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(http://imgur.com/cNVp1)If the new art for skeleton really was (http://imgur.com/cNVp1) I would laugh :P
As far as I know the list includes every creature, including Skeleton/Fate Egg.
Discuss
Rainbow decks no longer have to pack Fallen Druids to stack high amounts of damage. Now they can just use the trusty Eternity.Unfortunately that would also mean that no creatures would be available with Steal or Destroy as an ability which I generally find exceptionally useful in Timebows. If anything it just makes Timebows stronger while reducing some of the novelty of Fallen Druids.
Unfortunately that would also mean that no creatures would be available with Steal or Destroy as an ability which I generally find exceptionally useful in Timebows.Endow your Pulverizer.
Okay so you replace your Eternity with Pulverizer once it's on the field? You're pretty screwed if you're keeping yourself from decking out then. Standing by what I said before: It strengthens Timebows, doesn't make anything useless.QuoteUnfortunately that would also mean that no creatures would be available with Steal or Destroy as an ability which I generally find exceptionally useful in Timebows.Endow your Pulverizer.
Why would you play your Eternity so early?Yes, that's basically exactly what I just said; I wouldn't play an Eternity until endgame by which point making such a play would be extremely risky.
If Eternity comes out you can just Endow that one before playing Pulverizer.
QuoteUnfortunately that would also mean that no creatures would be available with Steal or Destroy as an ability which I generally find exceptionally useful in Timebows.Endow your Pulverizer.
If you're relying on mutants to destroy stuff for you, you're relying on TWO rolls of the dice instead of one - first getting Druid early, then getting a lucky mutant early.
In my experience running timebows, novabows, CCYB, etc., mutants with destroy never made a difference. They always came so late that I already had control of the game, or they came early but were either useless or got incapacitated right away.As an aside: A CCYB variation using Mutations sounds very interesting.
The one exception that comes to mind is the Light Pillars several FGs use to power Miracles; destroy/steal mutants can speed that denial up. But that's just a speed change, since if you're worrying about Miracles, you're headed toward a win.
Maybe only make the standalone skeletons do this?
No one is disturbing you to rewind this creature. When you play Eternity 6 or 7 turns before deckout, you have enough different (and maybe cheap, too) creatures for rewinding.Sounds like an unwarranteed hinderance
nah, fate can be played mono; Ajit's fate egg generator should progress though (:rewinds/skeletons can be played from the mark easily ;)
I dont like it too much, I usually reverse skeletons while using my old timebow, so I dont deck out :PNow it replaces Fallen Elf to mutate (!)
I dont like it too much, I usually reverse skeletons while using my old timebow, so I dont deck out :PI agree. the skeletons are one of the best creatures to rewind. They cost only 1 :death ( :death is rarely used in :rainbow) and you can get it from boneyard
i like it but i think fate egg needs a buff now...Fate Egg... always needed a buff.
Do only I think that Zanz creates slowly more powerful cards so old cards are now weakIt's possible that you are in the minority. However, a majority of the Elements community has a bad habit of calling the card balance police every time a new card is introduced for development. What people don't realize is that a new card always incites a shift in game balance. Just because the game is changing doesn't mean that the new cards are more powerful or less powerful than the "old" cards. All that happens during development is a tweaking to accommodate the inclusion of a new card or cards. So basically, no, the old cards are not weak now, but rather are taking a different role to let the new cards in.
Okay, let's compare the scenarios then. First scenario is the one you just described. Second is:I wasn't talking about playing Eternity early, Druids tend to be useful late-game when you already have control of the field, same with Eternity on Skeletons. Crusader is already run in rainbow decks due to its ability to run with both Pulverizer and Eternity... it really doesn't matter which you endow, but in either case Druid is an extra card, which could be replaced with the change to Skeletons. Here's what I originally said...
1) Drawing an Eternity early enough, drawing a Pulverizer early enough, hoping you get a Crusader from Rewinding a Skeleton. THREE dice rolls instead of 2. -OR-
2) Drawing a Pulverizer early enough, and drawing a Crusader early enough. 2 Dice Rolls for this one too. While this is a possibility...the damage potential provided by Fallen Druid is much greater than a single Crusader. Also, let's not forget that, as you said, by using this method you would be wanting to save Eternity until late game, no? In that case you would need to spend ~21 turns Rewinding creatures to get the same damage potential as a Fallen Druid and you would have to stop as soon as you came close to decking out. Druid can continue to be used even after this point and it usually needs to be used after this point; also, this generally means that your duels will take longer than they have already. For Rainbows running Elite Queens, this tactic will reduce possibilities greatly.
Rainbow decks no longer have to pack Fallen Druids to stack high amounts of damage. Now they can just use the trusty Eternity.You seem to think I somehow said Druid has become obsolete, but I didn't. Eternity is now just an alternative form of increasing your damage potential. You said you like steal/destroy mutants, and I said I haven't found them very useful late-game, which is when mutations tend to happen, Pulverizer is much more useful and you can run both it and Eternity with a Crusader - many rainbow decks now do that. Sure, Eternity ends up with a dual purpose and can't continue expanding your army while avoiding deckout, but I haven't found that to be a problem either.
Ironic, I somehow knew you would say that. That's not what I think at all, in fact it's quite the opposite. I understood exactly you were saying, but the problem is that when you simply make a statement saying that Druid is no longer needed and only provide pros to back your statement then people who have less sense are inclined to go along with that claim without question. I simply provided the opposite side of the argument because I did not want people to be mislead. My first response was merely an attempt to give people something to think about before forming an opinion immediately; if I had known this discussion would have continued for this long then I would have taken the time to specifically spell out every single con immediately. I think we're at a general understanding here so I will not comment on this issue again.QuoteOkay, let's compare the scenarios then. First scenario is the one you just described. Second is:I wasn't talking about playing Eternity early, Druids tend to be useful late-game when you already have control of the field, same with Eternity on Skeletons. Crusader is already run in rainbow decks due to its ability to run with both Pulverizer and Eternity... it really doesn't matter which you endow, but in either case Druid is an extra card, which could be replaced with the change to Skeletons. Here's what I originally said...
1) Drawing an Eternity early enough, drawing a Pulverizer early enough, hoping you get a Crusader from Rewinding a Skeleton. THREE dice rolls instead of 2. -OR-
2) Drawing a Pulverizer early enough, and drawing a Crusader early enough. 2 Dice Rolls for this one too. While this is a possibility...the damage potential provided by Fallen Druid is much greater than a single Crusader. Also, let's not forget that, as you said, by using this method you would be wanting to save Eternity until late game, no? In that case you would need to spend ~21 turns Rewinding creatures to get the same damage potential as a Fallen Druid and you would have to stop as soon as you came close to decking out. Druid can continue to be used even after this point and it usually needs to be used after this point; also, this generally means that your duels will take longer than they have already. For Rainbows running Elite Queens, this tactic will reduce possibilities greatly.QuoteRainbow decks no longer have to pack Fallen Druids to stack high amounts of damage. Now they can just use the trusty Eternity.You seem to think I somehow said Druid has become obsolete, but I didn't. Eternity is now just an alternative form of increasing your damage potential. You said you like steal/destroy mutants, and I said I haven't found them very useful late-game, which is when mutations tend to happen, Pulverizer is much more useful and you can run both it and Eternity with a Crusader - many rainbow decks now do that. Sure, Eternity ends up with a dual purpose and can't continue expanding your army while avoiding deckout, but I haven't found that to be a problem either.
this is bad for anti-fg rainbow! without having a cheap card to reverse, they can deck too easily.It's not as bad as it sounds; you'll just have to start rewinding your own Skeletons earlier.
You could do that. Or add a photon (even cheaper than skeleton.)this is bad for anti-fg rainbow! without having a cheap card to reverse, they can deck too easily.It's not as bad as it sounds; you'll just have to start rewinding your own Skeletons earlier.
When you go and rewind your Skeletons, you should be able to find a relatively cheap creature to continuously rewind for stalling. In a standard Timebow, you have Fireflies (at 3 :air per rewind) as a back-up in case every rewound Skeleton ends up in something expensive.
Do only I think that Zanz creates slowly more powerful cards so old cards are now weakIt's possible that you are in the minority. However, a majority of the Elements community has a bad habit of calling the card balance police every time a new card is introduced for development. What people don't realize is that a new card always incites a shift in game balance. Just because the game is changing doesn't mean that the new cards are more powerful or less powerful than the "old" cards. All that happens during development is a tweaking to accommodate the inclusion of a new card or cards. So basically, no, the old cards are not weak now, but rather are taking a different role to let the new cards in.
Feel free to paraphrase then :DDo only I think that Zanz creates slowly more powerful cards so old cards are now weakIt's possible that you are in the minority. However, a majority of the Elements community has a bad habit of calling the card balance police every time a new card is introduced for development. What people don't realize is that a new card always incites a shift in game balance. Just because the game is changing doesn't mean that the new cards are more powerful or less powerful than the "old" cards. All that happens during development is a tweaking to accommodate the inclusion of a new card or cards. So basically, no, the old cards are not weak now, but rather are taking a different role to let the new cards in.
^^ I really wish I could put this whole thing in my signature.
Actually, running with Druid online, I often rewind the mutants instead of skeletons - often the mutant's base creature will have a better ability than the mutant itself, say a Lava Golem with Heal or a Chrysaora with Dive.I do the same thing sometimes. I'll have to do some serious testing to be fully sure, but I do think that it is more of a boon than a hinderance.
I guarantee many poor souls will botch potential FG victories by trying to rewind a Skeleton out of habit. Including myself.LOL yeah... I'm sure I will make that mistake more than a few times.
I think skeletons should have the ability as an active. So they'd kinda be like graboids, except instead of becoming a shrieker all the time, they become something random.So... a cheaper, better Fate Egg?
I think skeletons should have the ability as an active. So they'd kinda be like graboids, except instead of becoming a shrieker all the time, they become something random.Stop.Nerfing.Lucifrase.
The skeleton cost might be raised to two, but fate egg has the advantage of being available in a mono. And because graboids always come out to be a 8 or 10 attack creature while being burrowed, having a cheaper creature that isn't burrowed and has less attack/hp and can become a creature that's worse than a shrieker or can't be used by a death/time duo, it's pretty balanced.
Stop.Nerfing.Lucifrase.
All we need now is a spell that rewinds all your creatures on the play field ::)
heheheheThe skeleton cost might be raised to two, but fate egg has the advantage of being available in a mono. And because graboids always come out to be a 8 or 10 attack creature while being burrowed, having a cheaper creature that isn't burrowed and has less attack/hp and can become a creature that's worse than a shrieker or can't be used by a death/time duo, it's pretty balanced.Stop.Nerfing.Lucifrase.
It's not a nerf. You "revive" the skeletons, they become creatures without actives, you play luciferase.The skeleton cost might be raised to two, but fate egg has the advantage of being available in a mono. And because graboids always come out to be a 8 or 10 attack creature while being burrowed, having a cheaper creature that isn't burrowed and has less attack/hp and can become a creature that's worse than a shrieker or can't be used by a death/time duo, it's pretty balanced.Stop.Nerfing.Lucifrase.
So, let's recap. If you want to even think about lucifrasing skeletons you need:It's not a nerf. You "revive" the skeletons, they become creatures without actives, you play luciferase.The skeleton cost might be raised to two, but fate egg has the advantage of being available in a mono. And because graboids always come out to be a 8 or 10 attack creature while being burrowed, having a cheaper creature that isn't burrowed and has less attack/hp and can become a creature that's worse than a shrieker or can't be used by a death/time duo, it's pretty balanced.Stop.Nerfing.Lucifrase.
Haha it's definitely not complicated. Zanz is trying to buff skeletons. The current buff isn't really a buff at all unless you're using an old-fashioned rainbow. Putting them into a RT-death pharoah deck would probably be slow and unreliable since you wouldn't want to waste RT's knowing there's a chance you could get something horrible.Sorry Dema, but I disagree as well. The Skeleton really doesn't need a further buff IMO. Rainbow decks can easily adapt with a Photon or something; thats how stallbows work. Its a small buff for a small card, but Death honestly doesn't need anything more on the heals of Skull Shield's update.
Stop playing favorites. Luciferase already got a huge buff in that it now heals. Giving death another way to synergize with time is much better than keeping some horribly weak combo intact.
This has nothing to do with preventing deck outs. And just because you buff one card of an element doesn't mean you can't buff another. Turning skeleton into a graboid/fate egg is much better than a mummy/fate egg and is just as balanced, if not, more. In the case of the latter, you can either us RT, which is often a waste when you could use it on a mummy, or you can use eternity, which has the same drawbacks and is expensive to boot. In the case of the former, you get a cheaper fate egg that is similar in strength to a graboid.Haha it's definitely not complicated. Zanz is trying to buff skeletons. The current buff isn't really a buff at all unless you're using an old-fashioned rainbow. Putting them into a RT-death pharoah deck would probably be slow and unreliable since you wouldn't want to waste RT's knowing there's a chance you could get something horrible.Sorry Dema, but I disagree as well. The Skeleton really doesn't need a further buff IMO. Rainbow decks can easily adapt with a Photon or something; thats how stallbows work. Its a small buff for a small card, but Death honestly doesn't need anything more on the heals of Skull Shield's update.
Stop playing favorites. Luciferase already got a huge buff in that it now heals. Giving death another way to synergize with time is much better than keeping some horribly weak combo intact.
Would this passive be available through mutation?It's a passive, so unless you get a Mutant Skeleton, that'd be no.
If this is passive, then wouldn't Luciferase work?Someone above was suggesting changing it to an activated active ability.
wait now people have to reverse something else to keep from decking out?Now this is something I've been wondering, why are people actually worried about that? One still has Fireflies and Mutants to rewind, so one's slow timebow isn't ruined. Besides, it's a much needed change for Skeleton, and not rewinding them to avoid a deckout (which isn't hard to avoid anyway) isn't going to ruin any deck.
Time+Death Duo? I like it d^^bIt's a sad day when people build duo's for an effect they can get in mono's
It's a great idea, since Skeletons aren't that useful for Damage.
What do you mean? o-oTime+Death Duo? I like it d^^bIt's a sad day when people build duo's for an effect they can get in mono's
It's a great idea, since Skeletons aren't that useful for Damage.
It's basically replacing Fate Egg.What do you mean? o-oTime+Death Duo? I like it d^^bIt's a sad day when people build duo's for an effect they can get in mono's
It's a great idea, since Skeletons aren't that useful for Damage.
Oh..It's basically replacing Fate Egg.What do you mean? o-oTime+Death Duo? I like it d^^bIt's a sad day when people build duo's for an effect they can get in mono's
It's a great idea, since Skeletons aren't that useful for Damage.
Hmm.. Define Viable. In theory, We already have RT'ing mummies.Oh..It's basically replacing Fate Egg.What do you mean? o-oTime+Death Duo? I like it d^^bIt's a sad day when people build duo's for an effect they can get in mono's
It's a great idea, since Skeletons aren't that useful for Damage.
Well I was just saying that Death/Time duos would be a viable option if this change was applied.
I was thinking something like Boneyard+Eternity.Hmm.. Define Viable. In theory, We already have RT'ing mummies.Oh..It's basically replacing Fate Egg.What do you mean? o-oTime+Death Duo? I like it d^^bIt's a sad day when people build duo's for an effect they can get in mono's
It's a great idea, since Skeletons aren't that useful for Damage.
Well I was just saying that Death/Time duos would be a viable option if this change was applied.
Boneyard + Eternity combo would require some kind of third card to make it work, like Plague or Fire Buckler. As use-your-opponent combos go, I don't see this one as being very practical.You could always just use Schrödinger's Cat, it's very cheap, being 1 :entropy.
Boneyard + Eternity combo would require some kind of third card to make it work, like Plague or Fire Buckler. As use-your-opponent combos go, I don't see this one as being very practical.This deck (http://elementscommunity.org/forum/index.php/topic,20644.msg279976#msg279976) does fairly well against FGs.
I wasn't talking about rainbows, and FGs aren't a good standard. When talking about practical strategies, I'm usually talking about PvP.Yeah :D I don't know if it's the most effective trio, but it's definitely an option.
Good point about cats, though. You can even power that trio deck with Soul Catchers.
I like. I hope zanz is aware that fate egg is now absolutely inferior to the new skeleton.Except that fate egg is available with one less element and works with only one card instead of a 2-3 card combo.
@dragoon1140wait now people have to reverse something else to keep from decking out?Now this is something I've been wondering, why are people actually worried about that? One still has Fireflies and Mutants to rewind, so one's slow timebow isn't ruined. Besides, it's a much needed change for Skeleton, and not rewinding them to avoid a deckout (which isn't hard to avoid anyway) isn't going to ruin any deck.
@dragoon1140Nonsense! Nothing is stupid to say about cards in development unless one shouts "This card is OP/UP!" without testing it once. You're right in expressing a concern, even a minor one, since we want to make Elements as non-confusing and fun as possible. :)
lol k srry
i actually meant how ill probably forget about the new ability, and there4 deck myself out. >:|
coz i use a slow timebow myself
ahaha i made myself sound stupid, u were rite
THAT COMMENT WAS OP!Yeah, Dragoon1140 needs to be nerfed to Dragoon1130! :-X
!BUG ALERT!Should be an easy fix!
I'm using Skull Shield to turn AI creatures into Skeletons.
Then AI rewinds Skeleton with Eternity - Result: Skeleton sometimes goes on top of deck. (BUG)
Then AI plays the Skeleton and rewinds it with Eternity - Result: Skeleton goes on top of deck. (BUG)
Then AI plays the Skeleton and I rewind it with Eternity - Result: Skeleton turns into random creature. (Like it should.)
(http://imageplay.net/m7Gbd137203/Skeleton_bug1_thumb.jpg) (http://imageplay.net/view/m7Gbd137203/Skeleton_bug1)(http://imageplay.net/m7Gbd137204/Skeleton_bug2_thumb.jpg) (http://imageplay.net/view/m7Gbd137204/Skeleton_bug2)
Rainbow decks no longer have to pack Fallen Druids to stack high amounts of damage. Now they can just use the trusty Eternity.Actually imo regarding that mutants have abilities that no creature has (steal has been a game changer >.<), I would like to keep Fallen in my deck for such purposes, also it helps fix those annoying bad Undeads; and a common tactic that I use is mutating the opponents creatures and then reverse timing them, making them useless most of the time, and of course delaying the opponent's deck draws by a turn. So Fallens still have a solid spot in my deck.
Beyond that, the Fallen Druid mutants are never vanilla creatures (although some skills are really useless).I disagree. First of all, not everything should have to be 100% rational. Second of all, a boneyard generates a skeleton when a virus dies, so why shouldn't a skeleton be able to be reversed into a virus?
The main thing I dislike about this, is that the skeleton looks like from an humanoid creature. It seems strange it being able to return to, lets say, a dragon, or even more strange, a virus. If skeletons are really going to have this skill, looks like we should create a list of possible creatures.
Bone dragon should have this too. If targeted with reverse time it turns into a live dragon with half of the original bone dragon's attack and health. Just thinking.That would actually be a big nerf to one of the better dragons. While thematically it may fit, it better get like 15+ attack to be worthwhile. Some things are best left alone.
2) Why not just have it turn into a random other dragon?I thought about the exact same thing. At first I thought it would be a buff because one RT on the dragon wouldn't really do much. The problem, though, is that the second RT would likely make it unplayable. So overall I think it would be a nerf. It would be a mixed blessing, as they say; better for situations when someone only has a few RT's and you're low on quanta and worse against something like a time mono with eternity, hourglasses, and tons of RT to draw. I guess it would be interesting and consistent with the mummy/skeleton thing.
2) Why not just have it turn into a random other dragon?the same reason why not all aether creatures have built-in immaterial
It also doesn't even make sense. Since when can you turn undead creatures back to life by using a simple spell? Have you ever seen a horror/fantasy movie where that was possible?Since 1.27
Actually you could already do that with the mummy.It also doesn't even make sense. Since when can you turn undead creatures back to life by using a simple spell? Have you ever seen a horror/fantasy movie where that was possible?Since 1.27
It also doesn't even make sense. Since when can you turn undead creatures back to life by using a simple spell? Have you ever seen a horror/fantasy movie where that was possible?Yes. I have seen Time magic used to unbirth the living, rejuvenate the old and restore the undead to life. (True it was not in a movie but it was in a more credible source. D&D.)
Cost Type | Fate Egg | Skeleton Eternity | Skeleton Reverse Time |
Quanta Casting Cost | 3 :time | 1|2 :death | 1|2 :death |
Quanta Activation Cost | 1 :time | 3 :time | 3|1 :time |
Turn Cost | 1 | 0 | 0 |
Draw Cost | 1 | 1.1667 | 2 |
Deck Slot Cost | 1 | 1.1667 | 2 |
Estimated Equivalent | 7 | 7.33|8.33 | 9|8 |
Skeleton + Reverse Time (Cheapest version would be Eternity) vs Fate Eggwait1+3+2+2= 8 not 9
Cost ComparisonFate Egg is still supreme although it is close between unupped Fate Egg and unupped Skeleton + Eternity
Cost Type Fate Egg Skeleton
EternitySkeleton
Reverse TimeQuanta Casting Cost 3 :time 1|2 :death 1|2 :death Quanta Activation Cost 1 :time 3 :time 3|1 :time Turn Cost 1 0 0 Draw Cost 1 1.1667 2 Deck Slot Cost 1 1.1667 2 Estimated Equivalent 7 7.33|8.33 9|8
Adding 2 types of quanta can be compared to mono quanta by increasing the duo total by 1Skeleton + Reverse Time (Cheapest version would be Eternity) vs Fate Eggwait1+3+2+2= 8 not 9
Cost ComparisonFate Egg is still supreme although it is close between unupped Fate Egg and unupped Skeleton + Eternity
Cost Type Fate Egg Skeleton
EternitySkeleton
Reverse TimeQuanta Casting Cost 3 :time 1|2 :death 1|2 :death Quanta Activation Cost 1 :time 3 :time 3|1 :time Turn Cost 1 0 0 Draw Cost 1 1.1667 2 Deck Slot Cost 1 1.1667 2 Estimated Equivalent 7 7.33|8.33 9|8
and 2+1+2+2= 7 not 8
edit:also1+3+1.1663+1.1663= 6.33
and 2+3+1.1663+1.1663=7.33
thus being mono and not prone to bad draws is the only advantage of fate egg.
lol you should have started with thatAdding 2 types of quanta can be compared to mono quanta by increasing the duo total by 1Skeleton + Reverse Time (Cheapest version would be Eternity) vs Fate Eggwait1+3+2+2= 8 not 9
Cost ComparisonFate Egg is still supreme although it is close between unupped Fate Egg and unupped Skeleton + Eternity
Cost Type Fate Egg Skeleton
EternitySkeleton
Reverse TimeQuanta Casting Cost 3 :time 1|2 :death 1|2 :death Quanta Activation Cost 1 :time 3 :time 3|1 :time Turn Cost 1 0 0 Draw Cost 1 1.1667 2 Deck Slot Cost 1 1.1667 2 Estimated Equivalent 7 7.33|8.33 9|8
and 2+1+2+2= 7 not 8
edit:also1+3+1.1663+1.1663= 6.33
and 2+3+1.1663+1.1663=7.33
thus being mono and not prone to bad draws is the only advantage of fate egg.
I would like to see something like a "Skull King" who eitherI'd say the second one would only be OP if the effect stacks when there's more than 1 SK in play or if it stacks with eclipse. The last one MIGHT be OP with fractal but probably not too bad even then. In any case, submit it as a card idea and add a poll for which option would be best.
-Generates 1 skeleton each turn (like Pharoh or FireFly Queen)
-Increase every skeletons attack by 2 when it is summoned. (it may be OP, but I am brainstorming,feel free to edit)
-Have a stat like X/7, X being how many Skeletons you have out.
But Skeleton is a very versetile card, but are those "Never Upgrade These" cards
Skeleton's new ability is interesting in that it is a slight nerf to Eternitybows. No longer can you rewind your skeleton and replay it every turn. . .It also kinda nerfs skull shield in an indirect way. I tried adding a skull shield in my FG decks but found that FG's with rewind would just rewind them into nasty creatures.
Eh, now this one gets an effect? Hope that it can turn to Pharaoh after it's targetted by Reverse Time.It can turn into a Pharaoh but Mummy has a better chance of turning into Pharaoh
I don't know about you, but I think this was OT's funny side :3Eh, now this one gets an effect? Hope that it can turn to Pharaoh after it's targetted by Reverse Time.It can turn into a Pharaoh but Mummy has a better chance of turning into Pharaoh
Actually I was being entirely serious making sure that Mummy's effect was known.I don't know about you, but I think this was OT's funny side :3Eh, now this one gets an effect? Hope that it can turn to Pharaoh after it's targetted by Reverse Time.It can turn into a Pharaoh but Mummy has a better chance of turning into Pharaoh
Skeleton's new ability is interesting in that it is a slight nerf to Eternitybows. No longer can you rewind your skeleton and replay it every turn. . .You can rewind the new creature, tho, and if you have multiple skeletons, they'll probably all turn into things which need different mana to recast so you can rewind a different one every turn so you don't run out of one type of mana.
yesSkeleton's new ability is interesting in that it is a slight nerf to Eternitybows. No longer can you rewind your skeleton and replay it every turn. . .You can rewind the new creature, tho, and if you have multiple skeletons, they'll probably all turn into things which need different mana to recast so you can rewind a different one every turn so you don't run out of one type of mana.
There actually IS a use for this. It's a perfect aflatoxin on your own side fodder, and you can put it in a time/death deck and abuse the reverse time ability.Why not just use sparks/photons? Why not just use fate egg?
i prefer playing mummy....this is the only card in :death that i don't even care to buy.i somewhat agree with this, i think the current theme is: if a card can be produced by another card then it is not standalone.
2 more exceptions: Firefly Queen/Firefly and Pharaoh/Scarab. Skeleton is the only standalone that can be produced that does not have a defined niche of its own.i prefer playing mummy....this is the only card in :death that i don't even care to buy.i somewhat agree with this, i think the current theme is: if a card can be produced by another card then it is not standalone.
examples: phoenix/ash, aflatoxin/malignant cell, mutants/mutation or fallen druid. (did i miss any? purposefully excluding fractal)
2 exceptions: boneyard/this and mummy/pharoh.