One of the best ways to make your deck better is to thin it out. Each card that is inferior to another or to your strategy does decrease your chance of drawing a really good card. Maybe only the Apostate does want to go for a huge deck since this class might be able to still go through it. For all the other classes a thinner deck might be better. I’ve struggled with that myself, so here are some events that can help you remove some cards.
The first things to remove cards I want to talk about are Events. An Event is an interaction that is going to happen on the map. Most of the time they are going to be useful and help you in some kind of a way. You can cheat and activate some events before fighting there guardian. Just sneak as near as you can and activate the event.
- When meeting with the Witch, you can offer 75 of your max HP so that she can remove up to five cards from your deck
- You can also come across the Elderly Archer, which removes up to two cards for free
- After every Bossfight, you can also remove one card. But then you cannot get the Wyrdstone Heart or the Boss Passive
- By meeting with the Erratic Seamstress, she will also remove one card for free
- In the Tainted Altar, you can exchange ten human livers to get a card removed
- The Armed Wanderer will remove one of your cards for one hundred wealth
Advantages Of Having A Smaller Deck
By having a smaller deck, you increase the chances of drawing the best cards that you have. So if you have a deck with fifty cards, the odds of you drawing your best cards will also increase. So depending on your class, it might be smarter to go through the events that I mentioned earlier so that you can always draw the cards you want. Let’s say your deck is composed around five great cards. For the next part, we will imagine that your deck is composed of a certain number of cards, and show through some simple math the benefits of having a smaller deck.
40 Card Deck
Assuming you’re only drawing one card at a time, the odds of you getting one of those five is 2.5%.
Odds of getting a great card: 1/40 = 2.5% (as example a Shield Slam (AOE Stun) or Skullcracker (Best DMG Card with Cleave))
Percentage of great cards in your deck: 5/40 = 12.5% (All those great cards together)
Percentage of filler cards: 35/40 = 87.5% or 100 – 12.5 = 87.5 (okish cards, but you want the great cards more than the other)
Another way to look at it is that only 12.5% of your cards are actually important to your overall strategy. This means that the remaining 87.5% of your deck is not as useful. As you will see, in the examples below, having a thinner deck increases your chances of drawing better cards.
20 Card Deck
Odds of getting a great card: 1/20 = 5%
Percentage of great cards in your deck: 5/20 = 25%
Percentage of filler cards: 15/20 = 75%
10 Card Deck
Odds of getting a great card: 1/10 = 10% !!!
Percentage of great cards in your deck: 5/10 = 50% !!!
Percentage of filler cards: 5/10 = 50%
So, we can see that as we reduce the number of cards in our deck, the odds of getting a great card increases since we have a greater percentage of our deck composed of essential cards. At the same time, the percentage of filler cards declines, meaning that you will get fewer bad cards in your hands during each turn.
While this is just some simple math, as the game progresses, the odds will start to change. And here we’re not planning on having card effects, that lets us draw more than one card at once. However, here’s a simple guide.
How to calculate
For the examples below, we will assume that X is the number of important cards, and Y is the total number of cards in the deck, and Z is the probability, and F for fillers cards.
Odds of getting an important card:
1/Y = Z*100
10/100 = 0.01 * 100 = 1%
Percentage of great cards in your deck (Assuming you have ten important cards):
X/Y = Z*100
10/100 = 0.1 * 100 = 10%
Percentage of filler cards:
100% – (Percentage of great cards) or F/Y = Z * 100
100 – 10 = 90% or 90/100 = 0.9 * 100 = 90%
However, it is important to remember that every time you draw a card, you would need to do these calculations again. If the drawn card is one of the great ones, subtract one from the X (Great cards). And one from Y (Total number of cards). And every time you draw a filler card, just subtract from Y.
You can use this website to help you with your calculations. It is mostly used with magic the gathering, but it works with any card game. https://aetherhub.com/Apps/HyperGeometric
But there’s also something very important about having a thinner deck. You need to be really picky about the cards that you will have on your deck, as these are the cards that you will be using until the end of the game. So be sure to choose your cards very wisely, sometimes its better to skip, than get filler cards!
How to improve you chances – Draw more!
In Tainted Grail Conquest there are mutiple ways to improve or manipulate your card draw. First and foremost there are 2 great items you should always have on your combat slots on every class!
- The Tome of Knowledge gives you by base just 1 card draw. That is already good, but if upgraded you can draw up to 3!
- With the Talking skull you will discard your hand (great for Zealot) and then draw 3 cards by base, BUT if upgraded you can draw up to 5 cards and also the costs are reduced! One of the best items in the game for sure.
The next best way for every class to draw more is to get the right runestones. You start with only 1 weapon and 1 armor slot. With the blacksmith in your village you can increase that to 2 slots each. The last 2 slots can only be unlocked while fighting and being lucky on treasure guardians. Now to the drawing runestones:
- With the common Calc on a weapon slot you can draw 1 card with cost reduced by 1 on the first turn of combat. That is really useful if you can hit really hard fast or if your setup needs some specific cards like the summoning classes. On Level 3 you will draw 3 cards with cost reduces by 1.
- A rare Feoh in an armor slot lets you draw 1 with cost reduced by 1 after killing an enemy. Pretty straightforward if you think about fights against the skeletons or grubs. In order to make use of this, you would have to switch into this rune before the fight. In most of the other fights its not that great. On Level 3 it lets you draw 3. That might be kinda useful for the Sentinel to play more 0 cost Arrows
- Then there is the rare Nyd which lets you draw 1 card for each unused energy next turn.. On level 3 it will be 3 cards drawn if there is one energy left. But when do we really want to not play our energy? The deck really would have many 0 costs cards to always keep an unused energy and still play the good cards.
Finally we will have a look at the specific class cards and passives in no specific order
- With Haste you get a free card draw with cost reduced by 1 after killing an enemy. Way better as a passive than as a runestone
- Thousand Cuts lets you draw 1 and cost reduce by 1 after playing 10 cards
- Divination lets you draw 3 cards and gain an energy if you start your turn with no minions. If only this would be on a Necromancer instead…
- With Hindsight you will draw 2 cards after summoning a Fae
- Glowing Runestones lets you play Sigils for 1 energy less. Also you draw new Sigils after playing one.
- Soul Restoration lets you draw 1 additional card after a minion is killed. Great passive!
- Watchers of Tuathan (Sentinel, Apostate and Zealot)
- With Glimpse of Possibility a 2 cost card in your starting deck you can have fun and just draw 2 more cards with cost reduces by 1. Especially nice, if you can reduced the cost of this card through a runestone or passive.
- Hidden Treasure lets you just draw 1 for 1 cost. This is bad, but there are 2 more sides. Treasure Hunt 2 cost for draw 1 and cost reduced by 1 is also pretty bad. But the last side The Treasure for 0 cost draw 2 and reduced cost by 1 is finally good. I do not like this card since 2 out of 3 sides are bad.
- Somersault is way better than the Treasure cards. Side 1 is 0 cost and just draw 1 Maneuver. Side 2 is Double Somersault, so draw 2 Maneuvers and cost reduce by 1. Last side is Triple Somersault with draw 3 Maneuvers and cost reduced by 2! Way better card to get!
- Quick Draw start your first turn faster with granting 2 additional Arrows
- Swift Draw is for every turn. You get an additional Arrow every turn.
- You get Glimpse of Possibility in your starting deck
- Flipping Spree is the main passive you get as apostate. All maneuvers stay in hand until dropped. For each 2 Maneuvers used in a turn you draw one card
- Hidden Pockets lets you draw a maneuver after playing 4 arrows. Good if those arrows where not that expensive since there is no cost recution
- Its Showtime when you play 4 Maneuver in a turn and then it lets you draw 4 more cards next turn!
- The Decisions Passive lets you draw 1 addition maneuver each turn
- A Retrospective is initiated if you end your turn with unused Energy. So like the Nyd runestone. Next turn you will draw 2 additional Maneuver.
- Ante lets you draw an Arrow for every card Flipped by our ultimate. Combine that with Hidden Pockets to draw even more.
- Call lets you draw an addition Maneuver after playing a quiver.
If you want to read more about Tainted Grail: Conquest here is list of interesting articles:
If you want to read more about Tainted Grail: Conquest here is list of interesting articles:
Tainted Grail: Conquest – Game Sheet
Your life as it was, is no more. You awake on hearing the voice of a goat person? Strange monsters are conjured and now you have to fight? Whats happening? Lets explore! And that exploration is kinda unique for a card based rogue-like. You can travel through the land and decide which fight to take and when. But if you take too much time the Wyrdness will come get you. A mist that will not let you escape.