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Thread: Blood is Power

  1. #1
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    Blood is Power

    Name: Blood is Power
    Cost: 4
    Type: Wulven Hero Attachment
    Effect: At the start of your turn, your hero takes 2 damage. Weapons you control cannot lose durability. Weapons you control have +1 attack while attacking.
    Last edited by Drakkon; 05-10-2013 at 05:48 PM.

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    Senior Member roustabout's Avatar
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    Cannot lose durability while attacking only?
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    DP Visionary Preybird's Avatar
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    Seems a tad superfluous when the primary weapon of the Wulven has infinite durability anyway.

    I do get what you're aiming for, which is an infinite JD or Fangs. But you need Lone Wolf to counteract the damage, and that means a solo(ish) build, thereby removing the advantages of those weapons.
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    DP Visionary Warr Byrd's Avatar
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    Quote Originally Posted by Preybird View Post
    But you need Lone Wolf to counteract the damage,
    No you don't *cough*Thick Hide*cough*
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    Thick Hide makes this card work well.

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    DP Visionary Preybird's Avatar
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    Quote Originally Posted by Warr Byrd View Post
    No you don't *cough*Thick Hide*cough*
    Good idea. Didn't think of that.
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    Quote Originally Posted by Preybird View Post
    Good idea. Didn't think of that.
    Now, because Thick Hide is someone relevant.. now Shadow Armor could be added to the equation. See what I did here? New type of solo.

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    Senior Member huynguyenquang's Avatar
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    JD is 4cc. For this card to be usable, it should cost 3cc.

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    Quote Originally Posted by nhantranloitieu View Post
    JD is 4cc. For this card to be usable, it should cost 3cc.
    The cost is fine. Speed strike is the 3 drop.

  10. #10
    DP Visionary Warr Byrd's Avatar
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    Quote Originally Posted by nhantranloitieu View Post
    JD is 4cc. For this card to be usable, it should cost 3cc.
    Really?

    t3 Thick Hide, t4 Blood is Power, t5 weapon of choice, t6 Shadow Armor, t7 Speedstrike + Lone Wolf

    That's minimum two damage each turn until t7, when it goes up to four, minimum eight when using the ability, which should be just about every turn because of Shadow Armor. I have won against mages using a similar strategy, when my draw was so bad that I was down to five health and they were near full. Granted, one of them was because the mage misread Thick Hide and thought it prevented ability damage during his turn as well, but still, that wasn't the only time.
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