Strike
Strike is the bread and butter of every Ironclad run — a no-frills starter Attack that deals 6 damage for 1 Energy (9 when upgraded). Every Ironclad deck begins with five copies, and while they get the job done in early hallway fights, most experienced players look to replace them as quickly as possible.
On its own, Strike is the baseline for damage efficiency in Slay the Spire: 6 damage per Energy with no additional effects. Cards like Anger, Twin Strike, and Pommel Strike all outclass it by offering extra value — whether that's free copies, multiple hits that scale with Strength, or card draw. The sooner you can swap Strikes for stronger attacks, the faster your deck thins out and finds its key cards.
That said, Strike isn't always dead weight. It carries the "Strike" keyword, which matters for exactly one reason: Perfected Strike deals bonus damage for every Strike card in your deck. If you're committed to that archetype, holding onto your Strikes (and picking up Wild Strike, Pommel Strike, etc.) can lead to surprisingly big numbers. Outside of that niche, though, removing Strikes at shops and rest site events is one of the strongest things you can do to improve your deck.
Upgrading Strike to Strike+ (6 to 9 damage) is rarely a priority — that upgrade is almost always better spent on a more impactful card. But if you're stuck in Act 1 with no better options at a campfire, the extra 3 damage can help you close out elite fights a turn faster.