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.
Interactions
- 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: Becomes redundant with this relic and takes one space on your first draw.
- Orichalcum: Gets disabled for the first turn.
- Meat on the Bone and Red Skull: May be more difficult to activate.
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