"Gain 1 power when an agent is placed in your cooldown pile." Opponent had 4 agents up, he played the Ruins card, ended his turn with the 4 agents still up, and the Ruins card went from the discard to the cooldown pile. On my next turn I hit him with the Saint's Wrath, and sent all of his agents to the cooldown pile. He then got 4 power from Ruins for those 4 agents being sent to the cooldown pile.
Is this how Ruins works? Compared to Druid King Vestments, which has a similar condition of "Gain 1 power when any card is placed in your cooldown," once Druid King goes from the discard pile to the cooldown pile, it no longer generates power.
I've always thought this card was garbage or meant as a combo bridge for the Druid patron or an agent. Granted, this takes a lot of agents and relies heavily on timing, but it still seems like this is not how this card should operate when compared to Druid King.
Edited by ZOS_Kevin on November 7, 2024 10:34AM