You could also hypothetically get the majority of sigils in the game on one card, but that process is very complicated and requires perfect rng.(sacrifice stones+mycologists)
@@epicgamernoisesintensifies6238 No, unfortunately there is a limit of 4 sigil patches per card. I attempted to combine a ton of sigils onto one card (using pack rats) and some got deleted when the mycologist combined them.
I had a OP run when I had the infinite sacrificial squirel totem, then I had the ouroburus with fecundity.. In one turn, I got it to have 50 attack and 50 health, ending games in one turn, and half of my deck were magpies so I could draw it with higher chance.
Now, that Deathcard is good But you see, Ouroboros's infinite stat buffs mean that if you can get it as the stat card, you can have some cards with an attack that's limited only by how far you pushed Ouroboros
This is how I got my 14/14 free fecundity deathcard. Funny enough, that’s arguably not my strongest. I think my strongest is my 7/7 free trifurcating fecundity deathcard, but I digress
Actually since there's rituals. You can also add the Tri Attack sigil from the mantis Lord to the card. So 7 / 7 / 0 free cost; gets itself back and attacks in the next two adjacent lanes and in front.
Because the deathcard keeps the stats and sigils of cards that were buffed in your run, you could potentially get insane values. I managed to get a 14/14 1 cost card with the mantis god sigil as my second and final death card.
I've actually done the first combo before. The second one I've partially done. You can make a card with the battery bearer and unkillable sigil if you use 2 negative sigils, since you'll just smash it anyways. Even if it doesn't give infinite cards, it still gives infinite battery
the highest possible damage on a card that isn’t an indefinitely beefed up Ouroboros is actually a Conjoined Urayuli which can be obtained by selling a Conjoined Golden Pelt to the Trader and getting lucky enough to be traded one, or get two Urayulis and conjoin them at the Mycologists
Hey Exxo, enjoying your videos as always. I recently started playing "Slay the spire" and guess what, I hit A20 on Defect! (It's my favorite character) I remember your post about the game on community, so I wanna ask if you could share some of your awesome decks that beat the heart. I'm also curious what's your favorite character.
I was always partial to the turret with poison. Place it in front of any of his cards and when they spawn in, the die instantly. But the infinite battery is pretty op ngl
Speaking of Deathcards, might I suggest a pre-made deathcards stream run? With 11+ cards in total as of Kaycee's Mod, it should enough variety to last a stream
My best Deathcard was a free 7 attack 8 health trifurcated strike with bees within The reason I had bees within was because I already had a decent Deathcard and I didn’t have any good stat options, so I chose the beehive and buffed it at the campfire after feeding the campers the ringworm I have printed it out from one of the Inscryption card making websites and now I have it on my desk. It’s called “I eat bees”
I made a card for 2SP that had 0 costs, 1/1 stats, and the unkillable, poison and brittle stats. Basically allowed me to delete one of the enemies creatures every turn or deal 1 damage. I named it "MR. SHOOT YOU". I loved Mr. Shoot You.
My fave card to make in the factory was a zero cost 1 1 with fragile, unkillable and bomb sigils... mainly for destroying the bounty hunter bots you have to deal with on winning streaks
I’ve seen a card in act 3 with the hound’s hunt ability, the sentry’s prefire, and the adder’s instant death. This may not be as powerful as the other one, but it effectively stops any card in the game before it can do anything (be careful or bombs/thorns)
I once made the first combo card but with the 3 attack sigil in addition of all the rest shown in the video XD Nice one BTW, keep making such great content
I’d argue that the best sigils for the perfect death card would be the two from Magpie (flying and picking a card to draw) - which guarantees your card is going to definitely win you the game that turn - and the sigil from Rat Pack so that you’re also more likely to win your *next* game too
urayuli isnt even the strongest card you can make. try getting a stitched one, or powering it at a campfire before making it a deathcard. even then, ouroboros trumps all
I had a death card with the cost of one blood, 6/6 stats from a vulture I stitched together at the mycologists, and it had the sigils that give you a copy when you play it and infinite sacrifices from a field mouse I infused with a black cat’s sigil. If I draw him and have a rabbit or anything on the board that I can sacrifice, I can drop four 6/6 minions down, sacrificing each one to play the next without killing any of them. If I draw him on the first turn, I can instantly win and fill my little bowl with a ridiculous number of teeth.
Another away to get the deathcard in act one as i was bored and started farming them, is eventualy the death card does become an event to pick from a pile of death cards
The "infinite battery" act 3 card is really good, but I prefer creating the "fire spell" card. It's a card with 1 hp and the sigils: brittle, unkillable, annoying and airborne (airborne is a free sigil), then I make it deal 3-4 damage and adjust cost to be like 1 or 2 energy, to be able to have that much damage, while still having it be cheap. That way I can beat every oponent in like two turns, by just spamming this card twice
i think Sentry+sure kill is pretty good too. here is the chain: sentry attacks the card that comes in front of it. Surekill kills the card that is attacked by it. with this combo, your sentry can not be attacked because the cards in front of it will be shot via Sentry, and Surekill will make sure it will die after that. or you can simply do Sniper/Surekill and put it behind a wall to create same combo.
My first card in PO3's factory was a free unkillable explosive card, so I could infinitely blow up stuff on the board, and it only needed 1 SP (didn't know about brittle)
I once made a card that had the cost from a wolf pelt, the the sigils from the mantis and mantis god (i put them both on one card), and the health and power from the ouroboros which was like 70 at the time
I once made a death card that was free, had the magpie and flight sigils, and had the stats of my ouroboros-which were 30/30-and called it ‘nowaythisworks’
I once got a deathcard with stats from urayuli, cost from a pack rat, and sigil from a mantis. Later that run i got him, buffed his attack up to 11 with a campfire, and put the flying sigil on him. Needless to say i steamrolled the game with that card. Also that same run i got the magpie find a card sigil on a squirrel totem, and that allowed me to basically allways draw my god card.
The most busted card I managed to make in Act 3 was combining a Orlu's Vessel with an Emerald Vessel at the Mycologist fight along with two additional cards that buffed the attack and health. I ended up with a 6/4 Mycobot that had 1 energy and gave all three Mox sigils when played. Gemifiying it literally turns it into a 7/6 when on the field since it buffs itself. We could theoretically make it even better by adding a fourth sigil such as Bifurcated Strike or Undying. Also I've tried making a card do Birfurcated Strike with Trifurcated When Powered and sadly it doesn't stack. It only does Bifurcated when unpowered and Trifucated when powered, not Quintuple.
You can actually do a lot better than 7 7, because it will also use cards that have been to the mycologist or have been upgraded at the campfire if I remember correctly
My favorite custom card was basically the same thing, but I gave it the bomb sigil instead. Because of brittle, Little Fat Boy could wipe the whole board almost instantly!
I once had a deathcard using a doubled uyaruli (by mycologists) for the stats that had a cost of 2 bones from an opossum with the bifurcated sigil from a mantis
You forgot the hidden boss in act 3. At the end of your turn all your cards move onse spot twards the center spot. If thet land there but a card is already there they combine I don't remember how it deals with energy costs but I do remember geting a 6 cost 7/12 with undying, gift, sentry, and dual attack. If you want to find it its on a hidden diagonal path on the right side of the map in act 3. You also need the key from act 2 if I remember correctly. I did this like a year/2 years ago so sory for not fully remembering.
I made four cards in act 3 and they were all relatively low cost and almost no sp spent. First one is St. Shoot You, it's pretty much just a sniper for one energy. So, great growth potential but not really since it's so late in the game. Lil screw you is a pretty much the same as in the video but doesn't give energy and costs one because I wanted it to do damage. Could have just made it free and be an infinite card source without the damage. It was only 2 sp tho, so can't complain. I made The Good Boi for the G0lly fight. Simply just reusable 3 damage on any free space. It had Brittle tho and costs one energy. And then, just for fun, Dr. Toot Boi which is just an unkillable brittle sentry drone for free.
the best deathcard possible imo would be having the cost remain free, and the only sigils needed to be both Unkillable and Worthy Sacrifice, essentially giving you the ability to play any card you want, and i'll also add that the attack and health stats don't matter with this at all
on my winning run of act 1, I managed to pull together a free 1-HP deathcard that creates a copy of itself every time it's played *and* every time it dies, with attack equal to the amount of cards in your hand 😅
You can make a better death card with ouroborous's stats and the sigils with a field mice sacrificed to mantis god with double strike via buying it with a gold pelt, or some other combination of events that gives one card fecundity, double strike, and triple strike.
Now if you want your death card to be even better, add sigils to your pack rat, like trifocated strike. Then, combine said pack rat with another pack rat to give it more sigils, after that just gope you get to choose that cards sigils for your death card and then your all set
The death card bit is only the perfect card WITHOUT upgrades. Any upgrades you give to the cards used to make the death card carry over, as long as the changes affect the "stats" the death card is currently copying. By that logic, cost doesnt change, atk/hp becomes 7/7+7/7+7/7+7/7 from an ideal fusion of 4 urayuli(s) in 3 mycologist events, plus whatever campfire buffs you can stack on top of that on any of the 4 original copies. Where the conversation gets the most complicated, then, is sigils. If going for quantity, we need cards that start with multiple sigils, and to stack as many unique sigils on 4 copies of the same card as possible to again transfer them through mycologist. If going for powerful sigils, we can get 4 new ones onto a card through mycologist, more if you can find cards that start with multiple, non-overlapping sigils. But for our purposes, 4 sigils will be more than enough. Since we are talking about a free card, unkillable makes it a tribute engine, fecundy gives us infinite copies for hand size (hand tentacle), corpse crawler will keep the board full in combination with unkillable, and just for fun we put on "?" so that each of our infinite copies has a different contextual symbol for different circumstances. So, without campfires which are practically impossible to account for all variations, that is a free, 28/28 card, with 4-5 sigils depending on the base used to accumulate them. If 3 of the sigils are the exact combination of unkillable, fecundy, and "?", then you will have infinite copies of the card in hand that cover every sigil in the game for any circumstance they would be needed for. That is 28*4=112 damage on your board with full slots, only increased with a hand tentacle or oroborous built up as large as you want. This is the theoretical extreme, though, as to make it possible, you need 6 mycologists in a single run and the luck to line up in such a way as to get the required pieces for each fusion before that point without over-inflating your deck into an inconsistent mess that would loose before the combo is complete, and finally that the 3 cards to build your death card come up at the right times without missing a single one. This combo is for base act 1, but with the way the sigils line up, it would even break kacyee's mod. Good luck to the fools who seriously try to pull this off.
well i once made a death card that looked like this: 0 cost, 50 health, 50 damage and the mole man sigels. i still believe that card could solo the 8 bears easily.
I have probably the best death card. The one on the title screen is good, but mine is better. It's a free, 7 health 7 damage card that attacks 3 times and does flying damage. I got a double sigil because of the "2 into 1" pelt card.
If you dont include ouroboros, the best deathcard is: an urayuli that was infused with another urayuli, the cost of a pelt, the 3 way attack sigil and the field mice sigil.
I once made a 1 blood cost card card that helped me beat Leshy in act 1. Rabbit Pelt + Combined Urayulies + triple strike (Not sure if it's the name). I named him Grimace Edit: I fucked it up, it was zero cost.
I lucked into almost the exact deathcard he descibes in the first section of this vidio in my death of my first playthrough. just make it bull moose stats.
Hey, I've recently started watching you as I got into, beat, and almost 100% kaycees mod. All except Skull storm. If you could give me tips on how to beat it I'd love it. I'm not even beating 1st map usually before the bears and items almost never give scissors or the clock and I've been getting frustrated.