I can change "leaves play" to "is killed", but I do want the card to be resistant to lethal CC.
Most elements do have a counter right now and those that don't will get one in the series... but I do see the point here.
Alternately, I could have the card get shuffled to deck instead of returning to hand. That would leave the opponent extra time before it comes back.
So, what about something like:
"Target ally redirects its attack at any enemy in the opposing slot. Shuffle this card to deck if ally dies on opponent's turn."
This makes
-poison a counter due to timing
-Rewind, and eternity are counters
-Shields that can kill are counters (effective since momentum will negate this card's effect)
Current counters / mitigators are:
-GP (overrides the effect)
-lobotomize (remove the effect, destroying it for good)
-Antimatter (causes it to heal)
-Voodoo doll
-Freeze effects
-Delay effects
-Evasion
-Quintescence (denied! lol )
-It is its own counter
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Possible others:
-liquid shadow, mitosis, and butterfly effect? (could allow new skills to overwrite it)
-mutate / improve
So as best as I can see, only
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and
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get left out.
I'm not losing any sleep over annoying
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with CC it can't counter as effectively with its own versions.
I already had a good counter in mind for
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that I will be posting shortly as part of the series.
The series will contain a variety of other counter options as well.
Will this be enough to keep it balanced if the cost is raised a bit?