
Mr. Struggles
Event
At the start of your turn, deal damage equal to the turn number to ALL enemies.
At the start of each of your turns every enemy that can be hit takes damage equal to the current turn number: 1 on turn 1, 5 on turn 5, 10 on turn 10. The damage is unpowered. Over ten turns that is 55 damage to each enemy.
Rarity
Event
Character
All characters
When to take Mr. Struggles
Take it in decks that survive long fights, such as Barricade Ironclad, Frost Defect or high-Block Necrobinder. A fast deck that wins by turn 4 gets only 10 damage out of it.
Cards that synergize with Mr. Struggles

Barricade
Power
3
Block is not removed at the start of your turn.
BarricadeSturdy Clamp and Barricade make stalling safe.Block is not removed at the start of your turn.
Relics that synergize with Mr. Struggles
Mercury HourglassMercury HourglassMercury Hourglass fires at the same moment.At the start of your turn, deal 3 damage to ALL enemies.
Stone CalendarStone CalendarStone Calendar adds 52 on turn 7.At the end of turn 7, deal 52 damage to ALL enemies.
Sturdy ClampSturdy ClampSturdy Clamp and Barricade make stalling safe.Up to 10 Block persists across turns.
Tungsten RodTungsten RodTungsten Rod and Beating Remnant cap the cost of waiting.Whenever you would lose HP, lose 1 less.
Beating RemnantBeating RemnantTungsten Rod and Beating Remnant cap the cost of waiting.You cannot lose more than 20 HP in a single turn.

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