Slay the Spire Wiki
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Upgrading the card creates a second copy of the selected card.
 
Upgrading the card creates a second copy of the selected card.
   
 
==Strategy==
==Synergies and Interactions==
 
If the player's hand is full, the copied card is placed in this discard pile instead of the hand.
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* If the player's hand is full, the copied card is placed in this discard pile instead of the hand.
   
When Dual Wield copies a card with altered characteristics, like those related to [[Madness]], [[Confused]], [[Rampage]], and [[Blood for Blood]], the copied card also copies the changes.
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* When Dual Wield copies a card with altered characteristics, like those related to {{C|Madness}}, {{KW|Confused}}, {{C|Rampage}}, and {{C|Blood for Blood}}, the copied card also copies the changes.
   
When copying a Power card, consider discarding the copy instead of playing it. This will allow the player to draw that Power and Dual Wield in future hands and stack up multiple copies of its effect. Remember that playing a Power card attaches it to the character, removing it from future draws. Similarly, discarding one of the copies and Dual Wielding it again later allows you to repeatedly play cards that exhaust themselves, such as [[Reaper]].
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* When copying a Power card, consider discarding the copy instead of playing it. This will allow the player to draw that Power and Dual Wield in future hands and stack up multiple copies of its effect. Remember that playing a Power card attaches it to the character, removing it from future draws. Similarly, discarding one of the copies and Dual Wielding it again later allows you to repeatedly play cards that {{KW|exhaust}} themselves, such as {{C|Reaper}}.
   
Dual Wield doesn't Exhaust itself, allowing the player to repeatedly copy the same card. By [[Exhaust|Exhausting]] undesired cards with [[True Grit]] and other selective Exhausters, the player can create a deck containing nothing but a single powerful card or combo.
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* Dual Wield doesn't {{KW|Exhaust}} itself, allowing the player to repeatedly copy the same card. By {{KW|Exhaust|Exhausting}} undesired cards with {{C|True Grit}} and other selective {{KW|Exhaust|Exhausters}}, the player can create a deck containing nothing but a single powerful card or combo.
   
Copying a "Strike" with Dual Wield increases the power of [[Perfected Strike]]. Consider copying Perfected Strike itself to increase the odds of drawing the powered-up Attack.
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* Copying a "Strike" with Dual Wield increases the power of {{C|Perfected Strike}}. Consider copying {{C|Perfected Strike}} itself to increase the odds of drawing the powered-up Attack.
   
Dual Wield can copy powerful self-Exhausting cards like [[Feed]] and [[Pummel]] so they can be played repeatedly. Consider upgrading Dual Wield so two copies can be played while retaining one copy to Dual Wield again.
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* Dual Wield can copy powerful self-{{KW|Exhaust|Exhausting}} cards like {{C|Feed}} and {{C|Pummel}} so they can be played repeatedly. Consider upgrading Dual Wield so two copies can be played while retaining one copy to Dual Wield again.
   
 
* If the deck relies on jamming the deck full of Dual Wielded cards, prioritize copying the key card as quickly as possible. The more copies of the card are in the deck, the higher chance of the player drawing Dual Wield and the key card in future turns.
== Strategy ==
 
If the deck relies on jamming the deck full of Dual Wielded cards, prioritize copying the key card as quickly as possible. The more copies of the card are in the deck, the higher chance of the player drawing Dual Wield and the key card in future turns.
 
   
 
{{Ironclad Card Navbox}}
 
{{Ironclad Card Navbox}}

Revision as of 22:48, 20 October 2018

Dual Wield is a Skill card for the Ironclad. It creates a copy of a card in the hand, including its upgrade status and cost reductions. As an Uncommon card, it can be found as a reward after combats.

Upgrading the card creates a second copy of the selected card.

Strategy

  • If the player's hand is full, the copied card is placed in this discard pile instead of the hand.
  • When copying a Power card, consider discarding the copy instead of playing it. This will allow the player to draw that Power and Dual Wield in future hands and stack up multiple copies of its effect. Remember that playing a Power card attaches it to the character, removing it from future draws. Similarly, discarding one of the copies and Dual Wielding it again later allows you to repeatedly play cards that themselves, such as Reaper.
  • Dual Wield doesn't Exhaust itself, allowing the player to repeatedly copy the same card. By Exhausting undesired cards with True Grit and other selective Exhausters, the player can create a deck containing nothing but a single powerful card or combo.
  • Copying a "Strike" with Dual Wield increases the power of Perfected Strike. Consider copying Perfected Strike itself to increase the odds of drawing the powered-up Attack.
  • Dual Wield can copy powerful self-Exhausting cards like Feed and Pummel so they can be played repeatedly. Consider upgrading Dual Wield so two copies can be played while retaining one copy to Dual Wield again.
  • If the deck relies on jamming the deck full of Dual Wielded cards, prioritize copying the key card as quickly as possible. The more copies of the card are in the deck, the higher chance of the player drawing Dual Wield and the key card in future turns.
RedEnergy Ironclad Cards RedEnergy
Starters
Attacks
Common
Uncommon
Rare
Skills
Common
Uncommon
Rare
Powers
Uncommon
Rare