Ironclad Builds
The 5 main Ironclad builds, ranked from strongest to weakest. Jump to any build for its core cards, supporting cards, and key relics.
Rankings weigh how quickly each build comes together, how far it scales and how well it holds up at high Ascension, checked against the current game data. Early Access balance changes often, so watch the version notes.
Which Ironclad build is best?
SExhaust Engine
Exhaust your weakest cards every turn and turn each one into Block, card draw and damage.
How it plays
Early on, take cheap outlets like True Grit, Burning Pact and Second Wind to strip out Strike and Defend. Midgame, Feel No Pain and Dark Embrace turn every Exhaust into Block and a fresh card, while Corruption makes every Skill free. Close out fights with Fiend Fire, Pact's End or the pings from Charon's Ashes.
Why S tier
It has the highest ceiling of Ironclad's builds: once Feel No Pain and Dark Embrace are both in play, every Exhaust pays you back in Block and a fresh card, so the deck defends and draws by itself through long boss fights. Cheap 1-cost outlets like Burning Pact and True Grit also clear out Strikes and Defends early, which is why it earns S even though it needs two Power cards before it truly comes online.
Strengths
The highest ceiling of any Ironclad build: near-endless Block and draw carry you through long boss fights, and the deck thins itself mid-combat.
Weaknesses
It needs several specific Power cards before it works, so it is weak early and clunky if the payoffs never show up. Corruption only comes from the Ancients, so don't plan around finding it.
Version notes
- Forgotten Ritual: in the live version (v0.107.1) it only gives Energy if you have already triggered Exhaust this turn. In the beta (v0.111.0) that condition is gone and it always gives Energy.
- Pact's End deals 17 damage to ALL enemies in the live version (v0.107.1) and 18 in the beta (v0.111.0).
- Howl from Beyond deals 16 damage (+5 when upgraded) in the live version (v0.107.1) and 18 (+6 when upgraded) in the beta (v0.111.0).
- The beta (v0.111.0) adds Midnight, a Rare Attack that costs 12 Energy and deals 60 damage, but costs 1 less for every Exhaust this combat by any player. It does not exist in the live version (v0.107.1).
- Not in this game version: Midnight.
Core cards
Support cards
Key relics

Charon's Ashes
Whenever you Exhaust a card, deal 3 damage to ALL enemies.

Joss Paper
Every 5 times you Exhaust a card, draw 1 card.

Burning Sticks
The first time each combat you Exhaust a Skill, add a copy of it into your Hand.

Forgotten Soul
Whenever you Exhaust a card, deal 1 damage to a random enemy.
AStrength Scaling
Stack Strength early and cash it in with multi-hit attacks that add it to every hit.
How it plays
In Act 1, grab cheap Strength such as Inflame, Setup Strike, Fight Me! or Dominate, plus multi-hitters like Twin Strike and Sword Boomerang. Later, Demon Form handles boss scaling while Whirlwind or Thrash provide burst and area damage. Draw and Energy from Battle Trance, Offering and Bloodletting keep the damage flowing.
Why A tier
The most consistent Ironclad plan: almost any card that gives Strength plus a multi-hit attack like Twin Strike works, so it comes together from ordinary card rewards. It sits one step below Exhaust because its boss scaling hinges on the 3-cost Demon Form, and early Strength from cards like Setup Strike is only temporary. The beta's stronger Demon Form (3 per turn instead of 2) narrows that gap.
Strengths
Easy to pilot and happy with generic card rewards. Strength lasts the whole fight, so elites and bosses melt.
Weaknesses
Slow start while your Strength is only temporary, Demon Form costs 3, and the deck gets fragile if you skip Block cards.
Version notes
- Demon Form gives 2 Strength per turn in the live version (v0.107.1) and 3 in the beta (v0.111.0), a big boost to this build's boss scaling.
- Setup Strike gives 2 temporary Strength in the live version (v0.107.1) and 3 in the beta (v0.111.0).
- Dominate is Uncommon in the live version (v0.107.1) but Rare in the beta (v0.111.0), so it shows up less often.
- Expect a Fight is completely different between versions. Live (v0.107.1): a 2-cost card that gives Energy for each Attack in your hand. Beta (v0.111.0): a 3-cost card that gives 15 Block plus 5 more for each Strength you have, which makes it a solid defensive pick for this build.
Core cards
Support cards
Key relics

Vajra
Start each combat with 1 Strength.

Ruined Helmet
The first time you gain Strength each combat, double the amount gained.

Brimstone
At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.

Sword of Jade
Start each combat with 3 Strength.

Girya
You can now gain Strength at Rest Sites. (3 times max)

Sling of Courage
Start each Elite combat with 2 Strength.
ABlock / Body Slam
Pile up Block that never expires, then turn it into damage with Body Slam and Juggernaut.
How it plays
Draft efficient Block early, such as Shrug It Off, Blood Wall and Flame Barrier. Barricade and Unmovable let your Block snowball across turns, and Crimson Mantle adds free Block every turn. Body Slam and Juggernaut turn the wall into offense.
Why A tier
The safest build at high Ascension: Unmovable doubles your first Block gain each turn and Barricade stops it from expiring, so even huge single hits stop mattering. It is A rather than S because it deals almost no damage until Body Slam or Juggernaut shows up, Barricade is a 3-cost Rare you can't count on finding, and fights against several enemies drag on.
Strengths
Very safe against huge single hits and drawn-out boss fights; the most dependable survival plan at high Ascension.
Weaknesses
Little damage until Body Slam or Juggernaut arrive, Barricade is a 3-cost dead draw early, and fights against many enemies at once are slow.
Version notes
- Crimson Mantle gives 8 Block per turn (+2 when upgraded) in the live version (v0.107.1) and 7 (+3 when upgraded) in the beta (v0.111.0): weaker unupgraded, same once upgraded.
- Colossus gives 5 Block in the live version (v0.107.1) and 4 in the beta (v0.111.0).
Core cards
Support cards
Key relics

Anchor
Start each combat with 10 Block.

Horn Cleat
At the start of your 2nd turn, gain 14 Block.

Captain's Wheel
At the start of your 3rd turn, gain 18 Block.

Orichalcum
If you end your turn without Block, gain 6 Block.

Vambrace
The first time you gain Block from a card each combat, double the amount gained.

Cloak Clasp
At the end of your turn, gain 1 Block for each card in your Hand.
BVulnerable
Keep enemies Vulnerable at all times and stack cards that multiply or reward it.
How it plays
Apply Vulnerable cheaply with Bash, Tremble, Thunderclap or Taunt, then double it with Molten Fist. Cruelty, Bully, Dismantle and Dominate scale your damage off it, while Vicious and Colossus add draw and defense.
Why B tier
Its pieces are cheap and mostly Common or Uncommon, and Molten Fist plus Cruelty turn Vulnerable into a large damage multiplier, so it hits hard as early as Act 1. It is B because it has no lasting scaling of its own and enemies with Artifact shut it down, so it falls behind Strength and Exhaust late in the run; its best cards are often better splashed into those decks.
Strengths
Fast, front-loaded damage; many pieces are Common or Uncommon, so it comes together early and mixes well with Strength.
Weaknesses
Scales worse late than Strength or Exhaust, and enemies with Artifact can block your debuffs.
Version notes
- Cruelty is Rare in the live version (v0.107.1) but Uncommon in the beta (v0.111.0), so it is easier to find.
- Taunt is an Uncommon with 7 Block in the live version (v0.107.1) and a Common with 6 Block in the beta (v0.111.0).
- Dominate is Uncommon in the live version (v0.107.1) but Rare in the beta (v0.111.0), so it shows up less often.
- Colossus gives 5 Block in the live version (v0.107.1) and 4 in the beta (v0.111.0).
Core cards
Support cards
Key relics

Paper Phrog
Enemies with Vulnerable take 75% more damage rather than 50%.

Bag of Marbles
At the start of each combat, apply 1 Vulnerable to ALL enemies.
BSelf-Damage
Lose HP on purpose and turn it into Strength, damage and Energy.
How it plays
Play Bloodletting, Offering, Hemokinesis and Breakthrough to lose HP on your own turn; Rupture turns that into Strength and Inferno into damage to ALL enemies. Tear Asunder and Spite reward repeated HP loss, while Crimson Mantle and relics like Self-Forming Clay help you stay alive.
Why B tier
Inferno and Offering give it strong area damage and burst Energy, and Rupture turns each self-inflicted hit into permanent Strength. It is B because every payoff costs HP: it needs Rupture or Inferno before the HP loss is worth it, and without healing it runs out of life late in an act, leaving far less room for error than the Strength or Block builds.
Strengths
Explosive Energy and draw, strong area damage from Inferno, and natural synergy with Strength payoffs.
Weaknesses
Constant HP drain makes long fights and bad map paths dangerous; without sustain it collapses late in an act.
Version notes
- Bloodletting is Common in the live version (v0.107.1) but Uncommon in the beta (v0.111.0), so it is a little harder to find.
Core cards
Support cards
Key relics

Self-Forming Clay
Whenever you lose HP in combat, gain 3 Block next turn.

Demon Tongue
The first time you lose HP on your turn, heal HP equal to the amount lost.

Centennial Puzzle
The first time you lose HP each combat, draw 3 cards.

Red Skull
While your HP is at or below 50%, you have 3 additional Strength.

Beating Remnant
You cannot lose more than 20 HP in a single turn.
Want every Ironclad card rated individually, not just the ones in these builds?
Ironclad Card Tier List →