Alright, so this fellow once had a
thread dedicated to him, but not only did the thread fall into obscurity but the poll got eaten by Xeno's Pet Crawler mid-forum transfer, which kind of makes it seem like everyone forgot about this card. However, it has been pretty clear that Graviton Mercenary is the most underpowered card of the game for several reasons:
1) It's cost/attack/ability ratio isn't just bad, it's potentially the worst of its archetype:2. Other Gravity Cards do its job much better:Spoiler for Explanation:
Sure, Charger is +1 quanta more expensive than Mercenary, but Charger is almost always better than Mercenary in all situations simply due to the fact it has Momentum, which allows it to ignore shields, which is important when some decks resolve around using shields for stallpower (most notably Dimension Shield). Its upgrade of +2 ATK also makes it more useful as a GoTP-esque rusher, whereas the best use I can think of for Mercenary is 'cannon/rush fodder' in the upped environment (Which a bunch of creatures do better, such as Frog).
+
Alright, Acceleration might be a bit of stretch, but think about it for a second - for +1 quanta, you get an extra 20 turns of Acceleration assuming the Armagio survives that long, making it much more viable in decks that focus on gradually building damage. Armagio's high HP is also valued for its ability to self-inflict Gravity Pull, whereas Mercenary possesses no means of helping the player defend him/herself.
Proposed Buff:My proposed buff is the following :
(EDIT : Smash no longer works on shields and costs
. I'll edit the images as soon as I can.)
The reason I feel this buff is appropriate is because Gravity has had some indications that
can be a competent PC element (Momentum, Pulverizer, and SoFo), but yet it has no PC directly attributed to it for use in a mono besides Momentum (which only handle shields). By giving Graviton Mercenary this buff, Gravity can extend itself to counter Permanent more efficiently, and in the case of the unupped, Shards.
Delayed shields/weapons would simply not function for one turn, allowing other creatures to bypass enemy defenses - in a sense, while Charger focuses on being more individually powerful, Mercenary focuses on helping other creatures bypass shields.
Any Shard with a distinct 'shard' effect can be countered - this means all shards that stay on the field generate something else, or inflict a status effect can be countered. (E.g. Targeting a Shard Golem delays it for one turn, targeting a SoSa effect negates it for one turn, targeting SoFo, SoV, SoG, etc... will delay for one turn.) This helps differentiate the unupped from the upped and gives it use in Shard-heavy areas like Arena and League. I've also decreased the cost, to make it on 'par' with most of the other creatures. (Except for Abyss Crawler, but its balance is another story.)
I've also added Newbiecakes' original posted effect, the option of buffing Mercenary's ATK/HP, and a few other suggestions to the poll in addition to buffs I have proposed above. Feel free to post your thoughts - I will try to add other notable buff suggestions onto the poll.
(On a slightly unrelated note why does that 'Change Vote' option still disappear whenever I edit the poll?)