Slay the Spire: I love this game. Will probably play it forever. (2025)

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Finnish Flasher
Jul 16, 2008
True grit one of the best upgrades. Also most cards that dont exhaust when upgraded like limit break, calculated gamble, hologram. Anything that essentially doubles its value, for example defrag.
Then probably strong powers that get 1 energy cheaper
#?Nov 30, 2024 17:44
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Slay the Spire: I love this game. Will probably play it forever. (3)
#?Dec 2, 2024 13:15
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Tayter Swift
Nov 18, 2002
Slay the Spire: I love this game. Will probably play it forever. (5)
Pillbug
Body Slam’s upgrade transforms it from “eh” to “build a deck around it”
#?Nov 30, 2024 17:49
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jesus WEP
Oct 17, 2004
Slay the Spire: I love this game. Will probably play it forever. (8)
Slay the Spire: I love this game. Will probably play it forever. (9)
Slay the Spire: I love this game. Will probably play it forever. (10)
corruption/barricade/bodyslam+ is a combo that’s close to winning at any ascension. throw in every shrug you see and baby you’ve got a stew going
#?Nov 30, 2024 21:07
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SKULL.GIF
Jan 20, 2017
Slay the Spire: I love this game. Will probably play it forever. (13)

This feels like it might be a winner run:

Slay the Spire: I love this game. Will probably play it forever. (15)

Unseen cards: 4 Strikes, 5 Defends. Boss was Hexaghost and I took 2 damage altogether. Downfall relic (after Shuriken): Bronze Idol, I can now play status cards for energy (e.g., Daze is 1 energy for 1 Weak). Downfall potion (black with purple layer): Felwater, gives 8 Temporary HP (persistent block, basically)

Offered cards: Phantasmal Killer, Nightmare, Storm of Steel. This almost feels like a skip? I already have a PK+, Nightmare doesn't coordinate with anything I have, SoS is very awkward to play without any discard bonuses though I do have the Happy Flower letting me play one card then Storm.

I'm almost fully set for damage, I just need to hunt for as much block and Weak as I can find. Fortunately I kill a lot of things on Turns 1-2 so I have plenty of breathing room to find something.

#?Dec 1, 2024 01:10
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McGavin
Sep 18, 2012
Slay the Spire: I love this game. Will probably play it forever. (18)
Slay the Spire: I love this game. Will probably play it forever. (19)
Fighting the Heart with 8 stacks of Static Discharge is pretty funny.

Are you sure you want to attack me 12 times?

https://i.imgur.com/RX09602.mp4

#?Dec 1, 2024 04:09
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John Murdoch
May 19, 2009
Slay the Spire: I love this game. Will probably play it forever. (22)
I can tune a fish.

Tayter Swift posted:

Body Slam’s upgrade transforms it from “eh” to “build a deck around it”

It feels better upgraded but in the grand scheme of things, spending an energy to deal an arbitrary, scalable amount of damage is already good. If Barricade (or Calipers) didn't exist it'd be more important.

Also I will continue to insist that Fission is good even without the upgrade.

#?Dec 1, 2024 04:37
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Yoshi Wins
Jul 14, 2013
Slay the Spire: I love this game. Will probably play it forever. (25)

SKULL.GIF posted:

Slay the Spire: I love this game. Will probably play it forever. (26)

Hmmm. Pretty unclear to me.

I don't pick Storm very often without either Dead Branch or discard synergy, but this might actually be a time for it because it's good with several of your relics. Including Orichalcum.

I really can't say I love it though.

If you had a Toxic Egg or if you had no important upgrades to make, maybe one of the other two would be decent, but you have several really good upgrades.

I think it actually is Storm, and it'll kill a slaver or a Gremlin Leader minion a turn earlier at some point in act 2. And I do feel like you need to farm elities hard. The current deck is quite good at frontloaded damage tests (e.g. almost every act 2 fight before the boss fight) but terrible at the late game. Need to convert the current strength of the deck into late game value by aggressively pursuing value right now.

#?Dec 1, 2024 07:26
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Zephro
Nov 23, 2000
Slay the Spire: I love this game. Will probably play it forever. (29)
I suppose I could part with one and still be feared...

Finnish Flasher posted:

True grit one of the best upgrades. Also most cards that dont exhaust when upgraded like limit break, calculated gamble, hologram.
I agree with most of this but probably not Limit Break in most cases. The upgraded version is often just a "win more" card where sure, it's fun to play it several times and end up with 100+ strength or whatever, but 10 is plenty to end the fight.

In general I think there's a temptation to see "Exhaust" as a strict downside to a card. But it isn't always. A card that does something and then removes itself from your deck makes the rest of your deck more streamlined. It basically gives you an effect that the merchant charges 50 gold+ for.

#?Dec 1, 2024 10:33
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jesus WEP
Oct 17, 2004
Slay the Spire: I love this game. Will probably play it forever. (32)
Slay the Spire: I love this game. Will probably play it forever. (33)
Slay the Spire: I love this game. Will probably play it forever. (34)

Zephro posted:


In general I think there's a temptation to see "Exhaust" as a strict downside to a card. But it isn't always. A card that does something and then removes itself from your deck makes the rest of your deck more streamlined. It basically gives you an effect that the merchant charges 50 gold+ for.
rainbow is among the worst upgrades for this reason. many orb engines do not want to keep cycling one of each kind of orb so it’s a dead draw after its first play
#?Dec 1, 2024 11:06
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SKULL.GIF
Jan 20, 2017
Slay the Spire: I love this game. Will probably play it forever. (37)

Yoshi Wins posted:

[...]
I think it actually is Storm, and it'll kill a slaver or a Gremlin Leader minion a turn earlier at some point in act 2. And I do feel like you need to farm elities hard. The current deck is quite good at frontloaded damage tests (e.g. almost every act 2 fight before the boss fight) but terrible at the late game. Need to convert the current strength of the deck into late game value by aggressively pursuing value right now.

I tend to agree. I have plenty of energy generation, if I can manage to pull a Reflex or Acrobatics or something then I can reliably get large, large hands with Storm of Steel and keep playing. It doesn't immediately make me noticeably stronger but it does give me a little bit of an edge, and I can build upon that further with cards that I want to draft anyway.

journal posted:

I took Storm of Steel, the relics were Snecko Eye, Idol of Retromation (-1 to the highest cost card in hand), and Runic Pyramid. I considered Snecko but my deck synergized so heavily with the Runic Pyramid that I couldn't possibly pass on it. It's effective card draw *and* planning for future turns all in one relic, while I have Pen Nib, Phantasmal Killer, and Finisher? C'mon.

First 2 cards drafted in Act 2 were an Expertise (not exactly necessary with Runic Pyramid, but with my hand-dumping I'm gambling on a high-roll situation where I can refill my entire hand after dumping it) and a Footwork (hoping for Backflips). Transmogrifier Shrine turned a Strike into a Reflex Slay the Spire: I love this game. Will probably play it forever. (39) First elite is Book of Stabbing, PK->SoS lets me kill it while taking 11 damage total. Letter Opener is nice, but the Act 2 chest gives me the Pocket Sentry which is great for artifact stripping and weakening. Bad draw costs me 14 health against Gremlin Leader, but PK-SoS-Terror lets me kill it quickly regardless. Preserved Insect means I am pathing for every single elite I possibly can after this point.

2nd Reflex gives me some really ridiculous Storm of Steel hands. Like this end-of-Turn-1 hand vs the 2nd Book of Stabbing: Backstab, Reflex, Finisher, Storm of Steel, Reflex, Strike, with a Phantasmal Killer about to pop on the next turn. I did 120+ damage trivially and could've gone for 200+. BoS gives me the Oddly Smooth Stone and a Cloak & Dagger+ which really hels to curve out my blocking while still giving me Shuriken/Finisher fuel. Avocado & Rat gives me Acrobatics, and I toke a Strike before the Champ. Champion eats 300 damage on Turn 3 -- I've not yet managed to draw a Finisher from Reflex after Storm of Steel but I haven't needed to.


Champion reward: 85 gold, Regen Potion, Glass Knife / Bullet Time / Nightmare.

My deck: Slay the Spire: I love this game. Will probably play it forever. (40)

Unseen cards: Ascender's Bane, Strike, 5x Defend, Survivor, Neutralize, Flying Knee.

I think Bullet Time is a skip here since I don't have trouble playing out my full hand regardless, and the no-draw is a massive downside with 2 Reflexes and an Acrobatics. Glass Knife feels extraneous with how much damage I have. I once again have nothing that feels worth spending 3 energy on Nightmare. Is this another skip or is there a secretly-good pick here like there was with Storm of Steel in the previous act reward?

#?Dec 1, 2024 15:08
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Yoshi Wins
Jul 14, 2013
Slay the Spire: I love this game. Will probably play it forever. (43)
I would take the Nightmare for Footwork, and maybe draft some other good Nightmare targets that help defensive scaling. The clock is ticking pretty oppressively on building a late game block plan.
#?Dec 1, 2024 15:42
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SKULL.GIF
Jan 20, 2017
Slay the Spire: I love this game. Will probably play it forever. (46)

Yoshi Wins posted:

I would take the Nightmare for Footwork, and maybe draft some other good Nightmare targets that help defensive scaling. The clock is ticking pretty oppressively on building a late game block plan.

I've seen very little offered that's worthwhile despite trying for it. My cards drafted in Act 2 were 4 draw cards and 4 block cards. I would love Dodge & Roll or After Image or Malaise or anything Slay the Spire: I love this game. Will probably play it forever. (48)

I might need to path for shops just to have a better chance of seeing more block cards.

#?Dec 1, 2024 15:49
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Yoshi Wins
Jul 14, 2013
Slay the Spire: I love this game. Will probably play it forever. (51)
Yep. It be like that sometimes. You know what you need for like 30 floors, but you just don't see it. And Shiv decks are probably a little more prone to that than most archetypes.

Ganbatte, Hot Frosty.

#?Dec 1, 2024 16:09
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SKULL.GIF
Jan 20, 2017
Slay the Spire: I love this game. Will probably play it forever. (54)

I took Nightmare as a hail mary for a block solution.

Relics: Coffee Dripper / Sozu / Velvet Collar. loving eesh. I can immediately cross off the Collar as it breaks my deck irreparably. Coffee Dripper feels so risky when I don't yet have adequate block, and my only healing is from my Regen Potion. If I had a Meal Ticket or Bloody Vial I would snap it up. Sozu also feels risky when part of my solution might involve Ghosts in a Jar or Fairies in a Bottle, and I'm not sure that having 1 extra energy is worth not having potions especially between my Happy Flower and Nunchaku reliably giving me enough fuel to pop off.

Is this a rare boss relic skip? I'm not sure that the extra energy from either of my two choices sufficiently outweighs the significant drawbacks. I think the Dripper is "safer" than Sozu, as I can "play around" its drawback by being extremely careful with my play order and my pathing.

One extra energy lets me pop Nightmare-Footwork and still have plenty of energy left over to block (or attack), so it might pay off over time. Runic Pyramid means that the previous combo is much more reliable than it would otherwise be, and reliability means less health lost over time.

SKULL.GIF fucked around with this message at 17:13 on Dec 1, 2024

#?Dec 1, 2024 17:10
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Nothingtoseehere
Nov 11, 2010
Slay the Spire: I love this game. Will probably play it forever. (58)

On Silent, more energy is always good. I'd think about how quickly you can burst down the A3 hallways (are darklings or triple jaw worm a problem? What's your spiker solution?) and take dripper. Sozu if you had good potions already, but it's one of the two - resting repeatly and just assuming you don't see any good potions might be a better way to reach A4 than hoping to find block on the first half of A3.

Nothingtoseehere fucked around with this message at 02:24 on Dec 2, 2024

#?Dec 1, 2024 17:14
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Yoshi Wins
Jul 14, 2013
Slay the Spire: I love this game. Will probably play it forever. (62)
DON'T TAKE SOZU!

This is 100% a Dripper pick.

You don't have any late game potions right now. You have a potion that works with Dripper, and you have a potion that is good against Repto, good against Spikers, and otherwise not going to do much for you. Getting better potions for act 4 is one of the "outs" you are playing to. It would be very bad to shut off a whole category of outs. Ghost in a Jar would obviously be amazing against the Heart (your worst fight right now--you're so crushed there right now) but there are a whole bunch of potions that do way more for you in your bad fights than the ones you have right now.

You also don't have any keys yet, and you have at least one very good upgrade to make in Footwork. You might not have time to rest. You might not get more than two fires before the bosses.

The extra energy from dripper, most of the time, will save you more energy than you'd get from resting anyway. Almost always. I'm not sure if it's EVER correct to click "skip" on a screen that has Coffee Dripper (although there will be plenty of times when another non-skip choice is better), but I am pretty sure it's less than 1 in 1,000. (e: maybe this is too long of odds? I dunno. It's definitely very rare though.) A whole extra energy! And it opens doors we can't even see yet. What if a critical part of your block plan ends up being having a Dash+? That's not ideal! But you might get forced into something like that.

Yoshi Wins fucked around with this message at 17:54 on Dec 1, 2024

#?Dec 1, 2024 17:49
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SKULL.GIF
Jan 20, 2017
Slay the Spire: I love this game. Will probably play it forever. (65)

I receive the Coffee Dripper.

journal posted:

Act 3 pathing necessitate that I take at least one elite before the burning elite: hallway, hallway, BRANCH between hallway/unknown, unknown, BRANCH between shop/fcampfire/elite/hallway or hallway/elite/campfire/hallway or hallway/elite/unknown/campfire, CHEST, BRANCH between campfire and shop, BURNING ELITE, then unknown/hallway/hallway/campfire, WOKE BLOKE, D&D.
  1. Orb Walker. Goes down on turn 2, 0 damage taken. Choke/Backstab/Quick Slash, I skip, I don't need more damage.
  2. Darklings. Cleared on turn 4, 0 damage taken. Fear Potion - skip. Dagger Throw/Flying Knee/Blur+, I take the Blur+.
  3. BRANCH, I opt for the hallway since I'm still hunting block solutions. gently caress it's Orb Guardian + Repulsor + Spiker. I'm able to take down the Spiker by applying early damage and then using the Letter Opener to finish it off while I chip down the Guardian. Turn 5 kill, 0 damage taken. Outmaneuver/Unload/Bane. Skip.
  4. Mind Bloom. With a shop coming up the next round I strongly considered I Am Rich, but I would have to fight my way through a normal elite and a hallway before the second shop. I Am Awake was also considered but I think I might need to lean on the post-Act 3 healing. I play it safe and take I Am War -- maybe it'll give me a block or discard relic. Hexaghost gets annihilated on turn 6 (Nightmare-Finisher is fun), 0 damage taken. Wing Boots. Quick Slash/Prepared/Calculated Gamble+. I go for the CG+, it'll let me search for Piercing Wail much quicker. This is the first draft so far I'm not totally confident on.
  5. BRANCH, I go shopping. 314 gold. Relics: Anchor (165), Ceramic Fish (160), Cauldron (171). Potions: Duplication 85), Energy (57), Forge (53). Removal 125. Blur is offered for 79 gold. I also consider Noxious Fumes for artifact stripping. I end up spending 204 gold on the Blur and removing my final Strike, leaving 110 gold for the next shop.
  6. I brainfart and forget I can use the Wing Boot to squeeze out an extra elite, end up going to the campfire. Footwork is upgraded.
  7. Giant Head. Goes down hard on Turn 3, 0 damage taken. That CG+ is doing wonders with my Reflexes, and the 3rd Blur is letting me keep block rolling through all my turns. Feeling increasingly confident about the Heart. The Bagpipes. Essence of Steel - skip, I'm still hanging onto my regen and fire potion in case I get a nasty Reptomancer. Masterful Stab+/Reflex/Dodge & Roll+. I take the DnR+ even though my deck is getting a bit large (this is my 29th card), it synergizes very well with the Footwork+ and my three Blurs.
  8. I'm feeling real loving saucy and use a Wing Boot charge to go for another elite over a hallway and campfire. Nemesis, which explodes on turn 3 with 0 damage taken. Bottled Tornado - I bottle my Footwork+ which mostly removes any Nightmare shenanigans with it, but lets me get massive rolling Blurs right off the bat. This should help reliability with Spear & Shield and the Heart. Prepared/Footwork/Distraction -- easy Footwork pick, and keeps the Nightmare dream alive. Deck now at 30 cards and feeling fairly complete.
  9. Chest. Lantern vs Sapphire Key. Decisions, decisions.
  10. This is a really tough Wing Boot choice. I can greed another elite here but I'm less confident of my ability to blow up a Reptomancer than Giant Head/Nemesis, and the next floor is a required burning elite. Normal Reptomancer is much easier to deal with though, than a burning Reptomancer. I'm still packing my two potions so I decide the reward is worth the risk. It is indeed Reptomancer. It takes me until turn 8 and required using my Fire Potion, but I kill it with 0 damage. Attack Potion. Backflip+/Skewer/Phantasmal Killer. I take the flipperino.
  11. Burning Elite time. Nemesis with 8 Metallicize Slay the Spire: I love this game. Will probably play it forever. (67) God Runic Pyramid makes these fights so loving easy. Maw Bank. Terror, Phantasmal Killer, stab stab stab. Turn 3 kill, 0 damage. TINGSHA, Emerald Key, Weak Potion. I briefly consider dumping my Regen Potion for the Weak Potion. Setup+/Calculated Gamble/Noxious Fume. I consider taking the CG and leaving it unupgraded for extra Tingsha damage. I have five draw cards (Reflex x2, Backflip+, Acrobatics, Expertise+) and it might mean a bit of free damage against Bloke's minions. Doing this is pretty neutral against D&D, and slightly negative vs Tim. I end up deciding not to get cute since I'm already spoiled for damage - skip.
  12. Golden Shrine. I don't exactly need 275 gold right now and there's no more shops before the boss. Pray for 50 gold.
  13. Final Wing Boot decision. I opt for another event over a hallway, and get a hallway fight regardless: Maw, which dies on turn 6 with 0 damage taken. By this point I'm rolling enough Blur to carry over 50+ block per turn for multiple turns at a time. Calculated Gamble+/Riddle with Holes/Dodge & Roll. I ....... skip.
  14. Final hallway: Spire Growth. I pre-emptively pop my Regen Potion here as I have a hunch this fight gives me another potion, and I might as well be topped off for the boss. God having 3 Blurs is so insane. Turn 7 kill, 0 damage taken, 73/73 health. Skill Potion, natch. Cloak & Dagger+/Finisher/Footwork. I take the Footwork: 32 cards, and I'm starting to worry a tiny bit about clearing my hand of block cards -- maybe I should've taken one of these Gambles.
  15. Campfire, Red Key.
  16. Bloke. I Nightmare my Blur+ and have 70+ block every turn for the rest of the fight, ending on 200+ block. Still takes me awhile to kill him (11th turn), and I take 9 damage in the process.
  17. D&D. Nightmare my Footwork+, +17 Dexterity. 15 damage taken, killed on uhhh the 15th turn? Once I get rolling, having this many Blurs is basically Barricade Silent style.

Act 4 posted:

Final campfire. Nightmare gets upgraded to give myself a little bit more wiggle room on my setup turn.
Final shop. 453 gold, thanks Maw Bank. Bag of Marbles (161) for artifact strip, Attack Potion (56) to fill an empty slot (other two were Steel and Poison), I remove a Defend (150) to make a bit more room for my Blurs. I have 86 gold left over and consider the Leg Sweep for Weak or the Reflex for more draw, but ultimately decide against both. The power was Well-Laid Plan which is superfluous with my Pyramid.
Shield & Spear. Bag of Marbles immediately pays off and combined with my Pocket Sentry empties them of all their artifact charges. Turn 2 was rough and I had to pop one attack potion to get an extra energy, still took 16 damage. Oh god the Ignites don't go away. Nightmared Blur and Storm of Steel gives me enough breathing room to destroy the Shield, and I win on turn 4. Bloody Vial. Energy Potion. Cloak & Dagger/Heel Hook+/Dagger Spray: skip.
Heart. VERY dicey turn 2, took 37 damage, can't find enough Blurs. Turn 3 is 8 damage, and I'm sitting at 9 HP. Turn 4 has me dancing around with 4x Footwork. I stabilize on Turn 5 with 15 carryover block, do 100 damage on Turn 6 with 6 carryover block... Turn 7 is 3 Beat of Death but I now have 47 block and two Blur charges and I hit the damage cap. Turn 8 I hit the damage cap again with 31 carry block. FINISHER~~~

Slay the Spire: I love this game. Will probably play it forever. (68)
Slay the Spire: I love this game. Will probably play it forever. (69)

Nothingtoseehere posted:

Yoshi Wins posted:


Thank you so much for your advice!
#?Dec 1, 2024 20:01
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#?Dec 2, 2024 13:15
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Yoshi Wins
Jul 14, 2013
Slay the Spire: I love this game. Will probably play it forever. (74)
Yay! Good job. I really like how you approached act 3. Your card picks made the deck so much better and you quickly had a plan, and the plan worked.

One post-run bit of advice: I would encourage you not to think of 29 cards as "a large deck". There is no number that makes a deck large or small. Silent in particular may end up building much larger decks, but in general, people tend to really overvalue keeping the deck small. Sometimes it's great, but having a number in mind as "a large deck" is a lot more likely to mislead than improve card reward screen decision making. This is one of the most common "macro level" misunderstandings among A20 players.

A TON of people have a danger alarm go off once their deck reaches a certain size, which is often around 30, and that danger alarm is a big fat liar and you should take its batteries out completely. I mean it. It's best to completely eliminate the idea that there is a number where it starts to get dangerous. All that matters is if it makes the deck stronger to add the card.

So let's look concretely at that decision point:

At the time that you were at 29 cards and growing concerned about the deck being too big, you had just won 5 fights in a row, including an elite fight, without taking a single point of damage. And the card you picked up had a lot of potential upside in the hardest remaining fights--the ones that were going to be pretty different from the fights you were crushing for 0 damage. D&R+ is a great Heart card, and it's a good Time Eater card too. I'm not 100% it was a correct pick with 3 Blurs, but that concern is only very loosely correlated with the overall deck size. (I think it was correct to take it.)

So the game was telling you "your deck isn't bloated AT ALL" regardless of its current size. If you won 5 fights in a row taking 0 damage with a 45-card deck, and then you were offered a card that looked good in the hardest remaining fights, which still appeared to be unsolved, you should take it. The decision making there is exactly the same as when the deck is 29 cards. The evidence says that the deck will get better on average. We take the card, and we literally don't even need to think about the number in the corner of the screen.

It's not at all unusual for a 40-card deck to be extremely strong, not bloated at all, and, if anything, more likely to be improved by adding 1 or 2 cards that address its minor shortcomings, instead of removing a card.

Important caveat: The situation is very different if you're infinite or close to it. Then instead of just concretely looking at how the deck is performing in fights and figuring out if it helps or hurts to add the card, now you also have to look at whether adding the card might break the infinite. That's the main thing, actually. Most fights, including Time Eater, are stomped by most infinites.

#?Dec 1, 2024 23:20
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