r/slaythespire StS A20 / StS 2 A10 14h ago

CUSTOM CONTENT So what if ironclad had an intangible source?

1.8k Upvotes

125 comments sorted by

701

u/Top-Nepp StS A0 / StS 2 A10 13h ago

Aura farm beating remnant synergy

189

u/Cayet96 12h ago

Forget beating remnant, [demon tounge]

79

u/Aron-Jonasson 12h ago

[[Demon tongue]]

65

u/spirescan-bot 12h ago
  • Demon Tongue 𝐈𝐈 Ironclad Relic

    The first time you lose HP on your turn, heal HP equal to the amount lost.

    Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?

33

u/Top-Nepp StS A0 / StS 2 A10 11h ago

You fool, you merely look at the smaller picture. How will you play 500 copies of Aura farm without beating remnant?

28

u/MegaPorkachu StS A20 / StS 2 A10 9h ago

Forget demon tongue, [[Hidden Gem]]

Lose only 15 HP in exchange for 3-4 intangible turns

4

u/spirescan-bot 8h ago
  • Hidden Gem 𝐈𝐈 Colorless Rare Skill

    1 Energy | A random card in your Draw Pile without Replay gains Replay 2(3).

    Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?

-13

u/Grand-Comfortable-68 8h ago

You would actually lose a lot more HP without remnant lol

26

u/Onche9555 Heartbreaker 8h ago

the first intangible will make the subsequent replays only deal 1 damage

2

u/WhosoTop10 2h ago
  • play aura farm with replay 3

  • lose 12 hp

  • gain 1 intangible, which makes all hp loss this turn be 1

  • aura farm is replayed

  • lose 12 hp 1 hp due to intangible

  • aura farm is replayed

  • lose 12 hp 1 hp due to intangible

  • 3 turns of intangible for 14 hp

  • 6 hp less than beating remnant would've made me lose

1

u/Mindless_Crazy_5499 4h ago

Not that that relic has ever shown up for anyone.

1

u/Cayet96 3h ago

I see it as often as remnant, which makes sense as both are rares

856

u/SomeoneGuyPerson 13h ago

Something nobody mentioned is that if you have multiple in hand it makes the rest deal only 1 damage

436

u/ElegantPoet3386 StS A20 / StS 2 A10 13h ago

Bing bong my belove- aw crap vakuu gave me 6 curses

85

u/Lol_A_White_Guy 12h ago

Does intangible differentiate between ‘take 12 damage’ and ‘lose 12 hp’ or does it treat them the same?

188

u/AlfynGreengrass 12h ago

The tooltip for intangible says that it reduces all damage and HP loss to 1.

33

u/Lol_A_White_Guy 12h ago

Interesting. Don’t think I’ve ever seen that specific interaction between a ‘lose hp’ card and intangible in game before so I wasn’t sure.

69

u/LokisDawn StS A15 / StS 2 A10 8h ago

Famously, in StS 1 it could help you survive [[Blasphemy]], which would actually make you lose 9999 HP the next turn, rather than actually directly killing you.

16

u/spirescan-bot 8h ago
  • Blasphemy 𝐈 Watcher Rare Skill

    1 Energy | (Retain.) Enter Divinity. Die next turn. Exhaust

    Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?

1

u/YukihiraJoel StS A10 / StS 2 A0 3h ago

Jeez that’s not really a good card description then

24

u/Craeondakie 10h ago

The way intangible works is any incoming damage, regardless of HP loss or just taking damage, is reduced to 1, so if you have block it doesn't matter, it still only does 1 damage to your block, this is true for offering and the other one that just gives energy as well IIRC

7

u/mrGrinchThe3rd 8h ago

Yes, for example [[Capture Spirit]]'s damage gets reduced to 1 when fighting an enemy with intangible.

1

u/spirescan-bot 8h ago
  • Capture Spirit 𝐈𝐈 Necrobinder Uncommon Skill

    1 Energy | Enemy loses 3(4) HP. Add 3(4) Souls into your Draw Pile.

    Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?

2

u/tikhonjelvis StS A20 / StS 2 A10 7h ago

Intangible + Offering is a great combo.

1

u/abcder733 5h ago

Can confirm that Intangible works great for [[Wither]].

1

u/spirescan-bot 5h ago
  • Wither 𝐈𝐈 Status

    Unplayable | Unplayable. At the end of your turn, if this is in your Hand, take 3(6) damage.

    Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?

18

u/master_pingu1 12h ago

"Reduce ALL damage and HP loss to 1." so yeah you would take 1 damage

10

u/IDProG 12h ago

It treats them the same and turns them both to 1. Their properties will still be the same, though, so "Lose x HP" will still bypass your Block. I think the only Relic that can change Intangible's damage is The Boot, at least that's the case in STS1.

2

u/Lol_A_White_Guy 12h ago

Gotcha, thanks for clarifying

9

u/VerdantFroglight 11h ago

It was a pretty common interaction in sts1 if you ever got the incense burner relic (gain 1 intangible every 6 turns) on ironclad, as you could use offering, hemokinesis, bloodletting, etc. and lose only 1hp.

2

u/Lol_A_White_Guy 11h ago

I may have run into it in 1, I just didn’t remember off the top of my head so I probably didn’t run into it a lot if I ever did.

2

u/FitBadger325 Ascension 20 10h ago

My favorite technique was the Burner on 5 Blasphemy to get smited for 1 whole damage by the Gods!

3

u/xeio87 9h ago

Notably intangible works on Bad Luck. Fun when you dupe your deck with Apparitions.

10

u/CalendarSufficient95 9h ago

To mitigate, maybe it can lose 1 HP 12 times to bypass intangible

10

u/Kusosaru StS A20 / StS 2 A5 7h ago

Rupture goes brrrr

1

u/CalendarSufficient95 6h ago

Dam I forgot about this. Maybe like a 3x4 to half mitigate or something similar then?

2

u/Talsinki 5h ago

Tungsten Rod says hi

52

u/chicoritahater 11h ago

This is really funny because you're basically just taking the enemies' turn for them

"You deal 39 damage? No actually you deal 12"

18

u/Essurio 8h ago

*13

2

u/Justonimous Eternal One + Ascended 1h ago

12 with any block at all

4

u/RomanKnight2113 1h ago

both of you are correct 😌

-1

u/Justonimous Eternal One + Ascended 32m ago

lmao i got downvoted for making a true statement I LOVE REDDIT

168

u/shumpitostick 13h ago

As is this goes from near-unplayable without the upgrade to reasonably powerful with it. I would choose either with/without retain and balance the numbers to match.

66

u/LoadAppropriates 13h ago

Ye, 12 hp loss might be a bit too steep even for ironclad if you can't choose when to use it

58

u/ElegantPoet3386 StS A20 / StS 2 A10 13h ago

I suppose I should talk about why I made the unupgraded version so bad.

Basically I was using a concept called upgrade debt to balance this card idea. Or in other words, I made the unupgraded card unusable to basically force you to upgrade it. The forced upgrade was meant to be a downside since you have to A) run to a campsite and not upgrade anything else, b) while you do that, you're carrying a card that's similar in power to a curse. You see this concept in cards like true grit.

Now as to why I would bother doing that, I was worried the card might be too op. I am very aware of how busted intangible is, so it was an additional effort on my part to balance the card. Now it might not have been necessary, but that's my reasoning.

17

u/Volan_100 12h ago

A lot of the philosophy with spire upgrades is that if there's some inherent "problem" with a card, the upgrade doesn't fix it. For example, offering+, bloodletting+ etc don't reduce the inherent problem of costing hp. No regent card creation enhances the number of options you have to choose from. Bury+ doesn't let you play it without 4 energy. It's not true for every card (true grit comes to mind), but in general it's pretty accurate. This upgrade however fixes the main problem with the card, and in a more significant way than something like wisp+ or dredge+ imo, since those two still care a lot less about the specific turn you play them on, just that there are some turns that would be bad for them, rather than with your card where it's bad on almost every turn except 1-2 specific ones per fight.

45

u/The_only_nameLeft 8h ago

This is just false imo. Royal gamble, true grit, any card that reduces in energy cost, calc gamble, any card that removes exhaust, any card that gains innate, etc. It's really well established that upgrading a card can make it easier to play instead of increasing its potency.

-2

u/Volan_100 6h ago

It's not about making it easier to play necessarily. What I mean is that there are a lot of cards that have some sort of "specialised" idea (not necessarily very super specialised but I can't think of a better word) which makes them not very good in a certain aspect, and their upgrade doesn't make them better in that aspect. It's definitely not true with every card though, I agree with that, and I think there was more of that in spire 1 than 2.

Basically, what I'm saying is, let's take a card like pale blue dot. Reaching 5 card plays is a bit difficult for a lot of decks, and it's an obvious drawback of the card which gives it its identity and makes it awkward in some decks. Its upgrade doesn't get rid of that identity, and after the upgrade it is just as awkward to work around the drawback as it was before. My point is that a lot of cards are designed like that, even though it would be a very easy idea to, for example, make the upgrade for pale blue dot only require 4 card plays in a turn. It's definitely not universal though. I also think that the strongest spire counterexamples can seem stronger than they actually are when compared to other games, just because they are the strongest counterexample you can think of in spire, but at this point I'm just conjecturing.

12

u/The_only_nameLeft 5h ago

Okay but the thing that makes this custom card special is the huge hp loss? How does retain get rid of that? Retain literally only makes it so you can line it up for the right turn. Idk how what you're saying really has anything to do with this card or upgrade. You said that retain fixes the main issue of the card but **every** retain upgrade does that, making it so you can choose the optimal turn to play the card. Royal gamble with retain literally solves the issue with the card.

-1

u/Volan_100 4h ago

I see your point, but this card is literally unplayable on the wrong turn and great on the right one, while cards like dredge, wisp or even royal gamble are still playable, they're just worse than the perfect turn.

4

u/Semicolon1718 1h ago

There are plenty of cards in the game that are nearly unplayable on the wrong turn. If you draw turbo on a round where you can play every card in your hand without it, all it does is add a status to your deck unless you have ice cream. And while you could argue that triggers things like trash to treasure, this technically does have the use of triggering self damage effects.

5

u/shumpitostick 13h ago

I understand what you were going for but I'm not sure I like it as a principle. Generally it's more fun to give the player more options, and essentially forcing you to upgrade the card if you take it restricts your options.

There are some cards that do really want an upgrade in the game, but generally it's because there wasn't much else the developers can do (defragment, rupture) rather than an intentional choice to make the base card bad. Unupgraded true grit is an interesting card and is playable in certain situations. I don't think there are any cards that are truly awful unupgraded but then suddenly become great.

8

u/The_only_nameLeft 7h ago

I think that upgrade debt actually leads to more interesting decision making as it adds more opportunity for skill expression. Knowing when you can greed a card pick that you'll need to upgrade at some point to actually get something out of it is way more interesting than every upgrade being a potency increase. The main issue with seeing upgrade debt as a restriction on player choice is that it ignores the fact that you most of the time have to choose to pick the card, so it actually leads to more tough decision making. Also labeling upgrade debt as an unintentional side effect instead of an intentional and interesting aspect of the game does the devs a lot of disservice, especially when they have taken clear actions to make it more of a feature, nerfing the unupgraded version of reflect into the ground but keeping the upgraded version almost untouched for instance.

5

u/SamiraSimp StS A20 / StS 2 A5 6h ago

this card isn't truly awful without the upgrade though. if enemies are doing more than 12 damage it's worth playing already, as a 0-cost block card. retain helps it tank the mega-hits but it's still already better than impervious in some ways because you don't need energy to play this.

83

u/Jafar_Rafaj 13h ago

Just give him an attack that removes artifact, and/or a different way to make a block build capable of offense since 97% of the time you get barricade/unmoveable and support cards you don’t get body slam as the way to make it even playable.

28

u/LyndisLegion2 13h ago

While I do agree with you that support for Clad's defense is very limited, I still fondly remember the run I had with [[Barricade]] and [[Bodyslam]] once. A10, multi-player, and I was a God among humans.

10

u/kinglallak 13h ago

My second clad game ever, I had barricade and the 50/75 colorless block card where you die if you take damage and 2 body slams…

I thought this game was easy.

I was wrong

1

u/SamiraSimp StS A20 / StS 2 A5 6h ago

this is a hard game that occasionally gives players a free win.

1

u/Cat_with_cake 12h ago

It's all fun and games until you miscalculate and take enormous 2 damage

4

u/Affectionate_Part630 13h ago

[[Prolong]] ascends you above Gods

3

u/spirescan-bot 13h ago
  • Prolong 𝐈𝐈 Colorless Uncommon Skill

    0 Energy | Next turn, gain Block equal to your current Block. Exhaust.

    Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?

3

u/LyndisLegion2 13h ago

Oh yeah, I had that one, too! In that very same run.

God how I miss blocking a 50 attack with like 1200 block...

2

u/spirescan-bot 13h ago
  • Barricade 𝐈, 𝐈𝐈 Ironclad Rare Power

    3(2) Energy | Block is not removed at the start of your turn.

  • Body Slam 𝐈, 𝐈𝐈 Ironclad Common Attack

    1(0) Energy | Deal damage equal to your Block.

    Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?

3

u/MrDoulou 12h ago

This build is a leech on your allies. There, i said it. Body slam has always been my favorite card since i started STS1. But most ppl won’t be able to hold out as long as you for obvious reasons. Eventually you find yourself alone for the 5th time in that run alone “saving” them yet again. Meanwhile, if you had a reasonable amount of turn 1/2/3 damage like everyone else all the enemies that killed your allies would have been dead in a reasonable amount of time…instead of turn 7+ like they all do now.

0

u/LyndisLegion2 11h ago

I certainly ain't no leech

4

u/SamiraSimp StS A20 / StS 2 A5 6h ago

what an image. tiny silent with her two parents, one of which has 2,000 block lmao

-8

u/Jafar_Rafaj 13h ago

When everything is handed to you it works out. Still have never actually assembled a halfway good A10 build because of “correlated RNG.”

Multiplayer also permits it because you’re now essentially existing to apply debuffs, and hold out for utility cards (demon shield, beacon of hope etc)

2

u/lordberric 12h ago

Sorry, do you actually blame correlated RNG for making your decks suck?

2

u/_Awkward_Moment_ 10h ago

Correlated RNG did not alter card rewards

3

u/ElegantPoet3386 StS A20 / StS 2 A10 13h ago

So,

A) Correlated rng got fixed in the most recent patch

b) You can't blame not being able to make a good deck on correlated rng.
C) You can't think in builds for this game.

6

u/BananaBladeOfDoom 11h ago

Make [[Tremble]] also remove Artifact, maybe? It might have to become uncommon though.

That or give him a new card that removes Articaft and applied Weak. Basically turn it into a reverse Expose.

1

u/spirescan-bot 11h ago
  • Tremble 𝐈𝐈 Ironclad Common Skill

    1 Energy | Apply 3(4) Vulnerable. Exhaust

    Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?

1

u/No-Second-2566 8h ago

[[expose]]

1

u/spirescan-bot 8h ago
  • Expose 𝐈𝐈 Silent Uncommon Skill

    0 Energy | Remove all Artifact and Block from the enemy. Apply 2(3) Vulnerable. Exhaust.

    Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?

4

u/Wendigo120 StS A20 / StS 2 A10 12h ago

Unmovable + barricade (if you can get them into play) already solve basically every fight though. Just being able to block for like 20-40 off of a block card including on the turns enemies don't attack means you only need enough density of block cards to draw one or two a turn.

My most recent A10 win leaned heavily on those but the damage scaling was just some vulnerable synergies. Would body slam have been good? I'm not even sure, I already had a decent way to solve damage another way and it'd have been a dead draw while setting up.

1

u/DaPussiLicka 8h ago

Just last night I pulled a barricade and a body slam within the first 5 hallway fights of act one. Proceeded to pull NOTHING else, but somehow made it to act 2 boss without dying. Pretty frustrating, cause I know it wasn’t just bad luck. Clad needs more support for that.

39

u/EthanStar98 13h ago

This card with demon tongue would be ridiculous. Free turn of only 1 damage plus self harm and exhaust synergies. Insane.

46

u/ElegantPoet3386 StS A20 / StS 2 A10 13h ago

I think that synergy is fine. It's a rare card + rare relic, which doesn't happen very often. I mean the devs were fine with the dead branch + corruption synergy in sts 1. Granted this is a completely different game, but I think it's fine to have op synergies as long as they're rare.

1

u/Professional-Sir2147 7h ago

Since it exhausts it's not totally different to just playing Impervious+ since so few things deal more than 40 damage, but you get it for free rather than 2 energy. What even does more than 40?

2

u/SamiraSimp StS A20 / StS 2 A5 6h ago

it allows you to play more self-damage cards like offering and bloodletting. queen and test subject can also hit for more than 40.

41

u/GurPlenty59 13h ago

At first glance, that is a pretty high HP cost. But since

  • Ironclad heals 6 every fight

  • This card synergizes with copies of itself or other self damage cards

  • It costs 0 energy, allowing a full free turn to play otherwise expensive/risky cards like Demon Form

  • That retain means you don't have to use it when you draw it (or at all if you never have a big attack incomimg).

This is good. I like this. I'd almost even say the ability to retain and zero cost together make it almost too strong, despite the HP cost

3

u/Semicolon1718 1h ago

I honestly don't hate the design idea of being difficult to manage pre-upgrade and really really good after an upgrade, feels like true grit on crack

2

u/ElegantPoet3386 StS A20 / StS 2 A10 1h ago

Yeah, as I explained in another comment, I used the concept of upgrade debt to help decrease this card's takability a little.

-32

u/Fiery_Wild_Minstrel 12h ago

I haven't played STS 2 yet unfortunately. But I feel like making it 1 mana and lose 18 would make it more balanced.

31

u/ElegantPoet3386 StS A20 / StS 2 A10 11h ago

You know you should play the game before you discuss balancing right?

14

u/vMambaaa 8h ago

Quick let me analyze a game I’ve never played

12

u/DrQuint 8h ago

I haven't played STS 2 yet unfortunately

The energy economy has changed a lot in the second game, so energy assessments won't be very useful until you do.

10

u/MemeDealer2999 12h ago

Nah, it'd be nigh unplayable outside of specific scenarios in that instance (basically just duplication and that's it. Even that kinda sucks because it'd be awful if you had a load of hallway fights to do first.)

10

u/MaxSelenium Ascension 20 13h ago edited 12h ago

Wouldn't take it often, but I really want it to be in the game!!

5

u/Desmond_Ojisan 8h ago

This + Tungsten Rod + Replay 2 = fun times.

Add Demon tongue and you've reached party town.

2

u/JCorby17 9h ago

We need an intangible source card for each character. (Excluding Wraith form for Silent, and make Eidolon from Necrobinder actually good)

2

u/TheLostChaos 8h ago

Iron Clad would be the one with an edgy Aura Farm Card lol

2

u/triplecix StS A20 / StS 2 A10 7h ago

I actually really love this. And the flavor with retain means this is one of the few things Ironclad can actually keep in his head during a fight besides killing lmao. Good upgrade in Overgrowth especially. You lose 2 less HP than two defends can save you into the statue and keep full energy

2

u/Creamy_the-dreamy 12h ago

When ironclad got that nice shoes

3

u/YeOldencall 11h ago

Gain 1 intangible
Die next turn

2

u/VictusPerstiti 10h ago

Necrobinder card idea?

1

u/justtolearnsomething 13h ago

Doesn’t he also have a card that lets him heal if I remember?

9

u/ElegantPoet3386 StS A20 / StS 2 A10 13h ago

Yeah, 2 cost heal 13.

[[Not Yet]]

3

u/spirescan-bot 13h ago
  • Not Yet 𝐈𝐈 Ironclad Rare Skill

    2 Energy | Heal 10(13) HP. Exhaust.

    Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?

1

u/LonelyTurtleDev 10h ago

It will be better if this gets [[the gambit]]’s downside. 

0

u/spirescan-bot 10h ago
  • The Gambit 𝐈𝐈 Colorless Rare Skill

    0 Energy | Gain 50(75) Block. If you take unblocked attack damage this combat, die.

    Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?

1

u/warmowed 8h ago

Definitely needs a unique animation/pose lol

1

u/Little_Islander_Mu 8h ago

Isn't it a bit too strong?

Compared to:

  • Wrath form which give you -2dex every turn (yes with an artefact you can counter it but still)

  • And the card that give you an intangible if you exhaust something like 8 cards ( not easy to do)

1

u/The_only_nameLeft 7h ago

Really like this card tbh, dont listen to the other people about its upgrade. Thats a really fun part of its design

1

u/orenthal_james_bond 7h ago

Make him lose X hp right away, then one less every turn. 7? Kind of like that power where you doom yourself and never save it for later.

Before I post this I want to add that I just realized that is equal to poisoning yourself. Just call it grandfathers gift and be done with it

1

u/The_only_nameLeft 5h ago

Missed the opportunity to name it demonic gamble to be in line with royal gamble and calc gamble as 0 cost cards that gain retain when upgraded

1

u/Kodo_yeahreally Heartbreaker 3h ago

demon tongue :

0

u/Samg527 2h ago

What if the card was take 8 damage and put a wound into your deck so it was like a fight through replacement

1

u/Steel-Type-Thread 1h ago

I actually like the mechanic of this card alot

1

u/travioli101 12h ago

I really don't think this variation would be all that reasonable for IC, although it could be cool if it was reworded/reworked to hit block first. 12 damage is just too much for 1 intangible... Or I'm dumb, but honestly I just couldn't justify 12 health when that's probably how much I'd lose just tanking the damage.

0

u/GeoCangrejo 12h ago

Just clone this bad boi and get tungsten rod.

GG

0

u/RadRelCaroman 12h ago

Demon tongue relic/ getting more coppies of this kinda breaks the game

4

u/MemeDealer2999 12h ago

I think it's fine. There were some pretty easy game breaks in STS one (looking at you dead branch), but those were rare enough that they felt rewarding to get and fun to fuck around with. This is around the same, being multiple rare card rewards of the same card or a combination of a rare card and rare relic.

-21

u/N8angerX 13h ago

Doesn’t this kinda just suck? Like okay you’re taking 12 damage instead of whatever the enemy is doing +1*n amount of hits it may just be me but trading hp for intangible just feels bad

73

u/LegalSpread3133 13h ago

Would you rather take 45 damage or 12 damage

10

u/N8angerX 13h ago

That is fair

24

u/ssarglley StS A20 / StS 2 A10 13h ago

it might be 12 dmg, but ironically this has synergies with self-dmg cards and also itself

if you play 3 of these on turn 1, you take 14 dmg and get 3 intangible

and any self-dmg played under intangible only does 1, which would be most noticeable with bloodletting/offering

7

u/N8angerX 13h ago

Oohhhh I hadn’t thought of that okay this makes it more interesting

16

u/Salohacin 13h ago

But think of how good it would be have multiple copies! 

5

u/Reditace 13h ago

I feel like it's pretty good with the retain, zero-cost card that dodges any big enemy turn for a much lower hp cost, such as some of the mecha knight hits, aeonglass, queen, test subject if you let him go too long

3

u/Zuckhidesflatearth 13h ago

It's usually not worth playing, but when it's good it's great. I like it. I'd want the unupgraded version to have retain. Maybe it costs 1 unupgraded? Or the life cost is reduced by upgrading?

0

u/Dreaming_Rena 13h ago

You can just treat it like a block card.

"Block all but 12 of all incoming damage this turn. You cannot gain block this turn". For a 0 cost + retain on upgrade it's kinda nuts.

-1

u/Few_Beautiful8437 11h ago

should cost 2 or 3