Card of the Day Archive
August 25, 2003: Spiked Fists
Spiked Fists
Every warrior carries a pair (or three) of these guantlets of destruction. for 3 CP you get +1 ADMG continuous. That means your gladiator deals +1 ADMG every time (even when she is not attacking). The good thing about this is it works perfect with rage. As opposed to a Sunder Maul, which has to set to give you +1 ADMG, you don't have to set the Spiked Fists.
Let's say you have a gladiator, Version 9, with a Sunder Maul and another gladiator, Maximillion, with a Spiked Fists. When Version 9 attacks, you set Version 9 and the Sunder Maul to deal more ADMG. When Maximillion attacks, you set him and he deals more ADMG automatically because Spiked FIsts is continuous. Now let's say at one point both these gladiators unset during the wave (through rage effects or what have you). Both of them can attack again, but Version 9 cannot use his Sunder Maul because it is already set. Meanwhile, the Spiked FIsts on Maximillion will have their effect take place. Not bad for 3 CP, huh?
Just watch out for cards like Alter Ego, that continuous +1 ADMG is counted towards your current ADMG value. Ouch.
edited
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