Act 1 - Exordium
The beginning of your journey through the Spire. Establish your deck's identity and prepare for the challenges ahead.
🎯 Strategy Overview
Act 1 is about building a functional deck. You need enough damage to kill elites and the boss, plus basic defense. Don't take too many cards — a lean deck is better than a bloated one. Prioritize cards that deal damage or apply Vulnerable.
📋 Priorities
- 1 Front-loaded damage (Carnage, Predator, Ball Lightning)
- 2 Vulnerable application (Bash+, Leg Sweep, Uppercut)
- 3 Basic scaling (Inflame, Footwork, Defragment)
- 4 Card removal at shops (remove Strikes first)
- 5 Taking 2-3 elites for better rewards
⚔️ Elite Encounters
Gremlin Nob
❤️ 106-111Gains 2 Strength every time you play a Power card. Starts with Enrage and hits increasingly hard.
Turn 1: Bellow (Enrage, +2 Str per Power) → Skull Bash (8 dmg + 2 Vulnerable) or Rush (14 dmg) alternating
Do NOT play Power cards. Focus on Attacks and Skills. Front-load damage and apply Vulnerable/Weak. Kill fast before Strength snowballs.
Lagavulin
❤️ 112-116Sleeps for 3 turns with 8 Block each turn. Awakens after 3 turns or when attacked. Each turn applies -1 Strength and -1 Dexterity (permanent debuff).
Sleeping: 8 Block per turn for 3 turns → Awakens → Siphon Soul (-1 Str, -1 Dex) and Attack (18 dmg) alternating
Either burst through 8 Block during sleep to deal free damage, or set up during sleep turns and kill fast after awakening. The longer the fight, the weaker you get.
3 Sentries
❤️ 39-45 eachThree enemies that alternate between attacking and adding Daze (status) cards to your discard pile. Left and right Sentries add Dazes; center attacks.
Left+Right: Bolt (9 dmg) and Daze (add 2 Dazes) alternating. Center: opposite pattern. One group attacks while others Daze.
Kill the outer Sentries first to stop Daze flooding. AoE is excellent. Focus one side, then the other, then center.
👹 Boss Encounters
The Guardian
❤️ 240
Alternates between attacking and defensive mode. In defensive mode, gains Thorns (Sharp Hide) and Mode Shift. After taking enough damage in defensive mode, returns to attack mode.
Hexaghost
❤️ 250
Turn 1: Activate (no damage). Turn 2+: cycles through attacks. After 6 charge turns, unleashes Inferno — a 6-hit attack where each hit = your first attack's damage + 2.
Slime Boss
❤️ 140
Uses Slam (35 damage) and Prepare (does nothing, telegraphs Slam). At 50% HP, splits into two smaller slimes (Acid Slime L + Spike Slime L).
⚠️ Common Mistakes
- ✗ Taking too many cards — aim for 2-5 card additions in Act 1
- ✗ Avoiding all elites — you need the relics and card rewards
- ✗ Ignoring card removal — removing Strikes is one of the best things you can do
- ✗ Taking too many defensive cards — you need damage to kill the boss
- ✗ Not planning your path — look at the map before choosing
💡 Tips
- ▸ Your first few card picks define your run. Choose cards that solve immediate problems.
- ▸ Neow's Blessing can make or break a run. Boss relic swaps are high risk, high reward.
- ▸ ? rooms in Act 1 are relatively safe — good for early exploration.
- ▸ Campfires: upgrade Bash or your best damage card first.
- ▸ Gold is valuable — save for shops to remove cards or buy key relics.