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You're stronger and you know it? Prove it by playing this risky card. This is a fire permanent that seeks to strengthen rushes to end the game as fast as possible. The :fire version of a Bond, as i see it. The damage is dealt every time your turn ends. Does not build into clusters. If N Bonds are in play, the effect will happen N times. If both players have exactly the same current hit points, both take damage.
Example for Bond of Amplification: 1) I have 90 HP, my opponent has 80 HP, there are no creatures alive and no poison stacks. I play a Bond, it will deal 4 damage to the other player. 2) The turn after he plays nothing, and i play another Bond. This time he will take 8 damage. 3) Eventually he plays Miracle, getting 99HP, i still have 90 HP. I play nothing. The Bonds will thus deal 4 damage to myself.
It has synergy with itself and with the quick damage dealing of the fire element in general, but could be used in other elements aswell (unupped) because of the free quanta cost. Fire and other PC elements are safer with this card because they could destroy it if things go wrong (especially for the unupped one).
The upped version is safer and will backfire less dramatically if the enemy is able to turn the tides. Because it has a cost, it is also more restricted to monofire use, and is less likely to come into play very early.
Counters: Many things, which will most likely cause horrible backfires: -All heals (Miracle!), and heals-over-time by a lower margin. -Max-HP-increasing cards (SoD, Stone SKin...) -Hard countered by Shard of Sacrifice: the Bond will either heal the enemy or damage yourself. -Reflective shields (it's spell damage) -Destructive PC (Pulverizer, SoFo, Butterly Effect --- not Steal, not Mindgate) -Players who just manage to deal more damage than you eventually but early enough (Mitosis/Fractal/Adrenaline/Acceleration...) -Vampire creatures -And of course, bad starts, where playing this will just kill you faster.
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