"A more simple piece, but I feel it's quite an effective one. It was a lot of fun to play with contrasts and shadows on this card art, and the ground texture, though a last minute addition, completes it quite well. On a side note, this was the first spell art I've produced for Elements." -vrt
To further capitalize on high HP creatures within the Gravity element, Acceleration grants a creature up with a unique active (auto-triggered) ability: every turn the creature gains 2 (or 3, upgraded) ATK, but loses 1 HP each turn. For creatures with decent health points, this will slowly turn them into deadly damage-dealers.
- Acceleration grants a non-triggered active ability to a creature, causing it to gain +2/-1 each turn before it attacks (+3/-1 for Overdrive).
- Automatically replaces any active ability when used on a creature, if there is one.
Acceleration and its upped version Overdrive are spell cards that provide a slow but fun growth mechanic for a variety of creatures in game. For 3 quanta (4 quanta for Overdrive), a player may choose to bestow the Acceleration ability to a creature, which causes it to gain +2/-1 (gaining 2 ATK, but losing 1 HP in the process) each turn before it attacks. Overdrive grants 3 ATK instead of the normal 2, thus justifying the increased cost as the upgrade. In a way, Acceleration can be very similar to Rage Potion, except the increase in ATK occurs over a longer period of time, but often rewards creatures with high HP in the long run.
Because Acceleration replaces any active ability of the target creature, the spell can be used as a form of (risky) lobotomization, similar to the Liquid Shadow alchemy spell. Thus, the spell can be used as a form of CC on weak creatures that have small amounts of health - for example, just like Liquid Shadow’s effect, applying Acceleration on a Phoenix will remove its Phoenix ability with that of Acceleration, causing it to die on the next turn (provided it deals additional damage when it does attack).
It’s important to note that if Acceleration (or Overdrive) is removed from the target creature by directly lobotomization or the addition of a new ability ( Mitosis, Butterfly Effect, Liquid Shadow, etc.), the creature will retain its current stats. At times, this can be incredibly annoying, as the creature may not have reached its full potential for damage output. Cards such as Reverse Time, Electrocutor, and even Antimatter can negate the effects of Acceleration easily, unless you have another Acceleration in your hand. Conversely, some abilities that replace the creature’s acceleration/overdriven ability can become quite tricky to fight against.
Voodoo Doll | Voodoo Doll can work wonders with Acceleration. Because of its similarity to Rage Potion, Acceleration can basically deal two forms of damage when coupled with the creature: first by increasing the Doll’s damage directly via the ATK boost, and second by decreasing its HP by 1 every turn. Note that compared to Rage Potion, Acceleration is much slower in terms of racking up quick damage against an opponent. However, if you manage to keep the Voodoo Doll alive and active (i.e. - not lobotomized), the total damage done by a single Voodoo Doll can be much higher than spamming Rage Potions on the dolls.
While many Gravity cards can work well with an Acceleration, the Armagio | Elite Armagio is an optimal choice due to its high HP and relatively cheaper cost compared to the other Gravity creatures. With at least a whopping 25 HP, Acceleration can turn the Armagio’s damage output equivalent to a Colossal Dragon in 3 turns, while still having more HP than the dragon as well. In addition, having multiple Armagio cards out on the field can help deflect damage from enemy creatures with their Gravity Pull ability, to give the main Accelerated one a chance to grow and cause serious dents to your opponent’s health.
Other Cards With Synergy
In addition to various high HP creatures such as the Massive Dragon, Scarabs (when you have multiples of them on the field), and Gargoyle (after using Stone Form), some spells can also go well with the Acceleration card. Heavy Armor can provide up to 12 (18 Overdriven) damage for a creature, while also be extremely cheap to boot, while already having synergy between Earth-Gravity cards. For further HP gain, Basilisk Blood can provide a 20 HP boost (although stunning the creature for 6 turns), making Acceleration last even longer on the affected creature. If you’re not too keen on increasing a creature’s HP to increase the effects of Acceleration, Guardian Angels and Purify can simply heal the damage, potentially providing a more efficient way of growing damage.
Although it may put your creature a little bit closer to death, Acceleration is a slow yet steady form of damage growth for high HP creatures, while being another form of CC for creatures that don’t have the HP to support the speed.
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