The Ironclad

Ironclad's playstyle


Profile picture of The Ironclad

The Ironclad is the simplest character, using attacks for damage and blocks to defend. Has some of the highest impact single-use attack and defend cards, but in synergies other characters can surpass it. Can raise damage output with Strength. Some of the stronger cards are balanced by Exhaust - rendering them single use for the combat. Other cards shuffle negative Statuses into your deck, offering immediate help tied to potential punishment later. These sort of cards push the character into a faster playstyle, that wants to end fights quickly.

That's not the only option, a balanced approach is to manage Statuses with targeted exhaustion or capitalize off them with powers.

On the other end Ironclad has block related synergies to promote a slow and meticulous playstyle.

Ironclad also has some interesting self-damage cards, and various combo pieces to recover health. This archetype has the least support, but can be fun nevertheless.

This character has generally limited card draw and energy generation, though some Exhaust synergies can make up for it.

Ironclad's cards

Starters
1 Strike 1 Defend 2 Bash
6 (9) damage 5 (8) block 8 (10) damage,
2 (3) Vulnarable
Attacks
Common
0 Anger 1 (0) Body Slam 0 Clash
6 (8) damage
add copy to Discard pile
damage equal to block All cards in hand must be Attacks!
14 (18) damage
1 Cleave 2 Clothesline 1 Headbutt
8 (11) damage to ALL enemies 12 (14) damage
2 (3) Weak
9 (12) damage
put a card from Disc pile
on top of Draw pile
2 Heavy Blade 1 Iron Wave 2 Perfected Strike
14 damage
Strength boosts it 3 (5) times
5 (7) block
5 (7) damage
6 damage
2 (3) extra damage for each
card with ’Strike’ in their name
1 Pommel Strike 1 Sword Boomerang 1 Thunderclap
9 (10) damage
draw 1 (2) cards
3 damage to 3 (4) random targets 4 (7) damage and
1 Vulnerable to ALL enemies
1 Twin Strike 1 Wild Strike
5 (7) damage twice 12 (17) damage,
Shuffles a {Wound} into draw pile
Uncommon
4 (3) Blood for Blood 2 Carnage 1 Dropkick
Costs 1 less for each
time you’ve taken
damage this combat,
18 damage
Ethereal,
20 (28) damage
5 (8) damage,
if enemy has Vulnarable
gain 1 Energy and
Draw 1 card
1 Hemokinesis 1 Pummel 1 Rampage
Lose 2 HP,
15 (20) damage
2 damagae 4 (5) times,
Exhaust
8 damage,
increase it’s damage by 5 (8)
0 Reckless Charge 2 Searing Blow 2 Sever Soul
7 (10) damage
Shuffle a {Dazed} into your Draw pile
12 (+4, +5, …) damage,
Can be upgraded infinitely
Exhaust all non-Attack
cards in hand!
16 (22) damage
2 Uppercut X Whirlwind
13 damage
1 (2) Weak
1 (2) Vulnerable
5 (8) damage to ALL
enemies X times
Rare
3 Bluedgeon 1 Feed 2 Fiend Fire
32 (42) damage 10 (12) damage,
if Fatal permanently raise max HP by 3,
Exhaust
Exhaust ALL cards in hand!
7 (10) damage for each,
Exhaust
2 Immolate 2 Reaper
21 (28) damage to ALL enemies 4 (5) damage to ALL enemies,
heal equal to unblocked damage,
Exhaust