Amalgamator

Amalgamator

Available in
Hive
Condition
At least 2 Strikes and 2 Defends

Related

Ultimate DefendUltimate Strike
Jorbs
Jorbs
Jorbs
A very good event! Two removes on starter cards, plus a decent replacement with good enough values to be relevant in Act 2 and potentially even Act 3. In decks trying to defend using Dexterity, it might make sense to go for Ultimate Strike (think of it as a Strike remove plus a big upgrade on another) since your basic defends might be worth playing even unupgraded, especially if you find a Fasten. Ultimate Defend on the other hand is a good option for decks which spend a lot of energy on Powers or Attacks and need a cheap option for good defensive output. Especially relevant if you're reliant on Strength or Perfected Strike to deal damage, as the Strikes may already be okay cards without needing to upgrade them.

CLANG! CLANG!!! You hear the echoes of metal upon metal on the otherside of a wall... As you press your head against the wall to listen in—the wall opens up, revealing a hulking six-armed figure toiling away. Its “face” is a swirling vortex of glowing sigils that shift about. “One with an Ascending Spirit has found my workshop? Let's get COMBINING!”
Combine Defends
Remove 2 Defends. Add Ultimate Defend to your Deck.

CLANG! CLANG!!! The Amalgamator strikes its Bone Anvil. Memories of combat, protecting, and defensive strategies sharpen with each blow. Your most ultimate technique returns to you.
Combine Strikes
Remove 2 Strikes. Add Ultimate Strike to your Deck.

CLANG! CLANG!!! The Amalgamator strikes its Bone Anvil. Memories of combat, attacking, and offensive strategies sharpen with each blow. Your most ultimate technique returns to you.