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NAME: | Phonon
| ELEMENT: | Air
| COST: | 4 
| TYPE: | Creature
| ATK|HP: | 1 | 2
| TEXT: | : Shockwave Deal 1 damage to this creature. Deal 4 damage to a target. Instantly kill if frozen.
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| NAME: | Sonicboom
| ELEMENT: | Air
| COST: | 3 
| TYPE: | Creature
| ATK|HP: | 1 | 3
| TEXT: | : Shockwave Deal 1 damage to this creature. Deal 4 damage to a target. Instantly kill if frozen.
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ART: | Bunny177
| IDEA: | Yeelp
| NOTES: | DISCLAIMER:I don't own the art. It's merely a placeholder since I can't make any art whatsoever. If anyone has better art or would like to use their art for this let me know. You'll be credited.
This card gives Air some better creature control. This card can be combined with Arctic Squids, and Purify for some solid creature control. I liked how there was a Photon already in the game so I decided that it would be fit to add a Phonon.
| SERIES: | N/A
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Main Questions:How could this card be less overpowered and still keep the Shockwave effect? (Making it rare?, higher cost?, different stats?)
Should the effect deal damage to the Phonon/Sonicboom, or should it delay it for X turns? OR, should it delay the unupped version and damage the upped version (or vice versa)?
Should it have 0 hp instead? (Thus forcing you to use momentum/blessing in order to keep it on the field.)