Metallicize gave me block at the end of my turn, which activated Juggernaut and added survivability. Iron Wave became my general replacement for my strikes, giving me more block and damage, basically doubled the damage from Juggernaut. I made Juggernaut innate using the wind in a bottle relic, which gives me reliable damage over the course of the fight. I found that a Juggernaut build with heavy reliance on Rage, Iron Wave, Metallicize, basically anything that gives you a ton of block for free. Corruption is worth building your deck around: FNP, Dark Embrace, Charon’s Ashes, and especially Dead Branch are crazy with it, especially if you stuff your deck with. Cards like Fiend Fire and Second Wind are great for triggering exhaust. Juggernaut is excellent with it since it triggers for each exhausted card. Feel No Pain is ridiculously powerful and is one of the few cards that is almost always good multiple copies can keep you very safe. Exhaust can be very good inherently by removing bad cards like Strikes, Defends, curses, or status cards. You shouldn’t worry too much about exhaust burning through your deck except for very long battles. Ironclad has a ton of ways to exhaust cards and benefit from it. Demon Form in particular can be a big trap-it takes too long to be useful in most hallway battles, you usually have to burn a turn to play it, and you might draw it at a very inconvenient time.Įxhaust is more sophisticated and IMO more robust. However, the issue is that your defense will suffer if you focus too much on strength scaling. Scaling with cards like Inflame, Spot Weakness, and Demon Form become win conditions, and an upgraded Limit Break is very useful to push the build over the top, especially when you can replay it quickly with Headbutt. Strength is the obvious ooga-booga-they-can’t-kill-me-if-I-can’t-kill-them-first option. Ironclad has a few themes that you can build around, but I would say that the two central ones are strength and exhaust.