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{{CardAutobox}}
 
{{CardAutobox}}
   
Offering is a [[Skill]] card for the [[Ironclad]]. It grants 2 [[Energy]] and 3 card draw, at the cost of 4 HP but 0 Energy. As a [[Rare]] card, it can be obtained after defeating a [[Bosses|Boss]].
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Offering is a [[Skill]] card for the [[Ironclad]]. It grants 2 [[Energy]] and 3 card draws, in return for 6 HP. As a [[Rare]] card, it can be obtained after defeating a [[Bosses|Boss]].
   
Upon upgrade, 2 more cards are drawn each play.
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Upgrading Offering increases the number of cards drawn from 3 to 5.
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=== Strategy ===
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* Offering causes HP loss, not damage, and is not reduced by {{KW|Block}}. The life loss downside is mitigated by the Ironclad's [[Burning Blood]].
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* The life-loss effect will trigger [[Runic Cube]], adding an additional draw.
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* Offering is exceptionally strong in decks loaded with one- and zero-cost Attacks. In particular, {{C|Anger}} loads your deck with free Attacks, and {{C|Bite}} recovers the HP loss. Adding a {{C|Panache}} stacks up lots of bonus area-of-effect damage.
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* Combining Offering with [[Unceasing Top]] massively increases both cards' strength. The Top provides extra cards to spend surplus Energy from Offering, prolonging the chain of free draws. With a few {{C|Anger|Angers}} shuffled into the deck, a few {{C|Seeing Red}}, and a few points of {{KW|Strength}}, turns with hundreds of damage can be executed pretty reliably.
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* Offering also provides the Energy needed to execute expensive combos like {{C|Impervious}} + 2 {{C|Entrench|Entrenches}} + {{C|Body Slam}}.
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* While the life loss is a relevant cost, the player should consider that enemies attack most turns. Unless the deck is extremely defensive, ending the combat a turn or two earlier could easily prevent five or more damage.
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* Many enemies, particularly bosses, use weak attacks and [[Debuffs]] for a few turns before executing an overwhelmingly strong finishing move. Offering enables the player to beat the clock and slay the foe before it can perform the coup de grace.
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==Update History==
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*Patch V1.1: The Dealer
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**Offering card is now faster in Fast Mode.
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*Weekly Patch 46: Adrenaline
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**Adding VFX for Offering card.
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*Weekly Patch 37: Darkness
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**Offering card nerf: HP Loss increased from 5 -> 6.
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*Weekly Patch 34: Malaise
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**Offering card nerf: Self damage increased from 4 -> 5.
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*Weekly Patch 31: Custom Mode
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**Optional UPGRADE_DESCRIPTION added for Pummel, Heavy Blade, Offering, and Reprogram
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*Weekly Patch 27: Hello World
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**Fixed issue where playing cost X cards quickly after energy gain cards failed. Offering -> Whirlwind
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*Weekly Patch 6: We're Back!
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**Offering card gets a minor change. HP Loss is now 4. Card draw upgrades from 3 -> 5.
   
 
{{Ironclad Card Navbox}}
 
{{Ironclad Card Navbox}}

Latest revision as of 16:35, August 20, 2019

Offering is a Skill card for the Ironclad. It grants 2 Energy and 3 card draws, in return for 6 HP. As a Rare card, it can be obtained after defeating a Boss.

Upgrading Offering increases the number of cards drawn from 3 to 5.

Strategy Edit

  • Offering causes HP loss, not damage, and is not reduced by Icon Block Block. The life loss downside is mitigated by the Ironclad's Burning Blood.
  • The life-loss effect will trigger Runic Cube, adding an additional draw.
  • Offering is exceptionally strong in decks loaded with one- and zero-cost Attacks. In particular, Anger
    Anger
    loads your deck with free Attacks, and Bite
    Bite
    recovers the HP loss. Adding a Panache
    Panache
    stacks up lots of bonus area-of-effect damage.
  • Combining Offering with Unceasing Top massively increases both cards' strength. The Top provides extra cards to spend surplus Energy from Offering, prolonging the chain of free draws. With a few Angers
    Anger
    shuffled into the deck, a few Seeing Red
    SeeingRed
    , and a few points of Icon Strength Strength, turns with hundreds of damage can be executed pretty reliably.
  • While the life loss is a relevant cost, the player should consider that enemies attack most turns. Unless the deck is extremely defensive, ending the combat a turn or two earlier could easily prevent five or more damage.
  • Many enemies, particularly bosses, use weak attacks and Debuffs for a few turns before executing an overwhelmingly strong finishing move. Offering enables the player to beat the clock and slay the foe before it can perform the coup de grace.

Update HistoryEdit

  • Patch V1.1: The Dealer
    • Offering card is now faster in Fast Mode.
  • Weekly Patch 46: Adrenaline
    • Adding VFX for Offering card.
  • Weekly Patch 37: Darkness
    • Offering card nerf: HP Loss increased from 5 -> 6.
  • Weekly Patch 34: Malaise
    • Offering card nerf: Self damage increased from 4 -> 5.
  • Weekly Patch 31: Custom Mode
    • Optional UPGRADE_DESCRIPTION added for Pummel, Heavy Blade, Offering, and Reprogram
  • Weekly Patch 27: Hello World
    • Fixed issue where playing cost X cards quickly after energy gain cards failed. Offering -> Whirlwind
  • Weekly Patch 6: We're Back!
    • Offering card gets a minor change. HP Loss is now 4. Card draw upgrades from 3 -> 5.
RedEnergy Ironclad Cards RedEnergy
Starters
Attacks
Common
Uncommon
Rare
Skills
Common
Uncommon
Rare
Double TapExhumeImperviousLimit BreakOffering
Powers
Uncommon
Rare
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