Peralisc9001 wrote:That druggy had a degree too and he did brag about it ... >_>
People who constantly brag about things do so to compensate and prove they've yet to truly earn it. As for a PhD, it doesn't prove you're smart, it proves either you're well-educated(completely different) or your daddy is rich.
I'd like to see this thread get back on topic though. There's absolutely nothing balanced about the return mechanic and this translates to send-to-grave and remove-from-play effects as well. Firstly, it deprives your opponent of a creature for a minimum of 3 turns regardless of HP. These are: the turn it's played, the turn it's returned and the turn it's replayed. In addition, they're deprived a number of turns equal to the time between it being returned and replayed(if they don't replay it, the number of turns is infinite). In comparison, burn damage like Fire Arrow only does a single turn IF
the creature has low enough HP. This is especially relevant due to the 1-card-per turn limitation, in any other game a rush file tends to pop out 2-3 creatures every turn on average. Here, those players have to deathly fear Cyclone which will deprive the victim the sum number of turns of every unit unfairly picked off. All of this is done with absolutely zero player prediction as your opponent gets to see your next creature long before it's necessary to action. People love to argue the sp makes it balanced, but this is false. The returned unit's player loses sp equal to the creature's full value with only rare exceptions(Judie), however burning out a unit will never cost the player more than 1sp: the revive cost, which may even be free. Which is the next point, a defeated unit still has 2 more lives, 2 more times it must be taken down. When a unit is returned, it's perfectly equivalent to all three times that creature would have otherwise had to be defeated normally. These are not standalone issues with the mechanic, the problem is the overall sum of all these parts.