ChaosNeutralizeInflameZapClashFeedA Thousand CutsNoxious FumesVigilanceBufferCut Through FateBattle Hymn
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Quiz Answer Key and Fun Facts
1. Clash
Answer: Ironclad
A Common Attack card for the Ironclad, this one can only be played if your hand, or what remains of it, is solely Attack Cards. If it is, then you can play this at 0 cost, striking a foe for 14 damage. Upgraded, this card will do 18 damage. Being able to use multiple of these cards in succession is a great idea to do multiples of damage without expending energy, and some cards, like Dual Wield, can help develop that deck on the fly.
2. Inflame
Answer: Ironclad
Inflame can be one of the most powerful tools in the Ironclad's arsenal since this Uncommon Power Card will up the Ironclad's Strength by 2 at a meagre cost of 1 Energy. Upgraded, it lifts that number to 3. Since the Ironclad's core focus is generally on hitting and hitting hard, being able to layer these cards into a battle, especially early on, allows you to cut through enemies like a warm knife through butter.
3. Feed
Answer: Ironclad
Hungry for power? This Rare Ironclad Attack card allows the character to feed on his foes, taking a bite into them for 10 damage (12 if upgraded). The catch is that if this attack kills the foe, then the Ironclad will retain 3 of that damage dealt and attribute it to his maximum health (4 damage if upgraded). Because of the stakes involved with this card, it does Exhaust upon use. Risk comes with reward!
4. Neutralize
Answer: Silent
One of the Silent's starter cards, Neutralize leans into this character's ability to affect foes with degenerative capabilities. Costing 0 Energy to use, Neutralize does a meagre 3 damage, but inflicts 1 Weak on a foe, helping protect you from more grievous harm. Upgraded, both of these values increase by 1. Though not intended to be the only item in the Silent's toolkit, it's definitely a useful card, especially in the early game.
5. Noxious Fumes
Answer: Silent
Silent is masterful with two things: Daggers and Poisons. With Noxious Fumes, the poison ability is evident. With this Uncommon Power card, the Silent will inflict poison on all foes in battle automatically at the start of any turn, ticking 2 or 3 damage each instance and stacking those instances.
The card costs 1 Energy to use, so being able to bring a number of these into battle can be devastating to enemies.
6. A Thousand Cuts
Answer: Silent
A Rare Power card, A Thousand Cuts leans into the Silent's abilities with the dagger by taking the guesswork out of needing to find passive damage. Once played at a cost of 2 Energy, this Power allows the Silent to make hits, even if he's not making hits, really. If active, the Silent can play any card and it will cause 1 damage to be inflicted on all foes-- 2 damage if upgraded.
7. Zap
Answer: Defect
A starter card for the Defect, Zap has a cost of 1 Energy and is an essential item in the Defect's toolkit should you attempt to leverage his Lightning Orbs. Upgrading this card can help a lot, reducing the cost to 0, meaning that you can keep cycling through these to flip through your Orbs and inflict more damage.
There are other ways to collect Lightning Orbs, but they generally cost more Energy.
8. Chaos
Answer: Defect
This Uncommon Skill card for the Defect involves Orbs, allowing the character to Channel one of any of the four Orb types at random. This means that a slot will fill with Lightning, Frost, Dark, or Plasma, and unlike other dedicated cards that allow you to plan your battles as much as possible, this leaves it to fate.
This card costs 1 Energy, and upgraded it channels two random Orbs. It's cheap to use, but that's the trade-off!
9. Buffer
Answer: Defect
A Rare Power card for the Defect, Buffer is a defensive ability that protects the character in the event of obscene damage, blocking the next instance of damage that the Defect will encounter at the cost of 2 Energy. When upgraded, the card will actually stop the next two instances, being more helpful against single foes who strike multiple times or instances with multiple foes.
10. Cut Through Fate
Answer: Watcher
Cut Through Fate takes advantage of one of the Watcher's more unique abilities. Though the Watcher is blind, she can Scry, allowing her to look at cards at the top of the deck and potentially discard what's coming on the next draw to better position herself in battle. Cut Through Fate is a Common Attack that hits for 7 damage, allows the Watcher to Scry two cards, then draw one. Upgraded, it does 9 damage, can Scry three, and draws one.
11. Vigilance
Answer: Watcher
Vigilance is one of the Watcher's starter cards and one of the most useful you may find playing this character simply because it allows her to transition into Calm Stance (and claim 8 or 12 Block depending on the upgrade). When transitioning out of Calm Stance, the Watcher will gain two Energy, regardless of if she moves into Wrath Stance or no stance at all.
12. Battle Hymn
Answer: Watcher
Battle Hymn is a Power card for the Watcher which, when upgraded, can become innate. With this card, the Watcher will add a Smite card to her hand at the start of any round, providing the security of a low-cost attack card (which can be Retained) for the rest of battle. An Uncommon Power, it synergizes well with the Watcher's other Powers which can reduce Smite cost and, potentially, upgrade it on drawing.
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