Why 5-7?
1-3 attacks per turn x3 extra turns would be 4-12 attacks. (multiplicative)
1-3 attacks per turn +3 extra attacks would be 4-6 attacks. (additive)
You're right, it should be 4-6. My math brain must've been on crack or something... lol.
I updated notes accordingly.
Does it keep or lose adrenaline after it returns to being a weapon? Is this the same for other spells that increase attack?
I like the idea of adrenaline being additive. However it does make it ~16/4 for 4 + 6 and 2 cards. Pretty strong, but probably fine if it loses the buff when becoming a weapon. Would be fun to see if you could get a few turns in a row with it.
After the 6 attacks are up it returns to your hand, not the weapon slot. So adrenaline would essentially be lost.
If you use flying weapon + adrenaline on this, you could effectively get an average of 14 damage per turn... that would take 5
, 4
and 3 cards and would last indefinitely.
If you use its animate ability, you get what you showed above, but it goes back to your hand after 1 to 2 turns and the adrenaline is essentially lost.
The best way to make use of adrenaline would be if you had the nymph to use it repeatedly.
You could then use 1 nymph and 2 - 3 of these to keep cycling through them.
In the long term it boils down to 4
+ 4
for 16 spell damage over 1 to 2 turns unupgraded.
Upgraded it takes 4
+ 3
for 24 spell damage over 2 turns.
The nymph costs 9
to cast.
Powerful, but heavy cost for the set up, so it should be ok I think. It is also vulnerable to both PC and CC since the blades must sit in hand 1 turn before their animate ability readies.