*performs necromantic ritual*
Countering Poison affects 2-3 elements at best ( , , , note that Water also uses Poison) , so I feel the ability is very limited in how it affects the game.
I would prefer if this card get a stat buff and a different water card be made involving countering Poison.
The ability resets the creature's stats in addition to removing poison, and is designed to subtly affect most elements. Examples:
Recovering from antimatter
Removing infection
(synergy) Turns Acceleration into a constant buff (accelerate once ---> homeostasis ---> accelerate once) with
upkeep
Remove increased HP buffs (to, e.g. bypass
shield)
Removing infection
Bypasses
shield with
upkeep
Recover from direct creature damage
... and so forth.
Reasoning:
Thematically, Water is about balance, healing, and stability. This ability fits all three.
If this were a valid reason to buff a water card then there would always be a reason to buff water cards even after they were clearly OP.
Though cometbah didn't mention it, I think he assumes the card is currently UP and is reasoning for why to use this buff.
Each of these threads are required to provide reasoning why a change is needed.
They do not get to assume they are right.
My apologies. I do think that the card is currently UP.
Reasoning:
Almost all non-:water 'vanilla creatures' (i.e. non-dragon, mono-element creatures of at least 1 base HP with no abilities except quanta-generation and counter-reverse-time) are more cost-effective than the Blue Crawler.
The quanta-to-stat-point ratio of a Blue Crawler is exactly 0.50.
In comparison:
Golem: ratio of 0.40
Gnome: ratio of 0.50, but with quanta generation
Frog: 0.33
Cockatrice: 0.38
Ash Eater: 0.33
Photon: 0
Dragonfly: 0.50 with quanta generation
No strictly 'vanilla' creatures, as defined above, but:
Deja Vu: 0.50 with duplication
No strictly 'vanilla' creatures.
No strictly 'vanilla' creatures, but:
Psion: 0.50 with spell damage
Abomination: 0.50 (also requires a buff, in my opinion)
Skeletons: 0.50, with strong resistance to reverse-time
Mummy: 0.50, with weak resistance to reverse-time
Mercenary: 0.38