Flip Spell — Flip all friendly Golems. Each gains +3/+3 until end of turn. Deal 2 damage to each enemy creature in a lane of your choice.
When the iron hour strikes nothing argues with the clock.
Iron Hour is a Spell — you pay 3 mana and 1 gold, its effect resolves, and it is spent.
Flip Spell — Flip all friendly Golems. Each gains +3/+3 until end of turn. Deal 2 damage to each enemy creature in a lane of your choice.
When the iron hour strikes nothing argues with the clock.
Iron Hour is a Spell — you pay 3 mana and 1 gold, its effect resolves, and it is spent. Mind the gold: gold refreshes to just 1 each turn, plus bonus gold from damage you dealt last turn, so time your deployment.
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