Poll

What, if anything, should be done to Reverse Time?

Nothing - it's fine just the way it is.
103 (54.2%)
It should reverse changes done to creatures (suggested in topic)
9 (4.7%)
It should return creatures to the player's hand, not deck.
53 (27.9%)
It should have it's cost increased significantly - including on Eternity.
21 (11.1%)
It should be removed from the game entirely.
1 (0.5%)
Other - specify in reply
3 (1.6%)

Total Members Voted: 190

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Offline Aneninen

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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg497191#msg497191
« Reply #36 on: May 12, 2012, 02:37:13 pm »

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).

Sorry, still disagree. First of all, 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...

Most cards mentioned by Alchemist are more powerful than Rewind, but they're also situational or "evadable" without their direct counter (Sanctuary). Silence - in most cases only hurts in early game and if played many of them -- Black Hole - no real use against a Mono/Duo deck (unless backed with a Discord) -- Earthquake - Protected Pillars or multiple Pillar/Pendulum sets, plus ineffective against eg. an Immolation deck, not too effective in mid/late game -- Nightmare - even with Ghosts can be "fooled" more or less if you have 1-2 card which you hold back in your hand... Plus, don't forget: all of these cards produce one effect. For multiple effects you need multiple cards. Same goes for Reverse Time in all aspects.
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Offline ARTHANASIOS

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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg497199#msg497199
« Reply #37 on: May 12, 2012, 02:57:13 pm »
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...

Preventing deckout is needed when you face a fat deck with lots of hitpoints and if both opponents cannot harm each other (both have continous healing or hope decks) and it is also a must in a deck full of card-drawing effects (Golden Hourglass etc.). I have lost countless times due to deckout when facing, for example, Half-Bloods or Gold-league decks. Deckout Preventing is IMO a powerful mechanic and it is widely abused by Eternity users. And something else, I haven't said to put the creature in a random place in your deck, I suggested to be returned on your hand (with that way it would be used only as CC and not as draw-denial), which also appears as the third option of the poll.
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Offline Alchemist

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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg497417#msg497417
« Reply #38 on: May 13, 2012, 12:12:20 am »
Spoiler for Hidden:
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.
[/spoiler]

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.
+1 cost seems much more reasonable since returning card in players hand instead of top of his deck doesn't prevent deckout.
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Offline AquaticImpalement

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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg497507#msg497507
« Reply #39 on: May 13, 2012, 05:18:09 am »
While it is kind of ish true that this card CAN be used mindlessly, that's true about almost any card. 'Cept maybe... Wait. No. There is none.

While it can be used mindlessly, Reverse time can be used with strategy. Just because a card sometimes isn't, doesn't mean it can't.

I do, however, think that a cost increase would at the very least not be a negative thing. 3 cost for reverse time, 4 if it's from eternity.

Just, getting my thoughts out there!
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Offline Alchemist

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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg497642#msg497642
« Reply #40 on: May 13, 2012, 01:42:41 pm »
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"
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Offline Picheleiro

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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg498104#msg498104
« Reply #41 on: May 14, 2012, 08:15:16 am »
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.

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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg498170#msg498170
« Reply #42 on: May 14, 2012, 01:46:06 pm »
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.
Not true, can be played in immo rushes and rainbows just fine as well.
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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg498394#msg498394
« Reply #43 on: May 14, 2012, 10:17:45 pm »
Trolling or stupid?
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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg498404#msg498404
« Reply #44 on: May 14, 2012, 10:29:13 pm »
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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg498426#msg498426
« Reply #45 on: May 14, 2012, 11:08:28 pm »
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.

Lightning
  • Removes a creature with 5hp or less (vast majority)
Basalisk Blood
  • Delay a creature for 6 turns (could be the rest of the game)
Reverse Time
  • Cost the opponent a draw
  • Delays the creature until the casting cost is repaid (could be as little as 0 turns or forever)
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:
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 +quanta drain equal to casting cost.

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?

Edit: I meant to but forgot to put the quanta drain in the 2nd orange equation.
« Last Edit: May 14, 2012, 11:40:41 pm by OldTrees »
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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg498438#msg498438
« Reply #46 on: May 14, 2012, 11:20:46 pm »
Spoiler for Hidden:
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.

Lightning
  • Removes a creature with 5hp or less (vast majority)
Basalisk Blood
  • Delay a creature for 6 turns (could be the rest of the game)
Reverse Time
  • Cost the opponent a draw
  • Delays the creature until the casting cost is repaid (could be as little as 0 turns or forever)
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:
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?
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Re: Reverse Time https://elementscommunity.org/forum/index.php?topic=39465.msg498445#msg498445
« Reply #47 on: May 14, 2012, 11:30:30 pm »
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.
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