Ironclad
Power trajectory
Up = buffed, down = nerfedPatch history
- ▲🎯BehaviorDrum of BattleEnergy gain
Energy gain on Exhaust now respects Replay and card play duplication effects like Duplicator potion.
behavior
- ▲🔁ReworkHowl From Beyondtrigger timingstart of turn→end of turn
Trigger moved to the end of the turn, allowing for better synergy with turn-based setups.
behavior
- ▲🎯BehaviorEntrenchBlock gain—→Added
Can now gain extra Block from enchantments like Nimble.
behavior
- ▲📊NumericUnrelentingdamage12(18)→14(20)
Increased damage for both base and upgraded versions.
numeric
- ≈🔁ReworkConflagrationeffect8(9) + bonus per attack→2 damage 4(5) times
Conflagration now deals 2 damage multiple times instead of scaling based on attacks played this turn.
Reworked to be a consistent AOE strength payout rather than scaling with card plays.
- ▲🔁ReworkDrum of BattletypePower→Skill
Drum of Battle is now a Skill that grants 2(3) Energy when Exhausted, improving synergy with Exhaust decks.
Changed from a draw power that exhausts the deck to a skill that grants energy upon exhaustion.
- ▼📊NumericDrum of Battlecost0→1
Drum of Battle cost increased to 1 as part of its rework to a Skill card.
Cost increased as part of the rework from Power to Skill.
- ▲✨NewNot Yethealing—→10(13) HP
Added 'Not Yet', a rare skill that provides much-needed healing and then exhausts.
New card
- ≈✂️RemovedGrappleavailabilityUncommon→Removed
Removed Grapple from the card pool as it was low impact and redundant with Juggernaut.
Deprecated
- ▲📊NumericColossusrarityRare→Uncommon
Decreased rarity of Colossus to Uncommon, making defensive options and Weak more accessible.
Easier to find
- ▲🎯BehaviorCinderexhaust targetTop of Draw Pile→Random card in Hand
Cinder now exhausts a random card in hand, making it more useful for clearing unwanted cards.
More predictable/controllable
- ▲📊NumericTremblepropertyNo Exhaust→Exhausts
Tremble now exhausts itself, improving synergy with Ironclad's exhaust-based mechanics.
Synergy with Exhaust decks
- ≈🔁ReworkDominateeffect—→Reworked
Now applies Vulnerable and gains Strength based on the number of Vulnerable on the enemy.
Reworked
- ▲📊NumericExpect a Fightcost2→1
Cost reduced and reworked to gain energy based on Attacks in hand.
Reworked
- ▲📊NumericSpitehits2→3
Reworked to deal 5 damage and hit up to 3 times if HP was lost this turn.
Reworked
- ≈🔁ReworkStokeeffect—→Reworked
Now exhausts the entire hand and adds a random card for each card exhausted.
Reworked
- ▲📊NumericBreakcost2→1
Energy cost decreased to make the card more playable.
Buffed
- ▲📊NumericBreakdamage20(25)→20(30)
Increased upgraded damage for higher payoff.
Buffed
- ▲📊NumericCinderdamage17(22)→18(24)
Slight increase to base and upgraded damage.
Buffed
- ▲📊NumericFight Me!strength gain2(3)→3(4)
Increased strength gain for better scaling.
Buffed
- ▼🎯BehaviorForgotten Ritualexhaust—→Exhausts
Now exhausts, preventing it from being used in infinite loops.
Nerfed
- ▲📊NumericHemokinesisdamage14(19)→15(20)
Slight increase to damage.
Buffed
- ▲📊NumericTremblevulnerable2(3)→3(4)
Increased vulnerable application.
Buffed
- ≈🐛Bug fixHellraisertargeting
Fixed Hellraiser playing Strikes when no valid targets are present.
Bugfix
- ≈🐛Bug fixHellraisertargeting
Fixed Hellraiser power playing Strikes when no valid targets are present.
bugfix