





Breakthrough
Lose 1 HP. Deal 9 damage to ALL enemies.
Ironclad
Attack
1
Common
Breakthrough+UPGRADED
Lose 1 HP. Deal 13 damage to ALL enemies.

It's often worth taking some solid Attack Commons like Breakthrough at the beginning of the run. By the time you're in lategame you'll probably not love drawing them instead of your awesome Rares, but they're in charge of getting you that far.

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.











