Talk:"The Seven Deadly Sins Run Wild"/@comment-99.25.32.150-20131124045837/@comment-7513024-20131124131039

Just my personal opinion, but decrease all is great on an attack team too ^^ I run a team of 4 boosters and a skill 18 Emperor of Time, and his procs often turn out to be crucial. Especially against players who have slightly stronger decks than mine. For example, an enemy has 60k base defense and I have 55k base attack. Assuming all boosts are the same, I will never catch up on boosters alone because of the base. But a reducer will hit my opponent's defense harder than a booster will boost mine. Kind of like the same logic with SWG, really >< Against a number you are likely to lose against, a reducer > a booster.

TL;DR, reduce all is great against strong opponents. If you're only picking fights with weak mixed teams then you will want boosters, but some people have trap cards >< These skills make things more convenient, and streamline deck building for some players. They don't really break balance in the game, unless they are given crazy proc rates or percentages. The nature of the skill doesn't matter as much as the percentages and the proc rates, mathematically speaking.

And well... trap MLRS defence is very viable, especially with four strong boosters like Minerva, Sun Shangxiang, Kaguya, and Tsuruhime backing her up. I've lost to a team like that before running a pure phantom booster team because of MLRS's skill, so decrease all attack isn't bad either. In fact, it might be one of the best defense skills in the game, short of the bells with greatly increase, high trigger abilities