| Name | Clearwater Elixir (1) |
|---|---|
| Type | action |
| Description | Your next attack this turn gets +3POWER. You may destroy a Bloodrot Pox token you control. If you do gain 1LIFE. Go again |
| Set | Compendium of Rathe #PEN324 |
| Wallpaper | |
| Image |
| Name | Clearwater Elixir (1) |
|---|---|
| Type | action |
| Description | Your next attack this turn gets +3POWER. You may destroy a Bloodrot Pox token you control. If you do gain 1LIFE. Go again |
| Set | Compendium of Rathe #PEN324 |
| Wallpaper | |
| Image |
Clearwater Elixir (1), action, designed by None first released in Feb, 2026 in the set Compendium of Rathe. It's currently being selled by the minimum price of C$ 0.53.
**Clearwater Elixir** fits best in aggressive or tempo-oriented decks that want efficient, go-again attack buffs—particularly heroes that naturally create or utilize **Bloodrot Pox** tokens (like Assassin builds such as Arakni or Uzuri) or that don’t mind incidental self-damage from other effects. The +3 power for 1 resource with **go again** is solid for maintaining pressure and extending combat chains, and the optional Bloodrot destruction for 1 life adds minor sustain in grindy matchups. However, compared to premium 1-cost go-again pumps like **Enlightened Strike** (far more flexible and powerful), **Razor Reflex** (better breakpoints and reaction speed), or class-specific power cards that provide on-hit effects or disruption, Clearwater Elixir is generally less impactful and somewhat niche. It’s playable in budget builds or specific Bloodrot-synergy lists, but in optimized competitive decks there are usually stronger, more threatening options—so it’s situational rather than staple-
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