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CARD ANALYSISVerified 2026-04-17

Ironclad Card Analysis: Every Tier With Exact Numbers

Every Ironclad card ranked with cost, damage, block, and scaling notes. Includes all v0.100.0 and v0.102.0 changes plus the new rare Not Yet.

This is the per-card reference for every Ironclad card in the current build. Archetype guides say what deck to build; this guide tells you whether to pick the specific card in front of you. Every entry lists exact damage/block numbers, cost, and the card's real strength — not its theoretical strength.

All numbers reflect the v0.102.0 beta patch. Cards that changed in v0.100.0 or v0.102.0 are flagged. Cards that were in STS1 and kept the same numbers are flagged as 'STS1 model, unchanged'. Upgrade deltas use the format 6→9 to mean the card deals 6 unupgraded and 9 upgraded.

Verification note

community

Ironclad Card Analysis: Every Tier With Exact Numbers build priorities

This page covers every known Ironclad Card Analysis: Every Tier With Exact Numbers archetype in the current Early Access build, ranked by consistency and scaling ceiling.

Each build section names the core cards, key combos, and the relics that push the archetype from functional to dominant.

Start with the S-tier build if you want the safest path through Ascension.

Open the related cards and relic pages if a build depends on a specific card or relic interaction.

Treat these rankings as an early-access snapshot — balance patches will shift them.

Starter cards: Strike, Defend, Bash

Every Ironclad deck starts with 4 Strikes, 4 Defends, 1 Bash, and Ascender's Bane. Knowing how to value removal targets among these starters determines how fast you pivot into a real archetype.

The starter pool is deliberately generic. Bash (1E, 8→10 damage + 2 Vulnerable) is the only starter worth keeping long-term, and even that is removal-eligible once you find a dedicated Vulnerability payoff. Strike and Defend should be the first two removal targets at every Merchant.

  • Strike: 1E, 6→9 damage. Remove it. No keyword, no synergy unless your deck has Perfected Strike or Hellraiser.
  • Defend: 1E, 5→8 block. Remove it. Block numbers are low enough that even Iron Wave (1E, 5/5→7/7) is a strict upgrade.
  • Bash: 1E, 8→10 damage + 2→3 Vulnerable. Keep until you find a rare Vulnerability payoff (Cruelty, Vicious, Mangle). Pick-up priority 2.
  • Ascender's Bane: unremovable curse. No impact on building decisions.

Common attacks: the keep list

The common Ironclad attack pool has three clear keeps (Anger, Heavy Blade, Body Slam) and four trap picks that look reasonable but underperform. The rest are situational.

Exact numbers matter here because the damage gap between commons is small at base but huge when upgraded. Anger (1E, 6→8, copy to discard) scales per fight, while Cleave (1E, 8→11 AoE) is a flat effect. On paper close; in long fights Anger wins.

  • Anger: 1E, 6→8 damage, copies into discard. S tier common. Still matters in v0.102.0 because Ironclad card-cost reductions are rarer.
  • Heavy Blade: 2E, 14→18 damage + 3x Str scaling. Unchanged from STS1. Keep every copy, upgrade every copy. Strongest single-target common at A10.
  • Body Slam: 1E→0E upgraded, damage = current Block. Essential in Barricade / Juggernaut decks. Skip if no block payoff.
  • Pommel Strike: 1E, 9→10 damage + draw 1→2. Top-tier tempo card.
  • Twin Strike: 1E, 5→7 twice. Counts as 2 Strikes for Perfected Strike. Only pick if you already have Perfected Strike or Hellraiser.
  • Clothesline (Iron Wave): 1E, 5/5→7/7 split. Early-act filler. Remove by Act 2.
  • Cleave: 2E, 8→11 AoE. Changed in v0.100.0 to remove Ironclad exclusivity. Keep if Act 2 elites are multi-target heavy.
  • Thunderclap: 1E, 4→7 AoE + 1 Vulnerable to all. Good in Vulnerability decks, trap pick otherwise.
  • Shockwave: 1E, 3→5 to all, added Exhaust in v0.102.0 beta. Overall weaker post-patch — only keep with Forgotten Ritual.

Common skills and powers: the real pick list

Ironclad skills got much better in v0.100.0 because Rest Site upgrade slots became scarcer. Armaments (1E, 5 block + upgrade a card in hand) is the most-picked Ironclad common in community A10 runs.

Power cards are where the archetype actually locks in. Drum of Battle, Feel No Pain, and Dark Embrace define their respective archetypes and should be first-pick priority whenever offered.

  • Armaments: 1E, 5 block + upgrade 1 card in hand (upgrade all in hand when itself is upgraded). S tier. Rest Site upgrade slots are scarce, Armaments is the workaround.
  • Shrug It Off: 1E, 8→11 block + draw 1. Standard Ironclad tempo card. Keep 1, maybe 2.
  • Bloodletting: 0E, -3 HP, +2 Energy. Core to Self-Damage archetype. Skip on pure block decks.
  • Provoke (Taunt): 1E, 7→8 block + 1→2 Vulnerable. Top-tier dual-purpose card. Filler replaces Shrug It Off in v0.102.0 meta.
  • True Grit: 1E, 7→9 block + Exhaust random (upgraded: choose). Pick only with Exhaust payoff (Feel No Pain, Dark Embrace).
  • Havoc: 1E→0E upgraded, play top card of draw pile and Exhaust it. Exhaust-engine staple. Pick priority 1 if you have Dark Embrace.
  • Blood Wall: 1E, -2 HP, 16→20 block. Niche high-density block. Only in decks with 3+ self-damage payoffs.
  • Feel No Pain: 1E, 3→4 block per Exhaust. Exhaust Engine core. S tier when paired with Havoc or Dark Embrace.
  • Drum of Battle: 2E, draw 2→3 + Exhaust top of draw pile each turn. Current best Ironclad common power in community A10 polls.
  • Inflame: 1E, +2→3 Strength. Core Strength payoff. Keep every copy in a Heavy Blade deck.
  • Dark Embrace: 2E→1E upgraded, draw 1 per Exhaust. Combined with Havoc/Feel No Pain, this creates the winning Exhaust Engine curve.
  • Rupture: 1E, +1→2 Strength when HP is lost. Only in dedicated Self-Damage builds.

Uncommon and rare highlights

The uncommon and rare pool is where you lock in a build. Infernal Blade, Pommel Strike, and Battle Trance are uncommon staples. Pact's End, Heavy Blade+, and Demon Form are the win-condition rares.

The v0.102.0 patch added Not Yet (1E rare Skill, heal 10→13 HP, Exhaust) to the pool and removed Grapple (2E attack + block). Not Yet is a strict defensive upgrade to Feed for decks that need HP instead of max-HP.

  • Infernal Blade: 1E→0E upgraded, pull a random Attack to hand playable this turn for 0, Exhaust. S tier uncommon — always pick.
  • Battle Trance: 0E, draw 3→4 but No More Drawing this turn. Essential in Exhaust decks, trap in Strength decks (blocks Inflame tempo).
  • Second Wind: 1E, Exhaust all non-Attacks in hand, 5→7 block each. Niche. Only in Dark Embrace decks.
  • Evil Eye: 1E, 8→11 block + another 8→11 if you Exhausted a card this turn. Good bridge card.
  • Flame Barrier: 2E, 12→16 block + 4→6 reflect. Hard counter to Ceremonial Beast's Plow loop.
  • Uppercut: 2E, 12 damage + 1→2 Weak + 1→2 Vulnerable. Uncommon Vulnerability anchor.
  • Bludgeon: 3E, 32→42 single-target damage. Only in Strength decks with energy relics.
  • Pact's End: 0E rare, AoE 17→23 to all, requires 3+ Exhausted cards in pile. Best AoE finisher in the class.
  • Feed: 2E, 10→12 damage, +3→4 Max HP on killing blow, Exhaust. Run longevity card. Replace with Not Yet if patch goes live.
  • Not Yet: 1E rare Skill, heal 10→13 HP, Exhaust. v0.102.0 addition. Paired with Barricade and Corpse Explosion, this lets you fully recycle HP.
  • Demon Form: 3E Power, +2→3 Strength per turn. Strength Scaling engine. Auto-pick.
  • Barricade: 3E Power, Block is not removed at turn end. Turns Body Slam decks into 50+ damage/turn machines.
  • Offering: 0E, -6 HP, +2 Energy + draw 3→5, Exhaust. Combo piece with Havoc or Fiend Fire.
  • Corruption: removed from normal pool in v0.100.0, now only accessible as Ancient Blessing. When offered, mandatory pick.
  • Impervious: 2E, 30→40 block, Exhaust. One-turn emergency button. Pick priority 2 for Act 3 bosses.
  • Dead Branch: removed from base Ironclad. Available only via Deck-builder event or Ancient Blessing.

What not to pick: the confirmed traps

Several Ironclad cards have reputations that do not match their current numbers. Writing these off saves you reroll potions and Merchant gold.

These cards are not bugged — they are simply dominated by better commons. Picking them costs you tempo that cannot be recovered without high-variance rewards in later acts.

  • Spite: 0E, reworked in v0.102.0 to 5 damage + 2→3 repeats on HP loss. Lost the 0-cost cycle use. Skip unless Self-Damage density is already high.
  • Setup Strike: 1E, 7→9 damage + 2→3 Strength this turn only. Overlaps with Inflame. Skip unless desperate for Strike synergy.
  • Molten Fist: 1E, 10→14 damage + double Vulnerable on target, Exhaust. Fringe Vulnerability card. Trap unless Mangle and Cruelty are both already in deck.
  • Grapple (pre-v0.102.0 removal): 2E, 7→9 damage + bonus damage per block gained. Convoluted trigger, rarely worth the energy.
  • Cinder: 1E, 17→22 damage + Exhaust top of draw pile. Looks huge but competes directly with Pommel Strike for the 1E slot.
  • Sword Boomerang: 1E, 3x random → 3x4 on upgrade. Random targeting kills the card against low-HP adds.
  • Primal Force: 1E Skill, transforms all hand Attacks to Great Rocks. Niche infinite combo piece. Skip in normal decks.

FAQ

Is Heavy Blade still the strongest Ironclad common?

Yes. Heavy Blade is 2E for 14→18 damage plus 3x Strength scaling, unchanged from STS1. With Inflame or Demon Form online, a single Heavy Blade+ hits for 26+ damage on turn 2. No other 2-cost common comes close.

How does Pact's End actually trigger?

Pact's End is playable only when your Exhausted pile contains 3+ cards. In a Feel No Pain / Dark Embrace deck, this threshold is reached by turn 2 of most fights. It deals 17→23 AoE damage for 0 energy, making it the single best finisher in the Ironclad pool.

Should I pick Not Yet over Feed in the v0.102.0 beta?

For survival, yes. Not Yet is 1E for a 10→13 HP heal on Exhaust — a reliable 10 HP restore every combat without needing a killing blow. Feed still wins on runs where max-HP scaling matters (Blood for Blood decks, long Ascension 20 paths), but for routine survival, Not Yet is stronger.

Why was Grapple removed from the v0.102.0 pool?

The developers stated on their patch notes that Grapple's trigger was too narrow. It required an attack card plus block gain on the same turn, and most Ironclad decks do not run enough dual-purpose cards to trigger it reliably. Removing it cleaned up the card pool for better curve consistency.

Is Demon Form still the best rare to first-pick?

Yes for Strength decks. Demon Form at 3E for +2→3 Strength per turn is the highest-ceiling Ironclad rare, and Ancient Blessings in Act 1 make the 3-cost manageable. For Exhaust decks, Dark Embrace is the higher-priority rare; for block decks, Barricade is the auto-pick.

Does the Corruption removal actually hurt Exhaust decks?

Not as much as expected. Corruption is now Ancients-only, which means it's a random Blessing offer rather than a guaranteed pick. Exhaust decks compensate by stacking Havoc, Dark Embrace, and Feel No Pain — all of which are still in the normal pool. The archetype is slower to come online but still S tier.