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Slay the Spire - Silent Guide: Grand Finale

By Dynamod123   /   Dec 23, 2018     Guides
Slay the Spire - Silent Guide: Grand Finale

A quick guide on how to make the most underrated card in the game work for you.

Other Slay the Spire Guides:


So, You Got a Grand Finale Card Early on in Your Run?



If you're new to Slay the Spire, you may have taken a look at the 50 damage that Grand Finale can do and thought, "Wow! I'll be winning fights no problem!", but you add the card to your deck and find that you never can seem to play it. You'd probably conclude after that (likely failed) run that Grand Finale is a garbage card, and never pick it again.

What if I told you that all it takes to get Grand Finale off every deck shuffle was just two cards?

That's right. All you need to be blasting 50+ damage every couple rounds is one (1) upgraded "Well-Laid Plans" and one (1) "Expertise".

Once you have assembled the holy trinity, all you have to do is play Well-Laid Plans when you draw it, then pocket your Expertise and Grand Finale card when you have 4 or less cards in your deck.

The theory behind this strategy is, every turn you will draw 5 cards (barring addittional card draw effects, which you should account for). if you notice you have 5 cards left in your deck, then great. don't play Expertise, and just retain Grand Finale. Next turn you will be able to play it no problem.

If, however, you have 1-4 cards remaining, count out how many cards you have in your hand excluding Expertise. you want your other cards in hand and cards remaining in your deck to add up to the number of cards Expertise will put into your hand.

For example; if you have 2 cards remaining in your deck and 7 cards in your hand, you want to have 4 cards total in your hand when you play Expertise (2 in deck +4 in hand -1 = 5).

As long as you have enough mana to dump the unecessary cards to put Expertise into range, you'll be able to play Grand Finale every time, tearing up every group encounter like it was nothing!

Helpful Cards not Related to the Holy Trinity



Commons

  • Backflip: Probably the best common card in Silent's arsenal, You should pretty much always be picking this card when it shows up, Grand Finale deck or not. Protects you from damage and help cycles your deck, allowing you to play Grand Finale more often. 
  • Cloak and Dagger: Provides solid defense and also allows you to deal some chip damage. This becomes the best common if you have the Pen Nib relic... 120 damage Grand Finale's are nothing to sneeze at. 
  • Dodge and Roll: A pretty basic block card... lets you double dip on dexterity, so obviously very good if you have Footwork. 
  • Deflect: Noticing a pattern? basically all the block cards are good for you. Deflect is especially so, since it costs nothing, allowing you to play Expertise more easily. 

Uncommons

  • Footwork: Makes you much more likely to survive between turns when you're setting up to do your Grand Finale. The more dexterity you can gain, the better. 
  • Escape Plan: This is basically Backflip on crack. You'll be hard pressed to find better cards than this one once you have the Holy Trinity set up. 
  • Leg Sweep: Expensive, but the combo of weak + block can't be denied. 
  • Blur: Allows you to double dip on your block if the enemy is doing something other than attacking. 
  • Setup: Situational, since Expertise can set up Grand Finale Perfectly fine on it's own, but if you have lots of high-costed maneuvers, this can make those cards cost 0 during your Grand Finale turns so they don't clog up your hand. 

Rares

  • After Image: This sort of works like Footwork, and you should treat it as such. It's less powerful, but more reliable. you can pretty much never go wrong picking this card. 
  • Adrenaline: Helps to set up your powers so you can get the gravy train rolling. Not much to say here, it's basically the best card in the game. 
  • Phantasmal Killer: If you manage to get more than one Well-Laid-Plans, this can be a great card to play in preperation of your Grand Finale turn. basically doubles your damage output. 
  • Nightmare: This is Phantasmal Killer's beefier, more expensive cousin. Unless you have Icecream and are having a godly run, don't get both at the same time! 

Closing Notes



As fun and different as this deck is to play in comparison to normal poison builds, I wouldn't reccomend it if you're planning on fighting the heart. 60-120 damage every 3 or so turns just isn't enough damage output to deal with how fast the heart scales in the later rounds. However, if you're interested in doing ascension runs and are wanting to vary it up, consider Grand Finale.
Written by Dynamod123.