A defeated opponent's horns are broken as a ritualistic act of dominance. The horns are then collected by the victor as a trophy.
Horn Break is a consistent way to remove a backline enemy of your choosing for the whole game, even without an upgrade, and even when the Armor Emblem is active, with the additional benefit of being able to kill some armor-based heavy enemies such as Disciple Protector, Clipped Defender, and Steelwings, though killing the latter two will require an upgrade. It's a solid card that often finds a way to be useful. The difficulty with drafting Horn Break is that Torch performs a fairly similar function, albeit not as well. As such, if you want to keep your deck small, upgrading Torch is an alternative to drafting it. This is not as much of an issue with the Exile starter deck, where Horn Break has much less competition.
|Powerstone is a very important upgrade on Horn Break. Horn Break is at its best against Disciple Protector, Clipped Defender, and Steelwings, who have low 5/10/15 respectively, and a lot of armor, which this card bypasses thanks to Pierce. Since few other sources of damage have Pierce, and so other damage will have to go through the enemy's Armor, Pierce will be wasted if it doesn't KO the enemy by itself in most cases. As such, it is very crucial to power up this card by Ring 4, when Clipped Defender starts appearing, who is not KOed by this card without Magic Power.|
See: Version History
|1.0.0||Added Horn Break.|
|2.0.0||Horn Break hits twice.|