0:00 - Ironlad my beloved 0:05 - Honestly these "bonuses" suck. Taking 18 damage for remove 2 is dangerous. The only thing this does now is allowing us to cycle back to Bash more often, but that's just not that much output. The -18 HP could also force us to take less elites, so I'd look at the map before making this call. Potential 3 elite path. Unless I'm on a winning streak, I'd boss swap here. If the swap is bad the path allows for 1-2 elites. Removing 1 strike and 1 defend is good imo. Removing 2 strikes would be too greedy. 2:10 - Fire pot is really good and so is Inflame. Looking good. 2:25 - Not entirely clear if playing Inflame is correct in turn 2. Cause a 3 strikes draw kills anyways without playing inflame, but playing inflame makes a 3 strikes draw more likely. Can't be bothered to do the math here. 2:45 - Shrug is a really good card, specially against Guardian. I'd probably pick it over Sword Boomerang but I think the boomerang is decent here with the Inflame. 3:17 - Tough call, I really really like this Battle Trance. Dying too much in act 1 due to lack of attacks is probably leaning you towards more damage. Given this is a Guardian act and the fact Anger sucks against him, and that you already picked a boomerang, I'd probably go battle trance here. It's just a great source of frontload draw (which you want cause that Inflame needs to be played asap with the boomerang). 4:15 - Given how bad clad is at drawing cards, Shrug >>>>>> Ghostly Armor. 8:20 - A very niche micro advice: don't ever drink Fruit Juice unless you're about to die or you've been offered a new potion. Reason is, if the next relic you get is Toy, you'll be missing 5 HP heal from it. Also, some events damage you based on a % of your current health so you don't want to have higher HP. So yeah, delaying drinking the Juice as much as possible is the best thing to do. 10:10 - Micro was a bit sus but all things considered you're through act 1! So far VERY minor nitpicks, deck is okay-ish but this is due to RNG and not because of your picks. Overall, fairly clean. 10:36 - This is a key moment and I think Black Star here is not correct. If you play clad long enough, you'll start realizing how badly this character wants a 4th energy. Offering is not enough, you want to play more cards per turn and both Dripper and Choker lets you do that. Also, we have no AoE, output is currently sus, and we have no potions, so we might just die in any elite fight. Having said that, Dripper is a bit scary because we have no relic support besides the Burning Blood and we have Offering (maybe its still fine due to Bites/Apparitions being a thing). I think this is Choker. We need to snowball harder, we are not playing more than 6 cards per turn anyways (and this shouldn't hurt us much in the endgame as long as we add more dense cards to our deck). 11:20 - Full left path here lets you go to a shop and lets you rest before the elite. Resting here is important because you don't have the 4th energy nor the AoE damage that would let you tackle hallways cleanly. 14:00 - I liked arma+ here. 15:37 - Aaaand ded. I think you could have survived this fight with perfect play. Even then, you were 100% dead against an elite unless you saw Waffle at the shop. Very minor mistakes throughout the run, but the ones you made ended up costing too much. I think the takeaway here should be that 4th energy on clad is insane, it almost always plays. It would have saved you a ton of HP on every hallway. Not sure between Dripper/Choker. Maybe a more skilled player would go Dripper, but with Choker I'd be chilling at least till the end of Act 3.
0:00 - Ironlad my beloved
0:05 - Honestly these "bonuses" suck. Taking 18 damage for remove 2 is dangerous. The only thing this does now is allowing us to cycle back to Bash more often, but that's just not that much output. The -18 HP could also force us to take less elites, so I'd look at the map before making this call. Potential 3 elite path. Unless I'm on a winning streak, I'd boss swap here. If the swap is bad the path allows for 1-2 elites. Removing 1 strike and 1 defend is good imo. Removing 2 strikes would be too greedy.
2:10 - Fire pot is really good and so is Inflame. Looking good.
2:25 - Not entirely clear if playing Inflame is correct in turn 2. Cause a 3 strikes draw kills anyways without playing inflame, but playing inflame makes a 3 strikes draw more likely. Can't be bothered to do the math here.
2:45 - Shrug is a really good card, specially against Guardian. I'd probably pick it over Sword Boomerang but I think the boomerang is decent here with the Inflame.
3:17 - Tough call, I really really like this Battle Trance. Dying too much in act 1 due to lack of attacks is probably leaning you towards more damage. Given this is a Guardian act and the fact Anger sucks against him, and that you already picked a boomerang, I'd probably go battle trance here. It's just a great source of frontload draw (which you want cause that Inflame needs to be played asap with the boomerang).
4:15 - Given how bad clad is at drawing cards, Shrug >>>>>> Ghostly Armor.
8:20 - A very niche micro advice: don't ever drink Fruit Juice unless you're about to die or you've been offered a new potion. Reason is, if the next relic you get is Toy, you'll be missing 5 HP heal from it. Also, some events damage you based on a % of your current health so you don't want to have higher HP. So yeah, delaying drinking the Juice as much as possible is the best thing to do.
10:10 - Micro was a bit sus but all things considered you're through act 1! So far VERY minor nitpicks, deck is okay-ish but this is due to RNG and not because of your picks. Overall, fairly clean.
10:36 - This is a key moment and I think Black Star here is not correct. If you play clad long enough, you'll start realizing how badly this character wants a 4th energy. Offering is not enough, you want to play more cards per turn and both Dripper and Choker lets you do that. Also, we have no AoE, output is currently sus, and we have no potions, so we might just die in any elite fight. Having said that, Dripper is a bit scary because we have no relic support besides the Burning Blood and we have Offering (maybe its still fine due to Bites/Apparitions being a thing). I think this is Choker. We need to snowball harder, we are not playing more than 6 cards per turn anyways (and this shouldn't hurt us much in the endgame as long as we add more dense cards to our deck).
11:20 - Full left path here lets you go to a shop and lets you rest before the elite. Resting here is important because you don't have the 4th energy nor the AoE damage that would let you tackle hallways cleanly.
14:00 - I liked arma+ here.
15:37 - Aaaand ded. I think you could have survived this fight with perfect play. Even then, you were 100% dead against an elite unless you saw Waffle at the shop.
Very minor mistakes throughout the run, but the ones you made ended up costing too much. I think the takeaway here should be that 4th energy on clad is insane, it almost always plays. It would have saved you a ton of HP on every hallway. Not sure between Dripper/Choker. Maybe a more skilled player would go Dripper, but with Choker I'd be chilling at least till the end of Act 3.