| Name | Card Advantage |
|---|---|
| Type | Action |
| Description | If an opposing character was banished in a challenge this turn, draw 2 cards. |
| Flavor | "I didn't plant the vine! It was the Nine, the Nine!" —Three of Spades |
| Set | Wilds Unknown #198 |
| Wallpaper | |
| Image |
| Name | Card Advantage |
|---|---|
| Type | Action |
| Description | If an opposing character was banished in a challenge this turn, draw 2 cards. |
| Flavor | "I didn't plant the vine! It was the Nine, the Nine!" —Three of Spades |
| Set | Wilds Unknown #198 |
| Wallpaper | |
| Image |
Card Advantage, Action, designed by None first released in May, 2026 in the set Wilds Unknown. It's currently being selled by the minimum price of £ 0.40.
**Card Advantage** (Steel, 2 cost) is best suited for aggressive or midrange **Steel-based challenge decks** that reliably banish opposing characters during their turn—typically Steel/Amber or Steel/Ruby builds that focus on efficient challengers and combat tricks to control the board. It works best in decks already planning to trade characters early and often, turning combat into extra draw without losing tempo. However, it competes with stronger and more consistent Steel draw options like **A Whole New World** (Steel 5-cost, powerful hand refill and disruption) and conditional but often easier enablers like **Let the Storm Rage On** (which both removes a character and draws), making those generally more impactful. Because Card Advantage requires a banish *that turn* and doesn’t help you achieve it, it can be situational and sometimes win‑more. As a result, it’s playable in hyper-aggressive Steel lists that consistently trigger it, but it’s usually outclassed by more flexible or proac
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