Anchor

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Anchor is a common Trash card. It is added to the deck at the start of combat by Tide Runner, the Tiderunner's starting artifact.

Description

CardAnchor.png

Costs 1 energy. When played:

Nothing. (Like any other card, you discard it after playing it, which is helpful given this card's drawback.)

Your ship cannot move while this card is in your hand.

Temporary.

Upgrades

CardAnchorA.png

Costs 0 energy. When played:

Nothing. (Like any other card, you discard it after playing it, which is helpful given this card's drawback.)

Your ship cannot move while this card is in your hand.

Temporary. Retains.

Strategy

The Tiderunner's drawback, and a very dangerous one at that. Be wary of card draw effects when playing the Tiderunner, as you may draw this card mid-turn, and if you don't have Energy it's quite possible for that to instantly end your run.

Plan this possibility out carefully, and be wary about shrinking your deck too much on the Tiderunner, as it means you'll draw this card more often. Max has a couple of ways to Exhaust this card, such as Static Noise or Total Cache Wipe, which can really help.

Its A upgrade replaces the original when taking Mooring Line V2, and is much less threatening than the original thanks to costing 0. In fact, it's usually an asset now. If you don't need to play it when you draw it, then don't, since it will retain and end up on the left side of your hand, giving you a free movement to the left when it's time to move. Plus, you may shuffle your deck in the meantime and this card will miss the shuffle, so that it doesn't take up another draw.