Slay the Spire: Defect A20H Strategy, Key Cards That Don’t Rely on Rares, Part 1: Loop

Contents
Image credit: © Mega Crit Games, LLC. Slay the Spire (PC/Steam version). This article uses a limited number of screenshots to explain gameplay strategy. The screenshots are from the Japanese version of the game.
Note: This article is about the original Slay the Spire and assumes Ascension 20 and an attempt to beat the Heart.
Slay the Spire 2 is out too, but I’m still playing the original Defect at A20H and haven’t gotten tired of it. I’ve been hooked on this game for about two years, and over the last six months or so I’ve been able to clear A20H about 40% of the time.
So, starting with this article, I’m going to write about basic Defect strategy for people who are just as hooked on the original, especially those who struggle to win at A20H.
I think the first step toward a higher win rate is learning ways to win that work in many situations. Rare cards don’t show up every run. That’s exactly why knowing the important common and uncommon cards should raise your win rate.
Part 1 covers the uncommon Power, Loop.
Take uncommons as if you won’t see them again
As a rule, I think you should take an uncommon when it appears, as if you won’t get another chance.
That said, some cards are strong only early in the game, and others are dead weight early but get stronger later, so the decision can be difficult.
Loop, on the other hand, is strong in almost any deck and does its job from the early game to the late game.
Upgrading Loop doubles its effect

Loop is a Power that triggers the passive ability of your leftmost Orb at the start of your turn. Upgrading it doubles the effect, so be sure to upgrade it.
Its upgrade priority is among the very highest.
Early on, pair it with Dark Orbs
What’s especially worth remembering early on is the combination with Dark Orbs.
If you put a Dark Orb in front and play Loop+, your damage grows quickly.
With just Loop+, cards that channel Dark Orbs, and Dualcast, you can deal enough damage to almost every enemy.
Darkness and Doom and Gloom, which channel Dark Orbs, are cards I’d really like to have alongside Loop.
Chaos+ is pretty good too. It channels two random Orbs, but if you get Dark or Plasma, Loop becomes very strong.
Against the Heart, use Frost Orbs to prepare for Beat of Death
The reasons I really want Loop ready for the Heart are its high damage and the damage from the Heart’s Beat of Death.
By keeping a Frost Orb in front, you gain a large amount of Block before you act.
Being able to build a steady amount of Block every turn before acting, without depending on your hand, is very strong and makes your defense stable.

Note: As shown at the top right of the screen, I use mods, but only ones that don’t change the game’s systems.
For example, if your Focus reaches +8 or so, Loop+ alone gives you 20 Block at the start of your turn. That lets you act without worrying.
If anything, this is a card whose absence makes the Heart fight much harder.
You’ll want Focus too
To get more out of Frost with Loop, you’ll really want Focus.
Among cards, there are Defragment, Biased Cognition, and Consume, so these are also well worth taking.
On the other hand, if you couldn’t get any Focus cards at all, having a Focus Potion for the Heart makes a big difference. If you get one, hold on to it.
Take it when you see it, up to two copies
I recommend taking it whenever you see it, starting from the early game.
If you don’t have it yet, it’s also worth prioritizing in the shop when you can afford it.
I think it’s fine to take up to two copies for now.
I hope this helps!


