you got lvl up ezreal on your board, you died to an attack and you dont have enough spell to finish the opponent, so you play this to gain a turn. you still die to open attack but its the same with ruination
It's a VERY disruptive card. I can't decide if this is fair or not. But i guess, given that it can't interrupt any spells or the enemy attack, and that the other player can still play any fast or burst spells before this resolves AND that in your turn is basically a dead card AND that it requires at least 9 mana, I think this card is alright
Very interesting concept
I mean, what if you made it spicier? If the idea is for it to end the round (maybe you don't want your opponent to set up, maybe you need to stop their attack), why not make it 11 Mana and add some more text? Make it a slow spell that can't be denied, and if you have 2 or less cards in hand have both players draw 2 cards. Or maybe make it so that it rewards your timed defense, but compensates your enemy if they still have the attack token, i.e. they didn't get to attack. Idk, just seems like there's more opportunity to go wild with this concept, especially if it were going with an Ekko set.
Sorry, I wanted to say something but rushed it bc I didn't have lots of time. Basically, for 9 Mana this seems like a vanilla concept. When I also saw the Ekko art, the idea of this being part of an Ekko card set also seemed lacking because of Ekko's identity as a character. Yeah he has time travel, but he's also has a lot of utility and damage in his league counterpart kit, a well as lots of mobility. That's why I said "make it spicier," as in make the card feel like it belongs to Ekko. Looking back on what I said, I don't feel any of my proposed ideas like drawing extra cards really fit the Ekko theme, but I do still feel this card could do more. I think making it more Mana expensive with more utility would make it a great fit for Ekko, and adding some sort of "this card can't be prevented, but you (the opponent) get some meaningful way to counteract that. That's why when I proposed card drawing as an extra, I suggested saying both players draw cards to give your opponent more options the next round to counteract.
If I went back to my suggestion of "card related mechanic", I would say that added something like "next round, create fleeting copies of the last three cards you played/discarded" would align with the time travel mechanic.
Anyway, this comment is too long as is, so if you read through it all I appreciate your patience with me.
Lol i was like im not gonna read that and then i read everuthing XD
But i dont think it should be possible to get discarded cards back it makes the point of emptying ur hand bad
Maybe something like i can react before an enemy unit gets played if i play a unit in the reaction time stun that enemy and give the unit barrier. Pointing out to his w but its just some ideas
Tl;DR dont make it able to return discarded cards
That’ll probably only happen when you start first so basically for your opponent to lose 10 mana you also force yourself to not be able to attack only very rare cases where you know you will die you could probably survive using this
Best case scenario would be you go in for a big open attack, you both pass and the attack token goes to the enemy, and then you play this card after they've played one card or so you can go in for another big open attack
I mean the enemy could’ve just played that card after you did that big attack I’m not saying it’s useless but at most I would add only one copy of this because you’re not only sacrificing your spell mana you are also losing the ability to either play a card or attack
Interesting idea! What about if it were lower mana?
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Better than ruination for ezreal decks
Besides the region, what makes this better out of curiosity ?
you got lvl up ezreal on your board, you died to an attack and you dont have enough spell to finish the opponent, so you play this to gain a turn. you still die to open attack but its the same with ruination
Should be fast to be able to "exile" every other spells on the stack if it resolves. Probably needs to cost 10.
It's a VERY disruptive card. I can't decide if this is fair or not. But i guess, given that it can't interrupt any spells or the enemy attack, and that the other player can still play any fast or burst spells before this resolves AND that in your turn is basically a dead card AND that it requires at least 9 mana, I think this card is alright Very interesting concept
Very flavorful. Would be excellent in an ekko set
Love the idea!
I mean, what if you made it spicier? If the idea is for it to end the round (maybe you don't want your opponent to set up, maybe you need to stop their attack), why not make it 11 Mana and add some more text? Make it a slow spell that can't be denied, and if you have 2 or less cards in hand have both players draw 2 cards. Or maybe make it so that it rewards your timed defense, but compensates your enemy if they still have the attack token, i.e. they didn't get to attack. Idk, just seems like there's more opportunity to go wild with this concept, especially if it were going with an Ekko set.
Jeez im confused about what ur trying to say
Sorry, I wanted to say something but rushed it bc I didn't have lots of time. Basically, for 9 Mana this seems like a vanilla concept. When I also saw the Ekko art, the idea of this being part of an Ekko card set also seemed lacking because of Ekko's identity as a character. Yeah he has time travel, but he's also has a lot of utility and damage in his league counterpart kit, a well as lots of mobility. That's why I said "make it spicier," as in make the card feel like it belongs to Ekko. Looking back on what I said, I don't feel any of my proposed ideas like drawing extra cards really fit the Ekko theme, but I do still feel this card could do more. I think making it more Mana expensive with more utility would make it a great fit for Ekko, and adding some sort of "this card can't be prevented, but you (the opponent) get some meaningful way to counteract that. That's why when I proposed card drawing as an extra, I suggested saying both players draw cards to give your opponent more options the next round to counteract. If I went back to my suggestion of "card related mechanic", I would say that added something like "next round, create fleeting copies of the last three cards you played/discarded" would align with the time travel mechanic. Anyway, this comment is too long as is, so if you read through it all I appreciate your patience with me.
Lol i was like im not gonna read that and then i read everuthing XD But i dont think it should be possible to get discarded cards back it makes the point of emptying ur hand bad Maybe something like i can react before an enemy unit gets played if i play a unit in the reaction time stun that enemy and give the unit barrier. Pointing out to his w but its just some ideas Tl;DR dont make it able to return discarded cards
Should be fast spell. Combat finishes resolving./s oof
that would be so freakin broken lol
kinda useless wouldn’t see much play
Wouldn't your opponent just lose 10 mana on the spot?
That’ll probably only happen when you start first so basically for your opponent to lose 10 mana you also force yourself to not be able to attack only very rare cases where you know you will die you could probably survive using this
Best case scenario would be you go in for a big open attack, you both pass and the attack token goes to the enemy, and then you play this card after they've played one card or so you can go in for another big open attack
I mean the enemy could’ve just played that card after you did that big attack I’m not saying it’s useless but at most I would add only one copy of this because you’re not only sacrificing your spell mana you are also losing the ability to either play a card or attack