cards flow.
Keystone
Banshee's Cry — by far the most important card; no Cry, no deck
Backup
Light Soul investment as a safety net — the token engine keeps hands full when Ethereal cards evaporate
Pivot signal: Banshee's Cry, full stop. Treat every other Ethereal card as a normal card until the Cry appears.

Trap: drafting Ethereal cards "for the archetype" before the keystone. Without payoffs they're just cards that delete themselves.

The Defect

Cracked Core (Lightning at combat start) · strongest starting damage in the game

One universal truth before any archetype: Defragment is the most important card in his pool — permanent +1 Focus improves every orb's passive and evoke for the whole run. Take it in Act 1 at almost any deck size. And even offensive builds need a Frost source; Lightning generates zero block and chip damage kills more Defects than elites do.

Lightning / Focus

starter-relic aligned
Fill orb slots with Lightning, stack Focus, and let passive damage delete the room while you sit back.
Core
Zap + Dualcast (your starters — 16 damage for 2 energy, strong enough to solo Act 1 elites), Ball Lightning (best Act 1 pickup: damage + channel)
Scalers
Defragment (stack every copy), Capacitor (more slots), Storm (channel per Power played), Echo Form (first card each turn plays twice — doubles anything)
AoE fix
Electrodynamics — all Lightning hits ALL enemies. Single-target chip becomes a room-clearer.
Pivot signal: you're born into this one via Cracked Core. Electrodynamics is the mid-run commit card; Echo Form at a boss reward is an auto-take for any orb deck.

Trap: over-evoking on turn one. Orbs are an investment — let passives tick unless the evoke lands a kill.

Frost Wall

reliable pieces
Enough passive Frost that enemies mathematically cannot hurt you — three Frost orbs at +2 Focus is 12 free block per turn before you play a card. Kill via Blizzard or a Dark orb.
Core
Glacier (the best: 7 block + 2 Frost), Coolheaded (Frost + draw), Cold Snap, Chill
Scalers
Defragment (again), Capacitor, Loop
Kill plan
Blizzard (2 damage per Frost channeled — 40+ in long fights), Hailstorm, or one fat Dark orb
Relics
Data Disk (+1 Focus), Gold-Plated Cables, Runic Capacitor
Pivot signal: Glacier. Take any Glacier or Chill and start leaning. This is the elite-farming build — near-invincibility makes elite fights nearly free relics.

Trap: the sequel's anti-turtle tools aim straight at this deck. Corrosion melts your max HP and Pierce ignores the wall — always carry a kill plan, not just a fortress.

Glass / Fast AoE (new)

tempo-dependent
The new Glass orb hits all enemies but decays each turn — strongest immediately. Solves the Defect's old AoE weakness, but only for decks that fight fast.
Core
Glass channelers + Synchronize (+2 Focus per unique orb type — with Lightning, Frost, Dark, and Glass out, it's massive), Compile Driver, Coolant (unique-orb rewards)
Status tech
New this game: Smokestack, Trash to Treasure, Iteration turn self-generated Statuses into channels and AoE
Pivot signal: Synchronize or Coolant — the unique-orb payoffs are what make rainbow channeling a plan instead of a mess.

Trap: Glass in a slow deck. A decaying orb in a 12-turn Frost fortress fight contributes approximately nothing.

Claw (zero-cost spam)

currently weak
Claw's damage grows permanently each play; cycle the deck and snowball. A beloved STS1 meme build — currently rated desperation-tier in the sequel.
Core
2+ Claw copies early, All For One (returns every 0-cost from discard to hand — the engine), maximum 0-cost density
Pivot signal: a strict one — two Claws by mid Act 1 AND All For One sighted. Anything less, keep it as a nostalgia splash, not a plan.

Trap: forcing it because it slapped in 2019. The sequel's meta punishes it; treat CAW-CAW as a treat.

The compendium in one sentence

Draft generically good cards until the run shows you a payoff or a keystone (Whirlwind, Catalyst, Accuracy, Seeking Edge, Countdown, Electrodynamics, Dead Branch…) — then commit hard, skip everything off-plan, and spend your removals and upgrades making that one engine purr.