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.