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{{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 4 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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=== Synergies and Interactions ===
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Offering causes HP loss, not damage, and is not reduced by [[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, [[Anger]] loads your deck with free Attacks, and [[Bite]] recovers the HP loss. Adding a [[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 Angers shuffled into the deck, a few [[Seeing Red]], and a few points of [[Strength]], turns of 500 or more damage can be executed pretty reliably.
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Offering also provides the Energy needed to execute expensive combos like [[Impervious]] + [[Entrench]] + Entrench + [[Body Slam]].
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=== Strategy ===
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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.
   
 
{{Ironclad Card Navbox}}
 
{{Ironclad Card Navbox}}

Revision as of 18:20, April 13, 2018

Offering is a Skill card for the Ironclad. It grants 2 Energy and 3 card draws, in return for 4 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.

Synergies and Interactions

Offering causes HP loss, not damage, and is not reduced by 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 loads your deck with free Attacks, and Bite recovers the HP loss. Adding a 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 shuffled into the deck, a few Seeing Red, and a few points of Strength, turns of 500 or more damage can be executed pretty reliably.

Offering also provides the Energy needed to execute expensive combos like Impervious + Entrench + Entrench + Body Slam.

Strategy

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.

RedEnergy Ironclad Cards RedEnergy
Starters
Attacks
Common
Uncommon
Rare
Skills
Common
Uncommon
Rare
Double TapExhumeImperviousLimit BreakOffering
Powers
Uncommon
Rare
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