This is barely better than a common graft. This is good, and if you build towards it, pretty amazing.įeedback loop: first attack each combat deals double damage. ![]() Aside from the combo with Hemophage, I am not entirely sure this is that much better than Arterial Scanner.ĭynamo: +1 power every time you shuffle. I don't know how it interacts with Bloodbath, although I assume it's the same than with the Kradeshi whip (anybody tried that?). Hemophage loves this, and Gash is pretty happy with it too. I've replaced it pretty much every time I got it.īloody Mess: +1 bleed to all enemies at the beginning of each turn. Wounding barbs: first attack each combat applies 2 wounds. Solid, although once again, it might be overkill for counter decks. Shell: Defense and counter when outnumbered. Robustify: I don't think you can get this other than as a gift from Fssh? Should be a common, otherwise. Should be a rare or a boss graft, honestly. Muscle bank: +3 cards per turn is amazing for any kind of deck, and downright broken for discard decks. Good for counter decks too, although it might be overkill there (that may be because discard-counter decks are arguably too strong right now). Great for enabling the abilities that do stuff on counter without having to go 100% into that type of deck. You have to build your deck around it though.īody piercing: counter for every 3 defense. Stack enough combo and you become invincible. Haven't had a chance to use it since the change, but looks ok to me. ![]() Skeletal suspension: defense from combo for free. Stacking wounds is not easy, but this always makes it worth it. Serrated edge: double damage from wounds. Honestly this could be a common graft, it's about as strong as Dark Cowl. I would rather have the certainty that I can use my combo spenders on turn 1 even if I draw them without combo producers. Predictive brawling: one combo per turn is nice, but it takes three turns for this to give as much as Dark Cowl. Not all enemies put defenses up, and when they do, it's usually a large amount, and they are preparing to deal a lot of damage at the same time, so spending actions breaking that defense hardly seems worth it for what you gain. Probably the best bleed graft, so very likely to keep it if you go that way.īuster: extra defense and bleed on breaking defense. Be careful not to accidentally kill surrendering enemies with their huge bleed stacks. Solid graft, but loses out to grafts with stronger synergies.Īrterial scanner: effectively increases the damage from bleed by 50%, and makes cards like Hemorrhage, Barnacles, Leech that much stronger. Works great with discard-for-benefit cards. Rejig: turn 1 is when you are the most vulnerable, so the extra reliability is welcome. Likely to be replaced, especially after the day 3 boss. Unfortunately, its power depends largely on your allies: it's great with smugglers, but ignorable with guards. Makes pets even more desirable than they already are. Most of the harder fights will give you allies, so it will be useful when you actually need it. Red bandana: I've actually never taken this, but seems fine. Recycler: some extra card draw is nice, but this is neither reliable nor exploitable. Still, a lot of fights are 1-on-1, so this is still excellent.Ĭompany band: +10 health on pets is nice, but not groundbreaking. Most of the harder fights have more than one enemy, and it's not very useful there. Likely to be replaced.īuckshot: Amazing on any 1-on-1 fight if you have any source of wound. Bleed and Power don't have a whole lot of synergy together, which hurts what's otherwise a very acceptable graft. Snap Talon: +1 damage on bleeding targets is ok. Not many combo grafts are better than this, if any. Makes it a lot safer to mass huge amounts of combo for some large finisher. Nailed glove: I still have to try it, but seems ok to me. ![]() Nice to have, but no big loss if you replace it for something better. Pretty solid.įirst blood: 4 bleed at the beginning of a fight is ok, but not groundbreaking. Sorry for the wall of text!ĭark cowl: 3 combo at the beginning of the fight helps a lot to smooth out combo decks. I haven't unlocked all grafts since we got it, so I may miss some stuff. Ok, been meaning to do this for a while, but it's easier now that we have the compendium.
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