Small Problem

Small Problem (Yellow)

If this has power greater than its base, it gets +1power.

Crush - When this deals 4 or more damage to a hero, destroy an aura they control.

"Rusty says that if his coliseum ain't finished by tomorrow, he'll strap you to a pendulum scythe on opening night!" - Foreman Pebb

Rulings

From the Super Slam release notes
  • Small Problem’s first ability generates a conditional continuous effect that is always checking. If it has power less than or equal to its base power and then later it has power greater than its base, this will get +1power.
  • If Small Problem’s effect is not self-sustaining. If it has power greater than its base from an effect (e.g. +3power), then another effect reduces its power by the same amount (e.g. -3power), then Small Problem will lose the +1power from its own effect.
  • Small Problem’s abilities are not functional while defending.
  • If Small Problem’s power is less than or equal to its base power, then later it has power greater than its base during the damage step and causes the if-conditional effect to become active, Short Shrift gets the +1power, but the damage will not be recalculated.
  • Small Problem’s second ability is a Crush ability that triggers when it deals 4 or more damage to a hero. You destroy an aura of your choice that hero controls when that triggered effect resolves. This can include those that are currently defending on the combat chain.

Keyword notes

Crush - A guardian mechanic that showcases the strength of the guardian. When an attack with crush deals 4 or more damage to a hero, an effect is applied.
  • Crush only checks the amount of damage dealt to the hero. Prevented damage does not count.
  • Crush is not optional, if the card does 4 or more damage, the effect will apply.
  • Crush is a (conditional) hit effect.
All keywords

Versions

Price history

SUP193

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