I think you’re on to something here which could potentially help Rook-Arg, Lum-Arg, and Arg-Gloria in one fell swoop while also making Arg’s counter more interactive. Here’s what I have in mind.
Reworked Crash & Flow: Once per turn, counter an ability. If it was played from hand, put it on the bottom of their deck and knock down the opponent.
Here’s how I think it affects the most relevant matchups.
Lum-Arg: Lum loves this. Combine it with the proposed Jackpot change and he can get a lot of mileage out of stockpiling abilities and using them all in one turn. Lum-Arg might be no worse than 6-4!
Rook-Arg: This would make Rook-Arg slightly worse since he wouldn’t draw a card when his special blocks are countered. But, as has already been discussed, the way counters interact with special blocks is already very unintuitive. One would assume that countering a special block would remove its ability text and make it act like a normal block, but instead it is just discarded without doing anything. So, combine this Crash & Flow rework with having special blocks act like normal blocks when countered and the Rook-Arg mu becomes better! Considering we are changing special blocks for intuition reasons already, this should probably happen anyway.
Arg-Gloria: Crash & Flow doesn’t make the opponent draw a card, so that helps Arg when countering Sphere and Jack especially since Gloria’s engine is very card-hungry. Countering Sphere also KDs Gloria, and while the KD ends before Healing Touch it certainly doesn’t hurt Arg to have Gloria on her back for a combat. The only time this might hurt Arg is when he has multiple counters in hand and Gloria uses multiple abilities, and even then he just has to wait to get good value out of his counters (Gloria’s Jacks return to hand so another counter opportunity is inevitable). So it seems this helps Arg in the matchup!
So if I’m right that makes four skewed matchups (also Lum-DeGrey) that are significantly helped by making the following changes:
-Reworked Crash & Flow: Once per turn, counter an ability. If it was played from hand, put it on the bottom of their deck and knock down the opponent.
-Jackpot doesn’t draw on use and reads: The opponent reveals 2 cards from their hand at random. For each Ace, they take 5 dmg and you draw a card. For each Joker, you take 2 dmg.
-Countered special blocks act like normal blocks
Plus, it accomplishes the goal of making Arg’s counter more interactive in two ways: limiting it to once per turn, and having it knock down the opponent when the countered ability was played from hand. This aspect affects a bunch of matchups in somewhat nuanced ways, but thus far I can think of only positive benefits (like Midori getting Dragon Form more often in the mu) and it doesn’t seem to break anything. I could be wrong though so we should think on that.
All of these things sound great to me, and it actually feels more elegant than current implementation if anything. Thoughts?