Ironclad's playstyle
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 |