When I finally succeeded in uniting all nine Rings of Hell, we created a united army of Hell to fight back in the event of the Covenant breaking. I was surprised at the overwhelming support I received in this endeavor.
Hell's Banners is almost always a strong pickup for a run, giving +3 when playing the second Unit of a turn.
Since you will always draw a Banner Unit and your Champion on turn 1, this Artifact is always at least a solid pickup, as it will just about always give you its +3 on turn 1, which is often in practice just as good as Improved Firebox, allowing you a more consistent turn 1 of each fight.
Where Hell's Banners particularly shines is in decks that regularly play 2+ units per turn, and several clans can do this:
- Hellhorned has Imps that you often want to apply Endless to and generally play often
- Umbra has Morsels, making playing 2 units per turn completely feasible (this can also enable combos with Emberdrain based strategies, as the +3 it gives comes after Emberdrain has occurred)
- Melting Remnant has Reform and Endless units it wants to keep playing.
If you are able to consistently trigger the +3 every turn, Ember will likely not be a constraint for the rest of the run, and powerful synergies with -Cost cards become available.
See: Version History
|1.0.0||Added Hell's Banners.|