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NAME: | Enforcer
| ELEMENT: | Time
| COST: | 6
| TYPE: | Permanent
| ATK|HP: | -
| TEXT: | : Charge When discharged, creatures with a cost equal to charges have their attack reduced to 0
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| NAME: | Enforcer
| ELEMENT: | Time
| COST: | 5
| TYPE: | Permanent
| ATK|HP: | -
| TEXT: | : Charge When discharged, creatures with a cost equal to charges have their attack reduced to 0
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ART: | Flayne
| IDEA: | The_Mormegil
| NOTES: | Charge is a new mechanic that this serie introduces. While charging, the card is delayed and a counter appears in the upper right corner - just as in Phase Shield. The number is, however, increasing at the end of each turn, and it starts at 0. A card with the active ability "Charge" starts not charging and, starting from its second turn in play, can start to charge. When it does, the ability becomes "Uncharge", and has the same cost. If a card has the active ability "Uncharge", it means it enters play as charging, and can be uncharged from its second turn. The change is permanent, but the creature can be rewound, buffed or restored in any way to its previous state. Hp are not affected, only attack is. Every creature on the battlefield is affected. You start charging the enforcer, paying . Opponent plays two lycanthropes, a forest spirit and a graboid. Two turns later, one lycanthrope and the spirit have grown, and the graboid evolved. You choose to discard the enforcer with only 2 charges: both lycanthrope's and forest spirit's attack fall to 0. Next turn, the second lycanthrope grows again and becomes a 5/6, while the forest spirit starts slowly growing again. You start charging the enforcer again. Later, your opponent has three shriekers (one of them is burrowed) and a graboid. You discharge the Enforcer when it has 8 counters: the shriekers have their attack reduced to 0; the burrowed shrieker is unaffected; next turn, the graboid evolves into an 8-atk shrieker.
| SERIES: | Charge Serie
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Ok, now, bear with me. I know it seems rather ridiculous at first, but I think it has potential. I don't know whether this is balanced or balanceable at all and how, I just used my guts.
The concept itself is simple, although it is kinda lacking in inspired art/theme: this card is something that, although having a great cost, has the possibility to enforce a law or a punishment, a magical restriction of some kind. Its price is steep - although at first it seems relatively cheap - but the effect is great.
Why is the price steep? Because you can't stop charging unless you discharge. This has the potential to be game-changing, and can destroy things like fractal decks. It can be used to destroy rushes without PC, but most rush creatures have medium-to-high costs. How many times can you see this lasting five turns against lava golems? Can you see this charging for 8 straight turns before killing a grabbow? I can, if properly played and helped. It needs stall potential, but can be unvaluable against some opponents. It requires a great player to be used at full potential, as you must balance between charging soon to increase the charges or charging later to get more creatures. It may even be a bit UP as a single PC card can kill rounds of build-up strategy, and thoghtful play can overcome these problems. But it's a pain for every opponent to face.
Think about it and tell me what you come up with. I like the idea, but I don't know if the execution is good enough.