Reverse Time

From Elements the Game Wiki
Jump to: navigation, search
Reverse Time
Reverse Time

Edit Data

TYPE Spell
ELEMENT Time
COST 2 Time
ATK | HP -
DESCRIPTION The target creature becomes the first card of the creature owner's deck
SKILL
PASSIVES
RARITY Common
BUY/SELL 26/18
Rewind
Rewind

 

TYPE Spell
ELEMENT Time
COST 1 Time
ATK | HP -
DESCRIPTION The target creature becomes the first card of the creature owner's deck
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1157


Artist's Comment

"This one's kinda tricky, because this art was not originally made for Reverse Time. It was created for the card concept 'Tick|Tock' by kev. When zanzarino approached me to replace Reverse Time on short notice, I put this art up, because despite it being created for something else, it does fit the card. The sawblade might seem a bit too aggressive, but I do believe that immediately removing the creature from the field matches that side quite well." -vrt

Overview

While Reverse Time (commonly abbreviated as ‘RT’) may seem limited in comparison to the rare weapon Eternity, RT is a nifty spell that can swiftly turn the tide of the battle. When used on a (non-Mummy or non-Skeleton) creature, RT places that creature in the owner’s deck, forcing them to redraw the card again the next turn.

General Use

Quick Facts:

  • Reverse Time will send a targeted creature back to the top of the owner’s deck, meaning it’ll be the next card they’ll draw on their turn.
  • Has a cost of 2 quanta (1 quanta upgraded).

Reverse Time is a unique support card. While one can only have up to six potential Reverse Time (or Rewind when upgraded) cards in their deck, their cost is fairly cheap; 2 (or 1 upgraded) quanta to cast.

Unlike Eternity, which can often suck players dry of quanta when tossed into the permanent slot and then used for its ability, certain situations may only require one or two uses of the Reverse Time effect. Thus, what RT lacks in tenacity (repetitive use in deck-out/continual creature denial), it compensates with speed and surprise (can’t be countered by permanent control). Although RT doesn’t kill or even damage a creature, it acts as a form of creature control by manipulating the opponent’s deck and hand, forcing them to replay it. In many cases, RT can grant a one or multiple card advantage if used properly as a denial tactic.

In general, RT is incredibly strong against decks that use flying weapons, buff-based creatures, and creature rushes; the first two being vulnerable because of the multiple card synergies required to pull off the combos, while the last tactic (rushes) can be slowed down considerably by a single RT. Also, if your creatures are afflicted by negative status effects, a quick Reverse Time can be used to 'refresh' the creature if you have a Precognition or Golden Hourglass on the field, as you could basically negate the poison/antimatter/negative status ailment completely while also maintaining your draw.

Synergies

Earthquake | Quicksand is a powerful card when it comes to quanta denial. Paired up with Reverse Time, Earthquake can be amplified to an even greater extent, especially when this combo is used during the early rounds of a match. As Earthquake removes the main source of quanta generation for the opponent, Reverse Time follows to force the opponent to draw (and replay) any creature on their field, which can be trouble if the affected creature has an expensive cost. While decks with both pillars and pendulums can somewhat offset the effect of the Earthquake and Reverse Time combination, the synergy between these two cards is strong enough to often cripple and slow various decks down.

Nightmare | Nightmare, another denial card, can also be used alongside Reverse Time. While Nightmare can be used on a card that the opponent can’t play (i.e. - Ghost of the Past for the opponent with no quanta), Reverse Time can then be used on one of their actual creatures. With this combo, the opponent may be forced to discard one of their key cards instead of the Ghosts, while also being denied of the opportunity to draw the creature you rewound to begin with. Repeatedly using Nightmare and Rewind can put the opposing enemy in a near lockdown state, assuming of course you have the required cards. Nonetheless, this strategy is harder to pull off, but also very fun when done at the right time.

Other Cards With Synergies

In either case, many of the cards that can be combined for fun or for special synergies with a single Rewind are numerous; some of them based off of special passives ( Skeletons and Mummies, which can also be used against Reverse Time for the same reason), others, based on hand control ( Mindgate, Precognition, and Dune Scorpions). Ironically, Eternity can also be used in conjunction with Rewind, as the spell can offer a quick removal of a frustrating creature on the field, while the permanent comes into play to ensure that it doesn’t get to cause any further trouble.

Conclusion

No matter where a Rewind card is placed (from simple mono-time decks to rainbow decks that need a form of CC), many players often have to adjust their strategies greatly when this card is used; players should never undervalue the power of a lost draw, as it can effectively make or break a battle.

Popular Deck

Five Minutes ‘til Lockdown

77j 77j 77j 77j 77j 78q 78q 78q 78q 78q 7q4 7q4 7q4 7q4 7q4 7ri 7ri 7ri 7ri 7t5 7t5 7t5 7t6 7t6 7t6 7t6 7t6 7t6 7ta 7tb 8pt

Other Decks