Introduction
The Art of War relic can seem tricky to use. In most cases, you will want to be aggressive and attack foes, unless you are running a complete Block only deck.
Relic Synergy
- Letter Opener does 5 HP damage to all foes every 3 skills played in a turn.
- Mummified Hand makes a random card in your hand cost zero (0) that turn when you play a power card. Incredibly useful when playing a long hand.
- Dead Branch [Relic] is provides a random card for every card you exhaust.
- Enchiridion adds a power card into your hand at the start of combat.
- Nilry's Codex lets you choose 1 out of 3 cards to add to your draw pile each turn. Good for those times that you go beyond one turn.
- Toolbox puts a random colorless card into your hand at the start of combat.
Quirks
- Only Attack cards invalidate the bonus energy. This means damage from other cards due to actions, such as exhaust, discard, etc., don't invalid the energy you will gain.
- If you end a turn with 1 Energy, it looks like a bug is present in the relic, since it will give you your normal energy + 1 +1. For a default 3 Energy, that means you end up with 5 Energy versus four (4).
Useful Defect Cards
- All for One - pulls all zero cost cards from the discard pile into your hand
- Creative AI - adds a random power card into your hand
- Heatsinks - draw a bonus card when you play a power
- Machine Learning -- draw a bonus card each turn
- Overclock - draw two bonus cards
- Skim - draw three cards
- White Noise - add a random power into your hand
Useful Colorless Cards
- Chrysalis - add three random skills to draw pile
- Flash of Steel - draw one card
- Jack of All Trades - add a random 1/2 color cards to your hand each turn
- Magnetism - add a random colorless card into your hand
- Master of Strategy - Draw 3 cards
- Thinking Ahead - Draw two cards, keep one and put one back on the draw pile
- Transmutation - Add X random colorless cards into your hand that cost zero
Useful Silent Cards
- Adrenaline. Gain +1/2 energy. Draw 2 cards
- Acrobatics; draw 3 cards, discard 1 cards.
- Backflip -- Draw two cards
- Choke - Does damage and when you play a card, that target takes 3 HP damage.
- Escape Plan. Draw 1 card
- Expertise. To refill the hand back to six cards
- Nightmare - Adds three copies into your hand the next turn
- Prepared. Zero cost and draw 1 card, discard 1 card
- Well Laid Plans -- let's you retain cards (1/2)
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