hex is like slow|stop gone horribly wrong, instead of allowing the creature to regain attack slowly back to its normal amount, this slowly decreases it until it is 0- where it will stay. and if it is antimattered prior to being hexed, it will grow more negative and negative each turn, as antimattered attacks are considered successful attacks, even if they heal rather than damage.
Hm, more duo capability for aether/darkness? This + quint + Lobotomizer and you get a proper no damage, no use creatures on the whole field.How would it work on antimattered creatures? would Hex bring creatures under 0 attack?Also, i think it should be made into a spell again for balancing purposes. Jinx lowering attack by 2 and Hex doing the same thing as it does now.
oho, but a black nymph KILLS the creatures. now imagine if every single creature you played was just a stepholder? no use what-so-ever, it's just there, occupying space? (not counting passives) Maybe add water for Mind Flayers and Flooding, and you got yourself the perfect field lockdown while recieving no damage at all.
I don't really understand this. Fire Shield deals 1 damage to all creatures that attacked the wielder successfully, yet it does not harm antimattered creatures. No shield seems to affect them. I guess it wouldn't be so hard that this does not affect creatures with negative or zero attack power, I presume.