From the moment I saw this card I wanted to play it because of its cool ability - fuel your SE by killing enemy allies and impaling them - what's not to love!
Problem is that in the current environment is not quite good enough to see constructed play given the high health of the ally base - another cards that forts into the "almost but not quite" camp.
I'd suggest 1 small tweak to this card that would make it dramatically more playable:
1D:until the end of your turn combat damage your hero deals to opposing allies is increased by 1 and allies killed by your hero in combat are exiled.
Keep everything else the same but this gives you the option of "burning it" for a better chance of a kill so you can trigger its main ability. Good compromise I think and wouldn't make it overpowered. At the end of the day, if you use the ability you get 1 swing with it and that's it most of the time and it won't help you kill the opposing hero.
Thoughts?
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