Hot Compress
Hot Compress is a common Drake card.
Description
Costs 1 energy. When played:
- 1. Heal 1 hull.
- 2. Gain 1 Temp Shield.
- 3. Gain 3 Heat.
Exhausts when played.
Upgrades
Hot Compress A
Costs 1 energy. When played:
- 1. Heal 1 hull.
- 2. Gain 1 Temp Shield.
- 3. Gain 2 Heat.
Exhausts when played.
Hot Compress B
Costs 0 energy. When played:
- 1. Heal 1 hull.
- 2. Gain 1 Temp Shield.
- 3. Gain 3 Heat.
Exhausts when played.
Strategy
Hot Compress is a very interesting common card. In a "typical" case, it doesn't do much; it heals you for 1, then damages you for 1 because of the Heat it gives you, netting you just the 1 Temp Shield, a rather weak effect for its cost. However, there are many ways that you can harness it into a heal, which is very valuable for Drake as she likes to gambit hull:
- 1. You can play it on the last turn of combat, causing the fight to end before you take the overheat damage
- 2. You can play it with cards that cause you to lose heat (or upgrade it to its A version), to avoid overheating in the first place
- 3. Many of Drake's artifacts give ways you can play this card without getting hurt, including Subzero Heatsinks, Heat Distiller, or Next Gen Insulation
- 4. Heal Booster means this will heal you for more than it damages you
- 5. You can play it on a turn where you were going to overheat anyway due to other Drake cards or artifacts; you still get the heal, but aren't damaged any more than you were already going to
- 6. If you can manage to find Perfect Shield, this is a heal while that's active
Its A upgrade focuses on option #2, making it easier to "get away" with the heal, though it isn't the most efficient upgrade as far as losing heat goes.
Its B upgrade makes it 0 cost, helping for options 1 and 5.
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