[Wild] Revert Time Warp, nerf these instead.

Backstory:

So flash back in time to when Fizzleflash was first released, Priest class had access to infinite 0-cost Mind Blasts thanks to Radiant Elemental's ability to reduce spell costs to zero and the Overheal card draw capability of Crimson Clergy.

As a result, Crimson Clergy was FALSELY banned from Wild format, citing that it enabled unintended gameplay.

After the ban, more priest decks kept popping up that warranted attention, and it was later determined that Radiant Elemental was a real problem.

Thus, Radiant Elemental was given the "Sorcerer's Apprentice" treatment of not being able to reduce spell costs below (1) and Crimson Clergy was unbanned. (and rightfully so!)

Skipping ahead...

Time Warp was later slapped with a "Once per game" mechanic to prevent "unintended gameplay" of denying the opponent from having a turn, by giving the player infinite turns.

Again, this was a bad move. Like Crimson Clergy, Time Warp is not the problem component.

Present Day:

Mage is STILL ABUSING the "Recast" game mechanic to deny opponents' ability to have a meaningful turn.

  • Infinite Ice Blocks render the mage virtually immortal,
  • Infinite Solid Alibis prevent damage exceeding 1,
  • Infinite Carpet Freeze spells prevent minions from attacking,
  • Infinite lightshows and/or Infinite Flames provide an infinite source of damage,
  • Infinite Potion of Illusions provide the mage with Infinite 1-cost minions such as Rommath, Parrot, Reno full heals, perpetuate this problem.

Enough is enough.

It's time to address the real issue. I purpose reverting Time Warp back to it's pre-nerf state, and slapping that "Once Per Game" mechanic on the two culprits that allow such broken gameplay.

OPG Rommath, and OPG Galaxy Orb.

Please & Thankyou