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 Post subject: Chronomancer
 Post Posted: Tue Jul 14, 2009 12:28 pm 
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Joined: Thu Jun 11, 2009 9:57 am
Posts: 41
Chronomancer
Human Mage 1 Human, 1 Elemental, 4 flux
{Dim + 1flux} Add +2 Lifespan Tokens to target entity, X may be zero. (add, subtract, whichever it is that makes things live longer).
2/3/3/3/2
"Those who master time, are unstoppable."
___________________________________

Simple but powerful.


Last edited by lord_midnight on Fri Jul 17, 2009 3:27 am, edited 1 time in total.

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 Post subject: Re: Chronomancer
 Post Posted: Thu Jul 16, 2009 7:01 am 
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Joined: Fri Mar 27, 2009 8:01 pm
Posts: 526
lord_midnight wrote:
Chronomancer
Human Mage 1 Human,1 Neutral, 5 flux
{Dim + X flux} Add X +2 Lifespan Tokens to target entity, X may be zero. (add, subtract, whichever it is that makes things live longer.
1/3/3/4/2


___________________________________

Simple but powerful.


So for a flux your entity will live 2 more turns or enemy's one will die in 2 turns? I think I don't get you, because if I do it's the best card ever, no matter what the casting prize is... (and here it's quite cheap)


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 Post subject: Re: Chronomancer
 Post Posted: Thu Jul 16, 2009 7:55 am 
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Posts: 41
Chronomancer can only make an entities with lifespan tokens last longer.

It could be used to keep a Flamekin alive longer, or a Flood, or whatever, it extends lifespan, I just wasn't quite sure whether lifespan goes up or down.


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 Post subject: Re: Chronomancer
 Post Posted: Thu Jul 16, 2009 9:33 am 
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Joined: Fri Jun 05, 2009 8:44 pm
Posts: 28
Cronomancer with flood would be too good. You could just get another flux well and lock people out with it.


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 Post subject: Re: Chronomancer
 Post Posted: Fri Jul 17, 2009 3:29 am 
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Joined: Thu Jun 11, 2009 9:57 am
Posts: 41
ok I modified it a bit, I made the domain more strict and lowered the impact of his ability. It now just gives 2 and is not pumpable. his vision is down 1, but he does more damage.


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