How does this synergise with Puffer Fish (proposed)?Almost any targeting card with a positive effect synergises with my proposed Puffer Fish (the exception of course being Rage Elixir without a previous buff).
However, Clock not only synergises with Puffer Fish's ability, but with its high health as well. It has a high cost so it is not easily splashable, but with the right set up one can add up to 5 | 4 attack to Puffer Fish - making it a 7|1 | 6|2 creature - and add 15 | 8 poison to the opponent.
Bear in mind that this costs 11
+ 3
+ 2 turns | 9
+ 3
+ 1 turn to pull off. Using this alone, it does:
Turn | Move | Damage this turn | Total damage |
1 | Play Puffer Fish and Clock. | 2 | 2 |
2 | Use Tick Tock on Puffer Fish 3 times. | 14 | 16 |
3 | Use Tick Tock on Puffer Fish 2 times. | 22 | 38 |
Turn | Move | Damage this turn | Total damage |
1 | Play Puffer Fish and Chonometer. | 2 | 2 |
2 | Use Tick Tock on Puffer Fish 2 times. | 14 | 16 |
3 | Press space. | 14 | 31 |
The unupgraded may seem worse than the upgraded, though a few factors have to be taken into account:
- Chronometer + Puffer Fish combo costs less than the Clock + Puffer Fish combo
- As the Chronometer + Puffer Fish combo is one turn quicker to pull off, Tick Tock can be played on other creatures in the 3rd turn.
- If Puffer Fish is buffed or healed, then Tick Tock can be twice as quick at increasing the effect.
- And most importantly - IT IS NOT ONLY ABLE TO BE USED ON PUFFER FISH. Clock offers more flexibility, though Chronometer is much cheaper than its unupgraded counterpart.
Puffer Fish's cost makes it difficult to splash into a deck and still remain quanta balance, though it would be fine splashing into a False God or Arena deck. However, this only means purify is going to be carried more often, and that's even assuming the AI will play it correctly.
Mechanics- 'Target creature ages one turn' basically means that the target creature basically does everything it would do at the end of a turn except attack.
For example: Poison would deal damage to the creature; if it has one, it would activate its passive-active abilities that occurs at the end of the turn (creatures with 'bioluminescence would generate 1 , etc.); skills would become 'ready' (for example, an Ulitharid that had used Psionic Wave on an Otyugh could use it again in the same turn); in the case of Steam Machine and creatures with the ability 'steam' it would lose an attack; and any other things I may have missed, or are yet to be in the game.
Adrenalined creatures do not act any differently than normal creatures as they aren't attacking.
- 'Gains +1|-1 | +2|-2' is pretty straight-forward, the creature gains one | two attack and looses one | two health. If the creature has one | two or less health when Tick Tock is used then it dies. Damage occurs after aging, so everything stated above (quanta produced, etc) will occur before it gain +1|-1 | +2|-2.
- 'Can be used 3 times per turn' means that once you have clicked it and the target creature, if you have enough , you may use it again, like with Rustler, but cannot be used a fourth time (or a fifth, sixth, etc.) This is basically to avoid multi-targeting issues.
BalancingRed Nymph = 1 (attack) + 1 (high health) + 6 (ability cost) = 8
3
= +5 | -5 to target
0.6
= +1 | -1 to target
1.8
= +3 | -3 to target
~2.5
= +1 | -1 to 3 targets
Rounded up because of the aging effect.
3
= +1 | -1 and aging to 3 targets.
Okay, I admit, about here I got stuck and used the ability cost of Red Nymph as the casting cost.Because Chronometer's ability is twice as good, I reduced the number of times it can be used, so now each turn it is only a bit better than Clock. (I really did not want to increase the casting cost)
Why would this be a good addition to the game?Time does not have any good buff cards, or any good creature control cards (except Reverse Time, which I find is too situational for my liking, and nothing like this). It not only synergises with my proposed Puffer Fish, but with many other cards as well. For example; Armagio, Plague, Quintessence, the list goes on.
Are there any problems with adding this to the game?Adding this would be adding an in-element buff for Dune Scorpion, which some people may not like. However, a permanent that costs 6 | 7 quanta
and a turn before it can do any buffing isn't really preferable to Unstoppables or Chaos Powers run off the mark is it? Especially as this would kill the unupgraded Dune Scorpion.
As balancing was slightly wonky, this may end up being OP (or UP, but I doubt it), but then again, most cards are modified before they are put in the game, right?
The End BitAdmittedly, Clock does synergise better with Puffer Fish because it requires more targeting.
Here is a proposed deck:
Hover over cards for details, click for permalink
4t9 4t9 4t9 4t9 4t9 7gu 7gu 7gu 7gu 7gu 7gu 7js 7js 7js 7js 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7ri 7ri 7ri 7ri 7ri 8pp
Relics are Clocks.
In conclusion, Clock | Chronometer would be a great addition to the game, because it strikes up a lot of synergies with time; it adds the feature of aging a turn; it gives Time a good, thematic, buff AND cc cards; and would give Elements a huge fresh taste.
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