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Geiger

Max Geiger is Rook's scientific advisor at the Morning Star Sanctuary. His studies center on manipulating time.

Geiger can store up an enormous amount of temporal energy and release it suddenly in a large combo. He can also stop time and perform a surprise throw.

DeckEdit

Hit Points: 90

Max Combo: 4

Normal Attack Properties: x.6 speed, x damage

Normal Throw Properties: x.8 speed, 8 damage, 2 CP Starter, Knocksdown

Innate Ability:

  • Time Stop - If your opponent takes block damage from a Time Spiral, your opponent can't activate innate abilities from blocking, and you may throw him. (Play a throw card from your hand and continue your combo if you want. The opponent doesn't draw a card from blocking if you throw him.)

Individual Cards:

  • 2: A/D
  • 3: A/D
  • 4*: T/D (Suplex of Science)
    • Suplex of Science, Throw, 8.8 speed, 9 damage, 2 CP Starter, Knocksdown
    • Temporal Distortion - [Draw Phase] Fetch a Jack or Queen from your discard pile. Ongoing.Your Time Spirals are zero combo point Linkers that do +1 damage each and are immune to Rewind Time Jokers. Discard this card when you get hit by an attack or throw.
  • 5: A/B
  • 6: A/B
  • 7: A/T
  • 8*: T/B
    • Research and Development - [Draw Phase] Look at the top X cards of your deck, put one in your hand, then put the rest back on top of your deck in any order. X is the number of Time Spiral cards in your discard pile.
  • 9: T/B
  • T: T/B
  • J: Fast Time Spiral, Attack, 2.4 speed, 8(2) damage, 1 CP Ender
  • Q: Slow Time Spiral, Attack, 3.4 speed, 6(2) damage, 1 CP Linker
  • K: Flash Gear, Attack, 0.2 speed, 10(2) damage, 2 CP Ender, Knocksdown
  • A:
    • AA: Time Spiral Hurricane, Attack, 2.0 speed, 20(3) damage, 3 CP Ender
    • AA: Cycloid Revolution, Attack, +A+A, 0.0 speed, 20+10(3) damage, Can't Combo

Deck AnalysisEdit

Probability that combat option will appear on a card

  • Attack - 36/54, 66.7%
  • Block - 20/54, 37%
  • Dodge - 12/54, 22.2%
  • Throw - 20/54, 37%

Attack//* Correlation

  • Block - 8/36, 22.2%
  • Dodge - 8/36, 22.2%
  • Throw - 4/36, 11.1%

Block//* Correlation

  • Attack - 8/20, 40%
  • Dodge - 0/20, 0%
  • Throw - 12/20, 60%

Dodge//* Correlation

  • Attack - 8/12, 66.7%
  • Block - 0/12, 0%
  • Throw - 4/12, 33.3%

Throw//* Correlation

  • Attack - 4/20, 20%
  • Block - 12/20, 60%
  • Dodge - 4/20, 20%

StrategyEdit

  • Genei Jin: Geiger's Four (Temporal Distortion) only affects three of his cards (his Jack, Queen, and half of his Ace), but what it does to those cards is incredible. Most notably, it makes all of his Time Spirals cost zero combo points, makes them Linkers, and makes them immune to combo escape Jokers, allowing him to string together every Time Spiral card in his hand into a single combo once he gets a hit in.
  • Go ahead, block: Geiger's Jack (Fast Time Spiral) can be a surprisingly powerful card. It's 2.4 speed, which isn't terrible (ties with or beats almost all normals, but few face cards), and if the opponent blocks it, you still get a combo for free (because of his innate). All of Geiger's throws are two combo points, so he can't usually follow this up with too much, but with Temporal Distortion in play, he can follow the throw with an two Aces and then some.
  • High-Speed Attack: Geiger's two-Ace attack (Cycloid Revolution) is one of the only 0.0 speed attacks in the game, and though it uses two Aces, it will even trade favorably with Grave's Queen. Geiger's own King is also a 0.2 speed attack for 10, which is still faster than the majority of other attacks, and it causes knockdown.

MatchupsEdit

Revision from Old DeckEdit

  • Along with its original effect, "Time Stop" also prevents the foe's innate ability from activating on block.

Old DeckEdit

Hit Points: 90

Max Combo: 4

Normal Attack Properties:

  • x.6 speed, x damage

Normal Throw Properties:

  • x.8 speed, 8 damage, 2 cp Starter, Knocksdown

Innate Ability:

  • Time Stop - If your opponent takes block damage from a Time Spiral, you may throw him. (Play a throw card from your hand and continue your combo if you want. The opponent doesn't draw a card from blocking if you throw him.)

Individual Cards:

  • 2: A/D
  • 3: A/D
  • 4: T/D (Suplex of Science), (Temporal Distortion)
    • Suplex of Science, Throw, 8.8 speed, 9 damage, 2 cp Starter, Knocksdown
      • Temporal Distortion - After the draw phase, you may attach this card to your character card. If you do, return a Jack or Queen from your discard pile to your hand. While this card is attached, your Time Spirals cost zero combo points, are Linkers, deal +1 damage, and are immune to combo escape Jokers. Put this card in your discard pile when you get hit by an attack or throw. (The Ace's Time Spiral Hurricane counts as a Time Spiral.)
  • 5: A/B
  • 6: A/B
  • 7: A/T
  • 8: T/B (Research and Development)
    • Research and Development - After the draw phase, you may discard this card to look at the top X cards of your deck, then put them back on top of your deck in any order. X is the number of Time Spiral cards (including Aces) in your discard pile. Draw a card.
  • 9: T/B
  • T: T/B
  • J: Fast Time Spiral, Attack, 2.4 speed, 8(2) damage, 1 cp Ender
  • Q: Slow Time Spiral, Attack, 3.4 speed, 6(2) damage, 1 cp Linker
  • K: Flash Gear, Attack, 0.2 speed, 10(2) damage, 2 cp Ender, Knocksdown
  • A:
    • AA: Time Spiral Hurricane, Attack, 2.0 speed, 20(3) damage, 3 cp Ender
    • AA: Cycloid Revolution, Attack +A+A, 0.0 speed, 20+10(3) damage, Can't Combo

Revision ChangelogEdit

Base -> 3.0

No direct changes to Geiger.

New gamewide rules:

  • If you reveal a normal attack as your combat card, draw a card.
  • If both players are knocked down during the same combat, then ignore the knockdown effect next combat.

3.0 -> 3.1

No direct changes to Geiger.

New optional gamewide rules (testers did not have to use these rules during their testing):

  • Alternate version of new rule involving normal attacks (from ver. 3.0): If you normal attack as your combat card and its not interrupted (by a faster or same-speed attack), draw a card.
  • "Handicap": At the end of the turn (after the powerup phase), discard down to 10 cards. (There's no limit to hand size during the other parts of the turn.)

3.1 -> 3.2

No direct changes to Geiger.

Gamewide rule modified and is given a new name:

  • If you reveal a normal attack as your combat card, draw a card.
  • ->
  • "Normal draw rule": If you normal attack as your combat card and its not interrupted (by a faster or same-speed attack), draw a card.

3.2 -> 3.3

No direct changes to Geiger.

New gamewide rules:

  • "Hand limit": 12 cards. At the end of the turn (after the powerup phase), discard down to 12 cards if you have more. There's no limit to hand size during the rest of the turn.
  • "Time Out": When a player draws the last card from deck, time is over. The winner is the player with the highest hit points. (If tied, it's a draw.) 

Gamewide rule modified - Normal draw rule:

  • If you normal attack as your combat card and its not interrupted (by a faster or same-speed attack), draw a card.
  • ->
  • If your normal attack is blocked or wins combat, draw a card.

Gamewide rule reworded:

  • If both players are knocked down during the same combat, then ignore the knockdown effect next combat.
  • ->
  • Double knockdown: If you're both knocked down, cancel knockdown effect next combat.

​3.3 -> 4.2

Innate Modified (This clears up the interaction with Grave's innate, as well as Troq's and Vendetta's.):


  • If your opponent takes block damage from a Time Spiral, you may throw him. (Play a throw card from your hand and continue your combo if you want. The opponent doesn't draw a card from blocking if you throw him.)
  • ->
  • If your opponent takes block damage from a Time Spiral, your opponent can't activate innate abilities from blocking, and you may throw him. (Play a throw card from your hand and continue your combo if you want. The opponent doesn't draw a card from blocking if you throw him.)

4.2 -> 4.3

No direct changes to Geiger.

New gamewide rule: Healing cannot go above max life. (This is correct flavor for fighting games, but more importantly, necessary for Yomi 2v2 mode to work.)

4.3 -> 5.0

​Abilities Reworded:


  • 4*: Temporal Distortion is now labeled as a "Draw Phase" ability:
    • ​After the draw phase, you may attach this card to your character card. If you do, return a Jack or Queen from your discard pile to your hand. While this card is attached, your Time Spirals cost zero combo points, are Linkers, deal +1 damage, and are immune to combo escape Jokers. Put this card in your discard pile when you get hit by an attack or throw. (The Ace's Time Spiral Hurricane counts as a Time Spiral.)
    • ->
    • [Draw Phase] Fetch a Jack or Queen from your discard pile. Ongoing.Your Time Spirals are zero combo point Linkers that do +1 damage each and are immune to Rewind Time Jokers. Discard this card when you get hit by an attack or throw.
  • ​8*: Research and Development is now labeled as a "Draw Phase" ability:
    • After the draw phase, you may discard this card to look at the top X cards of your deck, then put them back on top of your deck in any order. X is the number of Time Spiral cards (including Aces) in your discard pile. Draw a card.
    • ​->
    • [Draw Phase] Look at the top X cards of your deck, put one in your hand, then put the rest back on top of your deck in any order. X is the number of Time Spiral cards in your discard pile. 
  • Joker: Rewind Time is now labeled as a "Combo Escape" ability.

External links Edit

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