Break Tide

Break Tide (Yellow)

Combo - If Rushing River or Flood of Force was the last attack this combat chain, this gets +3power, dominate, and "When this hits, banish the top card of your deck. Until the end of your next turn, you may play it."

Rulings

From the Everfest release notes
  • You still may only play the banished card when it is legal to do so, up until the end of your next turn.
  • If the banished card is not played, it is still banished and will remain banished indefinitely.
  • If Break Tide has dominate, you can still defend with equipment and defense reactions played from arsenal in addition to up to 1 card from hand.
  • Playing a defense reaction from your hand counts towards the 1 card from your hand restriction of dominate. You cannot defend with a card in your hand then play a defense reaction from your hand.

Keyword notes

Combo - A ninja mechanic that showcases the power of playing multiple attacks in a perfect sequence. Combo cares about the last (previous) attack that was played in the combat chain.
  • The last attack does not have to have hit for combo to be active.
  • Only the name of the last attack matters, other variables such as the pitch cost does not matter.
  • You may still play the attack even if combo isn’t active.
  • The last attack does not have to have hit.
All keywords
Dominate - An attack that is difficult to defend. Cards with dominate cannot be defended with more than 1 card from the defending hero’s hand.
  • You can still defend with equipment and defense reactions played from arsenal in addition to up to 1 card from hand.
  • Playing a defense reaction from your hand counts towards the 1 card from your hand restriction. You cannot defend with a card in your hand then play a defense reaction from your hand.
  • You can still block with equipment and defense reactions played from arsenal in addition to up to 1 card from hand.
All keywords

Versions

Price history

EVR038

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