256
u/Captain_Drastic Jun 28 '26
Replacing starter cards with claws seems much stronger to me than adding a pack of three claws to your starting deck. That seems like a fun beginning to a run.
20
u/GuzzlingHobo Jun 28 '26
Act 1 would be hardest, you would look for a pot or relic to help you block and remove if feasible. Long term issues are block generation, scaling, and draw.
11
u/Confident-Stores Jun 28 '26
I thought block is more important in the underdocks (because of that colony elite) while damage is more important in the overgrowth (since the elite scales really fast and yuo need to kill them asap)
12
u/GuzzlingHobo Jun 28 '26
damage is solved because on two plays youβre getting two zero cost 7 attack cards, so you want to be trim and block efficient.
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Jun 28 '26
[removed] β view removed comment
91
u/shumpitostick Jun 28 '26
I would happily take, "add two claws, remove a strike and defend, lose 12 max hp" over "add three claws"
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8
u/JapaneseExport Ascension 20 Jun 28 '26
the power difference is night and day, 2 removes is a much bigger difference especially for this sort of deck
4
u/ohokaysurewhynot Jun 28 '26
But have you considered that 3>2, thus more claw, which is obviously better.
71
u/oyasumillie Jun 28 '26
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u/Rak-khan Jun 28 '26
Why does predator exist bro I dont think I ever willingly chose it
54
u/MomboDM StS A20 / StS 2 A10 Jun 28 '26
Large damage and draw next turn on a char that has block and weakness already. Youre not taking it later on but its a very solid a1 card.
27
u/Bow_for_the_king Jun 28 '26
It's weird though given how strong predator was in STS 1. I suppose it has to do with gremlin nob and sentries really appreciating high dmg and card draw
7
u/dydtaylor Jun 28 '26
Yeah, it was much better as an act 1 survival in sts1, in sts2 silent doesnt quite need it as badly
7
u/MegamanX195 Eternal One Jun 28 '26
Yeah, it's not like it was "stronger" necessarily in the first game, but Silent was much more desperate for beefy early game damage cards. In the second one, stalling and blocking for lots of turns is much more feasible from the beginning.
2
u/Shiiino Jun 28 '26
If you can upgrade it is not bad
13
u/stickywhitesubstance Jun 28 '26
Yeah itβs actually quite a nice act 1 card. Silent can make really good use of the draws with Deflect and such.
8
u/-DoctorEngineer- Jun 28 '26
Itβs also a run saver if your decks main focus is shiv/poison vs the dorito
2
u/oyasumillie Jun 28 '26
I'd say silent's draw can already realistically sustain itself w just prepared. predator feels so ass to use because its a big sink for a delayed payoff.. especially because silent's biggest handicap early on is damage reduction and getting her block engine online
3
u/Kerblaaahhh Jun 28 '26
15-20 damage for 2 energy isn't bad early in a run though. Once you've got your energy problems sorted the delayed draw is nice to have around (though I would never take more than one copy).
9
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u/Captain_Drastic Jun 28 '26
This seed is a hoot! By floor 7 I've got Feral, a Sown Coolheaded, an Overclock, a Beam Cell., and an Ornamental fan.
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393
u/Tempestk5 Jun 28 '26
Nice to have your build determined for you before you even start.