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{{CardAutobox}}
 
{{CardAutobox}}
   
Evolve is a [[Power]] card for the [[Ironclad]]. It inserts 2 [[Wound]]s into the draw pile; then, for every turn after it's played, an extra card will be drawn to make up for every Wound drawn. As an [[Uncommon]] card, it appears as a reward for combat, although less often than Commons.
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Evolve is a [[Power]] card for the [[Ironclad]]. It inserts 2 [[Wound]]s into the draw pile; then, for every turn 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.

Revision as of 13:40, March 30, 2018

Evolve is a Power card for the Ironclad. It inserts 2 Wounds into the draw pile; then, for every turn 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

  • 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".
  • Furthermore, Evolve's extra card draw works even with Wounds from other sources. This can trivialize enemies who fight by flooding the deck with Wounds.
  • Lastly, 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.
RedEnergy Ironclad Cards RedEnergy
Starters
Attacks
Common
Uncommon
Rare
Skills
Common
Uncommon
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Powers
Uncommon
Rare
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