Unmovable

Rare · Power

Good in almost any deck. If your block cards are sparse, you'll appreciate doubling whatever you draw. If you have lots of block, you can use this on your most impactful ones for maximum effect.

An exceptionally strong block multiplier that can outperform comparable boss-relic effects by doubling the best block turn every combat.

Untapped

Break

Ancient · Attack

Simply ludicrous damage for 1 energy. Get it back with Headbutt to play it more often!

Still efficient, but less exceptional after Dominate moved to rare. Tremble often supplies enough Vulnerable while being common and easier to obtain.

The cheap vulnerable payoff is consistently strong for Ironclad, despite occasional decks that cannot exploit it well.

Untapped

Colossus

Uncommon · Skill

One of Clad's best damage mitigation cards. Reduced damage values round down, making this block for more than 50% at times. Make sure you have multiple ways to apply vulnerable to get most of this card.

Still extremely powerful after its small nerf. Vulnerable is easy to maintain, making its damage reduction a reliable foundation for block-heavy decks.

Untapped

Evil Eye

Uncommon · Skill

Decent block if you can't activate the effect, and ludicrous block if you can! Worth grabbing early on even if you can't yet meet the condition consistently because of how strong this card can be.

Only modest block without setup, but excellent once exhaust can be aligned consistently. The enhanced block can support Barricade and Unmovable decks.

Untapped

Dark Embrace

Rare · Power

Powers that draw more cards are extremely strong because they can get you additional cards across many turns for only a single initial card play. This card is one of the strongest card draw powers because you can activate the effect many times per turn. This combos with a wide variety of cards, including some Curse and Status cards.

A core power for virtually every engine-focused Ironclad deck. Exhaust is common enough that additional copies and upgrades remain attractive.

Untapped

Vicious

Uncommon · Power

A massive source of draw that can be used to enable energy-generating cards in your build. You only need 2 or 3 sources of Vulnerable to make this excellent. A must-upgrade.

Good once draw, energy, and Vulnerable support are assembled, but expensive and replaceable by cards such as Pommel Strike in more ordinary decks.

Untapped

Bloodletting

Common · Skill

One of the best ways to get more energy to play cards. The cost in health is generally offset by the added value of the additional cards you can throw down. One way to win a run is to add enough draw to your deck to cycle this card repeatedly and use the energy gain to kill bosses before you run out of health.

Still a top-tier engine card after moving to uncommon. It converts Ironclad's plentiful draw into the energy needed for fast combo turns.

Untapped

Fiend Fire

Rare · Attack

Dealing a lot of damage is the obvious benefit of this card, but exhausting your whole hand is also beneficial. Play any cards you don't want to Exhaust first, THEN play the Fiend Fire to delete everything else. This can let you thin your deck down to one strong combo.

A consistent way to turn card draw into immediate damage while thinning the deck. Enchantments and other multipliers make its ceiling exceptional.

Untapped

Stoke

Rare · Skill

Outstanding for activating exhaust effects like Feel No Pain or Dark Embrace. Creating random cards can make new powers for you or otherwise bail you out by making an immediately useful card.

Powerful and unusually flexible, but easy to misuse. It can rescue an unfinished engine, yet refined decks often prefer more consistent output cards.

Untapped

Flash of Steel

Uncommon · Attack

Baalorlord · 0.107.1 / 0.109.0

S

No commentary

Untapped

Finesse

Uncommon · Skill

Baalorlord · 0.107.1 / 0.109.0

S

No commentary

Untapped

Fisticuffs

Uncommon · Attack

Baalorlord · 0.107.1 / 0.109.0

S

No commentary

Untapped

Prolong

Uncommon · Skill

Baalorlord · 0.107.1 / 0.109.0

S

No commentary

Untapped

Panic Button

Uncommon · Skill

Baalorlord · 0.107.1 / 0.109.0

S

No commentary

Untapped

Shockwave

Uncommon · Skill

Baalorlord · 0.107.1 / 0.109.0

S

No commentary

Untapped

Calamity

Rare · Power

Baalorlord · 0.107.1 / 0.109.0

S

No commentary

Untapped

Aggression

Rare · Power

Effectively 1 draw per turn that always gets an attack. Very useful if you have bonus energy generation or if you can limit the cards that this will retrieve.

Usually too slow for Ironclad's fast combo decks, but the innate upgrade can solve specific late-game problems and its recurring attack retrieval has niche value.

Untapped

Corruption

Ancient · Power

Basically makes all your blocks free so you can spend energy on attacks. You should have a plan to win the fight by the time you run out of block cards.

An amazing engine enabler, especially when a deck has many Burning Pacts, Taunts, Trembles, and Shrugs but lacks Bloodletting.

Corruption rapidly exhausts the deck into powerful loops and usually accelerates Ironclad directly toward a win.

Free Skills accelerate Ironclad into powerful exhaust turns, while some decks remain too dependent on preserving their Skills.

Untapped

Juggernaut

Rare · Power

The damage from this power adds up very fast, especially in a deck that blocks many times for small amounts. Activates once per card exhausted by Second Wind. Also great with any relic that gives block like Cloak Clasp or Gorget.

Has almost no convincing solo use case. Even the obvious Second Wind plus Pain setup has better payoffs available.

Untapped

Not Yet

Rare · Skill

A powerful sustain effect that you can use to fuel self-damage cards or just to heal damage back from combats. You might need to skip playing this the first time and draw back into it later.

Navegreed · 0.109.1

A

No commentary

Untapped

Anger

Common · Attack

A remarkably flexible attack that can be used for free damage early game as well as being an endgame damage plan with Strength and card draw. Combine with Vicious, Pillage, or Battle Trance to draw the growing pile of attacks. Sometimes you should refrain from playing this card if additional copies would be disadvantageous.

One of the two common attacks he is happiest to take. It helps early and scales unusually well with enchantments because copied Angers retain them.

Untapped

Ashen Strike

Uncommon · Attack

Low-damage attack that scales up very quickly with exhausted cards. Exhausting more cards will both improve the damage and let you draw this card more often, leading to massive damage output.

A respectable speculative damage pick for decks already exhausting cards. It can grow into a real damage plan once mass-exhaust tools appear.

Untapped

Bully

Uncommon · Attack

Gives Clad a good reason to stack more vulnerable. Even with 1 vulnerable, this card deals 9 for 0 energy which is comparable to Anger. Works very well with Exhaust effects to thin your deck down to just Vulnerable cards and Bully.

Efficient zero-cost damage, but its uncommon rarity means it often appears after Ironclad has already solved damage. The useful timing window is narrow.

Untapped

Fight Me!

Uncommon · Attack

Fight me, Tanx!! This card is a very powerful source of Strength gain, and the drawback is minimal against most opponents. Be careful playing this on enemies with multihit moves, especially in multiplayer.

A viable scaling solution when Dominate or Demon Form is absent, especially with Glam. It is clunky once the deck already has enough damage.

Untapped

Bludgeon

Uncommon · Attack

Excellent early-game power spike, allowing most Act I encounters to be beaten with ease. In the mid- or late-game, Bludgeon is best when discounted or multiplied with effects like Pen Nib or Cruelty + Vulnerable.

Too slow and awkward for most modern Ironclad decks. Cheaper common attacks and efficient engine cards usually solve early damage more cleanly.

Untapped

Expect a Fight

Uncommon · Skill

Extremely powerful with card draw effects, especially Aggression or Pillage. Get a bunch of attacks in hand, then play this and dump them all! Also works nice with Thrumming Hatchet from the colorless pool.

More broadly useful after Bloodletting became uncommon. It can supply the missing energy engine and even enable infinite combos.

Untapped

Burning Pact

Uncommon · Skill

This card 'accelerates' your deck by both removing bad cards as well as drawing new ones to immediately replace the exhausted card. Combine with energy generation from something like Bloodletting and you can play many more cards per turn.

Premium draw and exhaust in one card. Navegreed happily takes and upgrades multiple copies because both halves accelerate Ironclad's strongest engines.

Untapped

Headbutt

Common · Attack

Deceptively useful damage common. Put your best damage card back on top of the deck to use it again, set up a crucial block for an incoming attack, or fetch a Power card that you had to skip playing earlier.

Most Ironclad decks want one copy for controlled redraws and combo setup. It is especially useful with Havoc and other high-impact cards.

Untapped

Body Slam

Common · Attack

Low output in the early game makes it difficult to take this card - early on, you need better attacks to deal with enemies. By the time this card is good, you already have a damage plan. Figuring out the correct time to pivot to this card is key. With the right build, this is the best damage output for Clad lategame.

Improved alongside Barricade and block-heavy strategies. It can become efficient damage, but is not generically useful without substantial block.

Untapped

Hemokinesis

Uncommon · Attack

Very efficient damage, especially in the early game. Although it costs health to use, killing enemies faster can save you health in the long run. Combo with Rupture or Tear Asunder for added value.

Excellent early damage that remains useful because the HP loss activates self-damage synergies. It comfortably earns its A-tier placement.

Untapped

Thrumming Hatchet

Uncommon · Attack

Baalorlord · 0.107.1 / 0.109.0

A

No commentary

Untapped

Discovery

Uncommon · Skill

Baalorlord · 0.107.1 / 0.109.0

A

No commentary

Untapped

Hand of Greed

Rare · Attack

Baalorlord · 0.107.1 / 0.109.0

A

No commentary

Untapped

Brand

Rare · Skill

A very useful 'bridge' card that works with self-damage, Exhaust, and Strength interactions. Not particularly strong in isolation, but the strength of this card lies in its ability to stack triggered effects from powers and relics.

Combines Strength, Exhaust, and self-damage, so it can trigger several engines at once. Without sufficient draw or synergies it is too costly.

Untapped

Breakthrough

Common · Attack

Passable area damage. Two common cards for Clad that inflict self-damage (this and Blood Wall) point to much easier access to self-damage synergy/builds. In particular, having a card do 1 damage to self is the most efficient way to activate damage effects on the player.

Solid early area damage, especially for Underdocks eels, and the HP loss is often positive. Better deckbuilding has made it less necessary.

Untapped

Armaments

Common · Skill

This card gets better if you can have more cards in your hand at once. At base value, you can think of as 5 block + 3 block or 3 damage in short fights, but a better use is in giving continual value for longer fights where you redraw the deck.

Act-dependent: useful for early block checks in Underdocks, but weak in Overgrowth and later acts where Ironclad can upgrade key cards normally.

Untapped

Blood Wall

Common · Skill

At face value this is 14 block / 2 energy - decent value but made better with self-damage synergies. Having a huge block card in the common pool makes Body Slam much easier to use.

A broadly strong block card whose self-damage is often neutral or beneficial. It supports Rupture, Inferno, relic triggers, and large-block strategies.

Untapped

Barricade

Rare · Power

Retaining your block can be a very powerful effect, but the high energy cost of this card combined with the need to generate massive block means that it's hard to get this card in play. Works really well with the colorless cards Panic Button, The Gambit and Prolong.

Much better than he once rated it. Block-heavy decks are more reliable now, and Barricade can turn one strong defensive engine into a boss solution.

Untapped

Iron Wave

Common · Attack

A pretty good 'value package' card that combines two small effects to give you good value for 1 energy. Benefits from both Strength to improve damage and Dexterity to improve block. A decent way to incorporate block into an attack-spamming deck.

Outclassed by common Taunt, which blocks more and adds Vulnerable. It remains playable but lacks a compelling niche.

Untapped

Perfected Strike

Common · Attack

Good enough damage to add in the early game that can scale up with more Strike cards. Great with Pommel Strike and more Perfected Strike, not great with Twin Strike or Setup Strike.

Desperation damage that is usually too inefficient at two energy. It only works when the deck already has enough Strike cards and multipliers.

Untapped

Howl from Beyond

Uncommon · Attack

An Attack card that can be played directly or exhausted by other cards to get a more powerful effect. A good payoff for having access to lots of exhaust. Kind of awkward since this card will go to the discard pile after playing from the Exhaust pile.

Its buff made it a respectable emergency area-damage solution, similar to Breakthrough, but it is mainly valuable when Act 1 demands that answer.

Untapped

The Gambit

Rare · Skill

Baalorlord · 0.107.1 / 0.109.0

B

No commentary

Untapped

Dual Wield

Event · Skill

Baalorlord · 0.107.1 / 0.109.0

B

No commentary

Untapped

Entrench

Event · Skill

Baalorlord · 0.107.1 / 0.109.0

B

No commentary

Untapped

Hellraiser

Rare · Power

Lets you play all your Strike cards for 'free' at the cost of them being randomly targeted. If you don't combine this with card draw, you're likely to end turns with unspent energy. Excellent with multiple copies of Pommel Strike.

Can create funny Strike combos, but those setups are fragile and unreliable. Its practical use cases remain extremely narrow.

Untapped

Inflame

Uncommon · Power

The quintessential 'scaling' card. One copy gives you enough damage for the first Act and part of Act II, but won't be enough for the endgame. Multiple copies can work, but there are easier ways to gain large amounts of Strength. A decent early-mid game pickup.

A serviceable Strength card that is outclassed by Fight Me!, Demon Form, Rupture, and Dominate in most developed decks.

Untapped

Mangle

Rare · Attack

Huge damage reduction paired with subpar damage makes for an unusual card. Hard to justify 3 energy for this unless it completely negates an enemy attack. Notably does not exhaust. Very broken if you can make this card free.

Better than his early impressions and a legitimate damage option on its own. Trying to force it through Stampede was the real problem.

Untapped

Drum of Battle

Uncommon · Skill

Not very useful if you play it for the draw. The main benefit is acting as 'fuel' for cards like Second Wind or True Grit and giving you energy back. Great with Corruption.

Very specific, but spectacular when Corruption or Havoc can play and exhaust it for free, effectively turning it into draw plus energy.

Untapped

Clash

Event · Attack

Baalorlord · 0.107.1 / 0.109.0

C

No commentary

Untapped

Havoc

Common · Skill

This card is a lot more desirable if you can upgrade it. Combo with Headbutt to play a particular card, or just use it to remove cards from the draw pile. Doesn't add much value to the starting deck, making this a bad floor 1 pick.

A fun but upgrade-dependent card. It can enable powerful Drum of Battle or Headbutt interactions, yet cleaner draw cards usually outperform it.

Untapped

Demon Form

Rare · Power

Often feels far too slow for 3 energy, given the overall scarcity of energy and lack of cheap multi-hit cards for Ironclad. There are other ways to get Strength for cheaper, but this card is still excellent if you can get it into play for free.

Baalorlord — Beta · 0.109.0

C

No commentary

A solid boss solution even before its buff and now faster and easier to justify. It supplies a complete damage plan when a deck lacks one.

Untapped

Midnight

Rare · Attack

Baalorlord — Beta · 0.109.0

S

No commentary

Untapped

Blaze

Uncommon · Skill

Baalorlord — Beta · 0.109.0

A

No commentary

Untapped

Outrage

Uncommon · Attack

Baalorlord — Beta · 0.109.0

B

No commentary

Untapped