Board Thread:Fun and Games/@comment-26498914-20161113161349

Hypnose spell: Hypnoses enemy troops for a short ammount of time. The hypnosed troops turn against your opponent. Smash your opponents with their own cards!

Outlook: Like zap and poison, though it's multicoloured. Quite like the back of the legendary cards. Cost: 6 elixir Rarity: Legendary Range: very small (like rocket) Duration: 5 seconds. (+0.3 seconds per level)

Idea: When deployed on opponent's troops, it "marks" them and takes 1.5 seconds to hypnose, just like the load time of the graveyard. Once it is deployed and starts loading, any troops placed in the 1.5 seconds of loading or the 5 seconds of effect won't get hypnosed. In these 1.5 seconds, these troops can't move. Then they turn on your side for 5 seconds. They attack opponents' troops/buildings/whatever until the spell's effect ends or they die. The range is small because the idea is it being used on a speciffic troup or a few troups close to each other. The card IMO woild be ABSOLUTELY unique but really hard to master.

Interesting cases: 1. If used on a pump, the pump will stop for the 1.5 seconds. Then any elixir it produces goes to you, not the one with the pump. If it doesn't produce any elixir in the 5 seconds, none goes to you. 2. If deployed on a spawner, it will spawn hypnosed troops. 3. In the 1.5 seconds loadtime, the troops are still considered opponent's. Your troops and spells will still attack them.

Strategy:

On defense: For example against a miner minions combo, you can hypnose the miner, just when he pops up. The tower will stop attacking him when the 5 seconds effect starts, and will attack the minions. The miner will absorb the damage done by them and the push will be stopped for a neutral elixir trade. It will counter pekka double prince and pekka three musketeers if used correctly. If you successfully hypnose only the pekka, she and her support troops will shut down each other. You can use it on a tank on any kind of push. If you don't hypnose its support units, they will destroy their own tank. And other.

On outplaying: You can use the hypnose spell to force players to play his combo cards. For example, While the PEKKA is going around the tower, you can use the hypnose spell on her. The opponent will have to either adress the PEKKA or have his tower demolished by her. However, if you are not careful and hypnose the tower too, it will go straight at the king tower and the opponent may give you the opportunity to activate it earlier while letting him make an even slower buildup!

On offense: It can cause a lot of trouble on offense. For example when you're making a giant balloon push, if you hypnose an inferno tower, it will mark the tower and do a huge ammount of damage on it. The towers will also mark (if they aren't distracted yet) the inferno and destroy it, while allowing your combo to lock onto the opponent's tower and force him to use other cards to stop the push. The hypnose spell doesn't give much value on offense on a small push, but can confuse the opponent. For example, if he uses goblins on your miner while arrows on his minion horde, you can hypnose the goblins and force him to play another card or else get his tower demolished.

So yeah that's it! Reply with what you think about it :D 