Overseen by Igniss and Vryer, a team of scientist from the GHEIST have managed to awaken one of the most terrifying creatures to have ever existed: Wardom. After months of work and telepathic discussion (not to mention a good few hundred victims), the GHEIST have finally convinced the monster to join them by promising to give him free reign among the inhabitants of the city's northern quarter.
This card hasn't appeared in a web comic yet.
None at the moment.
Advantages and Disadvantages of the card
- His base power is 8, which is good for a 5*.
- His base damage is 5, but becomes 7 with fury, allowing you to 2HKO with other members of GHEIST.
- His ability increases his damage by three, making him a potential 8/8.
- If you fury with him, while his ability is activated, he becomes a potential 8/10.
- He makes a good bluff against your opponent, since they'll think that you're trying to attack with him.
- The clan bonus cancels out an opposing card's ability, unless they are from: Nightmare, Piranas or Skeelz.
- His base damage is 5, which is low for a 5*.
- His ability is Revenge-based, meaning you must take damage for it to activate.
- He is a 5*, so he takes up a lot of room in your deck.
- He has competition from the other 5* in GHEIST.
- The best way to activate his ability is to use a damage reducer, which you want to be beaten.
- His name could be a play on war and dominate.
- His look, especially in his first form, comes from the Cyberdemon, from the Doom series.
- He is one of the few 5* outside the Leader clan who has a form for all 5 stars.
- His designs could be based on the band, GWAR.