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Heals based on missing HP. The more hurt you are, the more you heal, but it costs gold equal to the amount healed
•Heals 15% of missing HP
•Loses gold equal to amount healed
•Useless at full HP, powerful when low
•Heals 25% of missing HP
•Gold cost is halved
•More healing per gold spent
• Comeback healing: worthless at full HP, lifesaving when low
• Gold cost prevents rich players from abusing it freely
• Wound is a strong counter: you pay full gold but receive reduced healing
• Pair with economy cards to ensure you can afford the heal when needed
• Enhanced version is very gold-efficient at low HP