Two attempts in one episode

Northernlion’s May 3, 2026 episode contains an early death and a successful Ascension 8 Ironclad attempt starting around 11:31. Keep those decks separate. In the later attempt, Vulnerable and Dominate provide Strength, while Demon Form offers recurring scaling. He takes Fiend Fire, develops a Block package and uses Relax to prepare later turns. At 27:36 he upgrades Demon Form; the final fight ends in victory around 45:46.

The video is an example of adapting a Strength deck while surviving uneven hands. The calculations below use the current stable card text, rather than assuming every historical number matches today’s version.

Vulnerable before Dominate

Dominate applies one Vulnerable, then grants one Strength for each Vulnerable on its target. The upgraded card applies two. Molten Fist deals damage and doubles the enemy’s Vulnerable. Their order changes the amount of Strength gained.

Consider an enemy with four Vulnerable and no Artifact or other interfering effects. Ignore other damage modifiers and compare the base cards:

OrderVulnerable when Dominate counts itStrength gained
Dominate, then Molten FistFour plus one = fiveFive
Molten Fist, then DominateFour doubled to eight, then one addedNine

The second order gains four more Strength. It also spends the same two Energy on these base cards. However, a lethal attack, an immediate defensive need or Artifact can change the correct sequence. Inspect the debuff actually on the target before committing the one-use Dominate; the current card Exhausts.

Taunt contributes Block and Vulnerable in one card. That makes it a useful setup candidate when spending an entire turn on debuffs would leave you exposed. The Ironclad Strength strategy compares this route with other Strength sources.

Count the hits receiving Strength

Strength is added to each attack hit. At eight Strength, base Twin Strike changes from two hits of five to two hits of thirteen: 26 damage before defenses. Base Whirlwind with three Energy changes from three hits of five to three hits of thirteen: 39 damage to each enemy before defenses. Those are examples with no Vulnerable, Weak, Block or other modifiers.

This is why an additional point of Strength can matter more to a multihit attack than to a single hit. The Energy budget matters just as much. Spend one Energy on setup before a three-Energy Whirlwind and only two Energy remain for its X payment unless another effect restores Energy. Compare the full turn, including the missing hit, rather than comparing Strength totals alone.

A target already close to death may not repay another setup card. Check lethal with the Strength you already have. Preserve draw, potions or HP when immediate damage ends the fight safely.

Demon Form takes time to repay

Current Demon Form costs three Energy and grants two Strength at the start of each subsequent turn; upgraded, it grants three. Playing it does not immediately grant those recurring stacks. After two later turn-start triggers, those versions have supplied four and six Strength respectively.

That makes the remaining fight length a practical upgrade question. A short combat can end before the extra Strength changes an attack. A long boss fight may give the upgrade several triggers. The Power timing guide covers the opportunity cost of a turn spent establishing a Power.

Bloodletting can help pay the three-Energy setup cost. It currently trades three HP for two Energy, or three Energy upgraded. That trade is useful only if the resulting turn prevents enough damage or advances the kill. Paying HP to establish scaling while leaving a large incoming attack unanswered can lose the fight before the scaling pays back.

Relax moves resources into the next turn

Current base Relax costs three Energy, gives fifteen Block and Exhausts. Next turn it draws two cards and grants two Energy. Upgraded, it gives seventeen Block now and three cards plus three Energy next turn. Pael’s Horn adds two Relax cards to the deck.

The Block can cover part of the setup turn, while the delayed resources help combine debuffs, Strength and attacks later. The delay is essential: those extra resources do not pay for cards on the turn Relax is played. It also cannot promise a particular next draw. Compare the deck and discard pile before relying on a payoff arriving next turn.

The rest-or-upgrade guide helps weigh upgrades against survival. Having a low-HP Strength bonus is a reason to calculate carefully, not a reason to refuse a necessary rest.

Fiend Fire trades a hand for a finishing attack

Current base Fiend Fire Exhausts the hand and deals seven damage per exhausted card; upgraded, ten. At eight Strength, four exhausted cards give four hits of fifteen with the base card: sixty damage before enemy defenses. Playing a defensive card first reduces that example to three hits, or forty-five damage, while supplying that card’s Block.

That difference is sometimes the correct price of surviving. It also explains why drawing another card can increase Fiend Fire’s output without adding another Attack to the deck. Track what will remain after the Exhaust: a failed lethal that consumes the future defense package can be expensive. The Ironclad Exhaust guide covers the supporting engines; this recorded run is a useful companion for judging when to commit a hand.