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{{CardAutobox}} |
{{CardAutobox}} |
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− | Evolve is a [[Power]] card for the [[Ironclad]]. |
+ | Evolve is a [[Power]] card for the [[Ironclad]]. After it's played, an extra card will be drawn to make up for every Status card drawn. As an [[Uncommon]] card, it appears as a reward for combat, although less often than Commons. |
Upon upgrade, drawing Wounds results in '''two''' extra cards instead of one. |
Upon upgrade, drawing Wounds results in '''two''' extra cards instead of one. |
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==Interactions== |
==Interactions== |
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− | *This card may seem detrimental at first. After all, what's the point of adding cards that do nothing but make up for their own uselessness? Evolve+ fixes this problem by turning every Wound into what's basically "0 Energy: Draw 2 cards". |
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**However, the player must be wary of their own 10-card hand limit when abusing Wounds on purpose. For example: If Evolve+ is active, and then the 5-card hand ''Wound, Wound, [[Strike (Ironclad)|Strike+]], [[Defend (Ironclad)|Defend]], [[Bash]]'' is drawn, Evolve+ will trigger four times. It draws three Wounds and a Strike, which causes Evolve+ to trigger six times. But it can only draw one card, and it's another Wound. Now the player's hand is full, and they only ended up with 4/5 playable cards. This event might seem unlikely, but worse can easily happen in tiny decks that used a lot of card removal to play Power Through over and over, for example. |
**However, the player must be wary of their own 10-card hand limit when abusing Wounds on purpose. For example: If Evolve+ is active, and then the 5-card hand ''Wound, Wound, [[Strike (Ironclad)|Strike+]], [[Defend (Ironclad)|Defend]], [[Bash]]'' is drawn, Evolve+ will trigger four times. It draws three Wounds and a Strike, which causes Evolve+ to trigger six times. But it can only draw one card, and it's another Wound. Now the player's hand is full, and they only ended up with 4/5 playable cards. This event might seem unlikely, but worse can easily happen in tiny decks that used a lot of card removal to play Power Through over and over, for example. |
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− | * It is ''extremely'' important not to use this card with [[Runic Pyramid]], since the wounds will clog your hand and never get discarded, eventually limiting your card draw. |
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{{Ironclad Card Navbox}} |
{{Ironclad Card Navbox}} |
Revision as of 04:11, 22 July 2018
Evolve is a Power card for the Ironclad. After it's played, an extra card will be drawn to make up for every Status card drawn. As an Uncommon card, it appears as a reward for combat, although less often than Commons.
Upon upgrade, drawing Wounds results in two extra cards instead of one.
Interactions
- Furthermore, Evolve's extra card can trivialize enemies who fight by flooding the deck with Wounds.
- A player may use powerful cards such as Power Through and Wild Strike without their deck suffering nearly as much, so long as Evolve is played before those Wounds are drawn.
- However, the player must be wary of their own 10-card hand limit when abusing Wounds on purpose. For example: If Evolve+ is active, and then the 5-card hand Wound, Wound, Strike+, Defend, Bash is drawn, Evolve+ will trigger four times. It draws three Wounds and a Strike, which causes Evolve+ to trigger six times. But it can only draw one card, and it's another Wound. Now the player's hand is full, and they only ended up with 4/5 playable cards. This event might seem unlikely, but worse can easily happen in tiny decks that used a lot of card removal to play Power Through over and over, for example.
Ironclad Cards | |||
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Starters | |||
Attacks | Common
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Anger • Body Slam • Clash • Cleave • Clothesline • Headbutt • Heavy Blade • Iron Wave • Perfected Strike • Pommel Strike • Sword Boomerang • Thunderclap • Twin Strike • Wild Strike
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Uncommon
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Blood for Blood • Carnage • Dropkick • Hemokinesis • Pummel • Rampage • Reckless Charge • Searing Blow • Sever Soul • Uppercut • Whirlwind
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Rare
|
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Skills | Common
|
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Uncommon
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Battle Trance • Bloodletting • Burning Pact • Disarm • Dual Wield • Entrench • Flame Barrier • Ghostly Armor • Infernal Blade • Intimidate • Power Through • Rage • Second Wind • Seeing Red • Sentinel • Shockwave • Spot Weakness
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Rare
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Powers | Uncommon
|
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Rare
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