Version

Tear Asunder

IroncladAttackRare
Deal 5 damage.
Hits an additional time for each time you lost HP this combat.
  • For 2 Energy it deals 5 damage, then hits again once for every time you have taken unblocked damage this combat.
  • The count comes from the combat history, so each separate hit that gets through counts, and a triple attack that connects three times adds three swings.
  • Self-damage from Bloodletting or Hemokinesis goes through the same damage pipeline, so it counts as well.
  • Upgrade: lifts every hit from 5 to 7.
Character
Type
Attack
Rarity
Rare
Cost
2 Energy
Target
One enemy
Unlock
My FaceBeat Ascension 1 with the Ironclad

When to take Tear Asunder

Take it for a deck that loses HP on purpose, since after four hits taken it swings five times for real damage. In a deck that blocks everything it is just a 5 damage card.

Cards that synergize with Tear Asunder

Offering
Skill
0
Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Offering banks an HP loss while digging for this card.Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Crimson Mantle
Power
1
At the start of your turn, lose 1 HP and gain 8 Block.
Crimson Mantle loses 1 HP each turn, so the hit count climbs on its own.At the start of your turn, lose 1 HP and gain 8 Block.
Rupture
Power
1
Whenever you lose HP on your turn, gain 1 Strength.
Rupture converts those same losses into Strength that multiplies across every hit.Whenever you lose HP on your turn, gain 1 Strength.
Inferno
Power
1
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Inferno shares the trigger and adds area damage.At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Tremble
Skill
1
Apply 3 Vulnerable.
Exhaust.
Tremble makes each of the many hits 50% larger.Apply 3 Vulnerable.
Exhaust.
Fight Me!
Attack
2
Deal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Fight Me! gives Strength, and Tear Asunder adds it on every one of its hitsDeal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Demon Form
Power
3
At the start of your turn, gain 2 Strength.
Demon Form gives Strength, and Tear Asunder adds it on every one of its hitsAt the start of your turn, gain 2 Strength.
Inflame
Power
1
Gain 2 Strength.
Inflame gives Strength, and Tear Asunder adds it on every one of its hitsGain 2 Strength.
Setup Strike
Attack
1
Deal 7 damage.
Gain 2 Strength this turn.
Setup Strike gives Strength, and Tear Asunder adds it on every one of its hitsDeal 7 damage.
Gain 2 Strength this turn.
Brand
Skill
0
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Brand gives Strength, and Tear Asunder adds it on every one of its hitsLose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Dominate
Skill
1
Apply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
Dominate gives Strength, and Tear Asunder adds it on every one of its hitsApply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
Feeding Frenzy
Skill
0
Gain 5 Strength this turn.
Feeding Frenzy gives Strength, and Tear Asunder adds it on every one of its hitsGain 5 Strength this turn.
Prowess
Power
1
Gain 1 Strength.
Gain 1 Dexterity.
Prowess gives Strength, and Tear Asunder adds it on every one of its hitsGain 1 Strength.
Gain 1 Dexterity.
Bloodletting
Skill
0
Lose 3 HP.
Gain .
Bloodletting costs HP to play, which triggers Tear AsunderLose 3 HP.
Gain .
Blood Wall
Skill
2
Lose 2 HP.
Gain 16 Block.
Blood Wall costs HP to play, which triggers Tear AsunderLose 2 HP.
Gain 16 Block.
Hemokinesis
Attack
1
Lose 2 HP.
Deal 15 damage.
Hemokinesis costs HP to play, which triggers Tear AsunderLose 2 HP.
Deal 15 damage.
Breakthrough
Attack
1
Lose 1 HP.
Deal 9 damage to ALL enemies.
Breakthrough costs HP to play, which triggers Tear AsunderLose 1 HP.
Deal 9 damage to ALL enemies.
Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Demonic Shield costs HP to play, which triggers Tear AsunderLose 1 HP.
Give another player Block equal to your Block.
Exhaust.

Relics that synergize with Tear Asunder

Red Skull
Red Skull gives Strength, and Tear Asunder adds it on every one of its hitsWhile your HP is at or below 50%, you have 3 additional Strength.
Brimstone
Brimstone gives Strength, and Tear Asunder adds it on every one of its hitsAt the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.
Ember Tea
Ember Tea gives Strength, and Tear Asunder adds it on every one of its hitsAt the start of the next 5 combats, gain 2 Strength.
Reptile Trinket
Reptile Trinket gives Strength, and Tear Asunder adds it on every one of its hitsWhenever you use a potion, gain 3 Strength this turn.
Shuriken
Shuriken gives Strength, and Tear Asunder adds it on every one of its hitsEvery time you play 3 Attacks in a single turn, gain 1 Strength.
Sword of Jade
Sword of Jade gives Strength, and Tear Asunder adds it on every one of its hitsStart each combat with 3 Strength.
Sling of Courage
Sling of Courage gives Strength, and Tear Asunder adds it on every one of its hitsStart each Elite combat with 2 Strength.
Girya
Girya gives Strength, and Tear Asunder adds it on every one of its hitsYou can now gain Strength at Rest Sites. (3 times max)
Rainbow Ring
Rainbow Ring gives Strength, and Tear Asunder adds it on every one of its hitsThe first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.
Sparkling Rouge
Sparkling Rouge gives Strength, and Tear Asunder adds it on every one of its hitsAt the start of your 3rd turn, gain 1 Strength and 1 Dexterity.
Toasty Mittens
Toasty Mittens gives Strength, and Tear Asunder adds it on every one of its hitsAt the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
Vajra
Vajra gives Strength, and Tear Asunder adds it on every one of its hitsStart each combat with 1 Strength.
Fragrant Mushroom
Fragrant Mushroom costs HP to play, which triggers Tear AsunderUpon pickup, lose 15 HP and Upgrade 2 random cards.
Royal Poison
Royal Poison costs HP to play, which triggers Tear AsunderAt the start of each combat, lose 4 HP.
Intimidating Helmet
Intimidating Helmet triggers on cards that cost 2 or more, and Tear Asunder is oneWhenever you play a card that costs or more, gain 4 Block.

Changes by version

  1. 25 Sep 2025Bug fixInternal playtest
    Tear Asunder card no longer counts HP lost in events towards hits in the next combat
  2. 26 Sep 2024Cost12Internal playtest
    Cost changed from 1 to 2
  3. 21 Jun 2024Bug fixInternal playtest
    Fixed Tear Asunder card description
All 6 patch notes3 older
  1. 14 Jun 2024ReworkInternal playtest
    Reworked Tear Asunder card
  2. 4 May 2024Cost10Internal playtest
    Cost changed from 1 to 0
  3. 21 Apr 2023DamageInternal playtest
    Nerf Tear Asunder card damage

Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today
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