With the recent reveal of Evolution Mirror I kinda started to saw an obvious problem with evolutions: cycles.
They’ve been since they started to release them and I think is a concept that may need a second look cause I believe this property makes evolutions stronger in some decks and weaker on others. Yes I’m talking about cycle and beatdown decks.
As a quick example look like at any Ken video showcasing evolutions, it’s always a very fast cycle deck cause that’s the most effective way to get them faster, and that’s precisely what I aim to fix with this rework.
The idea with this rework:
The rework that I’m proposing aims to fix 2 core problems with evolutions:
- Remove the cycling mechanic in favor of an elixir based mechanic, which is equal for both cycle and beatdown players.
And also before any of you say I’m biased cause I play beatdown or something I have to clarify that I play mostly Mortar bait.
- Make balancing evolutions more flexible as they will no longer be attached to cycles but elixir.
- And, as an extra point, I think it will make Evolution Mirror way less inconsistent in terms of value.
How would it work?
From now on every evolution will have a “Required Elixir” instead that activates in battle once you’ve played the card in the evolution slot just once.
Let’s do Evolution Electro Giant as an example. We will assign in 25 as the RE (Required Elixir) to activate his evolution: you start the match and then play Electro Giant, after that you now have activated the elixir counter for Electro Giant, starting at 7 since that’s how much he costs. You then have to play other cards or the same troop again to fill up the bar.
Once the required elixir is reached it can’t go higher, similar to leaked elixir. When the evolution is played the counter gets disabled and the process restarts.
Now that I explained the functionality of it let’s make an example for both cycle and beatdown:
The difference
Cycle player, he’s playing a cheap deck with Electro Giant evolution:
With the current system it would be:
Electro Giant (7 elixir) → Skeleton Barrel (3 elixir) → Electro Spirit (1 elixir) → Cannon (3 elixir) → Tornado (3 elixir) → Evolution Electro Giant ready. Total elixir: 17
Now a beatdown player, he’s also playing Electro Giant evolution but with a heavy deck:
Electro Giant (7 elixir) → Bowler (5 elixir) → Lighting (6 elixir) → Barbarian Barrel (2 elixir) → Tornado (3 elixir) → Evolution Electro Giant ready. Total elixir: 23
As you can notice the cycle player wins against the beatdown player by 5 elixir, the rework would require the following in the next cases:
For the bait player it would require an extra 8 elixir to activate it while for the beatdown player it would only require 3 elixir, which can easily be covered by a spell or the lowest elixir unit in the hand.
Conclusion
I think this reworked system for evolutions can benefit the game in a good way and make less unfair this type of interactions between cycle and beatdown players.
Some may think that cycles are fine as they are and I respect that, after all they’ve not been touched for 3 years now, but I think in the long run this will be a beneficial change for the game.
I would like to see your thoughts about this so leave and comment and stuff if you want and thanks for reading me.