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{{Relic Infobox |
{{Relic Infobox |
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|image1=anchor.png |
|image1=anchor.png |
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− | |description= |
+ | |description=Start each combat with 10 {{KW|Block}}. |
− | |flavor= |
+ | |flavor=Holding this miniature trinket, you feel heavier and more stable. |
|rarity=[[Relics#Common|Common]] |
|rarity=[[Relics#Common|Common]] |
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|class=Any |
|class=Any |
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+ | }}'''Anchor '''is a common relic that provides 10 Block at the start of each combat. |
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− | }} |
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+ | ==Strategy== |
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+ | This relic's ability makes your turn 1 easier, as you do not need to spend as much {{KW|Energy}} on defense. This means you could either attack right away, or, more effectively, play [[Power|Power cards]] on your first turn safely. Because of this, decks that rely on (likely {{KW|Innate}}) [[Power]]s find this relic very useful. |
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+ | |||
+ | ==Synergy== |
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+ | <div class="" style="color:lightgreen"> <!--Positive effects--> |
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+ | *{{R|Bag of Preparation}} or {{R|Ring of the Snake}}: The additional 2 cards in your starting hand may be played safely. |
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+ | *{{C|Body Slam}}: Does 10 additional damage. |
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+ | *{{R|Bottled Flame}} and {{R|Bottled Tornado}}: You may play the bottled Attack or Power safely without worrying much about taking damage. |
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+ | *{{R|Calipers}}, {{C|Barricade}}, {{C|Blur}}: The initial 10 {{KW|Block}} may now carry into other turns. |
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+ | *{{R|Runic Pyramid}}, {{C|Well-Laid Plans}}, {{C|Equilibrium}}: {{KW|Block}} cards drawn on turn 1 may be {{KW|Retain|Retained}} for later turns, therefore not making them useless when coupled with Anchor. |
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+ | </div> |
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+ | <div class="" style="color:gray"> <!--Neutral effects--> |
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+ | *{{R|Bottled Lightning}}: Allows to play the bottled Skill safely, but the Skill may also be a {{KW|Block}} card. |
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+ | *{{C|Boot Sequence}}: Mostly becomes redundant with this relic and takes one space on your first draw. However, together they can be useful against hard-hitters such as [[Taskmaster]] mob. |
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+ | </div> |
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+ | <div class="" style="color:#ec4662"> <!--Negative effects--> |
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+ | *{{R|Orichalcum}}: Gets disabled for the first turn. |
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+ | *{{R|Meat on the Bone}} and {{R|Red Skull}}: May be more difficult to activate. |
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+ | </div> |
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+ | |||
+ | {{Relic Navbox}} |
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[[Category:Relic]] |
[[Category:Relic]] |
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[[Category:Common Relic]] |
[[Category:Common Relic]] |
Revision as of 18:06, 19 February 2020
Anchor is a common relic that provides 10 Block at the start of each combat.
Strategy
This relic's ability makes your turn 1 easier, as you do not need to spend as much Energy on defense. This means you could either attack right away, or, more effectively, play Power cards on your first turn safely. Because of this, decks that rely on (likely Innate) Powers find this relic very useful.
Synergy
- Bag of Preparation or Ring of the Snake: The additional 2 cards in your starting hand may be played safely.
- Body Slam: Does 10 additional damage.
- Bottled Flame and Bottled Tornado: You may play the bottled Attack or Power safely without worrying much about taking damage.
- Calipers, Barricade, Blur: The initial 10 Block may now carry into other turns.
- Runic Pyramid, Well-Laid Plans, Equilibrium: Block cards drawn on turn 1 may be Retained for later turns, therefore not making them useless when coupled with Anchor.
- Bottled Lightning: Allows to play the bottled Skill safely, but the Skill may also be a Block card.
- Boot Sequence: Mostly becomes redundant with this relic and takes one space on your first draw. However, together they can be useful against hard-hitters such as Taskmaster mob.
- Orichalcum: Gets disabled for the first turn.
- Meat on the Bone and Red Skull: May be more difficult to activate.
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