The patch changes access, not card text
v0.111 makes Salvo Uncommon and Splash Rare. Their listed effects are not reworked in the patch notes.
That distinction matters. A rarity label can change reward expectations, event pools, and how often a card appears. It does not make a random effect automatically stronger than a known one.
| Card | Job | Main risk |
|---|---|---|
| Salvo | 12 damage and Retain your Hand this turn | Damage may be too modest; Retain may not matter |
| Splash | Choose a random off-character Attack and play it free this turn | The three choices may not solve the fight |
Salvo: known output and timing control
Salvo is easiest to evaluate because it promises a fixed job. It deals 12 damage and retains the rest of the hand for the turn.
The Retain clause is not long-term storage. It helps within the current turn, especially when another effect, forced play order, or a large hand would otherwise make timing awkward. The known damage can also fit beside defense more easily than an expensive finisher.
Take Salvo when:
- 12 damage meaningfully improves an early or midgame lethal check;
- the deck benefits from controlling the order of a crowded hand;
- a cheap, predictable Attack is better than another setup card; or
- the next elite needs immediate damage more than future scaling.
Pass when the deck already has enough ordinary attacks and needs Block, draw, area damage, or scaling instead.
Splash: flexible ceiling, random floor
Splash offers one of three random Attacks from another character and makes the chosen card free for the turn. That creates high tactical upside. A free expensive Attack can swing a turn, and cross-character options can provide a job your class rarely sees.
The cost is uncertainty. You cannot draft Splash as if it always finds the perfect rare Attack. Judge it by whether an average set of choices is useful.
Splash improves when the deck can exploit many kinds of Attacks, has enough draw to see it at useful times, and can tolerate a generated option that is merely decent. It becomes worse when one precise answer is required.
The reward-screen test
When either card appears, do not compare “Uncommon” with “Rare.” Compare solved jobs.
- Name the next elite or boss problem.
- Ask whether known 12 damage changes the clock.
- Ask whether a random free Attack is likely to be useful even when it is not ideal.
- Compare both with skipping the card.
The card reward guide is relevant because Colorless does not mean free deck space. A flexible card can still make important cards arrive later.
Which card has the safer floor?
Salvo usually has the safer floor because its output is known. Splash usually has the wider ceiling because free generated Attacks can exceed Salvo's damage or add utility.
Choose the floor when the next fights need a reliable answer. Choose the ceiling when the deck already survives average turns and can convert a broad range of generated attacks. Skip both when neither addresses the missing job.
The v0.111 rarity swap changes availability. It should not replace deck context with a colored border.

