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Clash

Card Effect

Clash
Normal Effect

Can only be played if every card in your Hand is an Attack. Deal 14 damage.

Clash

Basic Info

  • Type: Attack
  • Cost: 0
  • Effect: Can only be played if every card in your Hand is an Attack. Deal 14 damage.

Upgraded

  • Cost: 0
  • Effect: Can only be played if every card in your Hand is an Attack. Deal 18 damage.

Rating

A 0-cost Attack dealing 14 (upgraded 18) damage, but only playable when every card in hand is an Attack. When the condition is met it offers the best damage for 0 Energy in the Ironclad kit. In a pure-Attack deck that removes Skills via Ember or Kindling, it becomes a reliable free finisher. However, in decks with any Skills it will frequently be unplayable, making it a build-specific card. Rating: ★★★☆☆

How to Use

  • Build an Attack-only deck or use Exhaust effects to remove all Skills before relying on Clash
  • Ember (Exhausts a Skill for Energy) cleans up Skills while generating Energy, directly enabling Clash
  • Kindling (Exhaust all hand, redraw same count) can reset into an all-Attack hand if the deck is Attack-heavy
  • Headbutt (put a discard card on top of deck) lets you stack the next Attack on top to maintain an all-Attack hand
  • Juggling (copies the 3rd Attack played) increases Attack density and makes the all-Attack hand condition easier to sustain

Good Synergies

  • Ember: Skill that Exhausts a Skill for Energy; removes Skills from hand to enable Clash while generating Energy
  • Kindling: Exhausts hand and redraws; if the deck is Attack-heavy, the new hand is all Attacks and Clash fires
  • Juggling: Power copying the 3rd Attack played; raises Attack density so the all-Attack hand condition is easier to meet
  • Brainsplitter: 3-cost, 32-damage Attack; combine with 0-cost Clash to maximize Energy efficiency in a single turn
  • Inflame / Demon Form: Strength Powers; Clash's 14–18 base damage scales with Strength for large hits at 0 cost