Let me tell you, +2 (and later +3) damage on every attack adds up quickly when you only start with 30 life. I actually haven’t played as Polar Knight myself, but Adam used him against me multiple times and was hitting me with Ice Spike damage nearly every turn. That means any Before effects happen… well, before that, and a lot of his Before effects allow him to move the opponent around to get the positioning just right. The key here is that you don’t remove the Ice Spike for extra damage until the Hit phase of the Strike. It doesn’t sound like all that much, but that’s where all of Polar Knight’s movement effects come into play. Then, if your opponent is standing on one when you hit, you can remove it to deal extra damage. Polar Knight’s ability lets you lay down Ice Spikes every time you attack, to a maximum of five (out of only nine spaces on the board). You need to carefully cultivate a hand full of useful effects to split the difference between having good discards and not running yourself out of options. Then, too, there’s the obvious problem that anything you discard can’t be played later. Of course, that’s not a very realistic situation - sitting at one or two cards in hand is almost never a good strategy in card games, and hoping that single card is the one you need is much too risky. Naturally, the ideal situation is that you only have one card in hand, and it has the exact effect you want. That’s where the trouble - and the fun - comes in. His ability makes his attacks unpredictable and powerful, but note the at random. Some others just provide flat boosts to speed or power without needing to waste time setting up Boosts. Focus? You can draw a card after the Strike is resolved. Add all Before, Hit, and After effects to your strike.” Discarded an Assault? You get to move forward two spaces before attacking and take another turn. His character ability is, “After setting cards for a Strike, you may discard a card at random from your hand.
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