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The Ironclad Starter Deck in Slay the Spire

Updated 2026-10-15T00:00:00.000Z Source Community mechanics documentation; exact figures to be verified against the game's own data By
Data status: This page explains mechanics and decision rules. Where a precise number matters we say so and mark it, rather than guessing.

The starting ten

Ironclad’s first deck is ten cards. Five are Strike, which deal damage. Four are Defend, which grant block.

The last card is Bash, a heavier hit that also makes the enemy vulnerable. That single card teaches the status.

Health and energy

Ironclad starts with 80 health. That is the buffer you protect while the deck grows.

You gain 3 energy every turn. With Strikes costing 1 each, a turn is usually two or three plays.

Where to go next

The starter deck is a skeleton. Add cards that repeat its strengths and cut the ones that clutter draws.

Bash shows the value of Vulnerable early. Build around that lesson as the run opens up.

Next: Which character to start.

Frequently asked questions

What is in the Ironclad starter deck?

The starting deck is ten cards: five Strikes, four Defends and one Bash. It is small and direct on purpose.

How much health and energy does Ironclad start with?

Ironclad begins with 80 maximum health and 3 energy each turn. The numbers are fixed at the start of a run.

Should I remove cards from the Ironclad starter deck in Slay the Spire?

Yes. Cut extra Strikes once you add better attacks, so your strong cards show up more often each draw.

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