Wiki pageNow it is not necessarily the cards that needs to be nerfed, it is the
skill. For those of you who cannot see the picture, the skill states as follows:
(
) Dive
The damage dealt is doubled for 1 turn.
That would be okay with a three or four attack creature, that is balanced in itself. However, the problem arises when the card with Dive is buffed. ALL attack is doubled. That means if you cast Blessing on Elite Wyrm, with Dive it becomes a 16/6 creature for 9 total quanta. Not only that, but next turn you can cast another Blessing and it would become a 22/9 creature for 12 total quanta. That is
amazing. While it can be countered, that isn't the primary point I am trying to make.
This makes card creation a pain! While Fractal messes with creature creation, Dive works differently. Any card that is suggested that improves attack or messes with skill use has to be immediately compared to Dive, regardless of creature, spell, or permanent type. If you look at the original Shard of Readiness, it was actually on par with the other Shards in terms of power and introduced a surprise aspect into the game that allowed for many new deck strategies. However, when the Dive + Shard of Readiness combo surfaced, it was nerfed to only reducing skill cost to 0.
My opinion? Allow it to only add a set amount of attack per use.
What is your solution to this growing problem?