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1. Counter is still the the best/easiest build. It is so good that I even managed to win by building balanced deck into counter.
2. Fancy Footwork is really good, Pocket Sand is really good. Near Miss is really good.
3. For the final and second to final boss, Suplex and Tackle are really good.
4. Push is not very helpful against the final boss.
5. In the last fight it's really hard to throw anyone out of the map. Be prepared for a 500 hp fight against targets that alternate "ignore block" and "ignore dodge" attacks. Stun cards are invaluable. Dodge cards are invaluable. Block/counter cards are very very helpful.
6. On purist you need at least 5 movement cards to reliably pull at least one per hand.
My winning deck
Amen. The only reason I still play this game compared to, say, other deck-building rogue-likes like Monster Train, The Last Hex, Slay the Spire... is because having a f***ing map to move around makes you a little bit less the Random Number God's b*tch.
I mean, come on! Allow me to buy any card at thrice the base cost. Even if I have to wait for the next merchant or allow whatever the thing in the Last hex is called to progress 5 turns while I get it! You'll still have speedrunners resetting due to bad RNG, and my ability to strategize can come a bit more into play... Just like by making my deck leaner...
Sorry, had to vent. Solid advice tho.
You mention keeping your card count under 20. I usually try to go for 14 to 15 cards, plus some one-shot cards that are removed after being played once (Rising strength, one-inch punch, blood rush, etc.).
One topic that would add value to your guide is a talk about enhancements. I feel they are the main reason why counter and grappler decks are not reliable on purist difficulty.