The Fluid ability prevents the attack from ever exceeding 1 even if there is no field space left, so your field will be full of 1 atk creatures with a lot of HP.
But the ability was described as an active skill right? So you could choose not to divide it if you didn't want to - which as Brontos said is way OP with SoP and even worse with flood - See below.
SoP without Flood | Sop with Flood |
Turn | Damage | 1 | 1 | 2 | 3 | 3 | 9 | 4 | 27 | 5 | 73 | 6 | 119 |
| Turn | Damage | 1 | 1 | 2 | 3 | 3 | 9 | 4 | 39 | 5 | 139 | 6 | 239 |
|
This does crazy high damage in only a few rounds and cost virtually nothing to play either SoP nor blob.
Thank you for this clarification. Yes, it is far less OP than what I understood.... And far less usefull as well. ^^
If he meant an active skill that is automatically cast, then the above statement is bang on the mark. How is this useful?
Without SoP this does nothing.
- Using blessing would split it but would be no more use than before it spilt - probably detrimental really.
- Chaos seed might cas it to divide - but to what end? it just blocks all your slots with 1 damage creatures.
- Its not like a de ja vu, because with these, you give it a bonus and then it replicates this bonus when it divides.
So in summary - it is either massively OP, or massively UP and has virtually no use.
One option could be to make it cost to cast, if it cost 2
, that would at least mean you would require 16
to get to the 9 blob stage which is in the water of flood. Even then you could still argue that its OP. 5xflood, 5xamorphus, 5xSoP, 15x Pillar. You'd out rush almost any deck, especially on fg & arena decks. This is not even counting the effective stall methods of water element.