Spacer

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Spacer is a uncommon Max card.

Description

CardSpacer.png

Costs 0 energy. When played:

1. Draw 1 card.

Retains. Exhausts when played.

Upgrades

Spacer A

CardSpacerA.png

Costs 0 energy. When played:

1. Draw 1 card.
2. Gain 1 Temporary Shield.

Retains. Exhausts when played.

Spacer B

CardSpacerB.png

Costs 0 energy. When played:

1. Draw 1 card.
2. Move ship 1 space left.

Retains. Exhausts when played.

Strategy

Spacer is a fairly filler card that more or less gives you back what you spent on it, drawing a card. Thanks to having Retain, you can functionally defer one of your card draws to a future turn by not playing this when you draw it. Note that Retain cards will be in the left side of your hand after the first turn, which means that unfortunately it will be the target of Admin Deploy by default. It also can negate the downside of Right Click. It can toggle the cannons of the Gemini for free, and move left/right with the Tiderunner (especially left) - it's a pretty low-cost, low benefit card. Zero Doubler, for better or for worse, can activate on this card.

It can be worth taking this card just to have a target for Safety Lock, as once you remove Exhaust from it, it becomes a way to go infinite. If you apply Safety Lock to it, and can draw your whole hand each turn, you can play it as many times as you like. With its upgrades, it becomes a way to get as much Temp Shield as you like, or if you prefer, move as far to the left as you like, each turn, trivializing most combats. (Just be sure you can handle enemies that can add junk to your deck.)

Its A upgrade adds 1 Temp Shield, which is a fairly underwhelming upgrade compared to other options, but at least you have a lot of control over when you get it.

Its B upgrade adds 1 left-shift, again, a fairly underwhelming upgrade compared to other options, but at least you have a lot of control over when you get it.