Slay the Spire has released its third class. The Defect is a lot of fun, even if I am not very good with it yet.
The name applies in both its meanings. The Defect is a defective robot who has defected to the heroes’ side.
Slay the Spire has three kinds of cards, and each of the classes is built around one. The Ironclad is the attack-based warrior archetype. The Silent is the skill-based rogue archetype. The Defect is the power-based mage archetype. Powers are cards that you play once to gain a combat-long upgrade. I love that kind of ability, so I love powers, so I love the Defect.
The Defect builds on that by having an attack and a skill that both have a similar building effect. Claw is a 0-energy attack that does only 3 damage but also increases the damage of every Claw in your deck by 2 for the rest of the fight. If you have many Claws and/or a quick-cycling deck, you have a lot of damage, as you would with a Rampage Ironclad. The Defect also has several cards that help you get more cards, including an attack that puts every 0-cost card from you discard pile into your hand, so a good combo does a lot of damage very cheaply. There is a similar block skill that can only be used once per fight, but its value increases by 2 every time you use it. I once got it as my very first card pick, and that thing was a wall by the end of the run. And then there are cards that get cheaper as the fight goes on, so they start as expensive and strong then end as free and strong.
But the best part of the Defect is powers that build on powers. There are powers that trigger effects when you play powers. There are powers that give you powers every round. There is a power that doubles the first card(s) you play each round, so you can double those free powers, or double the power that gives you powers so you can get more doublers to double your powers… Boss fights are fun once you get your engine going. Time Eater is usually considered the hardest boss, with the fewest players having defeated him, but he is weakest against power-heavy decks that do a lot with few cards. The Defect smashes him with a song in his RAM.
The Defect also brings a unique mechanic that does not necessarily play well with the mechanics designed for the other classes. The Defect gets orbs, starting with three slots and potentially growing with abilities. Each orb slot can have one of four elements that will passively generate damage, block, energy, or building damage over time. Each orb can be evoked to cause a greater version of that effect. This creates a mini-game of cycling orbs, activating them at the right time, and using your engine to cycle through activations for massive damage and/or block. When I say that these do not play well, I mean that orb activations are not considered cards, attacks, or defenses as such, so they are unaffected by strength, dexterity, or abilities that trigger based on anything else. That is sometimes to your advantage as the player, and sometimes you miss out on advantages because your abilities circumvent them. There are drawbacks to being the defector.
Also, I do not think The Defect really comes into its own until you complete its unlocks. The class-specific relics are in the unlocks, so you do not get relics that synergize with orb effects until you have a few Defect runs. This is unfortunate. Slay the Spire has so little advancement, and what it has does not really create a sense of forward progress so much as a ramp you need to run and jump off. It’s not even that long of a ramp, just an annoyance, and you do not really want your game design to be described as “an annoyance.”
I am having fun with the new guy. I have started skipping more daily runs, because some of the existing abilities just do not look like as much fun with The Defect due to its lack of synergy with cards designed for the other two classes.