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Added examples from the draft I'd been working on offline a while ago (before I swore off making new pages for the foreseeable future). There wasn't any overlap in tropes, so I hope they're helpful.

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* BanditMook: The Merchant has become a recurring boss fight who always attacks in the same pattern: armour up, fling coins, steal souls, and escape. Getting your souls back generally takes multiple encounters.


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* ConfusionFu: Snecko's cards include not just randomising card costs, but getting other characters' random cards, including ambiguous cards that change between rooms. (They'll always be "a Dexterity card" or "a Power card", and can be disambiguated at campfires.) By default you select which three other characters you can get cards from at the start of an ascent, with the option to increase the difficulty by opening your pool to all other characters.


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* EvilAllAlong: In the original game, Ranwid offered slayers a random relic in exchange for a potion, a card, or gold. It turns out he's giving them useless garbage on purpose on behalf of the Spire bosses.


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* PerspectiveFlip: The bosses and elites of the original game are now the player characters, and vice versa.


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* QuirkyMinibossSquad: The Gremlins are Act One common mooks who collectively act as a single playable character to be as effective as the Spire's other Elites and Bosses. Each one only has a fifth of their total health, though, less than many enemy attacks, and a dead gremlin's skills are inaccessible until you can revive them at a campfire.


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* RecurringBoss: In the unmodded game, the Merchant claimed to be a former adventurer, and [[spoiler:his unexplained appearance in Act Four right before the TrueFinalBoss]] may have raised questions about how he is in a fight. The answer: good enough to conduct regular hit-and-run attacks to pilfer souls from the Spire's best agents. Unless you've avoided him long enough to build an exceptional combo deck, he's likely to take several encounters to defeat.


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* WeirdCurrency: Bosses use souls to purchase supplies and have no use for gold, which confuses the Looters and Muggers you encounter.
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** Blue Candle already suffered from being a do-nothing relic in many ''Slay the Spire'' runs, but ''Downfall'' arguably makes it ''worse'' than nothing due to its unfavourable interaction with the new [[DeckClogger Curses]]. The relic's two effects are making Unplayable Curse cards playable, at the cost of making each played Curse card cost you one HP. The problem is that most of the Curses introduced in ''Downfall'' are playable by default, so all Blue Candle does is [[CastFromHitPoints making them cost HP]] in addition to energy.
** Soul of Chaos turns Hexaghost's fourth ghostflame into a Mayhem Ghostflame that can play a random card from the top of your deck for free. Unfortunately, most of Hexaghost's card pool rewards planning, deliberate plays and careful sequencing -- the exact opposite of what this relic offers. Some players would rather skip it than take it!

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Spelling/grammar fix(es)


''Downfall'' is a fanmade expansion mod for the [[{{Roguelike}} roguelike]] DeckBuildingGame ''VideoGame/SlayTheSpire'' created by Table 9 Studios. Its main claim to fame is the new "Downfall" campaign, where you [[VillainProtagonist play as one of eight villain characters]] (most of whom are bosses) protecting the Spire from heroes who seek to destroy it. Each character comes with new mechanics, cards, relics, potions, and more.

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''Downfall'' is a fanmade expansion mod for the [[{{Roguelike}} roguelike]] DeckBuildingGame ''VideoGame/SlayTheSpire'' created by Table 9 Studios. Its main claim to fame is the new "Downfall" campaign, where you [[VillainProtagonist play as one of eight villain characters]] (most ([[PlayAsABoss most of whom are bosses) bosses]]) protecting the Spire from heroes who seek to destroy it. Each character comes with new mechanics, cards, relics, potions, and more.



* AdaptationExpansion: The developers invented and expanded a lot of mechanics to have enough material for the PromotedToPlayable characters' card pools. The playable Automaton in particular has little to do with the corresponding boss fight, instead taking inspiration from programming.[[note]]The most noteworthy concept of its boss fight, Stasis, is already used by the Guardian. Otherwise the fight is fairly straight-forward, with its memorable HYPER BEAM attack making more sense as an individual attack card than the basis of an entire mechanic.[[/note]]

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* AdaptationExpansion: The developers invented and expanded a lot of mechanics to have enough material for the PromotedToPlayable characters' card pools. The playable Automaton in particular has little to do with the corresponding boss fight, instead taking inspiration from programming.[[note]]The most noteworthy concept of its boss fight, Stasis, is already used by the Guardian. Otherwise Otherwise, the fight is fairly straight-forward, straightforward, with its memorable HYPER BEAM attack making more sense as an individual attack card than the basis of an entire mechanic.[[/note]]



* DifficultButAwesome: The Automaton's cards have unimpressive rates, and trying to put together a "good stuff" deck with him will probably get you killed. However, his synergies have strong payoffs if you can pull them off.

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* DifficultButAwesome: The Automaton's cards have unimpressive rates, stats, and trying to put together a "good stuff" deck with him will probably get you killed. However, his synergies have strong payoffs if you can pull them off.



** Zig-zagged with The Collector's Pyre mechanic. While having to burn her own cards to get an effect is flavoured like the price of her power, between the fact that you can burn unwanted cards ({{Deck Clogger}}s, weak basic cards, anything that doesn't work well against the current encounter...), that some cards reward you for burning them, and that two cards let you get back the Pyred card in a way that helps you play it, there are plenty of ways to turn it into an advantage.

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** Zig-zagged with The Collector's Pyre mechanic. While having to burn her own cards to get an effect is flavoured like the price of her power, between the fact that you can burn unwanted cards ({{Deck Clogger}}s, weak basic cards, anything that doesn't work well against the current encounter...), encounter…), that some cards reward you for burning them, and that two cards let you get back the Pyred card in a way that helps you play it, there are plenty of ways to turn it into an advantage.



** Midnight adds a curse called Impending Doom to the Hermit's hand. If Impending Doom is in the middle of the Hermit's hand at the end of his turn, everyone takes 13 damage.



*** Tick is a 1-energy that does nothing but give you a Tock the next turn. Similarly, Tock costs 2 and only gives you a Headcrush next turn. ''Then'', if you spend 3 energy on Headcrush, you get the payoff -- 70 AreaOfEffect damage. While this is not a bad effect -- it devastates multi-enemy hallway fights -- the card suffers from being slow, especially if you draw it late (which is not unlikely considering that you hopefully have a nice Collected pile by the time you reach Act 3). Moreover, if you're so desperate for Area of Effect damage that you'd take Tick, you'll probably die before you even get to pick one up. And, finally, it suffers from the same opportunity cost as all bad Collected cards.

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*** Tick is a 1-energy card that does nothing but give you a Tock the next turn. Similarly, Tock costs 2 and only gives you a Headcrush next turn. ''Then'', if you spend 3 energy on Headcrush, you get the payoff -- 70 AreaOfEffect damage. While this is not a bad effect -- it devastates multi-enemy hallway fights -- the card suffers from being slow, especially if you draw it late (which is not unlikely considering that you hopefully have a nice Collected pile by the time you reach Act 3). Moreover, if you're so desperate for Area of Effect damage that you'd take Tick, you'll probably die before you even get to pick one up. And, finally, it suffers from the same opportunity cost as all bad Collected cards.



*** Dice Crush is a 2-energy attack that deals random damage between 10 and 16. Not only is this unreliable, but it's unimpressive even if you get the highest value, and a low roll is worse than playing two Strikes. Dice Block is a block card with the same gimmick and the same problems. Their only redeeming quality is that their value is significantly better if you can Muddle their cost down to 1 or 0... but that's also true for the game's myriad of better 2-cost cards (and 3+ cost cards for that matter).

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*** Dice Crush is a 2-energy attack that deals random damage between 10 and 16. Not only is this unreliable, but it's unimpressive even if you get the highest value, and a low roll is worse than playing two Strikes. Dice Block is a block card with the same gimmick and the same problems. Their only redeeming quality is that their value is significantly better if you can Muddle their cost down to 1 or 0... 0… but that's also true for the game's myriad of better 2-cost cards (and 3+ cost cards for that matter).
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* StanceSystem: The Champ's main mechanic is his Stance system: Berserker and Defensive provide relevant benefits when you play a Skill, and some card have bonus effects that rely on a stance being active. To encourage switching between them, you can only get three Skill bonuses per stance activation, exiting a stance gives a bonus, and there are several "Finisher" cards that can only be played while in a stance and exit your stance. There is also the rare Ultimate Stance, which has the benefits of both stances and will be re-entered if you exit it manually, but only lasts until the end of the turn it was entered in.

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* StanceSystem: The Champ's main mechanic is his Stance system: Berserker and Defensive provide relevant benefits when you play a Skill, and some card cards have bonus effects that rely on a stance being active. To encourage switching between them, you can only get three Skill bonuses per stance activation, exiting a stance gives a bonus, and there are several "Finisher" cards that can only be played while in a stance and exit your stance. There is also the rare Ultimate Stance, which has the benefits of both stances and will be re-entered if you exit it manually, but only lasts until the end of the turn it was entered in.



* ComplacentGamingSyndrome: When playing the draft variation of Snecko, most players will pick Ironclad cards if possible. Why? Most ''Downfall'' characters rely on cards designed to synergize with their unique gimmicks, but the Ironclad has a lot of generally useful effects like Vulnerable and Strength scaling, which boost the damage of any attack card. His Exhaust theme is nice too -- you can exhaust bad cards to get rid of them, and Feel No Pain and Dark Embrace (whenever a card is exhausted, you respectively gain some block or draw a card) can be very good with both the Ironclad's own Exhaust cards and other characters who exhaust cards for whatever reason (the Gremlins generate a lot of 0-cost cards that exhaust themselves, the Afterlife and Pyre mechanics get even better..).

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* ComplacentGamingSyndrome: When playing the draft variation of Snecko, most players will pick Ironclad cards if possible. Why? Most ''Downfall'' characters rely on cards designed to synergize with their unique gimmicks, but the Ironclad has a lot of generally useful effects like Vulnerable and Strength scaling, which boost the damage of any attack card. His Exhaust theme is nice too -- you can exhaust bad cards to get rid of them, and Feel No Pain and Dark Embrace (whenever a card is exhausted, you respectively gain some block or draw a card) can be very good with both the Ironclad's own Exhaust cards and other characters who exhaust cards for whatever reason (the Gremlins generate a lot of 0-cost cards that exhaust themselves, the Afterlife and Pyre mechanics get even better..).better…).
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*** Igniting the Inferno Ghostflame normally deals damage for each active Ghostflame, then extinguishes all other Ghostflames. However, if it's activated multiple by a card, it will hit the same number of times for each additional ignition instead of making those ignitions near worthless.

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*** Igniting the Inferno Ghostflame normally deals damage for each active Ghostflame, then extinguishes all other Ghostflames. However, if it's activated multiple times by a card, it will hit the same number of times for each additional ignition instead of making those ignitions near worthless.



* SadisticChoice: If you encounter the Gremlin Leader as the Gremlins, you'll be forced to choose between giving up one of your gremlins permanently, or refusing and having her start the fight with a buff.

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* SadisticChoice: If you encounter the Gremlin Leader as the Gremlins, you'll be forced to choose between giving up one of your gremlins permanently, or refusing and having her start the fight with a buff. Likewise, if you encounter Gremlin Nob with the Gremlins, you'll have to choose between giving up all your souls or having him start the fight with a buff.



* SocketedEquipment: The Guardian has cards with Sockets, and 0-energy cards named Gems with simple effects. At rest sites, you can place Gems into Sockets to add their effect to the Socket card and remove the Gem from your deck. The risk of this mechanic is that when you receive them, the Gems are low-impact cards that make it harder to draw your good cards. Oh, and there's a card that exists solely for you to stuff multiple Gems into it, and an attack that deals a lot of damage if you have a lot of Gems (socketed or not) but removes the Gems for the rest of the fight.
* StanceSystem: The Champ's main mechanic is his Stance system: Berserker and Defensive provide relevant benefits when you play a Skill, and some card have bonus effects that rely on a stance being active. To encourage switching between them, you can only get three Skill bonuses per stance activation, exiting a stance gives a bonus, and there are several "Finisher" cards that can only be played while in a stance and exit your stance. There is also the rare Ultimate Stance, which has the benefits of both stances and will be re-entered if you exit it manually, but only lasts until end of turn.

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* SocketedEquipment: The Guardian has cards with Sockets, and 0-energy cards named Gems with simple effects. At rest sites, you can place Gems into Sockets to add their effect to the Socket card and remove the Gem from your deck. The risk of this mechanic is that when you receive them, the Gems are low-impact cards that make it harder to draw your good cards. Oh, and there's a card couple of cards that exists exist solely for you to stuff multiple Gems into it, them, and an attack that deals a lot of damage if you have a lot of Gems (socketed or not) but removes the Gems for the rest of the fight.
* StanceSystem: The Champ's main mechanic is his Stance system: Berserker and Defensive provide relevant benefits when you play a Skill, and some card have bonus effects that rely on a stance being active. To encourage switching between them, you can only get three Skill bonuses per stance activation, exiting a stance gives a bonus, and there are several "Finisher" cards that can only be played while in a stance and exit your stance. There is also the rare Ultimate Stance, which has the benefits of both stances and will be re-entered if you exit it manually, but only lasts until the end of turn.the turn it was entered in.



** The Hermit's starter relic gives him a Memento, a 0-cost card that applies 1 Vulnerable to everyone. The impact can be made asymmetric by using it when the enemies aren't attacking, by killing the enemies before they get the chance to retaliate, or using some kind of damage reduction like Rugged or Intangible.
** An earlier version of Purgatory dealt a large chunk of damage to everyone including the Hermit himself. The idea was to use Rugged to decrease the Hermit's damage to 2 while the enemies still get the full hit.

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** The Hermit's starter relic gives him a Memento, a 0-cost card that applies 1 Vulnerable to everyone. The impact can be made asymmetric by using it when the enemies aren't attacking, by killing the enemies before they get the chance to retaliate, or using some kind of damage reduction like Rugged or Intangible.
Intangible, or blocking or removing the debuff.
** An earlier version of Purgatory dealt a large chunk of damage to everyone everyone, including the Hermit himself. The idea was to use Rugged to decrease the Hermit's damage to 2 while the enemies still get the full hit.



** Ghost Shield is an infamously good Hexaghost card that arguably did its job of patching up the character's defensive problems ''too'' well. At 1 energy for 7 (10) Block, it doesn't seem too impressive at first, but it has the Afterlife keyword, which lets you have the effect for free if it's exhausted somehow. And it has Ethereal, so it exhausts itself at the end of your turn if it's still in your hand. On top of that, it gives you 1 Blur (which lets you keep excess block for one turn) when exhausted. Not only does this mean the block won't go to waste if you draw Ghost Shield when no one is attacking, but you can rack up stupid amounts of block if you pick up multiple copies - which you'll probably be able to because it's a common card.

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** Ghost Shield is an infamously good Hexaghost card that arguably did its job of patching up the character's defensive problems ''too'' well. At 1 energy for 7 (10) Block, it doesn't seem too impressive at first, but it has the Afterlife keyword, which lets you have the effect for free if it's exhausted somehow. And it has Ethereal, so it exhausts itself at the end of your turn if it's still in your hand. On top of that, it gives you 1 Blur (which lets you keep excess block for one turn) when exhausted. Not only does this mean the block won't go to waste if you draw Ghost Shield when no one is attacking, but you can rack up stupid amounts of block if you pick up multiple copies - which you'll probably be able to because it's a common card.



*** The Maw is essentially a Bludgeon - a single big hit for 3 energy. This might have been useful if you were the Ironclad in Act 1, where such an attack helps you kill squishy enemies fast, but when you have a far stronger character and are in Act 3 (where it's not [[OneHitKill one-hit killing]] anything), it just sucks. The icing on the cake is the opportunity cost -- you have to waste three essences you could have spent on a ''good'' Collected card to pick up The Maw.

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*** The Maw is essentially a Bludgeon - a single big hit for 3 energy. This might have been useful if you were the Ironclad in Act 1, where such an attack helps you kill squishy enemies fast, but when you have a far stronger character and are in Act 3 (where it's not [[OneHitKill one-hit killing]] anything), it just sucks. The icing on the cake is the opportunity cost -- you have to waste three essences you could have spent on a ''good'' Collected card to pick up The Maw.
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** While some characters can make good use of it, Velvet Choker deserves a mention for being awful on the Gremlins. Its effect of "you get extra energy, but can only play 6 cards per turn" mixes very poorly with the Gremlins' usual strategy of spamming cheap cards, and they have little to compensate.
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* SymmetricEffect:
** The Hermit's starter relic gives him a Memento, a 0-cost card that applies 1 Vulnerable to everyone. The impact can be made asymmetric by using it when the enemies aren't attacking, by killing the enemies before they get the chance to retaliate, or using some kind of damage reduction like Rugged or Intangible.
** An earlier version of Purgatory dealt a large chunk of damage to everyone including the Hermit himself. The idea was to use Rugged to decrease the Hermit's damage to 2 while the enemies still get the full hit.
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** Ectoplasm has the same drawback as in the base game: you can no longer earn the game's currency. However, since ''Downfall'' adds a "you have to pay to break the keys if you want to reach act 4" mechanic, it also makes Ectoplasm lift the cost of breaking the keys so that picking it can't screw you out of act 4.
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* AdaptationExpansion: The developers invented and expanded a lot of mechanics to have enough material for the PromotedToPlayable characters' card pools. The playable Automaton in particular has little to do with the corresponding boss fight, instead taking inspiration from programming.[[note]]The most noteworthy concept of its boss fight, Stasis, is already used by the Guardian. Otherwise the fight is fairly straight-forward, with its memorable HYPER BEAM attack making more sense as an individual attack card than the basis of a core main mechanic.[[/note]]

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* AdaptationExpansion: The developers invented and expanded a lot of mechanics to have enough material for the PromotedToPlayable characters' card pools. The playable Automaton in particular has little to do with the corresponding boss fight, instead taking inspiration from programming.[[note]]The most noteworthy concept of its boss fight, Stasis, is already used by the Guardian. Otherwise the fight is fairly straight-forward, with its memorable HYPER BEAM attack making more sense as an individual attack card than the basis of a core main an entire mechanic.[[/note]]
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* AdaptationExpansion: The developers invented and expanded a lot of mechanics to have enough material for the PromotedToPlayable characters' card pools. The playable Automaton in particular has little to do with the corresponding boss fight, instead taking inspiration from programming.[[note]]The most noteworthy concept of its boss fight, Stasis, is already used by the Guardian. Otherwise the fight is fairly straight-forward, with its memorable HYPER BEAM attack making more sense as an indvidual attack card than a source of a main mechanic.[[/note]]

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* AdaptationExpansion: The developers invented and expanded a lot of mechanics to have enough material for the PromotedToPlayable characters' card pools. The playable Automaton in particular has little to do with the corresponding boss fight, instead taking inspiration from programming.[[note]]The most noteworthy concept of its boss fight, Stasis, is already used by the Guardian. Otherwise the fight is fairly straight-forward, with its memorable HYPER BEAM attack making more sense as an indvidual individual attack card than a source the basis of a core main mechanic.[[/note]]
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* ComplacentGamingSyndrome: When playing the draft variation of Snecko, most players will pick Ironclad cards if possible. Why? Most ''Downfall'' characters rely on cards designed to synergize with their unique gimmicks, but the Ironclad has a lot of generally useful effects like Vulnerable and Strength scaling, which boost the damage of any attack card. His Exhaust theme is nice too -- you can exhaust bad cards to get rid of them, and Feel No Pain and Dark Embrace (whenever a card is exhausted, you respectively gain some block or draw a card) can be very good with both the Ironclad's own Exhaust cards and other characters who exhaust cards for whatever reason (the Gremlins generate a lot of 0-cost cards that exhaust themselves, the Afterlife and Pyre mechanic gets even better..).

to:

* ComplacentGamingSyndrome: When playing the draft variation of Snecko, most players will pick Ironclad cards if possible. Why? Most ''Downfall'' characters rely on cards designed to synergize with their unique gimmicks, but the Ironclad has a lot of generally useful effects like Vulnerable and Strength scaling, which boost the damage of any attack card. His Exhaust theme is nice too -- you can exhaust bad cards to get rid of them, and Feel No Pain and Dark Embrace (whenever a card is exhausted, you respectively gain some block or draw a card) can be very good with both the Ironclad's own Exhaust cards and other characters who exhaust cards for whatever reason (the Gremlins generate a lot of 0-cost cards that exhaust themselves, the Afterlife and Pyre mechanic gets mechanics get even better..).
Is there an issue? Send a MessageReason:
None


* ComplacentGamingSyndrome: When playing the draft variation of Snecko, most players will pick Ironclad cards if possible. Why? Most ''Downfall'' characters rely on cards designed to synergize with their unique gimmicks, but the Ironclad has a lot of generally useful effects like Vulnerable and Strength scaling, which boost the damage of any attack card.

to:

* ComplacentGamingSyndrome: When playing the draft variation of Snecko, most players will pick Ironclad cards if possible. Why? Most ''Downfall'' characters rely on cards designed to synergize with their unique gimmicks, but the Ironclad has a lot of generally useful effects like Vulnerable and Strength scaling, which boost the damage of any attack card. His Exhaust theme is nice too -- you can exhaust bad cards to get rid of them, and Feel No Pain and Dark Embrace (whenever a card is exhausted, you respectively gain some block or draw a card) can be very good with both the Ironclad's own Exhaust cards and other characters who exhaust cards for whatever reason (the Gremlins generate a lot of 0-cost cards that exhaust themselves, the Afterlife and Pyre mechanic gets even better..).

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* EarlyGameHell: The Snecko suffers from a rough early game due to how its Unidentified card gimmick works: early on, you have few to no good cards locked in, and identifying one spends a rest site, meaning that Snecko gets fewer upgrades than the other characters, and for each combat, its gets a new batch of random cards that may or may not be useful. The Snecko's own card pool is not very impressive by itself, so you can't rely on that either. Fortunately, things get better for the Snecko after it identifies some strong cards and manages to pick up some Snecko cards that add a lot of value to other cards.



* MirrorMatch: One of the options in the Downfall version of the Mind Bloom event is "I am an Echo", which has you fight the enemy version of your character.[[note]]Although the Gremlin Leader is not part of the Gremlins character, they will still face her Act 2 elite fight instead of the Act 1 Gremlin Gang fight, presumably because an Act 1 hallway fight would be a total pushover by the time Mind Bloom appears.[[/note]]

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* MirrorMatch: One of the options in the Downfall version of the Mind Bloom event is "I am an Echo", which has you fight the enemy version of your character.[[note]]Although the Gremlin Leader is not part of the Gremlins character, they will still face her Act 2 elite fight instead of the Act 1 Gremlin Gang fight, presumably because an Act 1 hallway fight would be a total pushover by the time Mind Bloom appears. Similarly, the Snecko faces a buffed version of the Act 2 hallway fight Snecko.[[/note]]



* EarlyGameHell: The Snecko suffers from a rough early game due to how its Unidentified card gimmick works: early on, you have few to no good cards locked in, and identifying one spends a rest site, meaning that Snecko gets fewer upgrades than the other characters, and for each combat, its gets a new batch of random cards that may or may not be useful. The Snecko's own card pool is not very impressive by itself, so you can't rely on that either. Fortunately, things get better for the Snecko after it identifies some strong cards and manages to pick up some Snecko cards that add a lot of value to other cards.



** The Snecko is notorious for having a lot of crappy cards, with some of the worst stinkers including:
*** Dice Crush is a 2-energy attack that deals random damage between 10 and 16. Not only is this unreliable, but it's unimpressive even if you get the highest value, and a low roll is worse than playing two Strikes. Dice Block is a block card with the same gimmick and the same problems. Their only redeeming quality is that the value is significantly better if you can Muddle their cost down to 1 or 0... but you can also do that with the game's myriad of better 2-cost cards (and 3+ cost cards for that matter).

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** The Snecko is notorious for having has a lot of crappy cards, with some of the worst stinkers including:
*** Dice Crush is a 2-energy attack that deals random damage between 10 and 16. Not only is this unreliable, but it's unimpressive even if you get the highest value, and a low roll is worse than playing two Strikes. Dice Block is a block card with the same gimmick and the same problems. Their only redeeming quality is that the their value is significantly better if you can Muddle their cost down to 1 or 0... but you can that's also do that with true for the game's myriad of better 2-cost cards (and 3+ cost cards for that matter). matter).



*** Dice Boulder is an unreliable attack that borrows the gimmick of Searing Blow -- it's underwhelming, but can become good if you upgrade it repeatedly. Unfortunately, the opportunity cost of spending all your upgrades on one card is even worse for the Snecko than for the Ironclad, since the Snecko really wants to spend its rest sites on identifying (i.e. locking in) powerful unidentified cards. At least it's a 2-cost, so it synergizes with Muddle.

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*** Dice Boulder is an unreliable attack that borrows the gimmick of Searing Blow -- it's underwhelming, but can become good if you upgrade it repeatedly. Unfortunately, the opportunity cost of spending all your upgrades on one card is even worse for the Snecko than for the Ironclad, since the Snecko really wants to spend its rest sites on identifying (i.e. locking in) powerful unidentified cards. At least it's a 2-cost, so it synergizes well with Muddle.Muddle if you manage to give it enough upgrades.
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* EarlyGameHell: The Snecko suffers from a rough early game due to how its Unidentified card gimmick works: early on, you have few to no good cards locked in, and identifying one spends a rest site, meaning that Snecko gets fewer upgrades than the other characters, and for each combat, its gets a new batch of random cards that may or may not be useful. The Snecko's own card pool is not very impressive by itself, so you can't rely on that either. Fortunately, things get better for the Snecko after it identifies some strong cards and manages to pick up some Snecko cards that add a lot of value to other cards.



*** Dice Crush is a 2-energy attack that deals random damage between 10 and 16. Not only is this unreliable, but it's unimpressive even if you get the highest value, and a low roll is worse than playing two Strikes. Its only redeeming quality is that the value is significantly better if you can Muddle its cost down to 1 or 0... but that's also true for the game's myriad of better 2-cost cards (and 3+ cost cards for that matter). Dice Block is a block card with the same gimmick and the same problems.

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*** Dice Crush is a 2-energy attack that deals random damage between 10 and 16. Not only is this unreliable, but it's unimpressive even if you get the highest value, and a low roll is worse than playing two Strikes. Its only redeeming quality is that the value is significantly better if you can Muddle its cost down to 1 or 0... but that's also true for the game's myriad of better 2-cost cards (and 3+ cost cards for that matter). Dice Block is a block card with the same gimmick and the same problems. Their only redeeming quality is that the value is significantly better if you can Muddle their cost down to 1 or 0... but you can also do that with the game's myriad of better 2-cost cards (and 3+ cost cards for that matter).
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** The Snecko is notorious for having a lot of crappy cards, with some of the worst stinkers including:
*** Dice Crush is a 2-energy attack that deals random damage between 10 and 16. Not only is this unreliable, but it's unimpressive even if you get the highest value, and a low roll is worse than playing two Strikes. Its only redeeming quality is that the value is significantly better if you can Muddle its cost down to 1 or 0... but that's also true for the game's myriad of better 2-cost cards (and 3+ cost cards for that matter). Dice Block is a block card with the same gimmick and the same problems.
*** Iron Fang takes the already-mediocre Ironclad card Iron Wave and adds unreliability to its issues, with the only compensation being that the average output is marginally better than that of Iron Wave. And this one is a 1-cost, so even Muddling down the cost doesn't do much for it.
*** Dice Boulder is an unreliable attack that borrows the gimmick of Searing Blow -- it's underwhelming, but can become good if you upgrade it repeatedly. Unfortunately, the opportunity cost of spending all your upgrades on one card is even worse for the Snecko than for the Ironclad, since the Snecko really wants to spend its rest sites on identifying (i.e. locking in) powerful unidentified cards. At least it's a 2-cost, so it synergizes with Muddle.
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*** Tick is a 1-energy that does nothing but give you a Tock the next turn. Similarly, the Tock costs 2 and only gives you a Headcrush next turn. ''Then'', if you spend 3 energy on Headcrush, you get the payoff -- 70 AreaOfEffect damage. While this is not a bad effect, and could in theory help you finish a lot of hallway fights quickly, it suffers from being slow, especially if you draw it late (which is not unlikely considering that you hopefully have a nice Collected pile by the time you reach Act 3). Moreover, if you're so desperate for Area of Effect damage that you'd take Tick, you'll probably die before you even get to pick up Tick. And, finally, it suffers from the same opportunity cost as all bad Collected cards.

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*** Tick is a 1-energy that does nothing but give you a Tock the next turn. Similarly, the Tock costs 2 and only gives you a Headcrush next turn. ''Then'', if you spend 3 energy on Headcrush, you get the payoff -- 70 AreaOfEffect damage. While this is not a bad effect, and could in theory help you finish a lot of effect -- it devastates multi-enemy hallway fights quickly, it -- the card suffers from being slow, especially if you draw it late (which is not unlikely considering that you hopefully have a nice Collected pile by the time you reach Act 3). Moreover, if you're so desperate for Area of Effect damage that you'd take Tick, you'll probably die before you even get to pick up Tick.one up. And, finally, it suffers from the same opportunity cost as all bad Collected cards.
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*** The Maw is essentially a Bludgeon - a single big hit for 3 energy. This might have been useful if you were the Ironclad in Act 1, where such an attack helps you kill squishy enemies fast, but when you have a far stronger character and are in Act 3 (where it's not [[OneHitKill one-hit killing]] anything), it just sucks. The icing on the cake is the opportunity cost -- you have to waste three essences you could have spent on a ''good'' Collected card.

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*** The Maw is essentially a Bludgeon - a single big hit for 3 energy. This might have been useful if you were the Ironclad in Act 1, where such an attack helps you kill squishy enemies fast, but when you have a far stronger character and are in Act 3 (where it's not [[OneHitKill one-hit killing]] anything), it just sucks. The icing on the cake is the opportunity cost -- you have to waste three essences you could have spent on a ''good'' Collected card.card to pick up The Maw.

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* LowTierLetdown: The Guardian relic Pick of Rhapsody gives you the option to Mine for Gems at rest sites. Unfortunately, while socketing gems is a free action, you can only do it ''before'' Mining, meaning you're stuck with the Gems in your deck until the next rest site -- not great when unsocketed Gems are pretty underwhelming. If you don't like the Gems you got, too bad, you can't even turn them down. If you want to make your deck better, just using the rest site to upgrade a card is more reliable and less risky. The Pick has the silver lining of letting you mine for one Gem at the Gem Mine event, but even then it's a letdown relic because the issue of getting an unwanted Gem remains, and the relic has no immediate benefit when you receive it.

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* LowTierLetdown: LowTierLetdown:
**
The Guardian relic Pick of Rhapsody gives you the option to Mine for Gems at rest sites. Unfortunately, while socketing gems is a free action, you can only do it ''before'' Mining, meaning you're stuck with the Gems in your deck until the next rest site -- not great when unsocketed Gems are pretty underwhelming. If you don't like the Gems you got, too bad, you can't even turn them down. If you want to make your deck better, just using the rest site to upgrade a card is more reliable and less risky. The Pick has the silver lining of letting you mine for one Gem at the Gem Mine event, but even then it's a letdown relic because the issue of getting an unwanted Gem remains, and the relic has no immediate benefit when you receive it.it.
** The Maw and Tick, two of the Act 3 Collected cards, are notoriously bad:
*** The Maw is essentially a Bludgeon - a single big hit for 3 energy. This might have been useful if you were the Ironclad in Act 1, where such an attack helps you kill squishy enemies fast, but when you have a far stronger character and are in Act 3 (where it's not [[OneHitKill one-hit killing]] anything), it just sucks. The icing on the cake is the opportunity cost -- you have to waste three essences you could have spent on a ''good'' Collected card.
*** Tick is a 1-energy that does nothing but give you a Tock the next turn. Similarly, the Tock costs 2 and only gives you a Headcrush next turn. ''Then'', if you spend 3 energy on Headcrush, you get the payoff -- 70 AreaOfEffect damage. While this is not a bad effect, and could in theory help you finish a lot of hallway fights quickly, it suffers from being slow, especially if you draw it late (which is not unlikely considering that you hopefully have a nice Collected pile by the time you reach Act 3). Moreover, if you're so desperate for Area of Effect damage that you'd take Tick, you'll probably die before you even get to pick up Tick. And, finally, it suffers from the same opportunity cost as all bad Collected cards.
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* ComplacentGamingSyndrome: When playing the draft variation of Snecko, most players will pick Ironclad cards if possible. Why? Most ''Downfall'' characters rely on cards designed to synergize with their unique gimmicks, but the Ironclad has a lot of generally useful effects like Vulnerable and Strength scaling, which boost the damage of any attack card.
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* FanNickname: "Slimbo" for Slime Boss and "Hexa" for Hexaghost.
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** Ghost Shield is an infamously good Hexaghost card that arguably did its job of patching up the character's defensive problems ''too'' well. At 1 energy for 7 (10) Block, it doesn't seem too impressive at first, but it has the Afterlife keyword, which lets you have the effect for free if it's exhausted somehow. And it has Ethereal, so it exhausts itself at the end of your turn if it's still in your hand. On top of that, it gives you 1 Blur (which lets you keep excess block for one turn) when exhausted, so the block won't even go to waste if you draw it on a turn where no one is attacking.

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** Ghost Shield is an infamously good Hexaghost card that arguably did its job of patching up the character's defensive problems ''too'' well. At 1 energy for 7 (10) Block, it doesn't seem too impressive at first, but it has the Afterlife keyword, which lets you have the effect for free if it's exhausted somehow. And it has Ethereal, so it exhausts itself at the end of your turn if it's still in your hand. On top of that, it gives you 1 Blur (which lets you keep excess block for one turn) when exhausted, so exhausted. Not only does this mean the block won't even go to waste if you draw it on a turn where Ghost Shield when no one is attacking.attacking, but you can rack up stupid amounts of block if you pick up multiple copies - which you'll probably be able to because it's a common card.
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* AdaptationExpansion: The developers invented and expanded a lot of mechanics to have enough material for the PromotedToPlayable characters' card pools. The playable Automaton in particular has little to do with the corresponding boss fight, instead taking inspiration from programming.[[note]]The most noteworthy concept of its boss fight, Stasis, is already used by the Guardian. Otherwise the fight is fairly straight-forward, with its memorable HYPER BEAM attack making more sense as an indvidual attack card than a source of a main mechanic.[[/note]]

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''Downfall'' is a fanmade expansion mod for the [[{{Roguelike}} roguelike]] DeckBuildingGame ''VideoGame/SlayTheSpire'' created by Table 9 Studios. Its main claim to fame is the new "Downfall" campaign, where you [[VillainProtagonist play as one of eight villain characters]] (most of whom are bosses) protecting the Spire from heroes who seek to destroy it. Each character comes with new mechanics, cards, relics, potions, and more.

The game also features a new hero character, the Hermit, who gets equal billing to the four canonical heroes. He is a cursed {{Gunslinger}} whose gameplay style has a theme of turning downsides into advantages.




** Ghost Shield is an infamously good Hexaghost card that arguably did its job of patching up the character's defensive problems ''too'' well. At 1 energy for 7 (10) Block, it doesn't seem too impressive at first, but it has the Afterlife keyword, which lets you have the effect for free if it's exhausted somehow. And it has Ethereal, so it exhausts itself at the end of your turn if it's still in your hand. On top of that, it gives you 1 Blur (which lets you keep excess block for one turn) when exhausted, so the block won't even go to waste if it happens on a turn where no one is attacking.
* LowTierLetdown: The Guardian relic Pick of Rhapsody gives you the option to Mine for Gems at rest sites. Unfortunately, while socketing gems is a free action, you can only do it ''before'' Mining, meaning you're stuck with the Gems in your deck until the next rest site -- not great when unsocketed Gems are pretty underwhelming. If you don't like the Gems you got, too bad, you don't even get the chance to turn them down. If you want to make your deck better, just using the rest site to upgrade a card is more reliable and less risky. The Pick has the silver lining of letting you mine for one Gem at the Gem Mine event, but even then it's definitely a letdown relic because the issue of getting an unwanted Gem remains.

to:

** Ghost Shield is an infamously good Hexaghost card that arguably did its job of patching up the character's defensive problems ''too'' well. At 1 energy for 7 (10) Block, it doesn't seem too impressive at first, but it has the Afterlife keyword, which lets you have the effect for free if it's exhausted somehow. And it has Ethereal, so it exhausts itself at the end of your turn if it's still in your hand. On top of that, it gives you 1 Blur (which lets you keep excess block for one turn) when exhausted, so the block won't even go to waste if you draw it happens on a turn where no one is attacking.
* LowTierLetdown: The Guardian relic Pick of Rhapsody gives you the option to Mine for Gems at rest sites. Unfortunately, while socketing gems is a free action, you can only do it ''before'' Mining, meaning you're stuck with the Gems in your deck until the next rest site -- not great when unsocketed Gems are pretty underwhelming. If you don't like the Gems you got, too bad, you don't can't even get the chance to turn them down. If you want to make your deck better, just using the rest site to upgrade a card is more reliable and less risky. The Pick has the silver lining of letting you mine for one Gem at the Gem Mine event, but even then it's definitely a letdown relic because the issue of getting an unwanted Gem remains.remains, and the relic has no immediate benefit when you receive it.

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See also ''[[VideoGame/TalesAndTactics Tales & Tactics]]'', a game by the same developers.



*** If you play a card that will meet the requirements to Ignite the current Ghostflame, and whose effect also says "Ignite the current Ghostflame", its effect will trigger twice instead of wasting one ignition.

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*** If you play a card that will meet meets the requirements to Ignite the current Ghostflame, and whose effect also says "Ignite the current Ghostflame", its effect will trigger twice instead of wasting making you waste one ignition.



* GameBreaker: The 0-energy card Sadistic Nature, which deals damage whenever you apply a debuff, was removed from Downfall Mode because it turned out to be busted on some of the villain characters, in particular the Slime Boss (who can apply Goop with his spammable "Lick" cards), the Hexaghost (who likes to use Soulburn for damage), the Gremlins (Fat Gremlin applies Weak for free every time you attack with it in front, and the Gremlins have easy access to cheap attacks) and the Collector (who ''has a debuff-stacking theme'').
* LowTierLetdown: The Guardian relic Pick of Rhapsody gives you the option to Mine for Gems at rest sites. Unfortunately, while socketing gems is a free action, you can only do it ''before'' Mining, meaning you're stuck with the Gems in your deck until the next rest site -- not great when unsocketed Gems are pretty underwhelming. If you don't like the Gems you got, too bad, you don't even get the chance to turn them down. If you want to make your deck better, just using the rest site to upgrade a card is more reliable and less risky. The Pick has the silver lining of letting you mine for one Gem at the Gem Mine event, but even then it's definitely a letdown relic because the issue of getting an unwanted Gem remains.

to:

* GameBreaker: GameBreaker:
**
The 0-energy card Sadistic Nature, which deals damage whenever you apply a debuff, was removed from Downfall Mode because it turned out to be busted on some of the villain characters, in particular the Slime Boss (who can apply Goop with his spammable "Lick" cards), the Hexaghost (who likes to use Soulburn for damage), the Gremlins (Fat Gremlin applies Weak for free every time you attack with it in front, and the Gremlins have easy access to cheap attacks) and the Collector (who ''has a debuff-stacking theme'').
** Ghost Shield is an infamously good Hexaghost card that arguably did its job of patching up the character's defensive problems ''too'' well. At 1 energy for 7 (10) Block, it doesn't seem too impressive at first, but it has the Afterlife keyword, which lets you have the effect for free if it's exhausted somehow. And it has Ethereal, so it exhausts itself at the end of your turn if it's still in your hand. On top of that, it gives you 1 Blur (which lets you keep excess block for one turn) when exhausted, so the block won't even go to waste if it happens on a turn where no one is attacking.
* LowTierLetdown: The Guardian relic Pick of Rhapsody gives you the option to Mine for Gems at rest sites. Unfortunately, while socketing gems is a free action, you can only do it ''before'' Mining, meaning you're stuck with the Gems in your deck until the next rest site -- not great when unsocketed Gems are pretty underwhelming. If you don't like the Gems you got, too bad, you don't even get the chance to turn them down. If you want to make your deck better, just using the rest site to upgrade a card is more reliable and less risky. The Pick has the silver lining of letting you mine for one Gem at the Gem Mine event, but even then it's definitely a letdown relic because the issue of getting an unwanted Gem remains.remains.
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!!Trivia
* ApprovalOfGod: Mega Crit approves of the mod, as shown in [[https://store.steampowered.com/news/app/646570?emclan=103582791458609370&emgid=4776633525082943490 this announcement]] on the ''Slay the Spire'' page describing it as "a great way to experience the game again in a unique way" and announcing that the mod was allowed its own Steam page.
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** The Hexaghost's Ghostflame Ignitions are programmed to work in the player's favour instead of strictly following the rules logic:

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** The Hexaghost's Ghostflame Ignitions are consistently programmed to work in the player's favour instead of strictly following the rules logic:favour:

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