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Warcry is (common?), Warcry upgraded cost only 0 and have exhaust, so you can use it for free for change two of your cards.
Warcry is great and it's one of the cards I consistently take at least one of on every Ironclad run if I'm able. Compare it to Acrobatics (also a great card, only for the Silent), you do draw one less at a base but it let's you do a lot of cute stuff like shove Heavy Blade so you can pump up your Strength and then unload with it next turn, or throw Impervious on the top of your deck because you know a boss is going to Hyper Beam next turn.
On top of that, upgraded it's insane, 0 mana for a +1 card draw that let's you prep your next turn. Some of my best decks had 2-3 of these upgraded. That's not even touching on if you actually do have exhaust synergy.
PS. To be honest Prepared speeds up your cycle. And it do not exhaust. So cool card. Unlike unupgraded warcry which I never play because of 1 energy cost.
Ironclad doesn't cycle as heavily as the Silent, we already know that. You aren't telling people anything they don't already know.
The upsides to Warcry are the guaranteed specific card next turn, that followed by the fact that upgraded it is 0 cost cycle with the prementioned upside (Better than upgraded Prepared) and then third that it triggers Exhaust synergy.
On top of that early on if you are playing around a singular card in your deck such as str + Heavy Blade or Impervious + Body Slam it helps guarantee you get the turn to buff Str followed by the Heavy Blade (So you don't have to cycle through your whole deck again) or guarantees that you can delay the Impervious or Body Slam a turn so they are both in the same hand.
If you can't see the advantage to that I don't know what to tell you.
On non-Corruption runs if I'm offered an already upgraded Warcry+ and none of the other options seem useful, I'll pick up the Warcry+ since it typically has no downside (except against certain enemies that punish skills with hexes etc).
There's also synergy with Clash, since you can use Warcry to remove an undesirable card from your hand in order to activate Clash. Some of my favorite Ironclad decks have been heavy cycle with lots of Clash cards. You kill many encounters on turn 1.
On the topic of prepared... Prepared (especially upgraded prepared) is one of the cards you can use to run infinite cycle decks as well as discard decks. These decks, once setup, are overpowered on anything that isn't Time Eater.
That's why you upgrade it ASAP and probably don't pick it up if you're still at 3 energy and there's no campfires nearby. You gotta take that sort of stuff into consideration. However an upgraded Warcry is actually really good in some decks, when I'm playing a STR cycle deck I take as many Warcries as I can.
tbh I've won with decks like that vs Time Eater more often than not.
It is certainly *harder*, and rather than just going on autopilot and spamming stuff every turn I often have to stop and think about exactly which cards I want to play this turn (and how many), but still it typically works out ok.
If anything, I've struggled with non-combo/cycle decks more, because you can't easily control when Time Eater triggers, since you can't just choose to play up to 12 cards whenever you want!
Exactly. It's just not overpowered versus Time Eater. Still quite winnable. The difference being you're not completely invincible like you would be against another boss.