I was thinking I'd call this thread, "Is Kitty Spike still good?" but that's an easy question. Yes, it is still good. Being able to potentially put 24 damage on the board by committing a single foundation and using a few costless abilities, at a fairly high speed in an offcenter zone backed by Stun:2 potentially during your opponent's turn... it's good.
But it's definitely not the only thing you can do offensively, and there are more answers sprouting up every day. I won't really go into the replacements in the first post of this thread, since that would really get offtopic fast, but as far as answers...
- Holding Ground, Healer, Fight or Flight, Assassination Arts. All of them completely negate the damage from 1 of the Multiple copies, and incidentally they all share the Good symbol. Fire is also represented twice on the foundations.
- Undisputed Ruler. A 2/4 with no block on the Earth, Death and Void symbols, this card simply removes the Multiple keyword from Spike. [it can't stop your opponent from playing it as a Reversal, though]
- Crown of the Forgotten Secret. A 2/5 +1H Unique asset from Shadowar on Air-Good-Fire {same as Healer, hmm}, this card has a very simple free E: Your opponent's high attack gets -2 damage. So that 24 damage becomes 18 before blocks or anything else. And, once suspect your opponent is about done Spiking for the turn, Crown can destroy itself for a further -4 damage with a minimum of 1. Hence, with only a crown and no blocks or other redux, that 7/1 deals 14 damage. I'm so scared
- Speaking of blocks, simply blocking Feline Spike is not a bad idea at all. It's the best way to deal with a damage pumped initial copy, for sure. Tira's Contract can help here, by playing your last block without a control check, or by turning a half-block into a full.
- Torn Hero and to a milder extent Perfect Sense of Balance punish your opponent for using the Stun.
- Using No Memories, Seal of Cessation, or The Evil-Doer Destroyer to shut down the Multiple enhance works great, and the 4/4s don't destroy themselves to work like Undisputed Ruler or Seal. That said, these cards have fairly prohibitive stats {and in TEDD's case, Uniqueness}, so chances are better that your opponent will be able to out-control them compared to the 1- and 2-difficulty cards listed above.
- Momentum hate. Calming the Mind, err, comes to mind, but so do cards like promo Guy, Blood-Stained Fate, Kuzuryu Reppa, Ken's Shotokan, Excitable.... The combination of CtM and one or more of the discard cards could well be enough to seal into the abyss for several turns or even the game. Calming the Mind also has the added benefit of shutting down one of Kitty Spike's partners in crime, Ira-Spinta, and making the control war much more manageable for Earth/Life/Water decks in that matchup.
There's obviously another part of the discussion to be had; how does one best use FSpike offensively? Personally, I think that the card will remain more-or-less in vogue for Chun Li decks, because forcing your opponent to stun 2 and then deal with 24 damage over 3 attacks TWICE between Ready Phases is really too much for a lot of decks to handle. Especially when, after the two Spikes have been thrown, the Chun Li player still have some room in their card pool for Hyoko Sens and High Plasma Beams, assuming they're a fairly typical Air build with plenty of 6ccs and Soul of Ling Sheng Su+Shooting Capoera.
Discuss!