Slay the Spire – Zerg Deck Guide

Quick Guide to Zerg Deck

Zerg Starters

  • Strike 4: 1 Energy – 6(9) damage
  • Defend 4: 1 Energy – 5(8) block
  • Zergling Rush 1: 0 Energy – 4 damage, when drawn add another copy of this card to your hand, exhaust.
  • Upgrades to Baneling Bust+: 1 Energy – 20 damage, exhaust
  • Mutate: 1 Energy – Upgrade 1(2) cards

Common Attacks

  • Hydralisk Spines: 1 Energy – Deal 4×2 damage, add 2 spines.
  • Upgrades to Lurker Spines+: Add 4 spines, deal damage equal to your spine counter
  • Abberation: 1 Energy – Deal X(+1) damage and add X(+1) block. X equals to number of cards in the exhaust pile
  • Roach Ambush: 2 Energy – Deal 6(8)x2 damage, reduce the cost of this card by one this turn for every card that has left the hand this turn without being played. Draw 1(2) cards
  • Bouncing Glaive: 1 Energy – Add 1(2) spines, deal X damage to 3 of random enemies. X equals to number of spines
  • Raptorling Claw: 0 Energy – Deal 3(5) damage, apply 1(2) Vuln
  • Spine Crawler: 1 Energy – Exhaust a card, Add 3(4) spines and deal 3(6)+X damage, X equals number of spines.
  • Spore Burst: 2 Energy – Exhaust a card, deal 1 damage X(+1) times to all enemies. X equals to the number of cards exhausted

Common Skills

  • Spined Armor: 1 Energy – Gain 2(3) Spines, Gain X(+3) block, X equals number of spines
  • Cocoon: 2 Energy – Gain 12(16) Block, Discard 1(2) cards, draw 1(2) cards. Upgrade the cards discarded by this card. Exhaust
  • Burrow: 1 Energy – Discard an attack card, gain 10(13) Block, Apply 1(2) weak
  • Consume: 1(0) Energy – Exhaust an attack card, gain 2 mana
  • Fungal Growth: 2 Energy – Reduce strength by 3(5) this turn and apply 1(2) Weak
  • Twin Birth: 1 Energy – The next attack card is copied and played twice
  • Swarm Tactics: 1 Energy – Add 3(5) Swarmlings to your hand
  • Swarmling: 0 Energy (Token) – Deal 3(6) damage, ethereal, exhaust, if this card is discarded, exhaust it.
  • Natural Selection: 0 Energy – Discard 2 attack cards, exhaust 1 attack card. Upgrade the card discarded. Exhaust
  • Sharpen Talons: 1 Energy – Use 3 Spines, Gain 2(3) strength
  • Telomere Extension: 1 Energy – Exhaust an attack card, Gain 5(8) block, Block is retained to next turn
  • Meatshield: 1 Energy – Add 2(3) Swarmlings to your hand, Gain 4 block for every card exhausted this turn
  • Spawning Pool: 1 Energy – Put 2(4) Zergling Rushes into your draw pile, draw 3(4)

Uncommon Attacks

  • Ravaging Blast: 3 Energy – Deal 18(28) damage, Reduce the cost of this card this turn by one for every card that has left the hand this turn without being played.
  • Ravasaur Rage: 2 Energy.
  • Randomly deal 4 damage X times.
  • X = amount of cards exhausted.
  • You cannot upgrade this card.
  • This card upgrades this combat if three cards are exhausted while this card is in your hand.
  • Upgrades into Tyrannizor Rage+:
    • 3 Energy.
    • Exhaust a card.
    • Deal 5 damage X times.
    • X = amount of cards exhausted.
    • If this card is in hand and a card is exhausted, gain 5 damage.
    • This card’s cost is reduced by the amount of cards exhausted this turn.

I appreciate your time and hope this little tutorial was helpful.

Volodymyr Azimoff
About Volodymyr Azimoff 1214 Articles
Volodymyr Azimoff has been passionate about video games for many years, and over the past decades he has managed to turn his main hobby of life into a profession. It is important to note that this is not the first successful project for Volodymyr. Right now he is the owner of several other sites on gaming topics. Surprisingly, this workaholic finds free time for his family, playing games on his favorite consoles and watching TV series.

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