but are that have a reason to make upgraded have lower cost than unupgraded? are not your opponent will cast it quickly if it have only 1 cost?
The unupped version could be better than the upped in some situations, which is weird.
True. I modified the upped version to change that. What do you think?
At first I love the Cold Breath + Nightmare Synergy, than I figured this is OP.
Because a otherwise mono Darkness deck with mark:darkness can run this (the card allows itself to be played) and have great synergy with Nightmare Cloak and Devourer (mark change = moar quanta denial often) The only thing that keeps it from being totaly overpowered is that any mutant skills will need aether to be played.
This is the whole idea of this card. It is able to perform various task depending on how you play it.
with cloak: it can do some damage and might be able to give you some nice ability to help you kick the ass of your opponent. As you said, it requires aether to work completelly and it last only 3 turns per cloak.
with nightmare: it can change your opponents mark. Remember that with nightmare you send more than one copy of the card in your opponent hand so the strategy is a new type of denial. Also remember that your mark will produce 1 quanta (only) after you finish your turn. It means than after a nightmare (if he doesn't have other aether quanta sources), your opponent will take 2 turns to play the first one. Obviously, if he has other sources, you are pretty much screwed (for this side of the strategy). The good point is that your opponent cannot access the full strength of the "hidden beast" if he does have cloak.
with another mark: "Cold Breath" might allow you to play the shy spirit without aether tower/pillar and with another mark (that's why I had at first the upped version costing less). Now if you chose this pass you will need 2 turns to play it just from the mark (same as above). I think this is a really new idea. With this you might be able to play a trio with a good reliability. With the present stats, the creature could be a nice BE holder in an entropy/darkness duo for example. This was never done before ...
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Devourers could also help this card clock the opponents hand.
This is the ability of devourer not of Shy Spirit itself. The combination is way more powerful with GotP, IMO. Indeed, here you don't want that your opponent discards shy spirit. On the contrary you would want him to discard GotP. On top of that GotP cost 6|7
which is very difficult to play.
At first I love the Cold Breath + Nightmare Synergy, than I figured this is OP.
I read your arguments carefully and I still do not see where it is OP. You cannot lock your opponent. You have a lot of weaknesses. The creature is fragile. It requires a lot of combo to work properly. However, I am not completely sure about the cost. What do you guys think?