Solar Flair
Solar Flair is a uncommon Drake card.
Description
Costs 2 energy. When played:
- 1. Cancel all enemy intents.
- 2. Gain 2 Heat.
Exhausts when played.
Upgrades
Solar Flair A
Costs 2 energy. When played:
- 1. Cancel all enemy intents.
- 2. Gain 1 Heat. (-1)
Exhausts when played.
Solar Flair B
Costs 1 energy (-1). When played:
- 1. Cancel all enemy intents.
- 2. Gain 3 Heat. (+1)
Exhausts when played.
Strategy
Solar Flair epitomizes Drake's philosophy of taking damage on her own terms, canceling enemy intents while likely taking damage from her own Heat. Its Energy cost also takes up most of your own turn, but you can use it to cancel a particularly nasty enemy intent. Compared to EMP, it costs 1 less while not messing with Shield and it doesn't end your turn either, at the expense of its Heat. It pairs excellently with Flash Point, as it negates that card's defensive weakness while it relishes in the heat that this card generates, and other efficient but Heat-generating attacks.
Its A upgrade helps you manage the heat downside better, though there are more efficient upgrades than -1 heat on an Exhausting card.
Its B upgrade instead relishes the heat while giving you more Energy to spend on other things during your free turn. Might as well overload on heat this turn since you're pretty committed to taking damage!
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