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Elements the Game => Level 2 - Forge => Card Ideas and Art => Forge Archive => Topic started by: Kael Hate on April 22, 2010, 07:23:44 am

Title: Shard | Shard of Power
Post by: Kael Hate on April 22, 2010, 07:23:44 am

Shard | Shard of Power
(Quantum Mechanics)
(http://i118.photobucket.com/albums/o108/Kael_Hate/Elements/Red_Shard.png)
(http://i118.photobucket.com/albums/o108/Kael_Hate/Elements/Shard_of_Power-1.png)
NAME: Shard
ELEMENT: Other
COST: 1
TYPE: Spell
ATK|HP:
ABILITY: It looks like a crystal shard.
It seems to be useless, but it
might be upgradable.
NAME: Shard of Power
ELEMENT: Other
COST: 2
TYPE: Permanent (Artifact)
ATK|HP:
ABILITY: Generate 3 Quanta of your
Mark each turn.
ART: Elements the Game
IDEA: Kael Hate
NOTES: - Clusters
SERIES: QUANTUM MECHANICS - A Series of Card Ideas for Quanta Production  (http://elementscommunity.org/forum/index.php/topic,5981.msg67663#msg67663)
Title: Re: Shard | Shard of Power
Post by: verity_blues on April 22, 2010, 04:32:03 pm
"It allows you to accelerate without having to overstuff your decks with unnecessary pillars."

   If they were truly "unnecessary" then why one earth are they in your deck? They are necessary, is why. That is, they are now, with this card, they wouldn't have to be anymore, though.This is a card, that if put into the game, everyone would have to have. But, this is just my opinion. I do like having a new shard, but this one just seems to universal. There isn't a deck scheme out there that couldn't/wouldn't use this card. Why would I even use pillars? Six of these could net me 18+1 a turn.

This card  could work though. Say, if it was reduced to giving... well, what a pillar/tower already gives. I think this card would be better using your other idea, make that idea a shard.

The other idea I'm talking about:
http://elementscommunity.org/forum/index.php/topic,5643.0.html (http://elementscommunity.org/forum/index.php/topic,5643.0.html)
Title: Re: Shard | Shard of Power
Post by: xdude on April 22, 2010, 04:40:15 pm
This would be stronger than pillars, thus OP. No cards, no matter how rare, can be DEFINITELY better than other cards. Rarity isn't a way to balance cards.
Title: Re: Shard | Shard of Power
Post by: jallenw on April 22, 2010, 04:44:15 pm
Shard of Power 3
This card generates 2 quantum of your mark at the end of your turn and deals 3 damage to you.

This might be more balanced.

6 of them = 12 quantum per turn at a cost of 18 hp per turn.
Title: Re: Shard | Shard of Power
Post by: Kael Hate on April 22, 2010, 05:36:38 pm
"It allows you to accelerate without having to overstuff your decks with unnecessary pillars."

   If they were truly "unnecessary" then why one earth are they in your deck? They are necessary, is why. That is, they are now, with this card, they wouldn't have to be anymore, though.This is a card, that if put into the game, everyone would have to have. But, this is just my opinion. I do like having a new shard, but this one just seems to universal. There isn't a deck scheme out there that couldn't/wouldn't use this card. Why would I even use pillars? Six of these could net me 18+1 a turn.

This card  could work though. Say, if it was reduced to giving... well, what a pillar/tower already gives. I think this card would be better using your other idea, make that idea a shard.

The other idea I'm talking about:
http://elementscommunity.org/forum/index.php/topic,5643.0.html (http://elementscommunity.org/forum/index.php/topic,5643.0.html)
Overstuffing is a gamers term refering to adding more of something than required for the late game. Pillars are truly necessary for a deck especially because this card particularly only produces quanta of your mark. It can in no way produce any quanta outside of that fixture. Only having six in your deck when they do not come to hand during the mulligan effect and a cost of 1 to deploy, means none on the first turn. You still have to run quanta pillars or towers but this allow you to pull back your final limit in your deck by about 3:2 so replacing 6 pillars matching your mark with 6 of these you could also pull out 3 more pillars. and still get the same endgame production.

Shards are designed to be Universal and work in any deck. As the Harmonic pillar, this shard would have no benefit some decks.

I agree rarity is no balance for power, I can send you the various times I've quoted it.


This would be stronger than pillars, thus OP. No cards, no matter how rare, can be DEFINITELY better than other cards. Rarity isn't a way to balance cards.
Actually it depends on the environment wether this card is better than pillars and mathematicallly it isn't overpowered. If you give me a deck design I'll do a calculative to show you.


Shard of Power 3
This card generates 2 quantum of your mark at the end of your turn and deals 3 damage to you.

This might be more balanced.

6 of them = 12 quantum per turn at a cost of 18 hp per turn.
Extremely weak.
Title: Re: Shard | Shard of Power
Post by: xdude on April 22, 2010, 05:40:33 pm
KH: 6 Emerald Towers, 6 SoP's, 6 Horned Frogs (unupped), 6 Elite Cockatrices, 6 Adrenaline (elite). Check with towers instead of Shards. :lifemark

Also, try this (http://elementscommunity.org/forum/index.php/topic,658.0.html) with 6 Towers replaced by SoP's.

Title: Re: Shard | Shard of Power
Post by: Kael Hate on April 22, 2010, 05:51:21 pm
KH: 6 Emerald Towers, 6 SoP's, 6 Horned Frogs (unupped), 6 Elite Cockatrices, 6 Adrenaline (elite). Check with towers instead of Shards. :lifemark

Also, try this (http://elementscommunity.org/forum/index.php/topic,658.0.html) with 6 Towers replaced by SoP's.
I have to grab a Train soon so will have to do this Later, if anyone else wants to show a deck please do and I will do the lot in one table when I get back.
Title: Re: Shard | Shard of Power
Post by: coinich on April 22, 2010, 11:50:54 pm
6 SoP, 2 Fahrenheits, 6 Fire Lance, 16 Fire Towers, Mark Fire.  Pretty strong here, though I don't particularly care for the nerf above.
Title: Re: Shard | Shard of Power
Post by: Bloodshadow on April 23, 2010, 12:58:44 am
Since the blue shard is a spell and green shard a permanent, I think the red shard should be a creature. I've already made a "Shard of Sacrifice" before, but it was a bit too complex.

Also, right now the two shards have abilities revolving around HP. I think the red shard should involve HP as well.

But all that is just for consistency, so if consistency doesn't mean too much to you, then ignore my post... ;)
Title: Re: Shard | Shard of Power
Post by: jallenw on April 23, 2010, 01:23:49 am
Hmmm... now that you mention it, I agree.  A 3rd shard should be a creature. 

Green shard = regenerate life permanent
Blue shard = gain life + maxhp spell
Red shard = ??

gain life+maxhp when this creature dies?
Heal all your creatures each turn? 
Instead of doing damage he heals you for an amount equal to his power? 
Gain 20 life when he comes into play, but lose 20 life if he leaves play? (It's a mtg effect, yes, but still an idea.)
Or maybe:
Shard of Power 4
N/N
N = Your life divided by 20 rounded up.

This would make him a 5/5 for 4(Too powerful?) normally, but when used with stoneskin/shard of divinity he would have the capacity to be as large as a 26/26 creature. 
Title: Re: Shard | Shard of Power
Post by: Bloodshadow on April 23, 2010, 01:31:29 am
I'm thinking about a card that reduces the max HP of your opponents...
Title: Re: Shard | Shard of Power
Post by: jallenw on April 23, 2010, 02:01:51 am
I think a black shard was already suggested that did something like that.

I like the idea of:

Black Shard/Shard of Torment 4
Your opponents max hp is set to equal their current hp.

Title: Re: Shard | Shard of Power
Post by: killsdazombies on April 23, 2010, 02:06:05 am
IDK this dosnt seem worth it :c sure your like a FG now but i can easly win with out 3 of my mark and the fact this holds a spot in your deck... this is up.
Title: Re: Shard | Shard of Power
Post by: Boingo on April 23, 2010, 02:32:52 am
I don't think it's fair to charge this card with the OP offense.  It's just the next step in a progression of cards as I see it. 

Right now, you upgrade your pillars to towers to get the bonus quantum in order to play creatures/spells/permanents a turn or 2 earlier.  We have cards like precognition, sundials and hourglasses all allowing you to draw and play cards more quickly.  Rustlers multiply quanta. With fractal, cards like devourer/pest not only deny but can supply massive amounts of quanta.

Essentially, a shard like this would allow you to pack fewer pillars and more of everything else but at the risk of not drawing it till late in the game.  I think a fair comparison is to the hourglass but instead of emptying your hand full of pillars and using "hasten" to get to your creatures, you would already have the quanta you need to play the creatures in your hand.  If anything, this card would broaden the possibilities of a :time deck offers without necessitating you to use time itself. 

So I think this shard is not truly OP but more of a nerf on existing cards.  For example, it would partially nerf the abilities of :time over other decks as the advantage of multiple draws would lessen slightly.  Also, fractal decks which spam cheap creatures would also take a hit since you could play bigger hitters earlier with the help of SoP.

Just my 2 cents...
Title: Re: Shard | Shard of Power
Post by: Kael Hate on May 09, 2010, 05:13:17 pm
Updated Image and Card Template
Title: Re: Shard | Shard of Power
Post by: Avenger on May 10, 2010, 07:45:19 am
Why is this so insanely cheap? Calculate the average length of games, how much more quanta is generated for paying a single one. This is a 3 in one card. It shouldn't be this cheap. But since it is mostly quanta, why not pay with max hp for it.
Like: playing this card reduces your max hp by 5 or 10%.

Those who say: "but you cannot play this on turn 1". No, it isn't true. With auto-mulligan, you are likely to have an upgraded pillar on turn 1.
6 of these and 6 pillars will be more than enough in a 60 card deck.
Title: Re: Shard | Shard of Power
Post by: Scaredgirl on May 10, 2010, 09:14:21 am
Wow.. Ridiculously OP. Every single mono- or duo-deck should have 6 of these.

This about it like this:

When you play itAt the end of the turn
TOTAL after one turn
Tower
+1
+1
2 (with +1 each turn)
Shard of Power
-1
+3
2 (with +3 each turn)
So if you can pay that 1 quanta, this card is as fast as a Tower the first turn you play it. All the turns after that, it's three times faster than a tower.


Nerfing process should start by this generating only 2 quanta per turn, although I'm not sure if even that is enough.
Title: Re: Shard | Shard of Power
Post by: Kael Hate on May 10, 2010, 09:31:57 am
6 of these and 6 pillars will be more than enough in a 60 card deck.
In a 30-40 card Mono deck yes. In a 60 card deck you need about 12 towers + the SoP to get clean draws.

Current deck design forces about 1:3 ratio for pillars in cards, but without effective draw mechanics it comes down to who got lucky and drew a playable card first. This card thins down your pillar requirements for your primary element.

It does not help with your out of element quanta which most often players use their mark for. It does not help rush on the first or second turn.

Every single mono- or duo-deck should have 6 of these.
In the most part Yes. See above.
Title: Re: Shard | Shard of Power
Post by: Scaredgirl on May 10, 2010, 09:49:39 am
In the most part Yes. See above.
Did you look at that table I made there?

Cards like this are the wrong way of designing CCG's. All cards should be equal in "power", only different. This card does what Towers do but almost 3 times faster. It's not only different, it's clearly a much better card.
Title: Re: Shard | Shard of Power
Post by: Kael Hate on May 10, 2010, 09:55:39 am
In the most part Yes. See above.
Did you look at that table I made there?

Cards like this are the wrong way of designing CCG's. All cards should be equal in "power", only different. This card does what Towers do but almost 3 times faster. It's not only different, it's clearly a much better card.
Does the Shard of Power allow you to play any card that is of an element different to your mark?
Title: Re: Shard | Shard of Power
Post by: Scaredgirl on May 10, 2010, 10:23:21 am
In the most part Yes. See above.
Did you look at that table I made there?

Cards like this are the wrong way of designing CCG's. All cards should be equal in "power", only different. This card does what Towers do but almost 3 times faster. It's not only different, it's clearly a much better card.
Does the Shard of Power allow you to play any card that is of an element different to your mark?
No. And it also doesn't kill any creatures, heal you, or turn into a pumpkin at midnight.

I'm not discussing what the card doesn't do, I'm discussing what it does do. And what it does is produce quanta, lots of it.

Purposely designing overpowered cards is a bad move.
Title: Re: Shard | Shard of Power
Post by: Kael Hate on May 10, 2010, 11:48:17 am
In the most part Yes. See above.
Did you look at that table I made there?

Cards like this are the wrong way of designing CCG's. All cards should be equal in "power", only different. This card does what Towers do but almost 3 times faster. It's not only different, it's clearly a much better card.
Does the Shard of Power allow you to play any card that is of an element different to your mark?
No. And it also doesn't kill any creatures, heal you, or turn into a pumpkin at midnight.

I'm not discussing what the card doesn't do, I'm discussing what it does do. And what it does is produce quanta, lots of it.

Purposely designing overpowered cards is a bad move.
You were comparing Towers and SoP and saying that Sop is just an Overpowered Tower. It Isn't tho, Its a card that requires an investment in the short term to gain a long term quanta advantage. The disadvantages you need to overcome while using it are its deployment cost rather than being free, and that it cannot fill the role of out of element quanta. If you do decide to use this card that can give you a greater boost you won't be able to use your mark to fuel your secondary effects. It is not overpowered and It will also never replace towers in its entirety so I question your logic.
Title: Re: Shard | Shard of Power
Post by: mokasu on May 10, 2010, 11:52:28 am
umm...ppl only seems to be talking about the card itself,what about its name? i mean, "Shard of Power" dont realy fit with its effect...
Title: Re: Shard | Shard of Power
Post by: Scaredgirl on May 10, 2010, 12:18:04 pm
In the most part Yes. See above.
Did you look at that table I made there?

Cards like this are the wrong way of designing CCG's. All cards should be equal in "power", only different. This card does what Towers do but almost 3 times faster. It's not only different, it's clearly a much better card.
Does the Shard of Power allow you to play any card that is of an element different to your mark?
No. And it also doesn't kill any creatures, heal you, or turn into a pumpkin at midnight.

I'm not discussing what the card doesn't do, I'm discussing what it does do. And what it does is produce quanta, lots of it.

Purposely designing overpowered cards is a bad move.
You were comparing Towers and SoP and saying that Sop is just an Overpowered Tower. It Isn't tho, Its a card that requires an investment in the short term to gain a long term quanta advantage. The disadvantages you need to overcome while using it are its deployment cost rather than being free, and that it cannot fill the role of out of element quanta. If you do decide to use this card that can give you a greater boost you won't be able to use your mark to fuel your secondary effects. It is not overpowered and It will also never replace towers in its entirety so I question your logic.
Yeah, but that's the thing.. there is no "short term investment". If you look at the table I drew, you can see that you get +2 quanta on the first turn, which is the same amount of quanta you would get from a Tower.

As long as you have one Tower in your opening hand, you can play this card on your first turn gaining that +2 and +3 every turn after that. With auto-mulligan this is very easy to achieve.

My main point is this: compared to a regular mono-Tower, this card is extremely powerful. There should be no question in your mind whether to take 6 of these cards or not. You should always take 6 of them because you will get quanta much faster that way. That means all deck design would begin by having 6 of these, and then trying to come up with the other 24 cards.

To me that's bad game design.


umm...ppl only seems to be talking about the card itself,what about its name? i mean, "Shard of Power" dont realy fit with its effect...
I don't see any problems with the name. In fact a card as overpowered as this one, "Shard of Power" fits very nicely. :)
Title: Re: Shard | Shard of Power
Post by: BluePriest on May 10, 2010, 12:37:15 pm
Yes, it is great for mono decks, and it even has some use for rainbow decks, however, I dont see it as OP. People keep complaining about how mono decks need to be stronger, however, every time theres a suggestion for it, then it seems shot down because it would make them OP. Would this card really give a mono deck a better chance against an FG? Or would it just make it a more viable suggestion for rush decks and decks that rely on having heavy amounts of quanta?
I dont see this card as being any more OP to pillars that novas and supernovas. My favorite rush deck is pillarless and relies on supernovas and immolations. With that, I can STILL use creatures from ANY ELEMENT therefor I can also cast any spell.

If you wanted a deck that relied on this card, and didnt have any pillars, then you would be limited to your mark, and getting luck on the draws since you can only have 6. Which youd also have a discard the very first turn if you went 2nd since there would be no way to play this card without a tower immolation or nova on your first turn.

Also, you wouldnt be able to run a golem rush deck with this card by replacing the pillars with this. You would JUST get earth quanta, nothing else.

Overall, I just dont see it as being OP. I see it as a nice boost in certain situations, however, overall, situational. If you really could make an effective deck with this card, without using pillars, then it would be different, however, I have a feeling most games you would either
A)get quanta at about the same rate as a regular game, or
B)end up being dramatically short on quanta and be waiting to draw this card.
Title: Re: Shard | Shard of Power
Post by: Kael Hate on May 10, 2010, 12:44:38 pm
Yes, it is great for mono decks, and it even has some use for rainbow decks, however, I dont see it as OP. People keep complaining about how mono decks need to be stronger, however, every time theres a suggestion for it, then it seems shot down because it would make them OP. Would this card really give a mono deck a better chance against an FG? Or would it just make it a more viable suggestion for rush decks and decks that rely on having heavy amounts of quanta?
I dont see this card as being any more OP to pillars that novas and supernovas. My favorite rush deck is pillarless and relies on supernovas and immolations. With that, I can STILL use creatures from ANY ELEMENT therefor I can also cast any spell.

If you wanted a deck that relied on this card, and didnt have any pillars, then you would be limited to your mark, and getting luck on the draws since you can only have 6. Which youd also have a discard the very first turn if you went 2nd since there would be no way to play this card without a tower immolation or nova on your first turn.

Also, you wouldnt be able to run a golem rush deck with this card by replacing the pillars with this. You would JUST get earth quanta, nothing else.

Overall, I just dont see it as being OP. I see it as a nice boost in certain situations, however, overall, situational. If you really could make an effective deck with this card, without using pillars, then it would be different, however, I have a feeling most games you would either
A)get quanta at about the same rate as a regular game, or
B)end up being dramatically short on quanta and be waiting to draw this card.
Thanks BluePriest. Echos what I'want to say.
Title: Re: Shard | Shard of Power
Post by: Scaredgirl on May 10, 2010, 01:39:39 pm
Yes, it is great for mono decks, and it even has some use for rainbow decks, however, I dont see it as OP. People keep complaining about how mono decks need to be stronger, however, every time theres a suggestion for it, then it seems shot down because it would make them OP. Would this card really give a mono deck a better chance against an FG? Or would it just make it a more viable suggestion for rush decks and decks that rely on having heavy amounts of quanta?
So you are saying we need overpowered cards to balance the game? Rare, overpowered cards, only accessible to a small percentage of players?

When we look at what card is OP and what is not, we should compare it to other cards, nothing else. And when you compare this card to Tower, it's clearly more powerful, therefore OP.

If you have access to this card, there's no reason to take a Tower instead.


If you wanted a deck that relied on this card, and didnt have any pillars, then you would be limited to your mark, and getting luck on the draws since you can only have 6. Which youd also have a discard the very first turn if you went 2nd since there would be no way to play this card without a tower immolation or nova on your first turn.
:) That's not how you use this card. You don't just replace Towers with this one. You use them both.

Like this:

Mark of Fire
12 x Burning Tower
6 x Shard of Power
6 x Fire Bold
2 x Explosion
2 x Fahrenheit
2 x Fire Buckler

That deck has the potential of producing 16 quanta on the first turn. On average, producing 10+ quanta during the first few turns is probably very common. Combine that kind of quanta production with Fire Bolt and Fahrenheit, and countering the deck is going to be really difficult.

And it's not only for a Fire Bolt deck. Basically any deck that relies on quanta production would be a huge boost.

Quantum Tower produces extra quanta because it's random, and you don't always get what you want. Shard of Power gives the same amount, but it also gives you exactly what you want (your mark). That doesn't sound weird?

The reason why Nova/Supernova is great, is that it's nicely balanced compared to other quanta producing cards.

1. Both unupped and upped versions have their pros and cons, and neither of them is "better".
2. Nova/Supernova is not always "better" than a Tower because Towers could be better in the long run

So here are out options:

Nova = take 12 quanta for free now
Supernova = take 24 quanta later by paying 2 :entropy
Tower = start slow but generate a lot of quanta overall

I personally don't want to see:

Shard of Power aka "Super Tower" = start relatively slow but generate 3 times as much quanta as a Tower
Title: Re: Shard | Shard of Power
Post by: BluePriest on May 10, 2010, 02:11:56 pm
2 RoLs, 2 Cremations, 3 Supernovas.

That gives you 24  :fire, 2 :entropy and 8 of everything else. And that can be done the first turn (ive done it several times).
Thats enough to run an entire deck, and it was all done on the very first turn. You dont need a single other quantum card the rest of the game.

2 cremations give a total of 40 quanta.  3 supernovas give 66. That is a grand total of 106 quanta all on the first turn.

Compared to this, where lets say you dont draw any more quanta cards, it would take about 7 turns to get the 106 quanta I got my first turn, IF I dont deflag them, in which case, you wont ever get the quanta you need for the deck before you are destroyed.
Title: Re: Shard | Shard of Power
Post by: Scaredgirl on May 10, 2010, 02:34:57 pm
2 RoLs, 2 Cremations, 3 Supernovas.

That gives you 24  :fire, 2 :entropy and 8 of everything else. And that can be done the first turn (ive done it several times).
Thats enough to run an entire deck, and it was all done on the very first turn. You dont need a single other quantum card the rest of the game.

2 cremations give a total of 40 quanta.  3 supernovas give 66. That is a grand total of 106 quanta all on the first turn.

Compared to this, where lets say you dont draw any more quanta cards, it would take about 7 turns to get the 106 quanta I got my first turn, IF I dont deflag them, in which case, you wont ever get the quanta you need for the deck before you are destroyed.
We are talking about two totally different decks here.

You would have:
I would have:
My situation would be much better than yours. Your only chance would be to have some amazing luck of a draw and pray that my luck is horrible.


I don't hate Shard of Power. I actually like the idea that it uses your mark to determine what it produces. But what I don't like is how it replaces Tower instead of simply providing an alternative way of collecting quanta (like Nova does).

Simple fix would be for this card to produce 2 quanta. It even makes sense when you think about it:

mono -> 1 quanta
shard of power -> 2 quanta
quantum tower -> 3 quanta

However it could still be overpowered, and could maybe require upping the cost to 2.
Title: Re: Shard | Shard of Power
Post by: kev on May 10, 2010, 02:37:43 pm
I can't believe the discussion continued after SG's table.  This is the same card as a tower only way more powerful.  And immune to earthquakes.
Title: Re: Shard | Shard of Power
Post by: BluePriest on May 10, 2010, 03:03:56 pm
2 RoLs, 2 Cremations, 3 Supernovas.

That gives you 24  :fire, 2 :entropy and 8 of everything else. And that can be done the first turn (ive done it several times).
Thats enough to run an entire deck, and it was all done on the very first turn. You dont need a single other quantum card the rest of the game.

2 cremations give a total of 40 quanta.  3 supernovas give 66. That is a grand total of 106 quanta all on the first turn.

Compared to this, where lets say you dont draw any more quanta cards, it would take about 7 turns to get the 106 quanta I got my first turn, IF I dont deflag them, in which case, you wont ever get the quanta you need for the deck before you are destroyed.
We are talking about two totally different decks here.

You would have:
  • empty hand
  • zero quanta production
  • strategy not based on collecting tons of quanta, but based on creatures (which you don't have)
I would have:
  • empty hand (doesn't matter because I'm stalling)
  • +16 quanta production per turn
  • strategy based on stalling and collecting quanta
My situation would be much better than yours. Your only chance would be to have some amazing luck of a draw and pray that my luck is horrible.

The decks are different yes, but im not talking about using the same kind of deck. Im talking about the potential of cards. This cards potential is in your deck, and supernovas potential is in pillarless decks. They do different things, but are still extremely good at what they do.

Here is my point on why its not OP
Supernovas allow you to be able to play spells and creatures from ANY element. So adding in 2 supernovas, expands the possibility of any deck greatly. This card... well, not so much.

We can talk about the best case scenario all the time, but thats not what really matters. What really matters is what you will usually get.

 I do like the idea of it being reduced to 2 since it does seem to fit in better with the style of cards, however, the cost should stay as it it. An alternative to reducing the amount it gives though, would be to raise the amount it costs, that way it cant be spammed early.

I really dont see this card as replacing pillars in any way... it may do the job better, but it isnt as reliable. Supernovas replaced pillars about as much as this card would.

Title: Re: Shard | Shard of Power
Post by: Kael Hate on May 10, 2010, 03:10:29 pm
There is no deck that adding this too that will make it fast enough to beat a rush deck that it couldn't already beat. So the card is not overpoweredly fast.

Anything else that it can do midgame is mitigated by the fact its limited to 6 in your deck at most.

It has an offset in that it only matches your mark. You cannot use it for the Main quanta and your mark as side quanta.

Any archetype that wins the game by stockpiling mass amounts of quanta for a final finishing move can be negated by Emerald Shield or Reflective shield or Rush in the pvp game.

In the current environment of decks it only helps the decks that are lagging in the AI3 grind.

The table means little.
It does not weigh a limit of 6 vs the ability to run as many towers as you want.
It does not evaluate opening plays vs 2nd/3rd turn plays

Title: Re: Shard | Shard of Power
Post by: Scaredgirl on May 10, 2010, 03:19:18 pm
I really dont see this card as replacing pillars in any way... it may do the job better, but it isnt as reliable. Supernovas replaced pillars about as much as this card would.
In that case I'm guessing you misread/misunderstood what this card actually does.

It's one card that is a "Pillar x 3" costing 1 random quanta to play. This means it can easily be played during the first turn, and when you do play it, you are already +2 (so it's basically free).

So it works exactly like a Pillar, with these differences:

1. It costs 1 random quanta to play (this cost is nullified when you play it)
2. It produces three times as much quanta per turn as a Pillar/Tower does

Lol, how is that not overpowered?


I can't believe the discussion continued after SG's table.  This is the same card as a tower only way more powerful.  And immune to earthquakes.
Yes, good point. The fact that it's immune to Earthquake is one more nail in the coffin.
Title: Re: Shard | Shard of Power
Post by: CB! on May 10, 2010, 03:31:01 pm
I can't believe the discussion continued after SG's table.  This is the same card as a tower only way more powerful.  And immune to earthquakes.
Yes, good point. The fact that it's immune to Earthquake is one more nail in the coffin.
I'm chiming in late on this one... but I don't see the earthquake argument... sure you can't destroy it with earthquake, but you can steal it... or explode it... steal and explode are way more common in decks than earthquake...
Title: Re: Shard | Shard of Power
Post by: BluePriest on May 10, 2010, 03:34:29 pm
I really dont see this card as replacing pillars in any way... it may do the job better, but it isnt as reliable. Supernovas replaced pillars about as much as this card would.
In that case I'm guessing you misread/misunderstood what this card actually does.

It's one card that is a "Pillar x 3" costing 1 random quanta to play. This means it can easily be played during the first turn, and when you do play it, you are already +2 (so it's basically free).

So it works exactly like a Pillar, with these differences:

1. It costs 1 random quanta to play (this cost is nullified when you play it)
2. It produces three times as much quanta per turn as a Pillar/Tower does

Lol, how is that not overpowered?

Quote from: Scaredgirl
That's not how you use this card. You don't just replace Towers with this one. You use them both.

Like this:

Mark of Fire
12 x Burning Tower
6 x Shard of Power
6 x Fire Bold
2 x Explosion
2 x Fahrenheit
2 x Fire Buckler
So im confused, does it, or doesnt it replace towers?

You cant rely on it as the main source since you can only have 6. Those 6 could easily be destroyed or stolen.
Title: Re: Shard | Shard of Power
Post by: Scaredgirl on May 10, 2010, 04:13:14 pm
I'm chiming in late on this one... but I don't see the earthquake argument... sure you can't destroy it with earthquake, but you can steal it... or explode it... steal and explode are way more common in decks than earthquake...
Nobody said it is indestructible. Of course you can steal, explode etc. it, but the point is that you can do all those against regular pillar/tower as well OR use Earthquake.

In other words, there are more ways to "counter" a regular pillar/tower than to counter Shard of Power.


So im confused, does it, or doesnt it replace towers?

You cant rely on it as the main source since you can only have 6. Those 6 could easily be destroyed or stolen.
Not sure what you mean here but I could easily make a deck with 6 x Shards of OP and 6 x Regular Towers which would produce way more more quanta than 12 x regular Towers.

Furthermore auto-Mulligan would pretty much guarantee that I can play a shard on the first turn.
Title: Re: Shard | Shard of Power
Post by: CB! on May 10, 2010, 04:17:51 pm
I'm chiming in late on this one... but I don't see the earthquake argument... sure you can't destroy it with earthquake, but you can steal it... or explode it... steal and explode are way more common in decks than earthquake...
Nobody said it is indestructible. Of course you can steal, explode etc. it, but the point is that you can do all those against regular pillar/tower as well OR use Earthquake.

In other words, there are more ways to "counter" a regular pillar/tower than to counter Shard of Power.

Yeah, but this is a much more attractive target to steal... People don't (at least I don't) usually waste a steal for a tower.  This would definitely get stolen...
Title: Re: Shard | Shard of Power
Post by: Scaredgirl on May 10, 2010, 04:24:22 pm
Yeah, but this is a much more attractive target to steal... People don't (at least I don't) usually waste a steal for a tower.  This would definitely get stolen...
well, that's a whole another topic.

The point was that decks with only Earthquake (like a Graboid/Shrieker PvP deck), cannot remove this permanent, they can only remove Pillars/Towers. That makes Shard of Power more powerful because there are less ways to counter it.
Title: Re: Shard | Shard of Power
Post by: kev on May 10, 2010, 04:27:36 pm
Quote
So im confused, does it, or doesnt it replace towers?
I don't think you are, cuz it was answered in your quote:
Quote
You don't just replace Towers with this one. You use them both.
As the card is obviously most similar to a tower other than a quantum tower, comparing it to a supernova or an immo or a quantum tower or a graveyard is less useful than comparing it to a tower.  Here's the comparison:

But the fact of the matter is those last four points are almost irrelevant in scope of the first two.  Virtually every mono/duo deck would irrefutably be better off replacing six towers with six SoPs.

A better argument for the card is that mono towers are underpowered and this would help as a sort of buff.  BluePriest started on that thought here:
Quote
People keep complaining about how mono decks need to be stronger, however, every time theres a suggestion for it, then it seems shot down because it would make them OP.
I suspect SG agrees with that thought process and that's why she said:
Quote
I don't hate Shard of Power. I actually like the idea that it uses your mark to determine what it produces.
Title: Re: Shard | Shard of Power
Post by: dragonhuman on May 10, 2010, 04:48:06 pm
But anyway all shards are overpowered but this is even more so, if it was cost 2 and only 2 quantum per turn it might be a little in tune with the overpoweredness of the other shards

Or what if it was a 1/2 creature that generated 2 quantum of your mark but then it'd be op compared to the illimunance creatures
Title: Re: Shard | Shard of Power
Post by: $$$man on May 30, 2010, 06:52:12 pm
In the most part Yes. See above.
Did you look at that table I made there?

Cards like this are the wrong way of designing CCG's. All cards should be equal in "power", only different. This card does what Towers do but almost 3 times faster. It's not only different, it's clearly a much better card.
What about SoD and Heal one clearly out does the other

Title: Re: Shard | Shard of Power
Post by: PuppyChow on May 30, 2010, 09:09:59 pm
And Heal is under-powered :).


Anyway, I'm in the OP camp on this one.

For any and every mono deck where I use nine or more towers, I would replace six with six of these. Simply for the reason SG stated.

In fact, if I could, I would replace EVERY tower in a mono deck with these. Or reduce the number of quanta-generating things. So you discard your first turn, if need be. Let's look at that scenario.

1 Tower vs. 1 SoP.

Tower turn 1: 2
Tower turn 2: 3
Tower turn 3: 4

SoP turn 1: 0
SoP turn 2: 2
SoP turn 3: 5

Even without drawing a single tower on turn one, as long as you're mono deck with the same mark, you get more quanta by turn 3. That's just plain faster. It would be *almost* like taking all the cards in your deck and dividing their cost by 3.
Title: Re: Shard | Shard of Power
Post by: Kael Hate on May 31, 2010, 02:35:16 am
For any and every mono deck where I use nine or more towers, I would replace six with six of these.
Cool, now you have room for 3 more Creatures etc in your deck but can't use your mark for any activators.

I've been working on this mathematically, and might increase the cost slightly (to 2), but I still want you to use this in a monodeck to fit more cards in. Just need to keep it from making all mono into rush decks. I'm using the decks that have been posted in this topic already, just haven't come to a descision yet. Its hard because it is in the same field as towers and should replace them when dealing with your mark but not when dealing outside of your mark. Giving you a more useful cards compared to quanta generators.

Do you have a deck for me? the more sampling I can access the better I can balance the card.
Title: Re: Shard | Shard of Power
Post by: harakirinosaru on June 01, 2010, 04:32:29 am
In the most part Yes. See above.
Did you look at that table I made there?

Cards like this are the wrong way of designing CCG's. All cards should be equal in "power", only different. This card does what Towers do but almost 3 times faster. It's not only different, it's clearly a much better card.
Forget all the math and mechanics. I just want to address this point here.

Let me think of a good way to say this...oh, I know.

Let's pick two creature cards, Otyugh and Fate Egg. Now tell me which one you'd rather have if they could both be immortal under the old rules.

If you're indecisive, let me break it down for you. One of these cards can win the game by itself. The other may amuse you for less than 15 seconds.

Equal in power? Not even close. But obviously Elements isn't badly designed, or you wouldn't be here.

Now, I suppose you could argue that Otyugh can't win every game. Entirely true. But this card can't shine every game either. In fact, most of the cards in Elements are like that: they can be ludicrously good or abysmally bad depending on the situation.

And Heal is under-powered :).

Anyway, I'm in the OP camp on this one.

For any and every mono deck where I use nine or more towers, I would replace six with six of these. Simply for the reason SG stated.

In fact, if I could, I would replace EVERY tower in a mono deck with these. Or reduce the number of quanta-generating things. So you discard your first turn, if need be. Let's look at that scenario.

1 Tower vs. 1 SoP.

Tower turn 1: 2
Tower turn 2: 3
Tower turn 3: 4

SoP turn 1: 0
SoP turn 2: 2
SoP turn 3: 5

Even without drawing a single tower on turn one, as long as you're mono deck with the same mark, you get more quanta by turn 3. That's just plain faster. It would be *almost* like taking all the cards in your deck and dividing their cost by 3.
Congrats, you've got yourself one more quanta by turn 3.

Everyone's also assuming this card has some kind of godlike staying power. In a world where Steal and Deflag exist, there's no guarantee that this card will even be on the field at that time.

Kael also brings up a point: the auto-mulligan system also will make sure you never open with too many of these.
I'm not going to look into how that system works as I'm tired, but I think if you run it through a hyper-geometric probability calculator, you'll find that Pups hypothetical situation rarely happens.
Title: Re: Shard | Shard of Power
Post by: Kael Hate on June 22, 2010, 09:13:46 am

In most cases showed what I expected and that was that over time the SoP was worth the effort but if a protracted game was unlikely then there was no gain in the SoP. Using 1 in a Rainbow deck provided the endgame time quanta without 3 time towers but was lackluster in accelerating the deck. Due to its simple efficient nature, more testing would be required. Doubt it will break PVP where speed is a requirement but it'll be good against AI5 and false gods.

Anyone else have a deck to break this?

Shard of Power Game Testing

I used Echo testing, so both decks are run in parallel with One card replaced with another, This means that draw will not affect the test. For these decks I used Sog as a replacement cards so you can load the deck. None of these decks beat Golem rush with any fair chance regardless of having SoP or Not.

Fire Lance
6rn 6rn 6rn 6rn 6rn 6rn 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dk 7dk 7dk 7dk 7dk 7dk 7dn 7dn

Speed Light
6rn 6rn 6rn 6rn 6rn 6rn 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jp 7jp 7jp 7jp 7jp 7jp 7jq 7jq 7jq 7jq 7jq 7jq 7jv 7jv 7jv

Life Rush
5bu 5bu 5bu 5bu 5bu 5bu 6rn 6rn 6rn 6rn 6rn 6rn 7ac 7ac 7ac 7ac 7ac 7ac 7ag 7ag 7ag 7ag 7ag 7ag 7an 7an 7an 7an 7an 7an MARK Life

A typical game. The Deck without the SoP was faster only because it could play damage immediately whereas the SoP deck had to wait. Removing the cost of the SoP, the gain overall in this match was only 5, the extra turns waiting to cast the SoP generating Quanta.

_TURN   _PLAYER   _ACTION   _EFFECT   _TARGET
1   A   Draw   Epinephrine (E)   
      Draw   Elite Cockatrice (E)   
      Draw   Elite Cockatrice (E)   
      Draw   Emerald Tower (E)   
      Draw   Horned Frog   
      Draw   Elite Cockatrice (E)   
      Draw   Emerald Tower (E)   
      Play   Emerald Tower (E)   
      Play   Emerald Tower (E)   
      Play   Horned Frog   C1
      Qgain   5   
      Dam   3   
2   A   Draw   Emerald Tower (E)   
      Play   Emerald Tower (E)   
      Play   Epinephrine (E)   C1
      Qgain   10   
      Dam   15   
            
3   A   Draw   Epinephrine (E)   
      Play   Elite Cockatrice (E)   C2
      Qgain   14   
      Dam   32   
            
4   A   Draw   Emerald Tower (E)   
      Play   Emerald Tower (E)   
      Play   Elite Cockatrice (E)   C3
      Play   Elite Cockatrice (E)   C4
      Qgain   20   
      Dam   59   
5   A   Draw   Horned Frog   
      Play   Horned Frog   C5
      Play   Epinephrine (E)   C5
      Qgain   25   
      Dam   98   
6   A   Draw   Emerald Tower (E)   
      Play   Emerald Tower (E)   
      Qgain   32   
      Dam   137   

_TURN   _PLAYER   _ACTION   _EFFECT   _TARGET
1   B   Draw   Epinephrine (E)   
      Draw   Elite Cockatrice (E)   
      Draw   Elite Cockatrice (E)   
      Draw   Emerald Tower (E)   
      Draw   Horned Frog   
      Draw   Elite Cockatrice (E)   
      Draw   Shard of Power (E)   
      Play   Emerald Tower (E)   
      Qgain   3   
      Dam   0   
            
            
2   B   Draw   Emerald Tower (E)   
      Play   Emerald Tower (E)   
      Play   Shard of Power (E)   
      Play   Horned Frog   C1
      Qgain   10   
      Dam   3   
3   B   Draw   Epinephrine (E)   
      Play   Epinephrine (E)   C1
      Play   Elite Cockatrice (E)   C2
      Qgain   16   
      Dam   20   
4   B   Draw   Emerald Tower (E)   
      Play   Emerald Tower (E)   
      Play   Elite Cockatrice (E)   C3
      Play   Elite Cockatrice (E)   C4
      Qgain   24   
      Dam   47   
5   B   Draw   Horned Frog   
      Play   Horned Frog   C5
      Play   Epinephrine (E)   C5
      Qgain   31   
      Dam   86   
6   B   Draw   Shard of Power (E)   
      Play   Shard of Power (E)   
      Qgain   41   
      Dam   125   
Title: Re: Shard | Shard of Power
Post by: guy_fawkes on June 22, 2010, 10:31:06 am
all right, we can say that a deck that consists of small creatures that cost 2 or 3 quanta is not much affected by the SoP.
can we say this scenario is a good test to demonstrate Shard of Power is not OP?

Shard of Power is obvioulsy a card that works well with heavy quanta cards.
I am an SG's follower in this topic, even if i think this card would be fun to play, but it's really OP.
Title: Re: Shard | Shard of Power
Post by: Kael Hate on June 22, 2010, 11:31:17 am
all right, we can say that a deck that consists of small creatures that cost 2 or 3 quanta is not much affected by the SoP.
can we say this scenario is a good test to demonstrate Shard of Power is not OP?

Shard of Power is obvioulsy a card that works well with heavy quanta cards.
I am an SG's follower in this topic, even if i think this card would be fun to play, but it's really OP.
If you really think it is OP, give me a deck where it is comparable enough to break the environment, a deck where its faster than the fastest or suddenly has so much quanta you can break the curve, It is designed to improve the environment bringing the ass end closer to the opening rush types so you can't cut it down because of that. 
Title: Re: Shard | Shard of Power
Post by: guy_fawkes on June 22, 2010, 11:48:05 am
imho a Fire Stall deck would gain an incredible boost with this card,
the fractal/pest deck would gain so much darkness mana and would be faster...

i don't know, as i said i really like the idea, because a lot of quanta opens the way to new types of decks, but as a first impression i think this card it's really strong, everyone will put em in every deck...
Title: Re: Shard | Shard of Power
Post by: godofdeath500 on June 22, 2010, 11:49:10 am
this card puts you in pisition of an FG.

freakin awesome.
Title: Re: Shard | Shard of Power
Post by: Avenger on June 22, 2010, 01:37:52 pm
What about: replaces your mark to the FG type mark (so you can use only one of these).
Title: Re: Shard | Shard of Power
Post by: Kael Hate on June 22, 2010, 02:07:56 pm
imho a Fire Stall deck would gain an incredible boost with this card,
the fractal/pest deck would gain so much darkness mana and would be faster...

i don't know, as i said i really like the idea, because a lot of quanta opens the way to new types of decks, but as a first impression i think this card it's really strong, everyone will put em in every deck...
It boosts a Fire bolt deck, but in general Firebolt decks suck. Drop a reflective Shield and Firebolt goes home in tears.
Fractal|Pest only need to hit the critical 9 for Fractal. You could run this instead of Darkness Towers or instead of Aether Towers but because you are reducing your count of total Towers to do so then your chance of getting the critical amount of towers required in th opening hand to trigger that critical mass is reduced. Running the SoP for your Darkness quanta might be plausible but how many do yyou need when your Pests Fuel themselves?

It boosts lots of late game decks so like SoG I would expect them to be put in most decks. Would you put 6 in every deck, probably not.


this card puts you in pisition of an FG.

freakin awesome.
Yeah a False god that draws only 1 card and has to pay to put the extra production into play.
So not really a False god at All. Lol.



What about: replaces your mark to the FG type mark (so you can use only one of these).
Pass. You can't steal it or Smash it.
Title: Re: Shard | Shard of Power
Post by: BluePriest on June 22, 2010, 03:45:41 pm
Fire Stall is really the only deck I see gaining any real noticeable power from this card.
Title: Re: Shard | Shard of Power
Post by: Marblecakealsothegame on June 22, 2010, 04:07:12 pm
Well, my false-god farming deck (I believe ScaredGirl made it) would definitely have a lot of use. I seem to run out of time quanta all the time. The deck: http://elementscommunity.org/forum/index.php/topic,1615.0.html%5B/url

Also, if you draw lets say 2 of these in you first hand while playing a mono-fire rush deck you would get out cards shit fast. But on the other hand I feel like rainbow decks are too powerful, and as far as I can see without testing anything this card would buff mono-decks.

I'll leave it there and let it be up to you "pro" guys (and gal) to discuss this.
Title: Re: Shard | Shard of Power
Post by: Kael Hate on June 22, 2010, 04:15:21 pm
Well, my false-god farming deck (I believe ScaredGirl made it) would definitely have a lot of use. I seem to run out of time quanta all the time. The deck: http://elementscommunity.org/forum/index.php/topic,1615.0.html%5B/url

Also, if you draw lets say 2 of these in you first hand while playing a mono-fire rush deck you would get out cards shit fast. But on the other hand I feel like rainbow decks are too powerful, and as far as I can see without testing anything this card would buff mono-decks.

I'll leave it there and let it be up to you "pro" guys (and gal) to discuss this.
That Rainbow can get good use out of 1 of these, it doesn't need any more than that. It allows you to drop some towers and fuel your :time requirements at the end game.

For my testing Immolation Fire-rush could get a little boost, but this is because the Immolation can pay out the Shard on its own. If you miss your immolation you've fallen behind waiting to pay off the first shard, but missing the immolation an issue with Fire-rush decks already.
blarg: