Board Thread:Update Suggestions/@comment-31561904-20161225025643/@comment-30040390-20170223234237

What about... THE HASTE SPELL!

It's pretty much the like the rage spell from clash of clans. However, it causes your troops to take more damage. It adds to the risk factor, and it is a pretty big one. 50% is a lot. This means that you might accidentally kill your own card quicker, ruining your push. This would make archers die to a log and arrows, or an electro wizard die to a fireball. Fire spirits would be one-shotted by a tower. Three musketeers would die to fireball. Goblins, princess, and dart goblin would die to zap. There are countless more interactions. It's a huge risk. Of course, the risk  needs  to be high, because this is a 1 elixir card. It's a high risk, high reward.

The best way to use this is on skeletons, because they would die to about anything in one shot, anyways. It's also good to use this on cloned units, because they already die to anything in one shot.

Boosts do not stack. Not even with rage, as in the  movement speed boost doesn't stack. Troops will only have the movement speed boost ONLY from the rage, but they also get the damage boost from the haste and the defense drop.

Also, it only affects troops, and not buildings. It would be no fun having this card be over powered.

This doesn't make rage oblelete, however. While rage costs 1 more elixir and doesn't increase damage, it doesn't have the huge risk of lowering your troops defense, it has a much longer duration, it h as a (slightly) higher boost effect,  a bigger radius, AND it is able to effect buildings. You also get a free rage from a lumberjack, while you don't get a free haste from any other troop.