This is not entirely accurate. Reverse time doesn't allow you to infinitely do anything, eternity does. And there is a very fine way around a protected eternity. It is also a two card combo. I'll let others address that for now.
The problem lies in the stall mechanics. By placing a card on top of the deck, players can endlessly stall themselves or their opponents. Both of these are detrimental to the game. It sidesteps the possibility of decking out, and can create an impossible situation for decks that cannot draw more cards. On top of that, the AI is practically unaffected by this, as they draw extra cards, plus it's even harder to counter their RT's, as a deck with 3x time and a protected Eternity can stall you forever.
This is not entirely accurate. Reverse time doesn't allow you to infinitely do anything, eternity does. And there is a very fine way around a protected eternity. It is also a two card combo. I'll let others address that for now.
The problem lies in the stall mechanics. By placing a card on top of the deck, players can endlessly stall themselves or their opponents. Both of these are detrimental to the game. It sidesteps the possibility of decking out, and can create an impossible situation for decks that cannot draw more cards. On top of that, the AI is practically unaffected by this, as they draw extra cards, plus it's even harder to counter their RT's, as a deck with 3x time and a protected Eternity can stall you forever.
As for the proposed nerf. That pretty much removes any usefulness it might see. What about decks that don't buff creatures? Shall it do nothing against a good portion of decks and be super situational like purify was?
And what about the decks that don't use creatures that change? Such as a lot of more current immo rushes or quite a number of speedbows, or the many mono/duo decks around?
No one is going to pay 3 time just to heal a creature. Only use it would see is to negate buffs on opponents or debuffs on self. It would see marginal use at best. And not to mention, as is, i hardly ever see either of these two in decks. Only two decks come to mind with this, I gotp time, and ghostmare.
So because you don't like it, it should be nerfed?
Negating buffs, debuffs, or changes...it has always seemed to me that's really the point of Reverse Time. It's taken on a whole other functionality, though, one which I wholly disapprove of. I don't like what it brings to the game at all. Like I said, mechanics like these are just bad for the game.
Voted no nerf for this card. While this card is strong, it's not op, imo.
Ok, what strategy does this destroy? A deck full of forest spectres/golems? Both of these are very weak originally and any cc could take them. I would even say that congeal is worse. Same quanta, and creature is out for 4 turns, while with RT you could have it back next turn. As to the draw locking: Just don't replay the card, you'll draw more, then play multiple creatures at once. It is also not extremlely rampant in decks. I can think of a grabby deck, dune scorps, and ghostmare. (Many speedbows pack precogs for smaller decks, and many fattybows use hourglass. Even in novabows it's never an eternity, and you can only fit like 2 of them inside, plus novabow's use lots of grabbies, which conflict with the time quanta) Let me know if I'm wrong, but a card that is only prevalent in 3 types of decks (one of which is almost broken, even without RT) is not OP.
I like the go back 2 turns idea If it undoes 2 turns and it's only been out for 1 turn that makes it go back to the hand or the deck?
Hard counters are boring and frustrating. This game needs to move away from them.
Just a simple cost increase is needed imo - 3 :time / 2 :time should be enough.
Just compare it to, oh, Silence. Would anyone really argue it's a weaker card? Draw denial and creature control is definitely too much for its cheap cost. Rage Potion is another card that has a dual purpose, and it's definitely not UP despite costing 3 :fire . If RT put the creature in your hand but not your deck, 1 :time would be a fair cost, since it would be like Lightning - situationally very good, sometimes useless. Atm it's definitely OP.
I think it is strong but not op.You say it takes a turn to draw Reverse Time/Rewind. True, but this happens with every single card type, so I don't think it is a "-" for Reverse Time. And what about Eternity? This weapon always stays there and rewinds everything every turn just for 3 :time, it can be used to prevent a player from drawing new cards and either protecting him/her from a deck-out or preventing him/her from playing any creature, which is a 'game over' for too many types of decks.
The reversed creature can be played the next turn in most cases.
And for the whole taking up a draw argument, it did also take a turn for the player to draw the rewind. So pretty much you both lose a draw.
...And what about Eternity? [...]rewinds everything every turn just for 3 :time, it can be used to prevent a player from drawing new cards and either protecting him/her from a deck-out or preventing him/her from playing any creature, which is a 'game over' for too many types of decks.
...There aren't any cards which allow you to draw more cards, except for :time cards and the neutral SoBravery...
Is RT really that strong?
There are much more counters to RT than negative RT effects. In most annoying strategies like Gostmare, RT is actually a support spell. On the other hand, EQ has 2 :earth cost, and kills up to 3 pillars. Silence - 2 :aether , BH - 3 :gravity, Nightmare - 1 :darkness !! and all those cards have only 1 counter - Sanctuary. Which btw, usually requires a PA as well, so you need 2 cards to counter 1 card and more than 1 quantum type. If 2 :earth is enough for EQ, than 1 :time is more than enough for Rewind. If we lower effects of RT, things like Chimera lose their best counter in game. I guess that every strategy needs a counter-strategy. Besides, main reason I hate to put Eternity in any rainbow is that it has high cost and cast cost already, so making it cost more would make it usable only for mono :time decks and that way it would be underplayed.
Very good points, however Eternity has a soo badly needed effect (preventing your own deckout) whick makes it a must-have in many decks. Anyway, I still think that Reverse Time should either cost 1 :time more or returning the creature in your hand (not the top of your deck).
preventing deckout is not "so badly needed" in my opinion. My experience: even using a slim deck deckout rarely occurs compared to other things which lead to a loss.
In my opinion, returning a creature not on the top of the opponent's deck makes Rewind even stronger. You don't only lose a creature but also no idea when will it ever get back...
+1 cost seems much more reasonable since returning card in players hand instead of top of his deck doesn't prevent deckout.[/spoiler]Is RT really that strong?
There are much more counters to RT than negative RT effects. In most annoying strategies like Gostmare, RT is actually a support spell. On the other hand, EQ has 2 :earth cost, and kills up to 3 pillars. Silence - 2 :aether , BH - 3 :gravity, Nightmare - 1 :darkness !! and all those cards have only 1 counter - Sanctuary. Which btw, usually requires a PA as well, so you need 2 cards to counter 1 card and more than 1 quantum type. If 2 :earth is enough for EQ, than 1 :time is more than enough for Rewind. If we lower effects of RT, things like Chimera lose their best counter in game. I guess that every strategy needs a counter-strategy. Besides, main reason I hate to put Eternity in any rainbow is that it has high cost and cast cost already, so making it cost more would make it usable only for mono :time decks and that way it would be underplayed.
Very good points, however Eternity has a soo badly needed effect (preventing your own deckout) whick makes it a must-have in many decks. Anyway, I still think that Reverse Time should either cost 1 :time more or returning the creature in your hand (not the top of your deck). Earthquake, Silence, Basilisk Blood etc. are not as drastic and versatile as Reverse Time IMO, and Chimera costs 6 or 7 :gravity and it is not used often, so it won't hurt to increase its counter cost by 1.
4 if it's from eternity.You are aware that Poseidon has 2 :earth cost for Tsunami (EQ), and Pulverizer has 2 :gravity cost Destroy, Shard of Focus has 0 cost on destroy, and RT on Eternity needs a cost of 4? So for 3 :water and 4 :earth you get to destroy 6 pillars, and for 5 :time + 4 :time I get the honor to rewind one of your creatures? And Poseidon, SoF, even Pulvy fit nicely in any rainbow deck, while you're lucky if you manage to bring Eternity into game and cast RT once with most of the rainbows. You're basicaly saying "only mono or duo time decks should be able to play Eternity"
You're basicaly saying "only mono or duo time decks should be able to play Eternity"
Not true, can be played in immo rushes and rainbows just fine as well.You're basicaly saying "only mono or duo time decks should be able to play Eternity"
In fact, Eternity can only be played properly in mono/duo decks already.
Trolling or stupid?Who?
Have you ever posted a non-wise post?Reverse Time is currently placed on par with the other 2 Kings of CC (Lightning and Basilisk Blood). This may or may not be accurate but lets look at the situation.
LightningBasalisk Blood
- Removes a creature with 5hp or less (vast majority)
Reverse Time
- Delay a creature for 6 turns (could be the rest of the game)
If the creature is never replayed then RT acts like Lightning. However the target must be worthless otherwise it would eventually be replayed. So this comparison is best summed up as:
- Cost the opponent a draw
- Delays the creature until the casting cost is repaid (could be as little as 0 turns or forever)
1 valuable creature control vs 1 draw denial + 1 worthless creature control
If the creature is replayed then RT acts like Basilisk Blood. In this case the delay from the RT is usually very short.
Delay valuable creature 6 turns vs 1 draw denial + delay valuable creature 1 turn.
Now I have not mentioned things like removing buffs. Frankly these high tier CC cards don't have much respect for buffs in the first place. Buffs don't matter when dead or delayed 6 turns. Why would they matter when RT'd?
Now I have not mentioned things like removing buffs. Frankly these high tier CC cards don't have much respect for buffs in the first place. Buffs don't matter when dead or delayed 6 turns. Why would they matter when RT'd?if you are using buff cards, you likely have a non rush deck, probably a stall or big deck. In such a case, 6 turns likely can be waited out. Additionally, many buff cards give more HP, so they prevent the creature from becoming dead. You also ignored the quanta cost having to be repaid to resummon the creature. Add in we have no multiuse lightning card, and the multiuse BB card is a very rare nymph. multiuse RT, eternity, is a regular rare weapon.
Snipe is similar to multiuse lightning.Now I have not mentioned things like removing buffs. Frankly these high tier CC cards don't have much respect for buffs in the first place. Buffs don't matter when dead or delayed 6 turns. Why would they matter when RT'd?if you are using buff cards, you likely have a non rush deck, probably a stall or big deck. In such a case, 6 turns likely can be waited out. Additionally, many buff cards give more HP, so they prevent the creature from becoming dead. You also ignored the quanta cost having to be repaid to resummon the creature. Add in we have no multiuse lightning card, and the multiuse BB card is a very rare nymph. multiuse RT, eternity, is a regular rare weapon.
I still stand by my opinion that this is an automatic kill of a creature ignoring HP, buffs, and anything else in exchange for an extra copy of the card when you likely had extras anyways.
^ Rarity in definitely not irrelevant. If it is, then why are we tremendously happy if we get a new Nymph from the Oracle? ]Rarity is irrelevant when balancing cards. I'm pretty sure thats what OldTrees meant.
^ Rarity in definitely not irrelevant. If it is, then why are we tremendously happy if we get a new Nymph from the Oracle? Why we farm Arena in order to get upped/unupped Shards or Rare Weapons? And if rarity is irrelevant, then why rare cards are usually much stronger than the common cards?Let me clarify:
About Reverse Time, buff and nerf effects matter in this case because RT can remove all positive or negative effects from a target by returning the creature to the top of the owner's deck. That includes Basilisk Blood, Freeze, Poison, Blessing, Chaos Power, SoP's buff, Butterfly effect, etc. You can also use RT to 'refresh' your Shard of Focus or your Armagio. And we shouldn't forget the pretty nasty combo of Mutation + Rewind...Reverse Time, Basilisk Blood and Lightning can all neutralize positive effects on the target creature.
Anyway, I think RT does a lot of different things pretty well for a pretty low price. A +1 :time to the cost is a very good balance IMO.
As for Lightning, it is effective only against creatures with 5 or less hp and it needs combos in order to slain creatures with 6 or more hp. Rewind is effective against every non-Immortal creature.
Another possible suggestion: Delay creature 1 turn, then return to hand. Loses no CC functionality(in some cases it's better), loses the stall (usually)
Is RT really that strong?
There are much more counters to RT than negative RT effects. In most annoying strategies like Gostmare, RT is actually a support spell. On the other hand, EQ has 2 :earth cost, and kills up to 3 pillars. Silence - 2 :aether , BH - 3 :gravity, Nightmare - 1 :darkness !! and all those cards have only 1 counter - Sanctuary. Which btw, usually requires a PA as well, so you need 2 cards to counter 1 card and more than 1 quantum type. If 2 :earth is enough for EQ, than 1 :time is more than enough for Rewind. If we lower effects of RT, things like Chimera lose their best counter in game. I guess that every strategy needs a counter-strategy. Besides, main reason I hate to put Eternity in any rainbow is that it has high cost and cast cost already, so making it cost more would make it usable only for mono :time decks and that way it would be underplayed.
Talking about ReverseTime should be a discuss about all game mechanism. Why we produce a lot of cards for 1-3 quantum which can be used on opponent? Touching opponent creatures, permaments, quantum should be difficult. For me CC should be from shields, weapons - not from spells which cost 1-3. Destroying pillars from Trident - it is ok. From QS = OP. Destroying permaments from Pulvy - it is ok. From Explosion, Steal = OP.Lava Golem is 1 card that can win a game given enough quanta.
I don't understand this logic. Pawn in chess can't destroy Queen so easy. It is really bad that we allowed on this in Elements.
Your counting is wrong. When I destroy Golem or Dragon I gain +N HP, where N is attack destroyed creature. So when I destroy Dragon 10|5 then Lighting give me 10HP per turn. It is 2x more than SoG which cost 3 and it is easy to destroy/steal. It is incredibly unbalanced.
But... I don't believe that can be ever changed.
I don't understand this logic. Pawn in chess can't destroy Queen so easy. It is really bad that we allowed on this in Elements.Comparing 1 Lighting to 1 Lava Golem:
Your counting is wrong. When I destroy Golem or Dragon I gain +N HP, where N is attack destroyed creature. So when I destroy Dragon 10|5 then Lighting give me 10HP per turn. It is 2x more than SoG which cost 3 and it is easy to destroy/steal. It is incredibly unbalanced.
But... I don't believe that can be ever changed.
SoG needs deck without PC. Lighting needs creature wiithout Quint. Which situation is often in game?
I want to open Your eyes and show few things which aren't balanced here.
How we can change it? I have no good idea (except making Marks better, which I wrote in other topic) but something should be done. Situation when cards like Lighting, Rewind, BB, QS etc. can be used in 95% games with succesfull is bad.
Why You compare Dragon (creatures) with counters like Lighting? It is stupid, all we know that I need attack to win. When You want compare counters/defend, lets compare Lighting with SoG.Preventing damage and healing damage are different. Please be specific/accurate with your language.
When Lighting destroy creature like Dragon 10|5 I "gain" 10 HP per turn because opponent didn't put damage for me. It isn't heal, but it gives me 10 HP more in next turn. SoG gives me only 3 (5) HP, it is easy to destroy, have advantage only when creature's HP >5 and cost 3x more.
CC/PC from spells are too powerful. It is too easy in this game to hit opponent's cards and too difficult to prevent this. How can I prevent my creature against Lighting, Rewind or BB? Only by Quint for... 3 (!) :aether, so 3x more than all those cards cost.
So not Rewind is OP, but all cards like Lighting, Rewind, BB, also BlackHole, Quicksand (QS especially) etc...
Talking like "I have 6 creatures, You have 6 Lighting" is stupid... All we know that deck with 6 SoG, 6 CC, 6 PC, 12 Towers can't win. If we want to talk seriously we should see how it looks when Player1 has got 6 creatures and Player2 has got 4 the same creatures + 2 Lighting. Who win this match? In most games winner will be Player2 and he will do it with using less quantum than opponent. And this is fact. And this is bad situation (in my opinion).Let us assume for a moment that Lightning and Lava Golem were of equal value (aka equal cost). We can test a deck of Pillars + 6 Lava Golems vs a deck of 4 Lava Golem + 2 Lightnings. We would quickly observe that the deck with the 2 5 :aether+1card cost Lightnings would lose more often. If Lightning and Lava Golem were of equal value then both of these decks should have roughly equal chances if both cards had equal costs. Obviously this hypothetical test proves that Lightning would be UP relative to Lava Golem IF it cost the same as Lava Golem. Therefore Lightning must cost less than Lava Golem.
Destroying opponent cards should be difficult.
Today it is easier destroy opponent's creature than heal Yourself...Shard of Gratitude costs about the same as Lightning. One works better against behemoths the other against swarms.
Talking like "I have 6 creatures, You have 6 Lighting" is stupid... All we know that deck with 6 SoG, 6 CC, 6 PC, 12 Towers can't win. If we want to talk seriously we should see how it looks when Player1 has got 6 creatures and Player2 has got 4 the same creatures + 2 Lighting. Who win this match? In most games winner will be Player2 and he will do it with using less quantum than opponent. And this is fact.
Destroying opponent cards should be difficult. Today it is easier to destroy opponent's creature than heal Yourself...
Guys, no offense, but this is Reverse Time/Rewind thread and I feel you've gone out of topic and you discuss about CC and PC in general but you don't even mention RT anymore. So, please, return back to RT discussion...
@another threadGuys, no offense, but this is Reverse Time/Rewind thread and I feel you've gone out of topic and you discuss about CC and PC in general but you don't even mention RT anymore. So, please, return back to RT discussion...
^^^ This. Awesome discussion, especially appreciate OldTrees' points on cost/benefit of win conditions vs. counters. Is there another thread to link to?
Topic:
Not sure if it's a nerf for RT, or a buff to Voodoo Doll and Reflecting/Emerald Shield, but why not just make RT vulnerable to those effects? Say, if it's reflected/Voodooed, your weapon (Eternity nerf, ahoy!) is returned to your hand, or you have to skip a turn?
We discuss about CC in overall because when we compare RT with other spells for 1 :quantum then this card is balanced. But I admit that mechanism of all cards like Lighting, BB, Rewind is OP.Please start using 2 :time|1 :time for the cost rather than 1 :time. It is imprecise to say the upgraded rewind costs 1 :time+1card when it costs 1 :time+1card+1upgrade. Hence using the unupped cost is usually more precise.
We discuss about CC in overall because when we compare RT with other spells for 1 :quantum then this card is balanced. But I admit that mechanism of all cards like Lighting, BB, Rewind is OP.
In my opinion people see how OP these spells are only in Rewind, because they think that they must pay twice for the same card. They didn't see that Lighting/BB didn't give any chance to survive for 80-90% creatures. It is psychological thing probably, because Player didn't see that it is much better to have rewinded creature than destroyed (of course sometimes Rewind is annyoying, for example with Nightmare in Arena).
So Rewind in compare with Lighting, BB, QS etc. is balanced.
But (in my opinion) all spells which destroy opponent creatures/permaments/pillars/quantum and cost 1-3 are too powerful. Rewind shows You that it isn't fair when You put big creature and opponent can easily rewind it. Especially Dragons should survive all CC which are used once.
I personally view RT as powerful as Silence, so I think RT should have Silence's cost.Silence 3 :aether|2 :aether + 1 card
Yours arguments are good only in situation, when I can put all cards on field in one time. In normal game You put 1st creature, I kill it and put my 1st creature. You need probably few turns to put next creature (1-3 turns) and it is time when I have advantage. You put next creature and I kill it/use Rewind/use BB etc and put my 2nd creature. In first part of game I have 1-2 creatures more than You. It is big advantage. So please don't say that Lighting gives 5 damage for HP Status. It is only very situational skill. Lighting kills creatures - it is the main skill. When Lighting will hit only HP status then You will be right.
Problem is bigger when I have something like QS. Then You can never (or it is very difficult) put next big creature.
Why people think that Rewind is too powerful? Because it can hit all creatures and You lose one draw. They don't know that Lighting or BB effect is the same powerful as Rewind.
But... People like this. People like destroying. They don't like tactic, strategy. Only fast hit, big damage for opponent and win.
It is funny when I see that they want to nerf SoW, which gives +4/0 (because then can't do what they like - destroy it without shield), but they didn't see problem with 0/-5 card ;) It is funny when it is easier to destroy opponent creature than protect Yourself.
I understand Your opinions. But please try understand also me. CC, PC are very powerful, not all elements has got it. People didn't play the most Fire or Darkness only because they like red or black colour. They didn't play Rainbows only because they didn't know which elements choose. All we know how strength is PC and CC. Why people didn't use Shockwave as often as Lighting? Because it is huge difference between -4 and -5 attack. Why RoF is popular card but Thunderstorm no? It shows which cards are too powerful (maybe not OP as one card, but OP with duo/trio/rainbows - especially QS).
I personally view RT as powerful as Silence, so I think RT should have Silence's cost.Silence 3 :aether|2 :aether + 1 card
Lightning 2 :aether|1 :aether + 1 card
Reverse Time 3 :time|1 :time + 1 card
Anyone else notice that RT has become a lot less common after the speedbow nerf?Actualy I did.
Thanks for the correction. I don't know why I had the unupped cost wrong. (yet another reminder to double check everything)I personally view RT as powerful as Silence, so I think RT should have Silence's cost.Silence 3 :aether|2 :aether + 1 card
Lightning 2 :aether|1 :aether + 1 card
Reverse Time 3 :time|1 :time + 1 card
When I write RT I also refet to Rewind, which is cheaper than upped Silence, so I think it must costs 2 :time instead of 1 :time. Also, Reverse Time (unupped) costs 2 :time and not 3 :time. I think Reverse Time/Rewind should cost 3 :time|2 :time and I would consider it balanced, nothing more nothing less. I also think Eternity should cost 7 :time|6 :time and not 6 :time|5 :time (too cheap in my opinion, after all it can infinitely prevent deckout, which is a lost condition).
At start You have 7 cards in hand, to put big creature You need next 3-4 turns (=10 cards in hand/field). It is highly probable that You will have 2 creatures in hand and I will have 1 creature + 1 Lighting/BB/Rewind/etc. So I can easy destroy Your creature and put my own dragon in the same turn.Yours arguments are good only in situation, when I can put all cards on field in one time. In normal game You put 1st creature, I kill it and put my 1st creature. You need probably few turns to put next creature (1-3 turns) and it is time when I have advantage. You put next creature and I kill it/use Rewind/use BB etc and put my 2nd creature. In first part of game I have 1-2 creatures more than You. It is big advantage. So please don't say that Lighting gives 5 damage for HP Status. It is only very situational skill. Lighting kills creatures - it is the main skill. When Lighting will hit only HP status then You will be right.
Problem is bigger when I have something like QS. Then You can never (or it is very difficult) put next big creature.
Why people think that Rewind is too powerful? Because it can hit all creatures and You lose one draw. They don't know that Lighting or BB effect is the same powerful as Rewind.
But... People like this. People like destroying. They don't like tactic, strategy. Only fast hit, big damage for opponent and win.
It is funny when I see that they want to nerf SoW, which gives +4/0 (because then can't do what they like - destroy it without shield), but they didn't see problem with 0/-5 card ;) It is funny when it is easier to destroy opponent creature than protect Yourself.
I understand Your opinions. But please try understand also me. CC, PC are very powerful, not all elements has got it. People didn't play the most Fire or Darkness only because they like red or black colour. They didn't play Rainbows only because they didn't know which elements choose. All we know how strength is PC and CC. Why people didn't use Shockwave as often as Lighting? Because it is huge difference between -4 and -5 attack. Why RoF is popular card but Thunderstorm no? It shows which cards are too powerful (maybe not OP as one card, but OP with duo/trio/rainbows - especially QS).
You still have a huge whole in your logic. LIGHTNING TAKES UP A CARD SPACE, PROBABLY A CREATURE SPACE. You say that I play a card and it gets lightninged, and you play your creature. IF YOU DRAW A LIGHTNING, YOU ARE NOT DRAWING A CREATURE. It takes up the space. So we would still be even, except I have allready done more damage to you. If you are saying that it takes a lot of time to play the creature again, so you have time to draw one of yous, generally cheap creatures are the ones with the lower hp. The "balance formua" for deciding cost gives an extra cost if the defense is over 5 (presumably for lightning/RP) so theoretically, cheap creatures have low hp, and its not hard to play one the next turn.
This is only true if removal costs significantly less than the creature removed (Crimson Dragon). This would be false if the removal cost only slightly less than the creature removed (Lava Golem). It would be demonstrably UP if the removal cost the same as the creature removed(5 :aether).At start You have 7 cards in hand, to put big creature You need next 3-4 turns (=10 cards in hand/field). It is highly probable that You will have 2 creatures in hand and I will have 1 creature + 1 Lighting/BB/Rewind/etc. So I can easy destroy Your creature and put my own dragon in the same turn.Yours arguments are good only in situation, when I can put all cards on field in one time. In normal game You put 1st creature, I kill it and put my 1st creature. You need probably few turns to put next creature (1-3 turns) and it is time when I have advantage. You put next creature and I kill it/use Rewind/use BB etc and put my 2nd creature. In first part of game I have 1-2 creatures more than You. It is big advantage. So please don't say that Lighting gives 5 damage for HP Status. It is only very situational skill. Lighting kills creatures - it is the main skill. When Lighting will hit only HP status then You will be right.
Problem is bigger when I have something like QS. Then You can never (or it is very difficult) put next big creature.
Why people think that Rewind is too powerful? Because it can hit all creatures and You lose one draw. They don't know that Lighting or BB effect is the same powerful as Rewind.
But... People like this. People like destroying. They don't like tactic, strategy. Only fast hit, big damage for opponent and win.
It is funny when I see that they want to nerf SoW, which gives +4/0 (because then can't do what they like - destroy it without shield), but they didn't see problem with 0/-5 card ;) It is funny when it is easier to destroy opponent creature than protect Yourself.
I understand Your opinions. But please try understand also me. CC, PC are very powerful, not all elements has got it. People didn't play the most Fire or Darkness only because they like red or black colour. They didn't play Rainbows only because they didn't know which elements choose. All we know how strength is PC and CC. Why people didn't use Shockwave as often as Lighting? Because it is huge difference between -4 and -5 attack. Why RoF is popular card but Thunderstorm no? It shows which cards are too powerful (maybe not OP as one card, but OP with duo/trio/rainbows - especially QS).
You still have a huge whole in your logic. LIGHTNING TAKES UP A CARD SPACE, PROBABLY A CREATURE SPACE. You say that I play a card and it gets lightninged, and you play your creature. IF YOU DRAW A LIGHTNING, YOU ARE NOT DRAWING A CREATURE. It takes up the space. So we would still be even, except I have allready done more damage to you. If you are saying that it takes a lot of time to play the creature again, so you have time to draw one of yous, generally cheap creatures are the ones with the lower hp. The "balance formua" for deciding cost gives an extra cost if the defense is over 5 (presumably for lightning/RP) so theoretically, cheap creatures have low hp, and its not hard to play one the next turn.
Of course all depends on lucky and draw.
And if you're playing against an archetypical mono aether, good luck making use of the lightning.This is only true if removal costs significantly less than the creature removed (Crimson Dragon). This would be false if the removal cost only slightly less than the creature removed (Lava Golem). It would be demonstrably UP if the removal cost the same as the creature removed(5 :aether).At start You have 7 cards in hand, to put big creature You need next 3-4 turns (=10 cards in hand/field). It is highly probable that You will have 2 creatures in hand and I will have 1 creature + 1 Lighting/BB/Rewind/etc. So I can easy destroy Your creature and put my own dragon in the same turn.Yours arguments are good only in situation, when I can put all cards on field in one time. In normal game You put 1st creature, I kill it and put my 1st creature. You need probably few turns to put next creature (1-3 turns) and it is time when I have advantage. You put next creature and I kill it/use Rewind/use BB etc and put my 2nd creature. In first part of game I have 1-2 creatures more than You. It is big advantage. So please don't say that Lighting gives 5 damage for HP Status. It is only very situational skill. Lighting kills creatures - it is the main skill. When Lighting will hit only HP status then You will be right.
Problem is bigger when I have something like QS. Then You can never (or it is very difficult) put next big creature.
Why people think that Rewind is too powerful? Because it can hit all creatures and You lose one draw. They don't know that Lighting or BB effect is the same powerful as Rewind.
But... People like this. People like destroying. They don't like tactic, strategy. Only fast hit, big damage for opponent and win.
It is funny when I see that they want to nerf SoW, which gives +4/0 (because then can't do what they like - destroy it without shield), but they didn't see problem with 0/-5 card ;) It is funny when it is easier to destroy opponent creature than protect Yourself.
I understand Your opinions. But please try understand also me. CC, PC are very powerful, not all elements has got it. People didn't play the most Fire or Darkness only because they like red or black colour. They didn't play Rainbows only because they didn't know which elements choose. All we know how strength is PC and CC. Why people didn't use Shockwave as often as Lighting? Because it is huge difference between -4 and -5 attack. Why RoF is popular card but Thunderstorm no? It shows which cards are too powerful (maybe not OP as one card, but OP with duo/trio/rainbows - especially QS).
You still have a huge whole in your logic. LIGHTNING TAKES UP A CARD SPACE, PROBABLY A CREATURE SPACE. You say that I play a card and it gets lightninged, and you play your creature. IF YOU DRAW A LIGHTNING, YOU ARE NOT DRAWING A CREATURE. It takes up the space. So we would still be even, except I have allready done more damage to you. If you are saying that it takes a lot of time to play the creature again, so you have time to draw one of yous, generally cheap creatures are the ones with the lower hp. The "balance formua" for deciding cost gives an extra cost if the defense is over 5 (presumably for lightning/RP) so theoretically, cheap creatures have low hp, and its not hard to play one the next turn.
Of course all depends on lucky and draw.
I read some interesting analyses, but I think you guys are forgetting some very important things: RT acts as a +1 draw to you. It functions as a procrastination via creature control. Now, Tsunami's EQ costs 3|2. EQ (the card) costs 3|2. Gravity Nymph's ability costs 3|3. Black Hole costs 4|3. Purple Nymph's ability costs 4|4. Antimatter costs 7|6. Pulverizer's ability costs 3|2. Steal costs 4|3 and explosion costs 3|2 (Explosion is the analog to destroy). Blue Nymph's ability costs 3|3. Unstable Gas costs 6|5. Gray NYmph's ability costs 1|1. Aflatoxin costs 6|5. Life Nymph's ability costs iirc, 2|2? Adrenaline is 4|3. We can ignore the nymphs if you want - this is all to draw one thing to your attention: A pattern. The card itself always, always, ALWAYS, costs AT LEAST the amount of the card's analog activated ability.
Rewind costs 2|1. Eternity is 3|3. What's the odd ball in this game? Eternity is not going down in cost, so I motion to you that rewind should cost, at least 4|3! In the interest of fairness for the game, Eternity's cost was driven to 3|3 for its powerful effect. Name one other card in the game where the card's activated ability cost more than the card itself (i'll grant light nymph, but face it, luciferin is a low tier ability, versus high tiered ability). The entire point of the activated ability is that you can play the card continuously. Why? The card with the ability can be destroyed; the card itself you activate directly from your hand as a spell and cannot be countered by offence (only by defence). think about it a little bit. Rewind has a powerful mechanic, but I'm arguing from the mechanics of the game here. Justify what makes Rewind so special (we know it's powerful) that it gets to deny the game's balancing mechanic?
Rewind's mechanic won't change - nor will the game's. Assimilate rewind to the game's mechanic. Rewind should cost 4|3, and that will break its abuse.
Don't blame me, blame the game. If you change the game mechanics to revolve around a card, perhaps the problem is the card itself. Opponent gets -1 card draw, thus, +1 net card for you. Whatever that card is, procrastination or w/e that gives a draw, net +1 draw for you. Only this time, you're doing it the other way. The weapon can be destroyed. Don't forget that. I laid out the game mechanics and the one (two) exception that matters to the game. Address that and then get back to me.
I'm not saying many obey this rule; I am saying all cards follow this rule, barring the anomalous white nymph and luciferin. And that is what I mean by game mechanics. The current game mechanics dictate that the card always costs at least as much as the ability. Not to do this indicates that the card is either underpowered or overpowered. RT is certainly not underpowered... In fact, any card not obeying the structured system reveals an issue with the card itself. For instance, Destroy costs 3|2, explosion used to cost 2|1. What happened? Nerf to explosion. Aflatoxin is strange in that it costs 6|5 but the effect is 1|1. This analysis of the game reveals problems with luciferin, aflatoxin, and RT. Now i haven't browsed the forums on the metagame much, but if I am correct that there are balance issues with aflatoxin and luciferin (either UP or OP), then I suggest looking at RT in the same light. I.e. in need of change.
Yes, RT does function as a +1card for you. Stop thinking of it as in a positive gain for you, but rather see it as a negative denial for the opponent. In terms of draw power, you get +1 net card. I.e. You get to draw while preventing your opponent a draw.
It has been done... and some ppl still say it's OP, dunno why.I'm not saying many obey this rule; I am saying all cards follow this rule, barring the anomalous white nymph and luciferin. And that is what I mean by game mechanics. The current game mechanics dictate that the card always costs at least as much as the ability. Not to do this indicates that the card is either underpowered or overpowered. RT is certainly not underpowered... In fact, any card not obeying the structured system reveals an issue with the card itself. For instance, Destroy costs 3|2, explosion used to cost 2|1. What happened? Nerf to explosion. Aflatoxin is strange in that it costs 6|5 but the effect is 1|1. This analysis of the game reveals problems with luciferin, aflatoxin, and RT. Now i haven't browsed the forums on the metagame much, but if I am correct that there are balance issues with aflatoxin and luciferin (either UP or OP), then I suggest looking at RT in the same light. I.e. in need of change.
Yes, RT does function as a +1card for you. Stop thinking of it as in a positive gain for you, but rather see it as a negative denial for the opponent. In terms of draw power, you get +1 net card. I.e. You get to draw while preventing your opponent a draw.
Before anything, i would recommend comparing it to lightning first, as that is the best comparison.
I read some interesting analyses, but I think you guys are forgetting some very important things: RT acts as a +1 draw to you. It functions as a procrastination via creature control. Now, Tsunami's EQ costs 3|2. EQ (the card) costs 3|2. Gravity Nymph's ability costs 3|3. Black Hole costs 4|3. Purple Nymph's ability costs 4|4. Antimatter costs 7|6. Pulverizer's ability costs 3|2. Steal costs 4|3 and explosion costs 3|2 (Explosion is the analog to destroy). Blue Nymph's ability costs 3|3. Unstable Gas costs 6|5. Gray NYmph's ability costs 1|1. Aflatoxin costs 6|5. Life Nymph's ability costs iirc, 2|2? Adrenaline is 4|3. We can ignore the nymphs if you want - this is all to draw one thing to your attention: A pattern. The card itself always, always, ALWAYS, costs AT LEAST the amount of the card's analog activated ability.Good try at a balance model. It is one that seems intuitive at the first glance. However it seems to break down when looking at weapons.
Rewind costs 2|1. Eternity is 3|3. What's the odd ball in this game? Eternity is not going down in cost, so I motion to you that rewind should cost, at least 4|3! In the interest of fairness for the game, Eternity's cost was driven to 3|3 for its powerful effect. Name one other card in the game where the card's activated ability cost more than the card itself (i'll grant light nymph, but face it, luciferin is a low tier ability, versus high tiered ability). The entire point of the activated ability is that you can play the card continuously. Why? The card with the ability can be destroyed; the card itself you activate directly from your hand as a spell and cannot be countered by offence (only by defence). think about it a little bit. Rewind has a powerful mechanic, but I'm arguing from the mechanics of the game here. Justify what makes Rewind so special (we know it's powerful) that it gets to deny the game's balancing mechanic?
Rewind's mechanic won't change - nor will the game's. Assimilate rewind to the game's mechanic. Rewind should cost 4|3, and that will break its abuse.
I'm too busy laughing at the "eternity is balanced becasue it can be destroyed with PC arguement.With the addition of shard of focus, just about every deck is able to run permanent control. Not to mention there is burst damage, creature less decks, immortal creatures, other methods of permanent control, poison could also be used. And on top of all that, eternity won't see a ton of use unless the deck is built around it.
Did anyone stop to think that PC is currently underused? That several elements don't have PC? That many deck types don't run any PC?
I know this is the wrong place for it, this is a discussion on rewind, but it's directly related to eternity so >:(
Now let's continue, the eternity/rewind is OP for 2 key reasons:
1) Forced draw denial
2) It ignores creature HP - a point zanz was very adamant about
Sure eternity can be destoryed by PC, but ooh say what if you didn't have any PC in your hand or on the field - not an uncommon situation. Perhaps you have one somehwere else in your deck, but alas you'll probably never draw it because your opponent is going to continue to rewind again and again and again.
CC is creature control, not deck control, see where I'm going here?
I'm too busy laughing at the "eternity is balanced becasue it can be destroyed with PC arguement.I agree that being able to be destroyed is an incomplete picture (effect xor cost). Incomplete pictures are worthless for balance discussions.
Did anyone stop to think that PC is currently underused? That several elements don't have PC? That many deck types don't run any PC?
I know this is the wrong place for it, this is a discussion on rewind, but it's directly related to eternity so >:(
Now let's continue, the eternity/rewind is OP for 2 key reasons:1) Incomplete picture. There is a price for which forced draw denial would be balanced.
1) Forced draw denial
2) It ignores creature HP - a point zanz was very adamant about
I think reverse time is pretty strong but a nerf on the mana cost to 3 unupped, 2 upped would be enough.
Aye, but the Eternity has an ability, and coupled with PA and 6 rewinds, you're anti-deckout. Decks that don't buff creatures can easily use this to undo momentum, mitosis, BE, or whatever. Also, there is an interesting mechanic with this, called a false buff. Buff the enemy creatures, whittle them down to the amount the buff is, and then rewind, which will undo the buff, and therefor undo the extra health, effectively killing enemies without direct CC. Also, this doesn't trigger death effect because the creature is already dead.This is not entirely accurate. Reverse time doesn't allow you to infinitely do anything, eternity does. And there is a very fine way around a protected eternity. It is also a two card combo. I'll let others address that for now.
The problem lies in the stall mechanics. By placing a card on top of the deck, players can endlessly stall themselves or their opponents. Both of these are detrimental to the game. It sidesteps the possibility of decking out, and can create an impossible situation for decks that cannot draw more cards. On top of that, the AI is practically unaffected by this, as they draw extra cards, plus it's even harder to counter their RT's, as a deck with 3x time and a protected Eternity can stall you forever.
As for the proposed nerf. That pretty much removes any usefulness it might see. What about decks that don't buff creatures? Shall it do nothing against a good portion of decks and be super situational like purify was?
I'd suggest have it undo two turns (maybe one turn that upgrades into two turns) that a creature has gone through. I think that having the same mechanic, but limiting the potential, is the way to go.That would be the way to go for the upgrade, with 3 :time cost.
Aye, but the Eternity has an ability, and coupled with PA and 6 rewinds, you're anti-deckout. Decks that don't buff creatures can easily use this to undo momentum, mitosis, BE, or whatever. Also, there is an interesting mechanic with this, called a false buff. Buff the enemy creatures, whittle them down to the amount the buff is, and then rewind, which will undo the buff, and therefor undo the extra health, effectively killing enemies without direct CC. Also, this doesn't trigger death effect because the creature is already dead.This is not entirely accurate. Reverse time doesn't allow you to infinitely do anything, eternity does. And there is a very fine way around a protected eternity. It is also a two card combo. I'll let others address that for now.
The problem lies in the stall mechanics. By placing a card on top of the deck, players can endlessly stall themselves or their opponents. Both of these are detrimental to the game. It sidesteps the possibility of decking out, and can create an impossible situation for decks that cannot draw more cards. On top of that, the AI is practically unaffected by this, as they draw extra cards, plus it's even harder to counter their RT's, as a deck with 3x time and a protected Eternity can stall you forever.
As for the proposed nerf. That pretty much removes any usefulness it might see. What about decks that don't buff creatures? Shall it do nothing against a good portion of decks and be super situational like purify was?I'd suggest have it undo two turns (maybe one turn that upgrades into two turns) that a creature has gone through. I think that having the same mechanic, but limiting the potential, is the way to go.That would be the way to go for the upgrade, with 3 :time cost.
I've been posting a lot in this thread, but: Reverse Time is similar in strength, effect, and versatility to Silence.
Reverse Time:
*denies opponent a draw for 1 turn
*can be used to help prevent deckout
*denies all drawing when chained (assuming no counter)
*removes creature buffs and forces opponent to repay the cost of the creature
*can be chained indefinitely by using Eternity
*works well with Nightmare
Silence:
*prevents opponent from playing cards for 1 turn
*can be used to prevent Miracle, Fractal, etc.
*prevents opponent from playing anything when chained (assuming no counter)
*works well with Nightmare
Since Silence costs 3 :aether / 2 :aether, we should either buff it or nerf Reverse Time.
You are required to speak intelligible english on forums :vAye, but the Eternity has an ability, and coupled with PA and 6 rewinds, you're anti-deckout. Decks that don't buff creatures can easily use this to undo momentum, mitosis, BE, or whatever. Also, there is an interesting mechanic with this, called a false buff. Buff the enemy creatures, whittle them down to the amount the buff is, and then rewind, which will undo the buff, and therefor undo the extra health, effectively killing enemies without direct CC. Also, this doesn't trigger death effect because the creature is already dead.This is not entirely accurate. Reverse time doesn't allow you to infinitely do anything, eternity does. And there is a very fine way around a protected eternity. It is also a two card combo. I'll let others address that for now.
The problem lies in the stall mechanics. By placing a card on top of the deck, players can endlessly stall themselves or their opponents. Both of these are detrimental to the game. It sidesteps the possibility of decking out, and can create an impossible situation for decks that cannot draw more cards. On top of that, the AI is practically unaffected by this, as they draw extra cards, plus it's even harder to counter their RT's, as a deck with 3x time and a protected Eternity can stall you forever.
As for the proposed nerf. That pretty much removes any usefulness it might see. What about decks that don't buff creatures? Shall it do nothing against a good portion of decks and be super situational like purify was?
Also, there is an interesting mechanic with this, called a false buff. Buff the enemy creatures, whittle them down to the amount the buff is, and then rewind, which will undo the buff, and therefor undo the extra health, effectively killing enemies without direct CC. Also, this doesn't trigger death effect because the creature is already dead.That's not how RT works at all. When you Rewind a creature, the owner gets the original copy of the card in his hand. Any HP alteration is completely undone. There's no way to kill without direct CC. While on that topic, direct CC is, as Cheesy has mentioned, direct damage. In other words, you can't whittle down HP without direct CC.
Also, there is an interesting mechanic with this, called a false buff. Buff the enemy creatures, whittle them down to the amount the buff is, and then rewind, which will undo the buff, and therefor undo the extra health, effectively killing enemies without direct CC. Also, this doesn't trigger death effect because the creature is already dead.That's not how RT works at all. When you Rewind a creature, the owner gets the original copy of the card in his hand. Any HP alteration is completely undone. There's no way to kill without direct CC. While on that topic, direct CC is, as Cheesy has mentioned, direct damage. In other words, you can't whittle down HP without direct CC.
Do you play this game at all? It's pretty irresponsible to spout complete misinformation about the basic mechanics of the game.
As for the poll, I see I voted for a cost increase when it was made. I can see how I was thinking. A +1 cost to both would reflect how many things this single card does and wouldn't hurt the decks that use it too badly.
Uh, what? I was talking about the nerf version, where it undoes status effects, so yeah. Think before you post, mistress.Also, there is an interesting mechanic with this, called a false buff. Buff the enemy creatures, whittle them down to the amount the buff is, and then rewind, which will undo the buff, and therefor undo the extra health, effectively killing enemies without direct CC. Also, this doesn't trigger death effect because the creature is already dead.That's not how RT works at all. When you Rewind a creature, the owner gets the original copy of the card in his hand. Any HP alteration is completely undone. There's no way to kill without direct CC. While on that topic, direct CC is, as Cheesy has mentioned, direct damage. In other words, you can't whittle down HP without direct CC.
Do you play this game at all? It's pretty irresponsible to spout complete misinformation about the basic mechanics of the game.
As for the poll, I see I voted for a cost increase when it was made. I can see how I was thinking. A +1 cost to both would reflect how many things this single card does and wouldn't hurt the decks that use it too badly.
didn't RT put the creature at the top of the oponents deck?Yes, I was referring to the status of the card once it's in your hand.
I always think, and I read your post. Hope you start doing it too. You don't mention it's about any other version. Maybe the amount of posts after yours that call you out is a hint?
Don't tell people what to do if you don't know what's going on. It's pretty rude.
I always think, and I read your post. Hope you start doing it too. You don't mention it's about any other version. Maybe the amount of posts after yours that call you out is a hint?
Don't tell people what to do if you don't know what's going on. It's pretty rude.
I think it's pretty clear that I was talking about the nerf, since it doesn't apply to the original. Like seriously, (http://i.imgur.com/E7tg0.png) Honestly, if you actually read and comprehend, like you say you do, then this wouldn't be happening.
Also, Jenkar didn't make sense, and Cheesy just reclarified.
P.S. I do play the game, and always can look it up. I'm not mentally challenged you know.
. I'm not mentally challenged you know.
Nope. It was as clear as marshwater in which someone just poured tons of dirt.I always think, and I read your post. Hope you start doing it too. You don't mention it's about any other version. Maybe the amount of posts after yours that call you out is a hint?
Don't tell people what to do if you don't know what's going on. It's pretty rude.
I think it's pretty clear that I was talking about the nerf
Also, Jenkar didn't make senseAlso, i was saying that what you said had the syntax of this sentence put under a 1.
i don't think, the Reverse Time (or how I see, the Eternity) needs nerf, but I find a great idea for the rewinded Ash becomes Phoenix again :D That's the creative way to think about...
i don't think, the Reverse Time (or how I see, the Eternity) needs nerf, but I find a great idea for the rewinded Ash becomes Phoenix again :D That's the creative way to think about...
Hrmm, sounds like a buff to me. Phoenix are mostly used with cremations. I add in a RT and use it in a phoenix I cremated and I save myself one fire quanta.
Instead of +1 to cost, how about having Reverse Time refund the owner of the target the card's cost? (For example - I rewind a Shrieker controlled by Player2, Player2 gets 8 :earth ) This allows the opponent to play their card back much quicker, and if not can spend the refunded quantum on other cards, increasing the risk factor while keeping the speed.
i would prefer RT and eternity to put creature on bottom of the deck instead of top so it will count as CC but not as card denial. also the effect (same from eternity) should be restricted in 1 every 2 turns 2 avoid ppl use it as stall. this way imo the card would be still good but more balanced.That's nice, it solves the draw lock problem while still being effective as CC. But there's a problem: It turns in to the strongest CC ever in the game. Cost increase will be needed for this. I just realized this moments ago, my bwain is working! :P
This card no need of nerf, because is possible put the creature in game again, I think this card are very well elaborate.The ability to put the creature in game again is relevant but is not an argument. A 20 turn freeze would be OP and a 1 turn freeze would be UP. Being Soft CC does not inherently imply it is balanced.
fact go on to the deck instead of the hand, perhaps because of the mechanics of the game. if hand of you opponent is full
there would be no room for the reverse time.
This card, while not clearly op, is extremely annoying to play against and counters a lot of decks it honestly shouldn't...You provided evidence that you get annoyed playing against it.
This card, while not clearly op, is extremely annoying to play against and counters a lot of decks it honestly shouldn't...You provided evidence that you get annoyed playing against it.
You have not yet supplied evidence that it counters decks it shouldn't.
This card, while not clearly op, is extremely annoying to play against and counters a lot of decks it honestly shouldn't...You provided evidence that you get annoyed playing against it.
You have not yet supplied evidence that it counters decks it shouldn't.
It counters all slow, non-rush decks: by sending your creature back to your deck it controls your creatures, card drawing, AND quanta (gotta spend it to get that creature back on the field) all with one cheap, spammable card. It's too much.
How much would each of these hypothetical cards cost in quanta?
1. Cancel the opponent's next draw if they have a targetable creature. Worth less than the card slot it would take up - conditional draw denial is not worth a card.
2. Reset target creature to its original state. Worth very very little. Perhaps .5 :underworld at most.
3. Disable target creature until the opponent has its cost in his/her quanta pool. Although an important part is left out here (the quanta cost has to be paid and not just exist in the quanta pool) this is where I feel the majority of Reverse Time's value comes into play.
4. Generate a dummy card with the same cost as the target creature's cost in the opponent's hand. A negative effect. Not sure how to classify this in terms of quanta.
Just getting it out there as disassembling the parts of this card might help show where exactly its balance lies.
How much would each of these hypothetical cards cost in quanta?You are counting some things twice. Either it makes the next draw less valuable or it makes the next draw more valuable. The more valuable the disable effect, the more valuable the free card quality we give the opponent.
1. Cancel the opponent's next draw if they have a targetable creature.
2. Reset target creature to its original state.
3. Disable target creature until the opponent has its cost in his/her quanta pool.
4. Generate a dummy card with the same cost as the target creature's cost in the opponent's hand.
Just getting it out there as disassembling the parts of this card might help show where exactly its balance lies.
Chances are you're RTing whatever creature there is in play. You're usually not waiting for a better-to-RT creature to come in. It's you trying to pick the best time and creature to RT vs your opponent trying to determine if and how to play RT-resistantly. I think these factors cancel out and therefore you can assume that you're not changing how good or bad the next draw is.How much would each of these hypothetical cards cost in quanta?You are counting some things twice. Either it makes the next draw less valuable or it makes the next draw more valuable. The more valuable the disable effect, the more valuable the free card quality we give the opponent.
1. Cancel the opponent's next draw if they have a targetable creature.
2. Reset target creature to its original state.
3. Disable target creature until the opponent has its cost in his/her quanta pool.
4. Generate a dummy card with the same cost as the target creature's cost in the opponent's hand.
Just getting it out there as disassembling the parts of this card might help show where exactly its balance lies.
I agree that they work against each other and thus 1 value should be calculated for their total. I do not know if it cancels out to 0.Chances are you're RTing whatever creature there is in play. You're usually not waiting for a better-to-RT creature to come in. It's you trying to pick the best time and creature to RT vs your opponent trying to determine if and how to play RT-resistantly. I think these factors cancel out and therefore you can assume that you're not changing how good or bad the next draw is.How much would each of these hypothetical cards cost in quanta?You are counting some things twice. Either it makes the next draw less valuable or it makes the next draw more valuable. The more valuable the disable effect, the more valuable the free card quality we give the opponent.
1. Cancel the opponent's next draw if they have a targetable creature.
2. Reset target creature to its original state.
3. Disable target creature until the opponent has its cost in his/her quanta pool.
4. Generate a dummy card with the same cost as the target creature's cost in the opponent's hand.
Just getting it out there as disassembling the parts of this card might help show where exactly its balance lies.
A suggested counter is a small change to Sanctuary's effect. If you have an RT'd creature it goes back to hand instead of deck.
Going with the 3rd option in the poll: RT returning the creature to hand instead of deck -- that would make sanctuary automatically countering it.Compare to basilisk blood and lightning. That would make reverse time a ton weaker then either of those most likely.
It would also remove the infinite-stall feature of RT and it would no longer block the drawing of the opponent. It would continue to act as soft CC, but without the draw-power denial and super-stall effects.
It would also remove the infinite-stall feature of RTI think that having the option of decking out the opponent by infinitely drawing is an important factor to the game as a whole (even if nobody uses it)
a one shot kill for 2 quanta is so OP
forget about the fact that you now have to redraw the same card next turn or that you have to pay the quanta cost again to play that creature
being able to kill a creature in one shot for 2 quanta is silly
I am not very scared of reverse time. In my eyes it's a balanced card and doesn't have much impact on the game because the creature is not neutralized but only "delayed".If its not overpowered, there is no reason to nerf. Especially a nerf like that. That would ruin a lot of decks outs, and have to redo game mechanic (what does it do when there hand is full).
I voted for "put it on owners hand" though. Reason:
Reverse Time is not OP but it's getting boring when you're facing a Reverse Time spam because you like always see the same card.
So why not putting it back into owners hand? It would be "nice" when the owner has a full hand and then has to get rid of a card.
a one shot kill for 2 quanta is so OP
forget about the fact that you now have to redraw the same card next turn or that you have to pay the quanta cost again to play that creature
being able to kill a creature in one shot for 2 quanta is silly
I still think creatures should be RTd with the same stats and abilities it had before. No, it's not only because of Voodoos... Maybe... Probably... Who knows...
I still think creatures should be RTd with the same stats and abilities it had before. No, it's not only because of Voodoos... Maybe... Probably... Who knows...
you are basically killing the creature and making the next card in your opponents deck a "new" copy of that creature
all quanta investments, buffs etc are gone and on top of that you have to pay the quanta cost to field the creature again
i dont know for 2 quanta being able to do that seems like its a bit cheap no?
you are basically killing the creature and making the next card in your opponents deck a "new" copy of that creature
all quanta investments, buffs etc are gone and on top of that you have to pay the quanta cost to field the creature again
i dont know for 2 quanta being able to do that seems like its a bit cheap no?
I have to agree that it is a bit cheap. RT is probably mostly responsible for making buff-based strategies unviable. However, RT is also pretty useless against a lot of mono rush decks (aether of course, but also fire, air, and darkness).
you are basically killing the creature and making the next card in your opponents deck a "new" copy of that creature
all quanta investments, buffs etc are gone and on top of that you have to pay the quanta cost to field the creature again
i dont know for 2 quanta being able to do that seems like its a bit cheap no?
I have to agree that it is a bit cheap. RT is probably mostly responsible for making buff-based strategies unviable. However, RT is also pretty useless against a lot of mono rush decks (aether of course, but also fire, air, and darkness).
It's not useless at all against a rush. You delay your opponents creatures a lot and it is sometimes all the advantage you need to beat your opponent. Not to mention you prevent your opponent's draw which is vital in rushes.
I think it is true. The control version of the RT is Eternity as it yields card advantage. (or does it? Is it card advantage if the opponent keeps drawing the same card? Technically not, but you keep drawing options and he does not draw additional threats. Good question.)