Early runs are less about forcing a perfect deck and more about solving the next three fights. This guide keeps the advice practical: take damage when it wins fights faster, add block only when your deck can still kill, and use campfires to stay alive rather than to show off upgrades.
Draft for the next act, not for a fantasy deck
In Act 1, take cards that immediately improve hallway fights. Reliable attacks, efficient block, and one source of scaling are enough. Do not pass a good common card just because it is not part of a late-game combo yet.
A small deck is useful only if the cards are strong. A thin weak deck dies just as fast as a bloated weak deck.
Spend health like a resource
If taking a few extra damage lets you end a fight before the enemy scales, that is often correct. The bad trade is losing health while adding no speed or control.
Rest when a bad elite or boss hit would end the run. Upgrade when your current health can survive the next expected spike.
Use relics to choose your direction
Relics often decide whether a half-formed package becomes a real plan. When a relic rewards attacks, draw, discard, exhaust, or powers, let the next few card picks follow that signal.