Blast
Blast
Event
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1
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Blast

Target a common or champion within 3 clear straight spaces of your summoner. Force the target 1 to 3 spaces. It may be forced through commons and champions. Add 1 damage to the target and to each unit it was forced through.

Card Strategy

Blast is hard to get good value from because it’s expensive. But it can single-handedly turn games around.
It is particularly punishing versus champions as it can drag them around to be setup for a OTK (one turn kill), but is also strong in general to disrupt formations and often can serve as the final push for an assassination, by sending that Wind Archer or Gulldune behind enemy lines to do the final hit on the opponent summoner.

As is the case for many of the Breakers events, this is not a card to hold on to much in the early game, as it’s harder in the early game for good Blast situations to present themselves.  As the game develops though, those situations become increasingly common with more units on the field, summoners with low life and champions being more present. Blast then becomes a potentially game-winning threat.

Be aware of its combo with Deceivers, blasting a champion through a chain of Deceivers can OTK them.