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attack
Wild Strike
1
C+
Deal 12 damage.
Shuffle a Wound into your draw pile.
attack
Wild Strike+
1
C+
Deal 17 damage.
Shuffle a Wound into your draw pile.
card
ironclad
attack
common
Without any pollute synergies, I would consider taking wild strike perhaps on act 1, where even on turns where you draw a wound you are still able to spend all of your energy. It is a lot of fast damage making it useful in corridor fights, although the wounds can stack up if you have no way of dealing with them. This is why it's best to take wild strike in a deck that to make the most of pollution, such as one with Fire Breathing and Evolve.