Best Flesh Item Cards
Flesh and Blood is a TCG with a variety of exciting classes that players can assemble to create unique and destructive builds. At the same time, most of the process of creating your class is choosing weapons, gear, attacks, and defenses. An often overlooked part of Flesh and Blood is choosing item cards.
From taking an extra turn to blocking attacks, there are plenty of useful item cards to help you build the ultimate deck. But like all TCGs, making sure you pair the right cards for casual or competitive play is key.
ten crazy brew
Crazy Brew is a generic card, meaning it can be used by any class type. The card requires you to roll a six-sided die in order to use abilities, ranging from good to bad. The abilities listed on this card have a chance to lose two life points, a chance to gain two life points, or finally, a chance to gain two resources, two action points and two attack power.
The best part about this card is that it can be a game-changer if used in the right situation with luck on your side, as the best roll can increase your damage and put more cards on the table.
9 energy potion
Energy Potion is a widely used generic card in many games due to its useful nature. It’s not just an action item card, but the ability listed on it is instant, meaning it can be played at any time for a cost. The energy potion is especially useful in blitz matches, where speed is the main factor in your performance.
The ability shown on the card allows it to remain in the arena until the player decides to destroy it, thus gaining two resources. On top of that, it can be used anytime during the game when you have priority, even if it’s the opponent’s turn, allowing for an easy attack or rebuttal against the enemy.
8 Oblation Amulet
The Oblation Amulet is a unique generic item card that transcends death and allows cards that are about to be put into the graveyard to instead be shuffled to the bottom of the deck.
In addition to its graveyard ability, it is also a special instant card and allows the user to play again, meaning the action point is restored. The graveyard is especially useful in TCGs because it can help bring back particularly effective cards that usually couldn’t be replayed. This is why the Oblation Amulet is excellent for enabling high-level tactics that would usually be impossible.
seven Talisman of Reward
The Reward Talisman is a generic item that can turn casting inferior resource cards into a great viable opportunity for a big resource gain.
In TCGs, some cards are similar to the Reward Talisman, where swapping one can grant more resources with another. This card, specifically when cast, takes any resource card, turns it into a three-resource card when the talisman is destroyed, and then lets the user go again afterward. Tactics around resource gathering are greatly improved by having low resource cards in max resources.
6 rusty relic
This Rusted Relic item card is a super rare generic card that can be incredibly useful in many competitive decks. The main ability of the card is Arcane Barrier, but it also contains many hidden abilities.
For starters, Arcane Barrier can prevent arcane damage for only the cost of one resource point. But, since it’s a very versatile card, you can have multiple instances of this card in a deck to avoid high damage. On top of that, it’s a card that can’t be stopped due to its replacement effect, which doesn’t use abilities.
5 ether sink
Dash is a hero that falls under the Mechanologist class type, and one of the good things about Dash is that there are a variety of item cards that work well together just for her. One of these cards is the Aether Well with an almost upgraded Arcane Barrier.
Now, the reason it’s not quite upgraded is that it has some downsides. The Aether Sink card has the ability to block two points of arcane damage for two resources. Sounds good, but if you only take one damage, you still need to use two resources. But, just like the Rusted Relic card, this arcane barrier can be used multiple times and with other barriers for excellent protection against larger, more damaging attacks.
4 plasma purifier
The Plasma Purifier is a highly sought-after Mechanologist-type card due to its ability to boost Dash’s weapon card for a low cost. For this reason, many users opt for high-resource builds with Dash to create a big boost in attacks.
With this particular card, it can be used once per turn, and the boost lasts until the end of the turn. However, to use it, you must place a steam meter on it which is removed once the card is used. This card is ideal for low irregular attacks whenever you prepare other more powerful attacks.
3 Teklo delivery man
One of the best boost cards for Mechanologists is called the Teklo Pounder. It provides an even better boost than the Plasma Purifier but costs more resources to use.
This card’s abilities can actually start from the moment it is played as it starts with three steam meters and only requires one to use the card to give its two attack power bonuses. The downside is that steam counters cannot be added to the map, so after using it, it will be destroyed. Players often use this card when preparing larger attacks due to its ability which cannot be played once it runs out of power.
2 Teklo Core
While other boost cards aren’t specialized just for Dash and can be used by any Mechanologist class type, Teklo Core can only be used by Dash. This card is often used in most Dash decks to quickly gain resources in aggressive play or resource management and does so by pairing well with gear-type cards.
Teklo Core abilities require steam meters; once they are gone, the card is destroyed. Luckily, you can have multiple iterations of this card in a deck, so you can consistently get two resources per turn at no cost except one action point. It can also be cast for three resources allowing for more game tactics.
1 induction chamber
Chaining attacks in a link is essential when trying to reduce your enemy’s life as much as possible on your turn. Thus, Induction Chamber should be one of the most essential cards in a Mechanologist deck.
For the abilities listed on this card, this affects the Mechanologist’s gun and allows him to walk away for a low resource cost of one. Multiple instances of the Induction Chamber can be used to re-start multiple times to allow for large attacks against the enemy player with the proper resource and deck management. Additionally, if multiple instances of go again are used on the same map instead of attacking, the user will gain an action point in return.
NEXT: Flesh And Blood: The Best Heroes For Builds