Start with survival, not damage
New players lose runs by taking damage they could have blocked. The habit to build first is reading the enemy intent and answering it.
Every enemy shows what it will do next turn. Match your block to that number and spend the rest on damage.
Damage wins fights. Block is what lets you reach the boss with enough health to fight it.
Keep the deck small
A ten card deck draws its best card far more often than a thirty card deck. Every reward is a choice, not a gift.
Ask one question before taking a card: does this help the plan I already have? If the answer is no, skip it.
The strongest decks are usually the ones that said no the most times.
Learn one character properly
You start with Ironclad and cannot switch until you win. That is not a punishment. It forces you to learn one kit deeply.
His plan is simple: heavy attacks and buffs that raise his own output. Learn that, and the run structure makes sense.
A win as Ironclad unlocks Silent, and each win after that opens the next character. Your first clear is the key to the whole roster.
Spend resources before they cap
Gold, potions and relics all do nothing sitting in a bag. Use potions in the fight that threatens you, not the easy one.
Buy the relic that fits your plan rather than the cheapest one. A relic you never trigger is wasted gold.
Accept that runs end
Losing is how the game teaches. A run that ends on floor three still taught you what that enemy does.
Take the lesson into the next run instead of restarting frustrated.
Where to go next
Whether the Watcher returned shows the five characters who are in. The characters overview shows what each win unlocks.