
With good board presence, you can usually bamboozle it pretty easily. I don't think I've ever lost when I had both time 7 and time 4 because the speed at which those time stops come out is freightening (I'm sure it's only a matter of time, though).ĭon't get me wrong, the combo between the two can be dangerous and I certainly like having both - but it takes a while to put into effect and it takes for granted that your opponent didn't find a good way to bamboozle it.

I lose a much of points against bad players that use time and now the majority of players use this class (or goblin). I can only say that i play spectromancer for some years and I see a great difference with time class. Time lets you make extra moves but gives you very little to make those moves more powerful.I hope that you are right. Sorcery ensures you have nice spells, but often leaves you devoid of nice creatures. Mad Hermit gets creatures on the board quickly but has a tough time making them survive. Holy is kind of the opposite of Chaos - its only good card on an empty board is Holy 4 (and perhaps 2).

Chaos is great on clear boards but (sans Chaos 4) terrible on full ones.

Death plays a great late game but a horrible early game. Illusion has tons of direct damage but lacks board presence. Time lets you make extra moves but gives you very little to make those moves more powerful.Įach class has strengths - and most have drawbacks.

Yes, extra turns are big advantages, but not when you can't damage the opponent's creatures, or develop enough mana to use those turns effectively (which is Time 7's critical drawback).Įach class has strengths - and most have drawbacks. Play me as Time vs Holy sometime and I guarantee I will wipe the floor with you three out of four times, even if you don't play like a "very very very very very noob". If anything, this class might separate skilled and unskilled players better than any other class. Time's winning percentage is 50%, and as a Chronomancer, if you play even slightly worse than your opponent, you will almost always lose the game.
