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Upgraded true grit is very strong over the entire game, and burning pact is decent, but can only really be played on 4+ energy. The ironclad also has an additional mechanic of exhausting cards. As with any character, card removal is going to be your friend (remove strikes first). Gameplay: The ironclad's main method of dealing damage is with strength. Overall: the ironclad has immediate access to healing, via the starter relic. You don't need to go crazy with strength, plenty of folk die chasing 200 strength when honestly 8 is enough to win basically any fight If you exhaust all 5 strikes, you draw good cards more often. The exhaust parts of your deck aren't just hoping to synergise with other exhaust synergies, they're great for just making your deck better. With optimal play, ironclad can go infinite more easily than any other class, by exhausting all the useless cards and then using dropkicks, or flash of steels, or finesses, or a combo of them. Obviously corruption/dark embrace/feel no pain work well together, everyone can see that, but also bear in mind the objective with this strat is to just shrink your deck to keep an incredibly tight core of really useful cards that you draw every turn or every other turn. Use these to learn that Ironclad more than any other class uses health as a resource, and often wants to shrink their deck mid-fight. Ironclad starts with more strikes than other classes, and a relic that brings back some hp. You can also gain 9 block to remove it for one fight.
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You can pay 75 gold to remove a card from your deck. People are doing a good point of illustrating where ironclad exhaust strats synergise, but not enough to illustrate the key point.