so....more randomness to this game. BadIgnoring shields is pretty free to me ... :P
Never been a fan for critical hit in any game
And, why Shard of Freedom ? Sounds like a lazy name, everyone comes up with this name, and the mechanics doesn't really match the name
But critical hit itself does not imply any "Freedom".so....more randomness to this game. BadIgnoring shields is pretty free to me ... :P
Never been a fan for critical hit in any game
And, why Shard of Freedom ? Sounds like a lazy name, everyone comes up with this name, and the mechanics doesn't really match the name
Nope. But this card isn't only critical hits ^^But critical hit itself does not imply any "Freedom".so....more randomness to this game. BadIgnoring shields is pretty free to me ... :P
Never been a fan for critical hit in any game
And, why Shard of Freedom ? Sounds like a lazy name, everyone comes up with this name, and the mechanics doesn't really match the name
So with 6 shards in play I get 6*15%=90% critical hit probability?Yep. Keep in mind that even if you pack 6, it's not that probable to have them all out QUICK.
Wow, that really buffs air-decks.
How does this buff non- :air creatures? Since shards generally can be used in any deck, yet gives certain advantage to one element.Note the wording; it says AIRBORNE creatures, not just 'Air'. ;) There's a wiki list of all Airborne creatures I believe: http://elementscommunity.org/wiki/ability/airborne/
I see. So unlike the other shards, splashing this in will be a bit harder.How does this buff non- :air creatures? Since shards generally can be used in any deck, yet gives certain advantage to one element.Note the wording; it says AIRBORNE creatures, not just 'Air'. ;) There's a wiki list of all Airborne creatures I believe: http://elementscommunity.org/wiki/ability/airborne/
This is also the only shard that doesn't offer some bonus to its own element. What if the % chance was doubled to 30% with an air mark?I think the bonus is given by the fact that all :air creatures (5 species), the :air weapon and every flying weapon (which is still somehow connected to the :air mark) are airborne while the other elements only have their respective dragon and one or two smaller critters. Thus you can consider the effect somehow doubled ;) . Seems like spiders will become way more useful in near future ...
Is Blue Nymph airborne? IIRC it's not.Ain't.
Is Blue Nymph airborne? IIRC it's not.You win :)) No nymph is airborne. But it's the only exception and I didn't include her when counting five species. I just thought of normal cards, not some obscure rares. ::)
Entropy =/= Randomness.Additive.
Is 15% additive {(0.15*n)%} or multiplicative {1-(0.85)^n}?
[...] The problem right now, is that 15% chance to do 50% extra damage is really bad. To put it into perspective, one shard is 1/14 of a creature in a creature spam deck. Much easier to just add another creature. The only time it makes sense is if you have really big creatures, since you then get more for the cost. However, then the randomness really kicks in.Do you only have 1 creature on your field ? 1 shard is more than 1/14 of a creature.
Next is a card that gives airborne status to creatures?Without "that card" SoF is pretty much UP, since its versatility is very limited.
This is the proposed change i like the most.Next is a card that gives airborne status to creatures?Alternatively, higher initial percentage of activation and reduces by gradual stacking might work. What I mean is +30% for 1 shard, +20% (total 50) for another, +10% (total 60) for 3rd one in stack so that it converges to 100% as shards stack up, but one of them alone won't be too bad either.
I'm curious; if this is the "Air" attuned shard, what bonus does it directly offer to Air over the other elements? All of the other shards (SoG, SoV, SoSe, etc) have an ability that is stronger or affects the relevant element over the other elements. Apart from Air having more flying creatures, this shard seems to break the theme. What if Air creatures had a higher chance to critically hit over other creatures? Say, 20% for all Air creatures, 15% for all others?All of air's creatures are flying. For some elements, the only flying creatures are the dragons.
damage is +50%, rounded up or down? For example, a critical hit with a firefly (1 attack) is of 1 or 2 HP?Up.
As more and more cards are added to the game, Air will have more and more airborne creatures. I am quite sure we won't see many non-airborne air creatures other than the occasional bean nymph, while other elements will get less flying stuff. So overall, it benefits Air more.Where You can see benefit for Air when we compare decks:
So basically permanent momentum for all Air creatures as long as you have at least 1 shard out? That doesn't sound severely OP or anything like that.As more and more cards are added to the game, Air will have more and more airborne creatures. I am quite sure we won't see many non-airborne air creatures other than the occasional bean nymph, while other elements will get less flying stuff. So overall, it benefits Air more.Where You can see benefit for Air when we compare decks:
1. Towers, Immolation, Phoenix, Dragon and Seraph
2. RoL+Fractal+Archangels - one of the most popular FG Deck
3. Any kind of Air deck.
Where is advantage for Air?
I agree with @zhangvict - we need more Air bonus. Avoid shield as bonus for Air creatures will be good change, like some kind of soft PC for the weakness element in game.
15% chance for airborne creatures to critical hit (+50% attack) and all Air creatures avoid shield (as bonus for this Element).
Why not? SoP is like ChaosPower every turn for Water. The same can be here. Remember that Momentum gives +1/1 and can be use on each creature, so it is advantage with compare to SoF.So basically permanent momentum for all Air creatures as long as you have at least 1 shard out? That doesn't sound severely OP or anything like that.As more and more cards are added to the game, Air will have more and more airborne creatures. I am quite sure we won't see many non-airborne air creatures other than the occasional bean nymph, while other elements will get less flying stuff. So overall, it benefits Air more.Where You can see benefit for Air when we compare decks:
1. Towers, Immolation, Phoenix, Dragon and Seraph
2. RoL+Fractal+Archangels - one of the most popular FG Deck
3. Any kind of Air deck.
Where is advantage for Air?
I agree with @zhangvict - we need more Air bonus. Avoid shield as bonus for Air creatures will be good change, like some kind of soft PC for the weakness element in game.
15% chance for airborne creatures to critical hit (+50% attack) and all Air creatures avoid shield (as bonus for this Element).
I don't know why some of us compare concept of avoiding shield by Air creatures with Momentum. Better comparision is with Explosion, which can destroy 3/4 of shields and You have the same effect like avoid. So where it will be OP? Explosion can destroy all permaments, SoP "destroy" only shield. Explosion open the shield for everyone, SoP only for Air. So what is the problem with avoiding shield by Air? What is more - Shard of Focus is like "avoid shield", because You can easily destroy shield or other permament (big advantage). I didn't see any kind of problem with avoiding shield by Air and personally I think that it shouldn't be the last buff for this card to Air...It's not a good comparison between explosion, because explosion destroys permanents. Momentum is exactly the card to compare this against, as they both bypass shields. Permanent control like explosion does nothing against shields protected by enchant artifact or immaterial shields like Hope, Emerald Shield, or Reflective shield.
Suggestion: New acronym, like SoFr or something- it's getting really confusing looking between this and Shard of focus.Real difference between Explosion and Momentum is only with Hope and BoneWall. Only here. Emerald and Reflective shield are one of the less used cards and RS reduce damage only by 0-1, so it isn't big problem. So I can say that in about 80% games Explosion gives You skill "avoid the shield". SoFr probably will give also 70-80% chance to avoid shield, because we must remember that sometimes SoFr will be destroyed. We shouldn't bother about this change. I would like to see this change in Trainer to test it.
As for the actual shard- I'll reserve judgement until it's in use, but it seems fine to me.I don't know why some of us compare concept of avoiding shield by Air creatures with Momentum. Better comparision is with Explosion, which can destroy 3/4 of shields and You have the same effect like avoid. So where it will be OP? Explosion can destroy all permaments, SoP "destroy" only shield. Explosion open the shield for everyone, SoP only for Air. So what is the problem with avoiding shield by Air? What is more - Shard of Focus is like "avoid shield", because You can easily destroy shield or other permament (big advantage). I didn't see any kind of problem with avoiding shield by Air and personally I think that it shouldn't be the last buff for this card to Air...It's not a good comparison between explosion, because explosion destroys permanents. Momentum is exactly the card to compare this against, as they both bypass shields. Permanent control like explosion does nothing against shields protected by enchant artifact or immaterial shields like Hope, Emerald Shield, or Reflective shield.
I have always loved zanzarino's work and I am amazed by his work as a developer, however, I sincerely hope that the concept of Freedom is not limited to being able to whack the opponent better.Yes I totally agree with you. I thought at least it should grant all air creatures auto momentum to better showcase the theme of freedom and benefit air creatures better (shocking how a mono darkness with gargolyes and vampires can get the full benifit of this shard with no air at all). The ignore shield part I get about freedom, not so much the higher damage, though it does have excellent synergy with wryms and blitz.
When Freedom comes to mind, I think of being able to do more with my hand, being able to do weird and unexpected things with my permanents and creatures, and being able to play cards a bit more liberally.
It's quite frankly a little disappointing to see that :air Air is still going down the path of surprise attack when it can really do so much more. The more it chases after being the "damage dealer" of Elements the Game, the more it faces the hurdle of how to surpass the daunting damage tyrant that is and should be :fire Fire.
This is not the only Shard that seems to be made the way I sometimes write my essays, but I sincerely hope that a little more time and effort are put into thinking what Freedom could truly bring to :air Air, and what doors could be opened for an element which has had many doors shut.
Conscience was changed to Wisdom, and mechanically, I hope something similar happens to SoFr. The name is beautifully thematic for :air Air, but as for the mechanic, it's more trapped than Freedom should be.
Am I the only one who feels this way?
In fact the Shard of Freedom is very very weak, this proves mathematically.What do you expect for something that costs 3 any?
It allows to increase for 1 turn the power of your airbone creatures by 50% but only -> 15% <- of the time :(
0.5x0.15=0.075
So... finally we have a power increase of airbone creatures (in average and per shard) of 7.5%.
To make you a better idea, a Ruby Dragon will gain (in average) 1.125 damages per shard, which is quite ridiculous.
well you have to take into count that ignoring shields is awesome and in math, awesome is a big number ^^In fact the Shard of Freedom is very very weak, this proves mathematically.What do you expect for something that costs 3 any?
It allows to increase for 1 turn the power of your airbone creatures by 50% but only -> 15% <- of the time :(
0.5x0.15=0.075
So... finally we have a power increase of airbone creatures (in average and per shard) of 7.5%.
To make you a better idea, a Ruby Dragon will gain (in average) 1.125 damages per shard, which is quite ridiculous.
Something that gives 3 card advantage, something that gives free skill cost, something that heals for 16 HP.In fact the Shard of Freedom is very very weak, this proves mathematically.What do you expect for something that costs 3 any?
It allows to increase for 1 turn the power of your airbone creatures by 50% but only -> 15% <- of the time :(
0.5x0.15=0.075
So... finally we have a power increase of airbone creatures (in average and per shard) of 7.5%.
To make you a better idea, a Ruby Dragon will gain (in average) 1.125 damages per shard, which is quite ridiculous.
The same is true for every other shard...Something that gives 3 card advantage, something that gives free skill cost, something that heals for 16 HP.In fact the Shard of Freedom is very very weak, this proves mathematically.What do you expect for something that costs 3 any?
It allows to increase for 1 turn the power of your airbone creatures by 50% but only -> 15% <- of the time :(
0.5x0.15=0.075
So... finally we have a power increase of airbone creatures (in average and per shard) of 7.5%.
To make you a better idea, a Ruby Dragon will gain (in average) 1.125 damages per shard, which is quite ridiculous.
But note that this shard is stackable, meaning that the gain will be higher the more you use it.
Yes I totally agree with you. I thought at least it should grant all air creatures auto momentum to better showcase the theme of freedom and benefit air creatures better (shocking how a mono darkness with gargolyes and vampires can get the full benifit of this shard with no air at all). The ignore shield part I get about freedom, not so much the higher damage, though it does have excellent synergy with wryms and blitz.I support the "freedom" logic also. Crits is too random, maybe good enough for entropy, but there is the well made SoS
Perhaps some suggestions of future mechanics for a freedom shard:
- You may discard cards from your hand and draw an equal number if cards you discard.
- Cards cost less quanta to play
- Summoning sickness is removed for all airborne creatures and ranged weapons
- Creatures attack twice next turn in exchange for being delayed afterwards.
Freedom is in one way about liberty, but another way I like to think about freedom is the letting go of roots and things holding you down, embracing change and moving forward. Some more unconventional ideas could be sacrifice all non pillar/pend permanents in exchange for some temporary advantage, extra quanta, card draw, etc etc.
etc.
True. It doesn´t stack better or worse than the others shards. Seems UP. +0.75 damage on average for every 10 than you already have. I would pack Damselfly before this. I would mess with the critical damage rather than the critical probability, I dont dare to say a precise number, but I would go to at least to 100%.The same is true for every other shard...Something that gives 3 card advantage, something that gives free skill cost, something that heals for 16 HP.In fact the Shard of Freedom is very very weak, this proves mathematically.What do you expect for something that costs 3 any?
It allows to increase for 1 turn the power of your airbone creatures by 50% but only -> 15% <- of the time :(
0.5x0.15=0.075
So... finally we have a power increase of airbone creatures (in average and per shard) of 7.5%.
To make you a better idea, a Ruby Dragon will gain (in average) 1.125 damages per shard, which is quite ridiculous.
But note that this shard is stackable, meaning that the gain will be higher the more you use it.
In fact the Shard of Freedom is very very weak, this proves mathematically.Wisdom affects a single creature, Freedom affects multiple creatures. Comparing them like this is pointless, because when you use Freedom you will (most often) have multiple Ruby Dragons on the field.
It allows to increase for 1 turn the power of your airbone creatures by 50% but only -> 15% <- of the time :(
0.5x0.15=0.075
So... finally we have a power increase of airbone creatures (in average and per shard) of 7.5%.
To make you a better idea, a Ruby Dragon will gain (in average) 1.125 damages per shard, which is quite ridiculous.
Well, the idea remains the same. Every 100 damage/turn you do you will add 7.5 points on average. It really doesnt matters the numbers of creature (well, shields and typical deviation but you get the point). How much useful is the card?In fact the Shard of Freedom is very very weak, this proves mathematically.Wisdom affects a single creature, Freedom affects multiple creatures. Comparing them like this is pointless, because when you use Freedom you will (most often) have multiple Ruby Dragons on the field.
It allows to increase for 1 turn the power of your airbone creatures by 50% but only -> 15% <- of the time :(
0.5x0.15=0.075
So... finally we have a power increase of airbone creatures (in average and per shard) of 7.5%.
To make you a better idea, a Ruby Dragon will gain (in average) 1.125 damages per shard, which is quite ridiculous.
OK, so what would fit into air's holes and yet still be air flavored?This is much better than the current version
Shard of Freedom [Permanent, Stackable]
You and your creatures gain 15% Evasion. (Any time an effect the opponent controls would target them, they have a 15% chance to avoid that effect.)
Stack six, and you have 90% Evasion on all your creatures. It's unreliable, which seems like it's in Air's nature somehow even though there aren't any mechanics for it; it's Freedom to the core, and it cover's Air's major weakness (easily killable critters.)
Looks like that evasion idea has come to fruition.Nice. Another good shard.
I still think that random effect kills this Shard. And why it is only 20%? This shard has got sense only when we have 6 SoFr in 30 cards deck. 1-3 SoFr in deck do nothing. It is big problem.
Agreed, rares should be designed to be useful even with few copies.
Concept Zso_Zso is good, but still too random. I prefer something like Flooding - SoFr generate Fog and all creatures in fog gain critical hit + evading if Air.
1 SoFr - maybe 50% places with fog (random, but we can see where is fog so we can create new tactic for game) or places 6-23 etc. More SoFr - more places with fog.
I like this variant. It reduces the randomness to a more reasonable amount while still preserving the core mechanics.
Or maybe other concept (probably too difficult to create). We have got 3 lines in game table. SoFr should allow for us putting creatures where we want and in 1st line creatures gain 50% attack (and maybe lose 50% HP), in 2nd gains avoid shield, in 3rd line evading if it is Air creature. In addition You can shuffle places but only for Air creatures if new SoFr comes into a game (fantastic thing for tactic).
I think this would be better as an Air card.
Your table says that unupped one sells at a higher cost than the upped one.Blump. It did in trainer :v
It's maybe a supid question but what means "if :air" ?Airborne creatures gain a 25% chance (per shards, stackable) to critically hit: (which is) damage +50%, (and) ignores shield effects,
If your mark is :air ?
If the creature is :air ?
It's maybe a supid question but what means "if :air" ?Airborne creatures gain a 25% chance (per shards, stackable) to critically hit: (which is) damage +50%, (and) ignores shield effects,
If your mark is :air ?
If the creature is :air ?
and (25% chance to) evade targeting if :air (only if the airborne creature is also :air creature)
Also clarifies a few questions.
Der.It's maybe a supid question but what means "if :air" ?Airborne creatures gain a 25% chance (per shards, stackable) to critically hit: (which is) damage +50%, (and) ignores shield effects,
If your mark is :air ?
If the creature is :air ?
and (25% chance to) evade targeting if :air (only if the airborne creature is also :air creature)
Also clarifies a few questions.
Um, I've actually been wondering this too. The evade-targeting effect didn't seem to be discussed much, and also everyone has been speaking as though the ignore-shields and crit-strike effects work on non- :air creatures as well.
So is this the actual effect?
Say you have n SoFr:
- your airborne creatures have a .25*n chance of doing 1.5x damage AND ignoring shields
- your airborne :air creatures have a .25*n chance of evading targeting
So 4 is mass quint for air creatures.That is vulnerable to PC & mass CC.
So 4 is mass quint for air creatures.Still fail against Mass CC.
apparently 'ignores shields' from the card text does not apply to the reflective property of jade/reflective shields. oh :(The spell damage takes priority over the shield bypass of freedom.
so you can actually crit from the SoFree and do extra dmg to yourself via reflection using psions or SoWisdoms. this makes no more sense to me than why you can lobo momentum but not adrenaline, cuz one is 'active' and the other is 'passive'....
I think the main reasoning behind the name was to make it more of a virtue (that was a theme among the new Shards at the time). Velocity might make more sense from a technical standpoint, but it doesn't make sense as a virtue.
Shard of dexterity sounds like a good name; speed for evasion/bypassing shields and also provides skill for critical strikes
I believe that mono air deck with shard of freedom is currently the most common strategy in platinum arena.
If a creature is airborne, it deals extra damage and evades shields.Why do you say "broken"?
If the creature is airborne and of the air element, it deals extra damage, evades shields, and evades targeting.
It's a weirdly worded card. And a broken one, too.
Whenever you see Frozen say 'Broken' just read it as 'OP'I don't feel they are OP as "steal" is such a HUGE counter. I just don't play my SoFre against a :darkness rich deck.
What is the chance that :air creatures evade targeting? 50%? And do they evade you as well as the opponent, or is it only affecting the opponent?With 1 sofree its 50%, 2 sofree its 50% 3 is 75% 4 is 100% 5 is 100% 6 is 100%. 5 and 6 are protectors from PC but don't do anything really
What is the chance that :air creatures evade targeting? 50%? And do they evade you as well as the opponent, or is it only affecting the opponent?With 1 sofree its 50%, 2 sofree its 50% 3 is 75% 4 is 100% 5 is 100% 6 is 100%. 5 and 6 are protectors from PC but don't do anything really
just found out that it doesn't protect airborn creatures of other elements besides air, welp back to the drawing board.
IIRC some mass CC effects still work. I believe I've seen RoF take out a field of :air creatures with 4+ SoFr in play.
Interesting to see that this does not seem to apply to pandemonium though.
Has anyone tested this again recently?