What Doesn't Kill You is tricky trap ruleset. The ruleset grant Enrage to the entire formation. Enrage only works on Melee cards, so the simple strategy is to deploy as much Melee cards as able. But here's the catch, opponents will expect and counter this strategy by deploying damage debuff such as Demoralize. And then again Enrage only triggered by damage sustained, which means you will need to have sufficient health and armor before this ability triggered. It not straightforward ruleset, and deploying a more balanced formation might be a better strategy.
Pros & Cons
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1. Enrage is a very effective ruleset for Tanker cards, because the improved damage and speed would balance their already thick health and armor. This ruleset would rule even more if combined with Keep Your Distance ruleset and Fog Of War ruleset. | 1. The chances to utilize this ruleset might be as slim as it can be. It best used by Tanker cards, which most likely in the front-row; meanwhile melee cards with Sneak and Opportunity less benefits from this ability since they have limited health and armor. | |
Best Cards To Use
As far as I thought, the best way to utilize this ruleset is to invite the damage into the card itself. Card with Taunt ability should benefit from this effect, and specifically those with high speed. Coeurl Lurker could be one of the best cards to use under this ruleset. With Taunt ability to direct all attacks to itself, this cards will gained increased evasion of 6 speed due to Enrage. These before including the effect of Dodge.
WATCH BATTLE
So here we have the battle experience with Weak Magic as the ruleset. Click BATTLE LINK to see how the battle run.

The battle has the minimum 12 mana cap, with Even Stevens, Fog Of War, and What Doesn't Kill You as the sole rulesets; while only Earth, Life, and Dragon Splinters are made available.
I thought this will be an easy battle when I saw my opponent decided to deploy just a single card. But with Llama Mage as the summoner, this battle quickly got upended. Goblin Psychic only got multiplied by the Last Stand, but the effect itself applied after the +2 health buff! The Enrage doesn't work on Goblin Psychic. I couldn't imagine how terrific it would be if it was a melee cards. My formation consist of Soul Fiend and Pelacor Conjurer to hold the frontline. Meanwhile I took Dax Paragon, Herbalist, and Xenith Archer as the damage dealer.
This battle is already a misfortune since the start. Goblin Psychic quickly gained initiative to eliminate Soul Fiend in a single blow. The archers project their arrows to deal 4 damage into Goblin Psychic, which quickly healed by 3 health.
Dax quickly cut 1 damage into Goblin, but the front row is perils of being crumbled down with Pelacor Conjurer sustained 3 damage from Goblin Psychic. Unfortunately the archers missed 1 of their attacks, which means Goblin left unscathed this turn.
Entering Round 3, Goblin fend off Pelacor Conjurer completely, forcing Dax Paragon to step up. But again Goblin Psychic speed is too much for the archers which missed their attack for the 2nd time.
With Goblin Psychic cast a killing spell into Dax Paragon, my whole formation finally crumbled and sent to limbo, as my formation no longer have firepower to overcome Goblin Psychic Heal. It was an unfortunate defeat.
CONCLUSION
It's not a great experience, I literally lost because of Last Stand. But still, one thing to learn from this battle is how the healing is an important part to maintaining Enrage to run through the entire round.
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