Just from my experience, I feel like this card takes too long to be worth it. For example maybe you put this card into play turn 1, then play one attack event every turn after. That's 6 turns for this one card to do 5 damage. I'd rather use the 2 effective cost for something else.
you're not wrong per se, but Test the Defense is supposed to be a late game damage dealer that you set up for ahead of time. It's not a forced response, so you can choose when you set off the 5 damage, and sometimes you can make it take out a big nemesis minion or push the villain to flip or defeat outright. in low player counts, 5 damage is a decent chunk of the health, and even at 4 player counts, 5 damage is nothing to sneeze at. are there going to be times you don't get to make it pay off? sure. but in those games, you tend to be steamrolling anyway.
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Ensign53
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