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FURIOUS CHARGE
(REVIEWS)
#1: 2019-07-12 15:17:03
Amwriter
Furious Charge
0
Event • Gambit
Insight
Target attacking creature gains Assault until the end of turn.
"When there is no way to turn and no chance of aid, you may as well charge" - Imperial Conscript.
Assault has its uses, and insight will help move slow decks...but choose your moment or it is wasted. Generally there are better cards and creatures...
Hand Grenade
If one gets this card early, it somewhat functions as a removal option for weaker monsters that may have some annoying stats you want gone.  However, as the text suggests, this is not a removal card.  This is a card that inflicts 5 damage to a creature.  Threats that you may want gone can easily survive a hit from this grenade, and can still be a problem card, especially if it could regenerate by whatever method.  It's more worth it to make the room and spend an extra resource for fatal blow for 4 resources.  Or Imperial assassin and it's assassination effect.

but still, if you happen to get this card early, it can still function as a removal card, until decks start getting more advanced from players or bots.  Then it's time to look at other options.  
Jhorlar
These make great cheap 'walls'. The Jhorlar may not be the best fighter in your deck but their high health and Shroud make them difficult to get rid of. Every Slarv deck needs at least a couple of these.