(http://t3.gstatic.com/images?q=tbn:LyYz0Vnzgc7FyM:http://justmytruth.files.wordpress.com/2008/08/declaration-of-independence-signers.jpg) | We hold these truths to be self-evident, that all cards are not created equal, that they are endowed by zanzarino with different Elements to fight, that among these are Life, Gravity and the pursuit of Electrum. |
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Congeal- I think its unresonable to be unable to do anything for 4 turns its a bit much really. Spelll no where near as bad as sheild is.Bone wall is not overpowered. It is expensive and in fact easy to destroy with many decks. Just look at Morte and Incarnate - they are in fact amongst the weakest false gods.
Quakes- yes way to overpower to stop someone 2 fast in there tracks and way to cheap for what it does. If its going to take out 3 pillars it shouldnt only cost 1 quanta.
Bone wall- is very Op it should only gave person bone charge if person who played it creature dies not any creature.
Dusk- the math on the dusk just really needs to be fix missing with 3 creature 2-3 turns in row without a hit is way to broken and on the 4th turn only 1 hits like ya. Its Like a phase shield but it never goes away it just keeps going and going unless stolen or defrag.
Rewind- think should cost more cause just the simple fact of mummy 3 quanta rewind 1 and you will have a creature that can push out bunch of scarabs thats cheaper then ffq and scarabs eat everthing when there a bunch out
The thing is, I can't see a single overpowered card here. Most of the comments deal with someone not being able to handle a certain combo and nothing more.Flying weapon, for 1 mana, breaks two fundamental rules of the game. Rule the first: No more than one weapon at a time. Rule the second: You cannot target untargetables.
Rule # 1 : Says who?The thing is, I can't see a single overpowered card here. Most of the comments deal with someone not being able to handle a certain combo and nothing more.Flying weapon, for 1 mana, breaks two fundamental rules of the game. Rule the first: No more than one weapon at a time. Rule the second: You cannot target untargetables.
While I mentioned a combo, the card in and of itself is way overpowered.
I'm surprised that Trident/Poseidon wasn't on this list. Fly a couple of those and you can destroy 18 pillars a turn for 12-18 earth quanta. Best weapon to steal as a rainbow against HBs.It's not so good since it's hard to get a good combo with water and earth.
People just vote on the decks that they want to be nerfed, and not on decks that they use, regarless of whether it's actually overpowered or not. You really shouldn't look at that thread with any credibility.I think your callous summary of the motivation behind 73 different voters speaks to your own credibility.
Hope has already been nerfed enough. Now it is (IMHO) comparable to bone wall in power. The main problem with it before nerf was that it was equally useful in early game as in late game, and useful even without light emitting creatures, now it is not so suited for early game (unless you use fractaled RoLs, which are easy to counter with any creature control), so much more balanced.I agree on the fractal thing, its powerfull as heck, but not op, it cant be used with imortals or phase dragons, so its one of the few aether cards that doesnt work well with an aether deck.(even with recluses it drains all quanta, snd that HURTS,) also hope has almost become UP, there arent that many light epiting creatures, so it only works with ffq decks.
On the other hand I guess fractal is still one of the most powerful cards right now (though I'm not saying it's OP), so I guess adding these (and other new cards, especially thorn shield and flood) to the poll might certainly make sense.
That said, I don't see any REAL need to change any of the cards, some are rather powerful, but that's really a perk of picking the right element now isn't it? ;)
Why do people think earthquakes are so overpowered?More like people think its OP because against it most of the time they never get to play, they just lose.
They just don't want to play vs land destruction.
*picks the imaginary option 'none of the above'* I don't believe any of them are overpowered. Some are stronger than others, yeah, but none are so strong they are to the point of overpowering.
the entropy thing with paradox is overpowered!Maxwell's Demon can be easily killed unless it's quintessenced.
Black hole kills rainbow easily but not really overpower against mono or duo decks. Fractal is not overpowered because it really does nothing in a deck that is not particularly designed for it. The few successful fractal decks are pretty powerful, but not to the point of invincibility, I think fractal is nerfed all the way already since it drains all aether quanta.Increase it's cost, or something.
The few successful fractal decks are pretty powerful, but not to the point of invincibility, I think fractal is nerfed all the way already since it drains all aether quanta.Including fractual in a rainbow deck gives all sorts of opportunities, even if its not based around fractual and of course you would have the quantum to play the others
I chose Hope simply because I don't think any card is OP right now, but hope comes the closest, if only just barely closer to OP than other cards. I would sort of like it is unupgraded it was 1-N and upgraded was N, but that's just my personal preference.You mean N-1? because 1-N would give you a negative armor ratio if you had bioillimunance creatures
You mean N-1? because 1-N would give you a negative armor ratio if you had bioillimunance creatures
2)Reverse Time/Rewind: I find nothing more aggravating then having a monster that you've played RT'd THEN having to waste your next turn re-drawing it THEN not having the quanta to play it! Oh and the cost is just a joke. Even un-upgraded it is too easy to play. Either up costs or make the card that was RT'd put at the bottom of the deck, I wouldn't mind that.Somehow I find those two explanations quite contradict each other. You state that you don't want your creature back after it is rewound, so I guess you'd prefer to draw a pillar so that you actually have quanta to play your creatures.
3)Fractal: Seriously..this has to be THE most hated card in all of Elements. Because of this single card, it has the ability to create synergy between ANY element. Fractal-trices... fractal-chargers...the list goes on.... Grant it, its playing cost is rather high, but the effect is the definition of OP and worth each quanta. 8 quanta to get up to 8 copies of one card.. That's a quanta a card. I know, people could counter saying that this card is OP by saying, " But it drains all your aether quanta!" .... When the opponent has 3-4 aether pillar(tower)s it doesn't really matter since normally fractal is the only thing aether in their deck.. I'd say limit the number of cards that can be created AND increase the cost. On top of that, keep the fact that it drains your aether quanta down to 0 after being played.
If I had known you'd just pick apart my posts, I wouldn't have posted at all. Bottom line, my opinions are what they are. :PMy intent was not to criticize your post, but rather to state my impression and thoughts about it and point out a few facts and a few more subjective opinions based on my experience that could possibly change your point of view. I guess it's nothing wrong in a discussion to write what you think about someone else's opinion. It's ok if you keep your opinions and there is no reason not to post them only because someone does not agree with you, or else you'd have to write nothing at all ;)
If I had known you'd just pick apart my posts, I wouldn't have posted at all. Bottom line, my opinions are what they are. :PAre you saying that forums should be about people posting their own opinions without anybody actually responding to anything?
Any card is overpowered and should be removed or changed if it forces you to either pack hate against it or devote some number of cards to keep up just to be considered a viable deck.Just because there is a way to counter Earthquake does not mean it's a fair and balanced card.
the thing is... no card is over powered.I'd like to add one more proof that the fact a card can be countered easily does not mean it is not overpowered.
sure some players might not know the way to beat a certain card but that doesnt mean it should be nerfed, lotsa hate for earthquake, the counter is PA. EVERY thing has a weakness, if your too lazy to find it, the pay some one to *me*
I say bone wall. Fix it so deflagration kills the lot.^ Fire user detected, lol :D
I dont want to imagine how devastating it would be to nerf rewind and quicksand for a mono earth.Nerfing quicksands a little wouldn't be that devastating because mono earth would still be quite powerful. In fact it's quite a versatile deck in terms of how many earthquakes, rewinds, graboids, shriekers and eventually other cards (eg. elite antlions, basilisk bloods, diamond shields) you take, so nerfing one or two of these cards would only shift the numbers a bit, not affecting efficiency dramatically. (Though I hope that would be at least noticeable)
I would be really sad seeing my favourite cards getting nerfed :'(
Wouldnt you too?
can you please make votes removable or clear poll once? already voted and cannot remove(change)I'm quite sure I checked the option last time and I'm 100% sure I ticked it this time when creating the new poll.. for some reason removing and changing votes isn't working.
Now let's define an OP card:People used to mix 4 :fire Lava Golems and 5 :fire Lava Destroyers and be able to play both on the first turn by using Cremation on another creature, and this was deemed overpowered. Was Lava Golem the most integral and strongest part of this four card combo? No. Using your definition it probably should have been Cremation that was nerfed.
1) For a card to be OP, you must be able to create an OP deck USING that card. Reasoning that "well this card is OP but I can't think of a way to capitalize on the OPness" is very wrong.
2) For the corollary of this, to identify an OP card you must identify that most integral and strongest part of this OP deck.
1) First, we must accept that many of the people voting in this topic may only have 1-3 decks and so can't take an objective look at a card's OPness.So the only opinions that matter are the players in CL, Elitism (http://en.wikipedia.org/wiki/Elitism) much?
2) Not judging a card by the decks it's used in.Just because you can play a pillarless deck and be immune to Earthquake.. or use Protect Artifact and be immune to Earthquake.. it does not mean that EQ isn't OP. Here is an all to common situation that anybody can relate to:
3) "Most Overpowered Card" implies that all the cards contained in the topic are OP, but at different levels".... "Change it to "[POLL] Which Cards are OP?".Good point, I'll change the title.
And just because there is a way to counter a card does not mean it is fair and balancedQuoted for truth.
However, a game where all the cards are the same power and one deck isn't stronger than another makes for a boring game. In the metagame where everyone uses strong decks, every single match would be a coin toss. You might as well just use the coin flip at the beginning of the match to determine who wins.Actually it is complete opposite of that.
People used to mix 4 (http://elementscommunity.org/forum/Smileys/SoLoSMiLeYS1/fire18x18.png) Lava Golems and 5 (http://elementscommunity.org/forum/Smileys/SoLoSMiLeYS1/fire18x18.png) Lava Destroyers and be able to play both on the first turn by using Cremation on another creature, and this was deemed overpowered. Was Lava Golem the most integral and strongest part of this four card combo? No. Using your definition it probably should have been Cremation that was nerfed.Using my definition, I would say it was the ability for an unupped golem and upped golem to be played by a single cremation that is over powered.
So while deck vs deck is relevant to some degree... I don't think it should be the determining factor to find out if something is OP. I think you need to look at specific situations, not decks as a whole. Things like..
- power level in relation to similar cards
- cost balanced with effect
- card advantage
..are what determines an OP card.
And just because there is a way to counter a card does not mean it is fair and balancedYou're completely right. However...
So the only opinions that matter are the players in CL, Elitism (http://en.wikipedia.org/wiki/Elitism) much?Not at all. In fact, some players in the beginner's league probably have a better perspective than some in the championship league.
It doesn't matter what the decktypes are.. in that situation Earthquake is overpowered. Another problem I have with EQ.. how many mono and duo decks are ruined by it? Seems to me that mono and duo decks need all the help they can get.. seems to me it's to the point that EQ is bad for the meta because it makes so many decks unviable.Okay. If you run adrenaline versus a bone wall in that situation adrenaline is overpowered. That doesn't mean it's overpowered overall though.
Actually it is complete opposite of that.Blindly? There's nothing blindly about it. I know some people have spread sheets (I don't) of every championship league match they've played to discover tendencies, such as Terro trends towards speed rainbow in the first match and then goes to fire stall (I have no clue if this is accurate). Or you use mindgames on your opponent to make them think something, like one time maybe taking a long time to switch decks and never actually switching. Or very loudly stating "lemme have a minute to switch" and take a long time, and then actually switch hoping they'll assume you're bluffing.
At current metagame, winner is often decided before the match. Who managed to blindly pick a "perfect counter". THAT is boring.
Finally, balance of cards does not mean all decks are completely equal.
If the cards would be more balanced among themselves, optimizing decks and actual card playing skill would become much more important.Maybe, that's where micro nerfs come in. Currently macro nerfs aren't anywhere close to being needed.
Finally, balance of cards does not mean all decks are completely equal.Of course not. It means that in the metagame when all decks are optimized, or even for beginners who just get optimized decks off the forum, the decks WOULD be equal.
Hope is the last card I feel deserving of mention. Just get rid of it's protectedness and it'll be balanced.I agree with the gist of your post, though I can think of many more ways to counter EQ (the only one I closely read) than you listed. It still may need a small nerf (like always leaving one pillar/tower in a stack) but otherwise I think it's good.
So... How many counters are there to say quint? There's spell, two creatures that give quints, and several with built-in immortality.QuoteAnd just because there is a way to counter a card does not mean it is fair and balancedYou're completely right. However...
I'm talking about multiple counters. Like at least three ARCHETYPES (not just decks. archetypes.)
And the presence if a MULTITUDE of counters does indeed mean it is fair and balanced.
As I said, blind rock-paper-scissors. I think Demagog? or someone, numerate their decks and let you pick a number before a match. Now, if deck A counters deck B, it doesnt really matter if your deck is actually optimized better for draws/quanta usage, it doesnt matter HOW you play your cards, your deck is countered before match begun by a blind number picking and the game is decided. That is a boring metagame for me. Part of that showed in the war too. And in the war, you actually had a decent idea of what you'll be facing.QuoteActually it is complete opposite of that.Blindly? There's nothing blindly about it. I know some people have spread sheets (I don't) of every championship league match they've played to discover tendencies, such as Terro trends towards speed rainbow in the first match and then goes to fire stall (I have no clue if this is accurate). Or you use mindgames on your opponent to make them think something, like one time maybe taking a long time to switch decks and never actually switching. Or very loudly stating "lemme have a minute to switch" and take a long time, and then actually switch hoping they'll assume you're bluffing.
At current metagame, winner is often decided before the match. Who managed to blindly pick a "perfect counter". THAT is boring.
Finally, balance of cards does not mean all decks are completely equal.
No one here is discussing magnitude of possible nerfs. No one here is even discussing nerfs. People here are discussing balance. Zanzarino is the one that should consider nerfs.QuoteIf the cards would be more balanced among themselves, optimizing decks and actual card playing skill would become much more important.Maybe, that's where micro nerfs come in. Currently macro nerfs aren't anywhere close to being needed.
And currently, actual card playing needs no almost no skill at all. The skill is in the deck building. In fact, in some ways, things such as quicksands prowess or supernova's power results in the only skill needed (play 1 tower at a time against earth decks, black holing at the right time, etc). Otherwise playing the cards is largely skill-less.
Nerfing some cards like sog or quicksand (well, nerfing them in a large way) would greatly reduce the possible deck choices. And I'm not even talking about hugely competitive decks. I'm talking about niche decks that are just for fun or can compete but not at a high level (things like pharaohs for instance).
No, wrong logic. Balance does not mean equal decks. Yes, I'm saying some cards still counter other cards. Why NOT change something if it will give more versatile and interesting gameplay? Why being content with some card stats that are actually pretty arbitrary, without any real and serious testing of their actual influence on the gameplay? Testing phase in trainer serves just to see if those cards are broken or not. If not, they are implemented. That is all balancing this game has.QuoteFinally, balance of cards does not mean all decks are completely equal.Of course not. It means that in the metagame when all decks are optimized, or even for beginners who just get optimized decks off the forum, the decks WOULD be equal.
And if you're saying that some cards still counter other cards, well, why change anything save for a few minor cost adjustments? Since that's how it is right now, after all.
No one here is discussing magnitude of possible nerfs. No one here is even discussing nerfs. People here are discussing balance. Zanzarino is the one that should consider nerfs.Well it isn't Which Cards are Overpowered and What Do You Think Should Be Done About It? But discussions of balancing inevitably bring up discussions of nerfs as solutions.. and that is ok. Though I humbly ask if anyone really wants to talk about their nerf ideas they should start a new thread for it.
I didn't say an OP counter, I said more counters. I think what makes most OP cards OP is that most deck types do not have access to an effective counter strategy, which forces people to abandon that deck and design one specifically against the card in question. This is what leads to the rock-paper-scissors effect.I agree
Earthquake is still the only card on that list I think is overpowered.I agree 100%, yes there are counters to Earthquake but it wrecks a heck of a lot of mono and duo decks. To oblivion. In the first turn.
Plenty of Strong Cards there, but Earthquake is the only Overpowered one.
There is now a new section for people to post possible card nerfs: http://elementscommunity.org/forum/index.php/board,208.0.html (lol, first)Shards are meant to be OP. They're designed as gifts for the donators.
I wait for the Fractal and Shard of Gratitude topics to be made since I think others can explain their OPness better than me.
Edit: making Fractal topic now...
Edit: done! Check the "Nerf this Card!" forum for the thread.
From that list, Only Earthquake|Quicksand concerns me.This, right here. Currently Earthquake destroys 3 Pillars for 3 quanta, which can be a crippling disadvantage when played within the first couple of turns because it gives the Earth player a massive Quanta advantage as the game rolls-on. It's even worse when the Earth player draws two or three Earthquakes within the first few turns because he's able to have you locked-down to only your Mark providing you with any quanta while he's able to drop his full attack force on the field. Then to add insult to injury, once you finally get some damage on the field he has both a damage-reduction shield AND a healing effect. All while you're trying to operate on only a couple Quanta per turn because your Pillars keep getting steamrolled.
It is playable way too early for its effect. I would like to see it changed to give the opponent a little break.
Suggestion 1 - Earthquake destroys 1/3 of the opponents towers in that stack Rounded up. This makes it better in the late game, always destroys at least one but cannot clear a stack when they have 3 pillars on the table. The opponent can still get some quanta if quite impaired. The Quake user is not losing card advantage because he can guarantee 1 destroyed pillar at least. In the late game if the targeted player has 12-15 Pillars to use for fueling triggers or Pumpspells like firebolt, the Quake can hit a massive 4-5 pillars and slow him down but unlikely to cut him to death.
Suggestion 2 - Turn Earthquake into a pumpspell. It destroys 1 pillar + 1 for every full 10 earth quanta the caster has. In the early game the caster can deny only a limited selection of pillars allowing the opponent a chance to build a counter but in the end game a total denial can still ensue.
Shards are meant to be OP. They're designed as gifts for the donators.NO!!
Zanz has actually considered nerfing the quanta generation of Quantum Towers here (http://elementscommunity.org/forum/index.php/topic,4093.msg44960#msg44960).Could you also change the poll options to allow people to change their vote if necessary? Just curious.
I really hope it doesn't come to that, because it would just put more emphasis on the real overpowered culprit, Supernova.
QT's added regardless.
Shards are meant to be OP. They're designed as gifts for the donators.nononono, you can't just do that. Rarity doesn't matter. An uber-rare card that insta-win's a game is mega-OP no matter how rare it is.
I think Ice Shield is OP. I mean you reduce the damage and almost 60 % of the time your creatures Freeze. Then your creature doesn't do a thing for three turns only to become frozen again. Dusk Mantle is worse by comparison. That shield alone brings certain decks to their knees and God forbid they don't pull out a Permafrost Shield. Nerf-paleeze!There are cheap shields, and expensive shields. Invest 1 :gravity into a momentum. Or 1 :fire into explosion. Or just steal it!
dune scorp??? seriously???One single hit and your opponent continues to poison himself. Some people see that as OP.
i know that but still the poor guy can't even atack without help... and a purify would do the trick and the scorp it's easly destroyed... if anything, it needs a defense buff or somethingdune scorp??? seriously???One single hit and your opponent continues to poison himself. Some people see that as OP.
Ummm... Devil's advocate here for a minute...FGs can be balanced by modifying their decks (i.e. Dark Matter can be made less aggravating to all decks if the Gravity Nymphs were taken out of his deck).
Won't everybody just be voting for cards that counter their strategies well or strengthen the FG's?
Why is dusk antle up there when fog isin't?(POLL) Which cards are OP? 1.24 to 1.25
Counter to quinted momentumed creature doesnt exist.
A counter exist;sundial
Also, its not Oty that was ever OP, its quinted Oty.
Quinted otyughs still have counters;poisonous creature,high costitution creatures
IMO Elements is funny because it isn't balanced.
All deck-building is about finding an over-average effective combo and making it more reliable and deadly as possible.
Steal got nerfed by upping cost by 1 quanta? Steal destroys your opponents permanent AND gives it to you. Insanely cheap.That's why I use it.There are hidden cost however;it uses a card and the permanent has to be targetable.Cloak is a great steal nerf
Explosion costs 1 quanta? Sure, I'll wait that 7 quanta to play my Permafrost/Carapace... oh wait, boom.That's why you shouldn't use thorns against fake gods.You need bazookas!
And currently, actual card playing needs no almost no skill at all. The skill is in the deck building. In fact, in some ways, things such as quicksands prowess or supernova's power results in the only skill needed (play 1 tower at a time against earth decks, black holing at the right time, etc). Otherwise playing the cards is largely skill-less.Agree.But fake gods require also timing and luck since their decks are optimizedQuoteNo one here is discussing magnitude of possible nerfs. No one here is even discussing nerfs. People here are discussing balance. Zanzarino is the one that should consider nerfs. However more we are the better i believe
Would that give you less building options or more building options?I prefer few strong decks than many weak decks.So if fractal is op, then buff other card.Fractal then should be the archetype of how much powerful cards should be.Mindgate is a great card that shares the power of fractal.
Balance does not mean equal decks.True!
Please note that the quote you are addressing was made almost a year ago; the game has changed significantly with new strategies/cards since then.Counter to quinted momentumed creature doesnt exist.
A counter exist;sundial
Also, its not Oty that was ever OP, its quinted Oty.
Quinted otyughs still have counters;poisonous creature,high costitution creatures
IMO Elements is funny because it isn't balanced.
All deck-building is about finding an over-average effective combo and making it more reliable and deadly as possible.
Steal got nerfed by upping cost by 1 quanta? Steal destroys your opponents permanent AND gives it to you. Insanely cheap.That's why I use it.There are hidden cost however;it uses a card and the permanent has to be targetable.Cloak is a great steal nerf
Explosion costs 1 quanta? Sure, I'll wait that 7 quanta to play my Permafrost/Carapace... oh wait, boom.That's why you shouldn't use thorns against fake gods.You need bazookas!
And currently, actual card playing needs no almost no skill at all. The skill is in the deck building. In fact, in some ways, things such as quicksands prowess or supernova's power results in the only skill needed (play 1 tower at a time against earth decks, black holing at the right time, etc). Otherwise playing the cards is largely skill-less.Agree.But fake gods require also timing and luck since their decks are optimizedQuoteNo one here is discussing magnitude of possible nerfs. No one here is even discussing nerfs. People here are discussing balance. Zanzarino is the one that should consider nerfs. However more we are the better i believe
Would that give you less building options or more building options?I prefer few strong decks than many weak decks.So if fractal is op, then buff other card.Fractal then should be the archetype of how much powerful cards should be.Mindgate is a great card that shares the power of fractal.
Balance does not mean equal decks.True!
I agree that Earthquake should be changed. Would it be wise to have earthquake have some effect on the user as well? Like also destroying a pillar of their ownHow about pillar destruction is random from 1-3? maybe with 1-2 of there own?
I think that would be perfect. I was thinking along the lines of reducing the cost and make it take out only 1 pillar, but that way works fine, too.I agree that Earthquake should be changed. Would it be wise to have earthquake have some effect on the user as well? Like also destroying a pillar of their ownHow about pillar destruction is random from 1-3? maybe with 1-2 of there own?
Coerency bug in the pool: you can vote two cards and then "none of them" option, and that's quite wierd!If you do that than you're the weirdo. : P
I can't change my vote to shard of sacrifice. Change poll settings?Coerency bug in the pool: you can vote two cards and then "none of them" option, and that's quite wierd!If you do that than you're the weirdo. : P
I'll add Shard of Readiness.
There are two cards that simply break the fun completely and they are WIDELY abused.I find this quite amusing, since you're suggesting nerfs to the two best counters to the most overpowered card to ever exist in PvP.
Reverse Time and Black Hole.
Yeesh... Just played someone with six Shards of Sacrifice in their hand. I had nothing in my deck to counter that, but I couldn't even think of any conceivable way to do so with any combination of cards. Maybe take it down to sacrificing 30 life for having the damage flipped for one turn?Upped sundials are pretty much the counter.
SoSac, for obvious reasons. Graboid is cheaply priced for its capability to almost unstoppably summon a Shrieker. RT had too much capability on the card, not necessarily versatility, but for primary purpose it can completely undo countless turns what has happened to a creature, which should be limited to only a few turns.I'd like your obvious reasons ^-^
SoSa definitely
I'd like your obvious reasons ^-^:P
I strongly believe Shard of Sacrifice from the newer cards and Phase Shield from the older are overpowered.
The shard has no weaknesses except antimatter.And to use that you have to use antimatter on your own creatures and if you manage to survive the creatures are useless.Making it a permanent would help a great deal.
The shield is too powerful compared to other elements' shields so it should be nerfed.
I find phase shield affects maybe one out of every 50 games I play against mono aether, and it usually only ends up helping me as I steal it. Plus, if your the one running the card, you'll probably want 6, which would cost 30 :aether and 6 draws, whereas other shields cost one draw and just about 5 quanta. That one shield will probably be enough if the opponent doesnt have a shield. Phase shield just makes it overkill when it works. (not common) I dont usually mind much when the opponent plays phase shield, but I mind if he plays any other, except other and gravity.so you also think it is not op right??
I think it is not OP. Everyone who thinks it is OP challenge me to a PVP duel right now!I find phase shield affects maybe one out of every 50 games I play against mono aether, and it usually only ends up helping me as I steal it. Plus, if your the one running the card, you'll probably want 6, which would cost 30 :aether and 6 draws, whereas other shields cost one draw and just about 5 quanta. That one shield will probably be enough if the opponent doesnt have a shield. Phase shield just makes it overkill when it works. (not common) I dont usually mind much when the opponent plays phase shield, but I mind if he plays any other, except other and gravity.so you also think it is not op right??
ruby dragonYour joking right? really hope you are.
Better make them immortal (http://elementscommunity.org/forum/index.php/topic,31708.0.html)ruby dragonYour joking right? really hope you are.
Omg this brings back good memories. Better use the 2 blessing then rage poton combo because its the most OP combo in game. 27 attack? For only four cards, 15 :fire and 6 :light? Soo OP! :P best of all the dragon will have more than one hp in the end.Better make them immortal (http://elementscommunity.org/forum/index.php/topic,31708.0.html)ruby dragonYour joking right? really hope you are.
Because SN can't be used multiple times then, but BH can.So you're saying bh is op because it finally can counter <a TINY bit> supernova?
All your quanta will be sucked everytime you use one, and you can't burst it out, else you got a singularity and lose anyway. But we'll see that when 1.30 comes.
Still nope. That would be the noob's complain once 1.30 is out.Because SN can't be used multiple times then, but BH can.So you're saying bh is op because it finally can counter <a TINY bit> supernova?
All your quanta will be sucked everytime you use one, and you can't burst it out, else you got a singularity and lose anyway. But we'll see that when 1.30 comes.
Then i don't see your reasons for sayin' it's op.Still nope. That would be the noob's complain once 1.30 is out.Because SN can't be used multiple times then, but BH can.So you're saying bh is op because it finally can counter <a TINY bit> supernova?
All your quanta will be sucked everytime you use one, and you can't burst it out, else you got a singularity and lose anyway. But we'll see that when 1.30 comes.
[/sarcasm]Then i don't see your reasons for sayin' it's op.Still nope. That would be the noob's complain once 1.30 is out.Because SN can't be used multiple times then, but BH can.So you're saying bh is op because it finally can counter <a TINY bit> supernova?
All your quanta will be sucked everytime you use one, and you can't burst it out, else you got a singularity and lose anyway. But we'll see that when 1.30 comes.
Why is dimensional shield on this list and why does it have so many votes? :pSame reason as SoX, i suppose.
sox? Meaning?Shard of Sacrifice.
Lol what a fitting acronymsox? Meaning?Shard of Sacrifice.
I think DISCORD is the one who needs balancing, it just ruins badly mono-elemental decks and it also messes up rainbow decks. Too much luck involved and 4 damage at the same time, seriously?LOL hope is OP and pandemonium too? imma give you a discount and think you're trolling cuz today is april fools
PANDEMONIUM is not exaclty overpowered, but it is too luck-based and it can just harm you instead of opponent or, quite the opposite, eliminate an almost unbeatable enemy army of powerful creatures.
HOPE is also overpowered. Just spam light emmiting creatures and the opponent can't even touch you.
I think DISCORD is the one who needs balancing, it just ruins badly mono-elemental decks and it also messes up rainbow decks. Too much luck involved and 4 damage at the same time, seriously?Think someone needs to learn to counter things ::)
PANDEMONIUM is not exaclty overpowered, but it is too luck-based and it can just harm you instead of opponent or, quite the opposite, eliminate an almost unbeatable enemy army of powerful creatures.
HOPE is also overpowered. Just spam light emmiting creatures and the opponent can't even touch you.
I think DISCORD is the one who needs balancing, it just ruins badly mono-elemental decks and it also messes up rainbow decks. Too much luck involved and 4 damage at the same time, seriously?I said pandemonium is NOT exactly overpowered, but it is TOO MUCH luck based, so I really thing it needs a little fixing.
PANDEMONIUM is not exaclty overpowered, but it is too luck-based and it can just harm you instead of opponent or, quite the opposite, eliminate an almost unbeatable enemy army of powerful creatures.
HOPE is also overpowered. Just spam light emmiting creatures and the opponent can't even touch you.
Or unstable gas, or win through deckout, or any card who kills creature(s) (especially otyugh, pandemonium, or rain of fire), or any viable rush, or any spell based win, or growers, or the multitude of counters which i missed?I suppose this is an answer to what I wrote, so here I reply again. Elements is an overall very balanced game, however I believe there are some cards which are slightly overpowered than the rest and the reason this topic exists is to write our opinion and to vote which one(s) we think are the most unbalanced. These three are mine opinions, like it or not! My opinions and votes are based on my experience of this game and your ones are based on your own experience too, there is nothing wrong with that! I believe Hope is too strong in comparison with every other shield and I've already written why (permanent, indestructible, blocks 1 x light emmiting creature damage per attacking creature). Just compare this shield with every other shield in the game, it is just too strong and it needs to become slightly weaker.
Well and the opinion of EVERYONE ELSE, also based on our own experience, tells us hope is not OP as it has a good number of counters and having such a number of light emitting creatures that dont die at touch like RoL, is hard as hell and you need to make the whole deck around that. you may think hope is OP, but when everyone else says the opposite guess who am i gonna believe inOr unstable gas, or win through deckout, or any card who kills creature(s) (especially otyugh, pandemonium, or rain of fire), or any viable rush, or any spell based win, or growers, or the multitude of counters which i missed?I suppose this is an answer to what I wrote, so here I reply again. Elements is an overall very balanced game, however I believe there are some cards which are slightly overpowered than the rest and the reason this topic exists is to write our opinion and to vote which one(s) we think are the most unbalanced. These three are mine opinions, like it or not! My opinions and votes are based on my experience of this game and your ones are based on your own experience too, there is nothing wrong with that! I believe Hope is too strong in comparison with every other shield and I've already written why (permanent, indestructible, blocks 1 x light emmiting creature damage per attacking creature). Just compare this shield with every other shield in the game, it is just too strong and it needs to become slightly weaker.
yup. i agree. with fire shield or rain of fire. hope is hopeless... and many other cards are anti hope tooQuite an irony eh?
One of the main mistakes most people do is considering certain cards OP, because a person (or AI) has defeated them using a deck based on that card. Let’s use, as an example, the Light shield named Hope:Source: http://elementscommunity.org/wiki/articles/overpowered/
(http://elementscommunity.org/images/Cards/Hope.png)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/images/Cards/HopeUpgraded.png)
Quite a lot of people have complained in the Light cards section about this card. I’ll quote a post made by somebody in this card’s thread (a little bit edited by me, because it was not very clear): “I really have to agree that this card is OP. I met a FFQ (Firefly queen) deck (well, based on it) which was using Owl’s Eye as creature control. He was also using the Hope shield, fueled by his unupped fireflies (as you might know, those generate Light quanta; in that certain deck, they were also generating quanta to actually play the shield as well as being Light emitting creatures, so the shield actually blocked high amount of damage) . I had no means of killing the Queens that it had out, but I was good for ten turns, because I had enough heals to last me a long time. Anyways, it was pretty much an autowin for that guy. And to me that doesn’t seem fair or fun at all. I knew I was going to lose and I had no means of winning, seeing as I had no way to get past the shield.”
His post truly seems to prove the card is OP. Complete shutdown, no way of dealing damage, is what happened to him. Clearly OP. What he didn’t think about is that he didn’t lose because Hope is OP, but because his opponent’s deck completely counters his. The thing is, many cards can counter Hope, and those cards are found in lots of decks: Momentum, mass creature control (Rain of Fire, Plague, Thunderstorm, Pandemonium, Thorn Carapace, Fire Shield, Retrovirus (= upped Virus), Flooding), single creature control (in case of Queens) (one, or a combination of these can kill/neutralize (even if only for some time) Queens, or kill the Light – emitting creatures (Lightning, Lobotomizer, Unstable Gas, Blue Nymph, Shockwave, Owl’s Eye, Parasite, Black Nymph, Liquid Shadow, Drain Life, Alfatoxin, Virus, Grey Nymph, Basilisk Blood, Auburn Nymph, to some extent Earthquake (stops you from playing it in the first place), Mutation, Chaos Seed, Maxwell’s Demon (after lowering it’s HP), Rage Potion, Re Nymph, Fire Bolt, Gravity Pull, Eternity, Rewind Time, Procrastination, Pharaoh, Otyugh, Scarab, Toadfish, Arctic Octopus, Min Flayer, Ice Bolt, Freeze, and, of course, all the mass creature control cards), Chrysaora (by poison) and Poison and Saphire Charger and Titan, because of their Momentum.
Now, let’s take what can be used to counter Sundials: Weapons (are not affected by it) (Lobotomizer, Owl’s Eye, Vampire Stiletto, Arsenic, Pulverizer, Discord, Fahrenheit, Titan, Druidic Staff, Morning Star, Eternity, Trident, Dagger, Short Sword, Hammer), Deflagration, Chrysaora (by poison), Poison And Pulverizer’s ability.
So, now, by looking at the huge number of cards which can put an end to The Hope shield’s strength, compared to the small amount of cards countering Sundials, most of which are weapons which don’t really counter it, you can clearly see Hope is not OP. Yes, the cards countering the Sundial are still the same, but now you can’t argue it’s OP, because just waiting 6 turns for the chaining to end isn’t so bad, compared to waiting 12 turns, which is, usually, enough for the whole game.
[Well and the opinion of EVERYONE ELSE, also based on our own experience, tells us hope is not OP as it has a good number of counters and having such a number of light emitting creatures that dont die at touch like RoL, is hard as hell and you need to make the whole deck around that. you may think hope is OP, but when everyone else says the opposite guess who am i gonna believe inYou can believe whoever you like, dear Poker Alho, and support whatever opinion you have and I respect other people opinions even when I disagree with them. However, I suggest better create an opinion of yours based on your experience rather than following the common opinion of things.
[Well and the opinion of EVERYONE ELSE, also based on our own experience, tells us hope is not OP as it has a good number of counters and having such a number of light emitting creatures that dont die at touch like RoL, is hard as hell and you need to make the whole deck around that. you may think hope is OP, but when everyone else says the opposite guess who am i gonna believe inYou can believe whoever you like, dear Poker Alho, and support whatever opinion you have and I respect other people opinions even when I disagree with them. However, I suggest better create an opinion of yours based on your experience rather than following the common opinion of things.
By the way, according to the votes there are a lot of different points of view, since almost every kind of card has some votes on it. So I am not so sure that a common opinion of EVERYONE ELSE truly exists. Check SoSa and Dim shield. Which is not that OP anyway.
Anyway, you can still believe whatever you want, I actually don't understand why many people here have become so mad about my opinions. Not mad, you're the one talking with a high tension. Everyone here votes according to his/her beliefs and I have the guts to explain in detail myself instead of just voting and leave, so why such hate against me? And why Hope is included in the list if there is no possibility of being overpowered, dear Absol? Because only card with <1% are eliminated from the poll. That's the rule.Also your "dear" is creeping me.I cannot certainly say a card is overpowered/not overpowered since everything I say is based on my experience (same goes on every person here) OP or not OP is not based on opinion nor personal experience, it's based on the cards. If the card shifts metagame considerably so it consists of Hope and anti-Hope, then it's OP. Which is not the case. and, no offence, the list of Hope's counters can be said for almost every single deck. Which actually makes every deck as of now more or less balanced.
* Creature destroying/damaging ruins every kind of deck, not just Hope-based deck.
* Everything that has to do about quantum sabotaging (Earthquake, Devourers etc.) is a counter on everything, not just Hope, since you cannot play anything. Not pillarless deck like Immorush, nor Speedbow to an extent. Actually, it is not a great counter for Hope, since the white mana it needs to be played can be given not from pillars (earthquake) but from light emmiting creatures (they produce 1 light quantum per turn). In theory, Hope costs 7 quantum, but since this quantum can be harvested by light emmiting creatures it is actually "cheaper" than it looks.
* Luciferin just for 2 light mana gives you 10 hp and bioluminencense (light-emmiting) to all your creatures without a skill, so even powerful creatures can buff up this shield. Only after you have decent defense up, though, so by that point, it no longer matters.
* Momentum ruins every kind of shield, not just Hope.
* Blessing can easily buff up some of those weak bioluminesence creatures.
* Pandemonium may be the most effective card against Hope, since it really messes up every creature, based on pure, chaotic luck. That's why I believe it needs a little less randomness. What's most effective is Lightning Storm. One :air and bye to all RoL.
* I don't believe Hope is TOTALLY unbalanced, but I really think it is SLIGHTLY broken. It is my personal opinion supported by my facts and my gaming experience, but I also respect your different opinions if they're also supported by facts and experience. Read below.
If Hope can be cancelled out by the same strategy to cancel almost other decks, that shows that Hope is not that OP.
Hope is one of the most broken shields in the game.Most broken = slightly broken.
my words exactly and the same about what Jenkars said[Well and the opinion of EVERYONE ELSE, also based on our own experience, tells us hope is not OP as it has a good number of counters and having such a number of light emitting creatures that dont die at touch like RoL, is hard as hell and you need to make the whole deck around that. you may think hope is OP, but when everyone else says the opposite guess who am i gonna believe inYou can believe whoever you like, dear Poker Alho, and support whatever opinion you have and I respect other people opinions even when I disagree with them. However, I suggest better create an opinion of yours based on your experience rather than following the common opinion of things.
By the way, according to the votes there are a lot of different points of view, since almost every kind of card has some votes on it. So I am not so sure that a common opinion of EVERYONE ELSE truly exists. Check SoSa and Dim shield. Which is not that OP anyway.
Anyway, you can still believe whatever you want, I actually don't understand why many people here have become so mad about my opinions. Not mad, you're the one talking with a high tension. Everyone here votes according to his/her beliefs and I have the guts to explain in detail myself instead of just voting and leave, so why such hate against me? And why Hope is included in the list if there is no possibility of being overpowered, dear Absol? Because only card with <1% are eliminated from the poll. That's the rule.Also your "dear" is creeping me.I cannot certainly say a card is overpowered/not overpowered since everything I say is based on my experience (same goes on every person here) OP or not OP is not based on opinion nor personal experience, it's based on the cards. If the card shifts metagame considerably so it consists of Hope and anti-Hope, then it's OP. Which is not the case. and, no offence, the list of Hope's counters can be said for almost every single deck. Which actually makes every deck as of now more or less balanced.
* Creature destroying/damaging ruins every kind of deck, not just Hope-based deck.
* Everything that has to do about quantum sabotaging (Earthquake, Devourers etc.) is a counter on everything, not just Hope, since you cannot play anything. Not pillarless deck like Immorush, nor Speedbow to an extent. Actually, it is not a great counter for Hope, since the white mana it needs to be played can be given not from pillars (earthquake) but from light emmiting creatures (they produce 1 light quantum per turn). In theory, Hope costs 7 quantum, but since this quantum can be harvested by light emmiting creatures it is actually "cheaper" than it looks.
* Luciferin just for 2 light mana gives you 10 hp and bioluminencense (light-emmiting) to all your creatures without a skill, so even powerful creatures can buff up this shield. Only after you have decent defense up, though, so by that point, it no longer matters.
* Momentum ruins every kind of shield, not just Hope.
* Blessing can easily buff up some of those weak bioluminesence creatures.
* Pandemonium may be the most effective card against Hope, since it really messes up every creature, based on pure, chaotic luck. That's why I believe it needs a little less randomness. What's most effective is Lightning Storm. One :air and bye to all RoL.
* I don't believe Hope is TOTALLY unbalanced, but I really think it is SLIGHTLY broken. It is my personal opinion supported by my facts and my gaming experience, but I also respect your different opinions if they're also supported by facts and experience. Read below.
If Hope can be cancelled out by the same strategy to cancel almost other decks, that shows that Hope is not that OP.Hope is one of the most broken shields in the game.Most broken = slightly broken.
Also potentially block 23 damage =/= is blocking 23 damage.Put all 6 of the dragons and you have the deck with most potential damage.Apparently 6*12 = 72, so put 5 of every dragons and you have the most potentially damaging deck ever. Of course, it's inoperable without quanta, in the same way that Hope is inoperable without RoL / Firefly.
Good thing that Ruby Dragon is not on that list.
Diamond shield is way faster, doesn't require creatures, costs less, and has 3 damage resistance.Dear Jenkar, I understand what you say about here, but keep in mind the following:
Also, keep in mind that you need to put your whole deck around hope for it to have any value. This means that your deck is very fragile to any hope counter, because it destroys your strategy. On the other hand, shields like fog are added in most decks just for a bit of extra defense, which means that even if you get a fog counter (say, chargers), you are near hopeless.
3) Hope only theoritically costs more than Diamond shield because of a simple reason; light-emmiting creatures generate 1 light quantum per turn, so Hope can easily be paid by them either partially or completely.Since when is 6 being less then 7 a theory? Much less the 8 for the upped version. If you include how much deck space it takes, diamonds still wins just about every time.
1) Yes. They have different strengths. The strength of hope (potential of high damage block) is compensated by its weakness (creature control, need to base your deck around it). The only other shields like that that i can think of on top of my head are gravity, dissipation & dimensional shields. Other shield generally aren't ''i base my deck around this (they are moderately strong with little-none drawbacks).Dear Jenkai, you generally may know this game better than me, however allow me to correct some points here:
2) Average? false. You're expecting that your opponent sits there while you put up light creatures? Nah, not gonna happen. Also, keep in mind that those light emitting creatures don't magically appear when you put down hope. See answer to 4.
3) I can put gemfinders in my deck to get moar earth quantum. Moot point.
4) The main problem with luciferin /hope decks is that it's combo based. This is true for any hope deck, but with luciferin it just gets worse.
The problem (& one of the weakness of hope) is that you need to have light emitting creatures for it to be of any use. You can't just put 6 RoL & 1 hope and expect to have them in starting hand. This gets worse with luci because you need to : draw the creatures, play them (strong defense creatures usually cost a lot), then draw luci & hope. Generally, by the time you do this, either your opponent has crushed you because he's using a rush, or is in control because he's using a stall.
2) There are two problems in this line of argument.1) Yes. They have different strengths. The strength of hope (potential of high damage block) is compensated by its weakness (creature control, need to base your deck around it). The only other shields like that that i can think of on top of my head are gravity, dissipation & dimensional shields. Other shield generally aren't ''i base my deck around this (they are moderately strong with little-none drawbacks).Dear Jenkai, you generally may know this game better than me, however allow me to correct some points here:
2) Average? false. You're expecting that your opponent sits there while you put up light creatures? Nah, not gonna happen. Also, keep in mind that those light emitting creatures don't magically appear when you put down hope. See answer to 4.
3) I can put gemfinders in my deck to get moar earth quantum. Moot point.
4) The main problem with luciferin /hope decks is that it's combo based. This is true for any hope deck, but with luciferin it just gets worse.
The problem (& one of the weakness of hope) is that you need to have light emitting creatures for it to be of any use. You can't just put 6 RoL & 1 hope and expect to have them in starting hand. This gets worse with luci because you need to : draw the creatures, play them (strong defense creatures usually cost a lot), then draw luci & hope. Generally, by the time you do this, either your opponent has crushed you because he's using a rush, or is in control because he's using a stall.
1) Yes. They have different strengths. I totally agree here.
2) Average is something relative when you deal with Hope, that's true, but even when dealing with light-emmiting creatures a number of 3 RoL or Fireflies are generally easy to come by. Not always, sometimes is easier, sometimes harder, depending to what deck are you facing, but in order to compare this shield with others we have to conclude into an average shielding number. I think 3 is a reasonable number. If you think I am wrong, please suggest another number which you think is an average for the Hope shield.
3) Yes, but Gnomes don't strengthen your Diamond shield, do they?
4) Every deck is combo based. You must select an element(s), a theme, a strategy, a combo. Even if you think Hope is not OP, this is not a very conviencing argument, is it?
Dear Jenkai, now I see what you mean with combo and yes, you're right, Hope decks are combo decks for sure. About the rest of your posts, I have to say your arguments are also in great detail and I am starting to feel convienced by your opinion. Maybe, just maybe, Hope is not OP at all...My 2 cents :
I may starting to believe that Hope is not overpowered, however I am definitely not going to accept that Hope is more "expensive" than Titanium. Hope is late game, yes, but its 7-8 :light can be generated by the very same white creatures which buff it. Paying any other shield has not to do with any synergy, you have to pay all your quantum by yourself. There are other creatures which generate mana and can be used to pay other shields (Gnome Riders paying for a Titanium shield for example) but they are not part of the shield's synergy (they don't provide a damage absorption bonus). What I am trying to say is that Hope is cheaper than it looks to be, presonaly I think its general "real cost" is about 4 quantum) but I don't think it is overpowered anymore.Dear Jenkai, now I see what you mean with combo and yes, you're right, Hope decks are combo decks for sure. About the rest of your posts, I have to say your arguments are also in great detail and I am starting to feel convienced by your opinion. Maybe, just maybe, Hope is not OP at all...My 2 cents :
Titanium Shield is 4 :earth and 1 Card for 2 defense.
Reflective Shield is 1 :light and 1 Card for 0 defense and Immaterial.
Hope + 2 RoL is 7 :light and 3 Cards for 2 defense and Immaterial.
On average a "Reflective Titanium Shield" would be 2 quanta 2 cards cheaper.
Diamond Shield is 6 :earth and 1 Card for 3 defense.
Mirror Shield is 2 :light and 1 Card for 1 defense and Immaterial.
Hope (Upped) + 2 RoL is 8 :light and 3 cards for 3 defense and Immaterial.
On average a "Mirror Diamond Shield" would be 2 cards cheaper and provide 1 more defense.
Hope does have potential to getting more creatures to surpass the defense of Titanium | Diamond but will require the deck to be dedicated to effectively getting it into play (aka a combo deck as Jenkar mentioned below) and under most situations does not become extremely powerful until late midgame when you Fractal RoL (which is usually the best case scenario for getting this card out). When compared to other shields there are better alternatives for a more immediate defense. Light emitting creatures also have an eventual limit to their usefulness - the most likely cards you will use with it are Miracle (which drains all :light ) and Fractal Dragons/Archangel (which is a useful synergy but only becomes viable lategame, which indirectly synergizes with Hope's need for :light generating creatures.) Other strategies (Luciferin + Vanilla Creatures or Firefly/Pegasus) are potentially viable but usually less effective compared to decks like Fire Stall, Grabbow, or Ghostmare.
Not really. There are two ways of considering quantum cost.Yes, I think I see now... 8)
A) outside of every deck. There, titanium/diamond costs less (its the cost written on a card).
B) inside a deck. Now, you *have* to put light emitting creatures. The fact is, drawing those to pay is not guaranteed. Also, in my earth deck, i could use that space in my deck for say gemfinders, or even pillars. The fact that they don't synergize with the shield is meaningless, they're here, i can play them.
basicly, you considered A) for one and B) for hope. Which is silly, cuz you're not comparing on the same ground.
*Cough*Prove it. It's gotten a cost increase so it isn't as powerful. It'll change the metagame but isn't OP.
SoF (When 1.3 comes out)
BlackHole... Especially when SoF generates BH. Omg, it is pretty annoying card now... A lot of games lose in a row against BH and I didn't play rainbow. In few weeks it will be dramatic when SoF will be popular.Except blackhole has never been a huge problem. If it is because of the shard, then nerf the shard, not blackhole.
I never seen the most OP in this game like BH now. Nerfing Nova without nerf BH was a mistake.
Earlier when I could use 2-3 Nova in a row I had a chance to play against BH and putting few creatures or maybe Sanctuary. Now Your chance to do it = 0. You use 1 Nova per turn, opponent can use BH. It is stupid. I like Nova nerf, because it was neccesary. But we mustn't create situation, when You have rainbow and playing against BH = quit. It isn't balanced.
i wonder if mono fire or mono dark would use sof rather than their normal PC...
serapha definitelySeraph? OP?
Also for :fire, if using Immolation/Cremation, SoFs are much cheaper.i wonder if mono fire or mono dark would use sof rather than their normal PC...
:darkness can freely choose between Steals and SoFs, depending on the playstyle. But :fire definitely benefits more from SoFs than Explosions. It's worth 2 Explosions, and when used as RagePot fodder, grants you +5/6 dmg and ANOTHER Explosion.
serapha definitelySeriously?
another powerful creature for fire is not needed, instead other elements such as light should be boostedDoesn't make it OP by any means. Sure, it's probably better than crimson dragon, but it's still very fragile and counterable. Just because fire gets another creature does not make that creature overpowered by any means.
Also for :fire, if using Immolation/Cremation, SoFs are much cheaper.
Btw, a rage potion does not grant an extra destroy, 3 are required for that.
15*3-5+15=55 ; 15*3-15+15=45 ; Despite the card stating if HP>50, it turns into a BH if HP=50.
On the topic, In my opinion the most OP cards are RT and SoF. I don't think SoSa is that OP in the meta game.