Ramp

Strategy
Even after its initial update, still remains of the keycards to Dhat decks because of its reasonably high HP for its cheap cost that helps getting Dhat's EXP reward early on. The main power of the card however, is its passive mana acceleration ability. In addition to that, can be quite good defensively as it can soak up some damage and heal 1 HP of it each turn, having a pseudo-regenerate of sorts.

While is nigh always at 2 HP, there are certain scenarios where its initial HP can be a risk. One of those is casting on initiative when your opponent on the same turn decides to play Falling Star.

Update Changes

 * In the original version, the second ability read out as "At end of turn, gets +1 HP" meaning the HP growth wasn't restricted.

The update to limit the growth to 3 HP was made on the week following its release: Week 42.

It was noted that s getting to 3+ HP was quite powerful. Having huge HP is quite good in the game and made it so that you would get Dhat's EXP bonus each turn pretty much.

This was also at a time before the blocking change, so it could act as a shield of sorts and your other units could punch the attacking units while it would take the main punches from the enemies. For example, you would double block with your 0/8 first, and then with whatever that has ATK.