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Offline kevTopic starter

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4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg371538#msg371538
« on: July 26, 2011, 02:53:51 am »
Phase 1 - Proving of Worthiness
Phase 1 has ended

See the tasks here (http://elementscommunity.org/forum/index.php/topic,29093.0.html).

Post your screenshots, links, shard commentaries, etc here.

Please use "modify" on your first post here rather than adding new posts as you progress through the tasks.  This will help avoid clutter.  Thanks.

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg371545#msg371545
« Reply #1 on: July 26, 2011, 03:01:09 am »
TASK I
Battle Prowess - The Arena

Pillarless Peggie Rush (http://elementscommunity.org/forum/index.php/topic,29185.0.html)
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6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 713 77g 77g 7ah 7dm 7jp 7jp 7jp 7jp 7jp 7jp 7jr 7jr 7jr 7jr 7jr 7jv 7jv 7jv 7jv 80g 8pj






TASK II
Card Design - Shards

Shard of Confidence (http://elementscommunity.org/forum/index.php/topic,28846.msg398430#msg398430)
Shard of Remembrance (http://elementscommunity.org/forum/index.php/topic,28846.msg394485#msg394485)
The name fits the mechanic, and the mechanic fits Aether, but I think that it is underpowered since both players are silenced. It seems like it would be best in decks that can play a lot of creatures and permanents in the first few turns and not as many later in the game. In these decks, the Shard of Remembrance can allow the user, who has a fast deck, to greatly slow down an opponent with a slow deck that relies on playing cards after a few turns. Since the silence effect is only activated on a creature's death, Immolation decks would probably be the only deck type that can fully benefit from this shard. I suggest that it wouldn't silence players with an Aether mark, maybe for a higher cost. This would be helpful for Lightning-based mono Aether decks, causing those decks to be used as much as the typical mono Aether consisting only of 6 Dimensional Shields and Creatures.
Shard of Loyalty (http://elementscommunity.org/forum/index.php/topic,28846.msg394896#msg394896)
Fire is the right element for this card because the upgraded version is great in an Immophoenix deck and Fire is thematically about destruction and damage. Like any other shard, it uses quanta from any elements, which makes it great in an immolation or nova deck with leftover quanta in other elements. It is also a buff to Crimson/Ruby Dragon because they are often killed immediately. With this card a Ruby Dragon can deal 30 damage even if their opponent has the perfect counter. Crimson/Ruby dragon needs a buff since it is usually inferior to Phoenix and Lava Golem. While the upgraded version seems balanced, I think the unupgraded version is underpowered. For 3 quanta and one card slot, it isn't likely to deal more than 10 damage. For 3 quanta, a creature with 3-4 attack could be played and do even more damage in just a few turns. The unupgraded version would need a lower cost or it could generate Fire quanta when it is destroyed. This change would balance the card as well as making the unupgraded version be more valuable to a fire deck.
Shard of Moderation (http://elementscommunity.org/forum/index.php/topic,28846.msg395472#msg395472)
This is a unique idea and it fits Gravity. It can be a great card against rainbows and, unlike black hole, it is decent against monos and duos. The upgraded version is great because it seems like more quanta is generated in upgraded play. Supernova generates twice as much quanta as Nova, Cremation generates two more quanta than Immolation, and Towers generate one more quanta than pillars. I could imagine a Discord Black Hole deck becoming a lot stronger with a few of these. The Shard of Moderation could also work well in a deck with Precognitions and Reverse Times. The Precognitions would ensure that this card is drawn quickly, and Reverse Times are great denial cards in Time. Unlike the upgraded version, the unupgraded version doesn't seem worth using. It will take two Shards of Moderation in order for the denial effect to be useful, but even if there are six in a deck, it will be too late by the time two are played. The enemy will have a lot of quanta and still generate ten every turn. I think the unupgraded version should have its cost lowered.
Shard of Equality (http://elementscommunity.org/forum/index.php/topic,28846.msg395472#msg395472)
The mechanic involves copying frozen creatures; freezing is definitely related to Water, but copying creatures is more of a mechanic related to Aether (Parallel Universe, Fractal). Since the copying effect represents the name, I think the Shard of Equality should not effect Water creatures. With this suggested change, it would clearly be a Water card thematically, and not an Aether card. This card also seems overpowered. Parallel Universe has the same cost as the unupgraded version and a higher cost than the upgraded version, but Parallel Universe can only generate one new creature. The Shard of Equality can generate many cards, especially if it is used with Arctic Squid or Ice Shield. Even though the newly copied cards will be frozen, they will be significantly more valuable after a few turns pass. This card will most likely be stronger than Parallel and Twin Universe. I recommend increasing its cost by one or even two quanta.

Shard of Fortitude (http://elementscommunity.org/forum/index.php/topic,28846.msg397871#msg397871)
It's great that this card gives instant quanta generation (not counting towers) to a third element besides Fire and Entropy, which have Immolation and Nova, respectively. Air could use a powerful mechanic like this, and it is done in a way unlike Immolation and Nova. It can be used by any element, as long as they use Air quanta in their deck, but it is more beneficial to decks with many Air cards because Air tends to have airborne creatures. For balancing purposes, it can be compared to Immolation and Nova. Two Novas generate 2 on-element quanta and 22 off-element quanta. The Immolation and Photon combo will generate 7 on-element quanta and 11 off-element quanta. If both cards are of equal strength, and I find that the case, instant on-element quanta is worth 2.2 times as much as off-element quanta. The unupgraded version costs 3 quanta, but it will probably be used only in monos and duos, so its cost should be measured in on-element quanta. In order to be balanced with Nova and Immolation, it should generate an average of 9 quanta. I think it will be difficult for this to be the case, and by then, it will have been many turns. I think it should generate 2 :air per airborne creature for a higher cost or have its cost lowered.


Shard of Discretion (http://elementscommunity.org/forum/index.php/topic,28846.msg399346#msg399346)
It has the same cost and stat boost as Nightfall and Eclipse, but it is unique enough to be its own card because it effects different creatures. It also fits into Darkness very nicely. The name also fits, and it is designed to buff a card that is not often seen and difficult to make a good deck with. The only problem I see is that I think it is underpowered. Nightmare and Eclipse are most effective in a Devtal because Devtal can fill the entire board with Darkness creatures. Having one copy of Nightmare or Eclipse can also be helpful in decks with a lot of creatures. This card also benefits decks with many creatures, but those are not the types of decks that benefit from Cloak. Decks with Cloak do not need to use a lot of small creatures because those types of decks are more resistant to target-based CC, which is what Cloak prevents. Cloak is instead used in decks with a few creatures that need to stay alive. Thus, I would lower the cost by 1 or 2 in order to make it worth using in Cloak decks.

TASK III
Deckbuilding

Rol/Hope.../Vaders? (http://elementscommunity.org/forum/index.php/topic,26946.msg399987#msg399987)
Light of Fire (http://elementscommunity.org/forum/index.php/topic,26509.msg400041#msg400041)
flying Morningstar-a viable arena killer? (http://elementscommunity.org/forum/index.php/topic,29004.msg400083#msg400083)
Help with my decks pls? (2) (http://elementscommunity.org/forum/index.php/topic,25455.msg400179#msg400179)
All of my decks (http://elementscommunity.org/forum/index.php/topic,29095.msg400184#msg400184)
unupped light-death-miracle deck...any ideas? (http://elementscommunity.org/forum/index.php/topic,27806.msg400304#msg400304)
Somehow still around, somewhat

Offline majofa

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg371615#msg371615
« Reply #2 on: July 26, 2011, 06:46:07 am »
TASK I
Battle Prowess - The Arena

ARENA DECK (http://elementscommunity.org/forum/index.php/topic,29154.new.html#new)
*NOTE: Although my deck doesn't seem original, these decks are supposed to help the community.. so why would I post a deck that takes 100 games to fill the rings? If you want some variety, I posted some other decks below.
RoL/Hope (http://elementscommunity.org/forum/index.php/topic,29154.0.html)
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4su 5lk 5lk 5lk 7jp 7jp 7jp 7jp 7jp 7jp 7ju 7ju 7k6 7la 7la 7la 808 808 808 80e 80i 80i 80i 80i 80i 80i 81q 81q 81q 81q 8pu





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745 745 74b 74b 74c 74f 74f 7jo 7jo 7jo 7jo 7jo 7ju 7ju 7jv 7jv 7k2 7k5 7k5 7k6 7k6 7la 7la 7la 7la 7la 7la 7la 7la 7la 8pl

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6rq 6rq 77f 77f 77j 77j 77j 77j 77j 77k 77m 77m 77m 77m 77m 7jv 7jv 7jv 7jv 7jv 7jv 7k5 7k6 7k6 7la 7la 7la 7la 7la 7la 7la 7la 7n2 7n2 8pm



TASK II
Shard of Equality (http://elementscommunity.org/forum/index.php/topic,28846.msg398004#msg398004)
Card Design - Shards

Many card games have cards similar to this one. Though most allow you to also see your opponent's hand. Having this card in play for a few turns will essentially let you know every card your opponent has in their hand. While - for the upped version - not allowing your opponent to see which :air card you drew.

At first thought, this seems like a good card, but we need to look at playability. When this card (unupped version) comes into play, you don't get to see the cards your opponent already has. If this card comes into play later in the game, your opponent will likely be playing the card they drew anyways. So as the game progresses the effectiveness of this card diminishes. Another thing about it is, very few times would knowing what your opponent has have any effect on your own actions. It could clue you in on CC or PC that was just drawn, but does that mean you hold out for a Quint or Protect Artifact.

It would just be hard for me to find a place to fit this in a deck. If it had a stronger secondary ability, like Precognition does with drawing a card, then it might be a valuable asset to an :air deck.
This is a very interesting card. It's tough to say if it's too strong. Imagine your opponent going first, Immo'ing a couple photons, dropping 2 Lava Golems, and then one of these. They would now have incredibly fast damage and, for the most part, untouchable creatures. The main problem I see with this is that the protection is for all creatures. So any creature big or small is safe from all CC except rewind/paradox.

Outside of that abuse, the upped version looks especially interesting. Imagine using it with Blue Nymphs. Bringing out Unstable Gases, igniting them, and then laughing as none of your creatures are harmed. And since damage from :air sources is halved, you don't take any of the damage either.

There has to be some way to scale back the power of this a little bit. Possibly only airborne creatures? Otherwise the interestingness and creativeness of the card might be overshadowed by the abusiveness of the card. Then again, SoG existed for a long time...
Zanzarino has stated that he is going to make it so even unupgraded shards have an effect. So my first advice to you would be to make an unupgraded shard, otherwise your chances of winning the competition are slim. He also said that they would give a 'benefit' to the element they match.

Now to look at the effect of your shard. Sacrificing a creature to turn it into 2 smaller creatures... interesting concept. Though, I believe it would need some explaining done about it. Does it create a new, entirely different card? Is the creature cost still the same? If it's also cut in half, then fractaling could be real fun. Another problem is rounding. Do you round up or down? Down would mean that 1 HP creatures would die...

One option would be to round down, except in the case of :fire creatures. Then a Phoenix (7/1) would turn into Baby Phoenixes (4/1). If you used this on a Lava Destoyer (7/1), then you'd have to Baby Lava Destoyers (4/1) that both have Growth.

...and obviously this would work with Empathic Bonds.

All-in-all, a good concept that's not overpowered, while still being viable in some cases. I'd just encourage to fix it up a little with what I stated in the first paragraph.
Looks like you did your homework. :)  Zanzarino mentioned that he wanted to have the :fire shard do damage over time. Though, I think he mentioned something about lower max HP as well. He also has mentioned in the past about wanting to make a card that shuts off healing. This shard fulfills two of those things.

Now let's look at the playability of this card. This card can work in Immo rushes and Fire Stalls. For Immo rushes, the preventing of healing can be a big factor. Being able to keep the pressure on your opponent while your Lava Golems get bigger can lead to your win. The extra bit of damage is also helpful. The best part is that you can play it with all that extra quanta you get from using Immolation.

Fire Stalls on the other hand, would use it more for the damage over time. Sometimes in Fire Stalls, your Fahrenheit can get shut down by Bone Walls or Phase Shields, so you can't chip away at your opponent's life. This card, however, can not be stopped by anything. While the damage may not be high, it can add up over time.. and don't forget no healing. The only thing you have to be careful of is that you can't heal either. So don't play a Sanctuary Stall with this card.

Zanz might have his eye on this one, with possibly adding the 'reduce max HP' part.
When I first saw this card, I thought wow that's kinda powerful... then I did some calculations in my head and realized that it's not so much. With 6 of these out 'AND' a :fire Mark, a Fahrenheit (unupped) would only do 10 base damage and a Titan would do 20. I'll assuming this affects flying weapons as well, which is where it can shine a little bit more. With 2 Flying Titans and one in the weapon slot (and a :fire Mark) each shard would give an additional boost of 6 damage per turn (2 dmg/Titan).

I imagine you could also include this in Flying weapon deck with Blessing. It wouldn't increase the damage all that much, but hey.. every little bit can help.

In the arena, this could get really nasty, however. Picture yourself facing a Flying Titan decks that keeps spamming these things. At max they'd be doing 32 damage each. Yep, each weapon attacking for 4 it's normal damage.

I wonder how it would affect Crusaders? Unless it gets made, we will never know...
I decided to save an overpowered shard for last. Everytime this card damages the opponent, you drain quanta of a random element. I'm not sure whether or not the random quanta is of the same type. Either way though, this card be so abused it wouldn't even be funny.

Imagine you're playing someone and you put down 3 Towers, so you're sitting at 7 quanta at the end of your turn. The your opponent plays Nova then the upgraded version of this card, hits your for 2 damage and drains all your quanta. Now what are you supposed to do? You'll have to wait until you have 7 Towers out before you can even break even in quanta generation. If they put another of these shards out, then it's over.
Add to that the 20 HPs and this thing will never go away.

If the quanta is only one type, then it makes it slightly less overpowered since Quantum Towers, Nova, and Immolations or even duo and trio decks can survive. But, I'll go out on a limb and say even if this shard had 0 HP it'd still be too strong.

Possible changes could be an increased cost, lower HP, or even 0 attack for the upgraded version. Another thought would be to make it so it gives quanta back to your opponent. Then the next turn the drained quanta could come from that quanta type.

Good, unique idea... just needs a bit of tweaking to make it balanced.


TASK III
Deckbuilding

Mono-Light Deck Mods (http://elementscommunity.org/forum/index.php/topic,26926.msg397623#msg397623)
RoL/Hope Variants (http://elementscommunity.org/forum/index.php/topic,26005.msg397703#msg397703)
Fun with Scorpions (http://elementscommunity.org/forum/index.php/topic,29074.msg397716#msg397716)
Eternal Skeletons (http://elementscommunity.org/forum/index.php/topic,28788.msg397925#msg397925)
Give me Light! (http://elementscommunity.org/forum/index.php/topic,27806.msg397945#msg397945)
Flying Morning Glories (http://elementscommunity.org/forum/index.php/topic,29004.msg397960#msg397960)
Crusaders with Firesticks (http://elementscommunity.org/forum/index.php/topic,27219.msg398000#msg398000)

Offline kevTopic starter

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg371752#msg371752
« Reply #3 on: July 26, 2011, 02:38:40 pm »
TASK I
Grats on getting it done.  All you need for credit is to post your deck in Deck Ideas and link it here.

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg371830#msg371830
« Reply #4 on: July 26, 2011, 05:23:21 pm »
I will post it when I finish the other tasks. :)

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg372090#msg372090
« Reply #5 on: July 27, 2011, 04:29:32 am »
Fun with Scorpions (http://elementscommunity.org/forum/index.php/topic,29074.msg397716#msg397716)
Please select a different thread.  The author of the above made no mention of :light cards.  The rules state "Eligible posts must be less than three months old and be about a deck that is at least 25% in-element."

The rest of your feedback looks good and the points from Task I were added to the standings following your revision.

Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg372527#msg372527
« Reply #6 on: July 28, 2011, 06:20:09 am »
TASK I
Battle Prowess - The Arena

My Inflatable Angels (http://elementscommunity.org/forum/index.php/topic,29202.0.html)
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6rn 6rn 6rn 74a 74a 74a 74d 74d 74d 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7ju 7ju 7ju 7ju 7ju 7ju 7k1 7k1 7k2 8pl




TASK II
Card Design - Shards

Shard of Intuition (http://elementscommunity.org/forum/index.php/topic,28846.msg400357#msg400357)
(http://elementscommunity.org/forum/index.php/topic,28846.msg400183#msg400183)
This Shard seems hastily designed at best - it doubles for both Heavy Armor and Momentum.  Imagine it in an Earth / Gravity deck, an already powerful combination: you'd have 0|16 Otyughs on the one hand and unstoppable creatures on the other, all to the tune of 3 random quanta.  As it's a spell and therefore single-use, it doesn't linger like Nightfall would; however, the Other nature of Shards means this can be easily imported to a wide variety of decks.

BluePriest mentioned Fractal Ball Lightning, which is worrisome in its own right; other dangerous examples include Mitosis decks, or any Life deck at all, rainbows with mutants, Firefly Queen decks, any Fire rush especially Golem immo-rushes, Voodoo Doll decks, catapult Titans or even Armagios... need I go on?  With the importable nature, 0|+2 is the maximum boost I would recommend, and even that is very powerful, for the mono-Otyugh boost alone.  As for Momentum, leave that to Momentum. (http://elementscommunity.org/forum/index.php/topic,28846.msg398004#msg398004)
majofa designed this Shard to work with Mindgate, and while that's powerful, it's really only useful with Mindgate or possibly in a rainbow.  (Remember, majofa, Shards have no functional un-upgraded version, so I'm only considering the upped here!)  No self-respecting non-Mindgate mono, duo, or even trio would ever pack these, unless the opponent's quantum elements were already known - and we don't base a card's balance on the metagame any more than we base it on False God farming.  What this Shard does, it does well, though, and simply.  It does bypass an inherent limitation of Mindgate tactics.  If your opponent is running a Golem immo-rush, you will be able to grow the Golems you get through Mindgate.  If he's running a Leaf Dragon deck off a Light mark, you'll have more than just a 1|1 critter to play with.

Consider, though, that we already have a partial way around this Mindgate mark-limitation in the game: Nova.  It may have an upper limit of 6 of any one quantum (12 if you pack Entropy mark and Supernovas), but it still means this Shard is trying to fill a niche that is already half-full, while doing very little else.  I recommend keeping the mark-copy effect, but changing the quantum-gain-copy to some other simple effect. (http://elementscommunity.org/forum/index.php/topic,28846.msg398176#msg398176)
This Shard has a function so complex that it cannot fit on the card text, and required bucky to add some plaintext under the card images - this is always a good indication that a card is too complex to mesh well with the game; cards that have a simple, flexible function are best.  Beyond that, though, Vigilance is just too powerful... I assume it respects immortality and protected permanents, but even if it does, it suffers from the same malady as all field-wipe cards that have come before it: it is a catch-all, a card that only requires waiting a little to bury the opponent beyond hope.  Couple this with the fact that it has no element-specific activated ability or other limiting factor - it can be imported to any deck.  Every stall deck and their grandmothers would run this Shard.  Mono-Aether would just sit tight and wait behind those shields and then blast the whole enemy buildup to kingdom come in a single shot.

The fact that the enemy will know it's coming doesn't even help, since it's immaterial and can't be stopped (even if it wasn't, a catch-all card that requires the opponent to pack PC would be too game-changing).  The only valid counter aside from Quint/PA is to stop playing cards, but that's also too weak, since the person with the Shard can just keep waiting unless he's in trouble... or play a second Shard to build up while he waits until the last moment to detonate the first Shard.

For this Shard idea, I recommend almost a total overhaul.  The turn mechanic can be kept, but the field-wipe has to be replaced with something much weaker.  Perhaps immortality-stripping?  We've seen that done badly before, this Shard might represent a way to do it well. (http://elementscommunity.org/forum/index.php/topic,28846.msg398430#msg398430)
RootRanger provides us with a fun Shard which doesn't just apply to Earth decks, though that is the focus.  Devourers can also benefit, giving people more reason to run Earth mark in Pestal decks!  I assume the effects don't stack, because that would be too powerful, making Antlion the new Steam Machine.  As it is, Elite Antlion gets a nice buff, and there's all the more reason to burrow things when they're not in danger!  I would up the cost, though.  What we have here is in fact a way to achieve a weaker Growth with no fear of creature control in a mono deck - something that can't currently be done.  Earth / Gravity combos being already very capable, it would be almost trivial to run one with Antlions, this Shard, and Momentum, creating a source of infinite damage increase that can't ever be stopped.  So while I like the concept, I think RR's Shard idea is a tad too powerful in the deck it was designed for, and would require some kind of nerf - surprising, considering how simple and seemingly weak the boost is at first glance.  Since it slows down Pestal decks due to requiring Earth quanta, and since packing Momentum in such decks would require a fourth quantum type, I'm confident the application to Devourers is balanced.(http://imageplay.net/img/m7Gbd215530/SoPunupped.jpeg)(http://imageplay.net/img/m7Gbd215529/SoPupped.jpeg) (http://elementscommunity.org/forum/index.php/topic,28846.msg398124#msg398124)
SpikeSpiegel presents the most interesting Shard I've seen so far - though I haven't read the whole submission topic yet.  At first glance it looked like a hard Hourglass counter, but it's more than that - it's not talking about draws, but plays.  In forcing both players to play only one card, it slows the game down (good for Earth) and forces a bit more strategy in timing.  There are of course some situations where this Shard wouldn't do anything to the opponent, which exposes a fun side effect of the design - maybe unintentional: it creates a new synergy with Precognition and Golden Nymphs!  Check their hand, then if you see them about to play several cards, choke it with this Shard.  Even without knowing what's coming, though, it can be very valuable against some types of decks just by looking at their pillars and mark.  Any deck which relies on a combo with Quint or PA will be crippled by this.  Due to its importable nature, it may be a tad too powerful for stall decks against rushes - a rush's only hope is to get damage out fast, and one card per turn isn't going to yield that kind of output.  I'm glad Spike didn't make this immaterial, but it still might require a little nerf to prevent too much stall abuse.  It's hard to tell. (http://elementscommunity.org/forum/index.php/topic,28846.msg395809#msg395809)
I like Ace's Shard, even though it has two major abuses.  It sets up its own balancing factors - to get any worthwhile healing, you have to play something with high stats.  To control your opponent's creatures, you must heal him, and the larger the target you neutralize, the more you heal him.  I've always said simpler concepts are typically better... this concept is simple, easy to understand, yet flexible enough to be worthwhile in a variety of decks.

Now, on to the potential abuses.  The first should be obvious: flying Titans.  This works more efficiently than Gravity Pull and doesn't respect enemy momentum, and there's no real downside.  It's a three-card half-Miracle.  Not a super huge issue, but it has so many advantages over the typical Titan-Gravity Pull setup that it's a little too powerful.  Catapult may be drawn on for nerf-inspiration here: it may be viable to give the healing a similar logarithmic scale of diminishing returns, preserving its power for low-stat creatures, while crippling the high-end for cards like Titan.

Second, stall decks.  Stalls typically don't rely on strong damage, so your opponent will spend a lot of time at full health - negating the healing counterbalance of this Shard and resulting in a "free kill" card that doesn't require any combo (unlike Shockwave), or other condition (like Otyugh), or even a specific element.  There is a reason we don't have instant death cards in the game.

I would do a number of things to fix this card idea.  First, introduce diminishing returns to the healing; then, either make it soft CC or cap the damage on the card somehow, so it's not instant death but may still offer a killshot or other stopping power.  Remembering that this is importable without quantum splash, the maximum damage is 4, preferably a little less - otherwise you make Lightning nearly obsolete.  Finally, make the healing only apply on a killshot, so you can't farm your own high-HP creatures for healing without losing them.

TASK III
Deckbuilding

unupped light-death-miracle deck...any ideas? (http://elementscommunity.org/forum/index.php/topic,27806.msg400397#msg400397)
flying Morningstar-a viable arena killer? (http://elementscommunity.org/forum/index.php/topic,29004.msg400403#msg400403)
First Dual Deck! Help! (http://elementscommunity.org/forum/index.php/topic,27081.msg400408#msg400408)
Ai3 Rush/EM Decks (http://elementscommunity.org/forum/index.php/topic,28996.msg400466#msg400466)
[Deck Series] Crying Elements (http://elementscommunity.org/forum/index.php/topic,27402.msg400491#msg400491)
exclusive kong event decks from me (http://elementscommunity.org/forum/index.php/topic,27219.msg400493#msg400493)

Offline bucky1andonly

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg372848#msg372848
« Reply #7 on: July 28, 2011, 09:35:41 pm »
Battle Prowess - The Arena
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Card Design - Shards

My shard.
Shard Of Vigilance (http://elementscommunity.org/forum/index.php/topic,28846.msg398176#msg398176)

Shard Of Patience (http://elementscommunity.org/forum/index.php/topic,28846.msg394132#msg394132)
First off, I'd like to say that the name of the card matches perfectly, as you will need to be very patient when using the card.  I see this card as underpowered for what it does.  You would have to stall for a long time to have it do any substantial damage as it is now.  And since the unupgraded one is destroyed, it makes the card totally nonviable. 

Suggestions for the card.
1) I would increase the damage to 2N or maybe add an initial damage of 5 unupped, 10 upped.  Or better yet, 2N damage if your opponent does not have aether as his mark.
2) Since this is not one of the shards that would be stackable, to make it stackable, again with the damage, for each shard of patience in the stack, add 5 damage.

Uses for the card.
1) There really is only one good use for the card, and that is inside a stall deck.  And since the cost of the card is 'other' it can fit into any type of stall deck.  At first thought, a poison stall would be best.
Shard Of Balance (http://elementscommunity.org/forum/index.php/topic,28846.msg394149#msg394149)
(http://imageplay.net/img/m7Gbd214049/SoB.jpeg)(http://imageplay.net/img/m7Gbd214048/SoBup.jpeg)Unlike shard of patience, the name of this card does not fit at all.  When I see the word balance, I think of equalizing both sides.  As the card as it is now, it is very overpowered, to be able to drain your opponents quanta just by playing any card would be insane.

Possible fixes for the card.
1) Have the effect affect both players, those with gravity marks only pay half.
2) The cost could be increased to 9 unupped, 8 upped, and it drains all your quanta except gravity.  A card that has such a powerful effect has to have some drawback to the user of the card, a balance.

Misc.
Even though the card only stays in play for a limited amount of time, the fact that it will quickly drain your opponents quanta every time you play a card makes this card too overpowered.  Combined with blackhole or pests and the player would never have any quanta.  Just imagine this in play and you fractal pests.  They lose 2 for each pest played, then an additional 1 for each pest in play at the end of the turn. 
Shard Of Obedience (http://elementscommunity.org/forum/index.php/topic,28846.msg394161#msg394161)
There is a trend to the shards I chose, they are either underpowered or overpowered.  This is another example of a card thats slightly overpowered.  The effect is very similar to using antimatter and liquid shadow, with the healing of the opponent effect and poisoning of the creature.

So this card produces almost the same effect as 2 cards.
Antimatter unupped = 8  upgraded = 6
Liquid shadow unupped = 4  upgraded = 3
Normally the combo costs 12 and 9 for unupped and upgraded respectively, and this shard costs 8 and 6.  Also, the AM/LS combo requires entropy and darkness, where the shard costs random quanta, making it that much faster and easier to use.

Also, it does drain quanta, but only if your mark is not gravity, and it does not touch your gravity.  That is to try and make it favourable to gravity.  The card could remain as it is, but this part would have to change, and have it drain all the quanta no matter what, except gravity. 
Shard Of Detachment (http://elementscommunity.org/forum/index.php/topic,28846.msg394227#msg394227)
This one I would consider to be almost right on, but still a little overpowered.  The ability to gain any ability in play, when played is a good idea, but the cost being only dark is what breaks the card.

Fixes for the card.
1) Very simple fix, if the ability cost is converted to be darkness, then the ability cost needs to be doubled.
2) Instead of becoming a permanent, make it a 0/2 or 1/1 creature.

Uses for the card.
1) As it is now, any deck with a dark mark, or devs/pests could use this card effectively, maybe a little too effectively. (which is why i suggested the 2x ability cost)
2) If it were changed to create a creature, combined with SoR, any deck could throw in a couple to either mimic a creature they control, or to steal an opponents ability.  I could see people using this in ccybs if it changed into a creature instead of a permanent, they could copy the lava destroyers ability cheaply, but it wouldnt start out nearly as strong.

All in all, the idea is viable, and would be nice to have added, but the card does need some revision.  I think this does work best with darkness too.
Shard Of Freedom (http://elementscommunity.org/forum/index.php/topic,28846.msg394236#msg394236)
I'm not sure if the name of this card fits very well with the effect it produces.  Also the card is severely underpowered.  The best setup for this card would be to only have 3 creatures in play, in the first 3 slots, then if you play another, the far left creature, and the creature in the first slot would gain +1, while the newly played creature gets no bonus, then if a fifth creature is played, only the far left and far right creatures have a bonus of only +1.  Even though the card is stackable, the bonus works best with only 3 creatures in play (and would work on your pet well too, but that is beside the point)

Fixes for this card.
1) One good fix would be to make the bonus for Air creatures not drop below +1, making it favourable to Air.
2) The cost of the card could be reduced to 3, for both upped and unupped, then increase the starting bonus for the upgraded one by giving a +1 hp bonus as well. 
Shard Of Restraint (http://elementscommunity.org/forum/index.php/topic,28846.msg394258#msg394258)
This one is definitely overpowered.  So lets just jump right to it.

Unupped.
I like the idea of freezing a permanent, but what all stacks?  pendulums stack, and the new shards will be stackable.

Upgraded.
This is the broken part of this shard.  To be able to stop all non pillar permanents is crazy.  But it's not that alone that makes it crazy, it's the potential length of time in which they would be frozen.  This goes for both unupped and upped versions.

Length of time for the effect could end up being up to 25 turns in theory, I doubt it would ever happen without actually trying to do so.  But to be able to freeze ALL non pillar permanents for any length of time greater than 1 turn I think is extremely unbalanced.  Freeze/Congeal only lasts 3/4 turns and thats against one target, so imagine all of your SoG's, your weapon and shield, hourglasses all frozen for 8 turns just because your opponent had 2 squids, 2 crawlers, a mindflayer and a dragon out.  And there is no way to prevent this effect, since the shard is a spell. 

I could see the unupped version being ok, but the upped version SHOULD only last for 1 turn, 2 turns if your mark is water.  Also, the unupped one should be 2 turns + 1 turn for every 2 water creatures you have in play.
 


Deck Building

bleachedclean (http://elementscommunity.org/forum/index.php/topic,26926.msg399121#msg399121)
I'm definitely missing something... (http://elementscommunity.org/forum/index.php/topic,26005.msg399127#msg399127)
Light of Fire (http://elementscommunity.org/forum/index.php/topic,26509.msg399401#msg399401)
flying Morningstar-a viable arena killer? (http://elementscommunity.org/forum/index.php/topic,29004.msg399137#msg399137)
[Deck Series] Crying Elements (http://elementscommunity.org/forum/index.php/topic,27402.msg399175#msg399175)
A Deck with potential. (Made by a Nab though) (http://elementscommunity.org/forum/index.php/topic,28788.msg399185#msg399185)

Misc help, decks that work better with more light.
Gargoyles Healing. Need help for improvement. (http://elementscommunity.org/forum/index.php/topic,27713.msg399145#msg399145)
Ai3 Rush/EM Decks (http://elementscommunity.org/forum/index.php/topic,28996.msg399150#msg399150)

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg374155#msg374155
« Reply #8 on: August 01, 2011, 01:58:37 am »
bleachedclean (http://elementscommunity.org/forum/index.php/topic,26926.msg399121#msg399121)
I just rechecked and it appears this needs a deck image (other than just the original deck).  Please add one.

Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg374465#msg374465
« Reply #9 on: August 01, 2011, 10:24:11 pm »
Phase 1 complete for me now.  I ended up commenting on more decks than I listed... once I got going I kept finding non-Light and ancient decks that could be improved!

Good luck in phase 2, everyone.

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg374470#msg374470
« Reply #10 on: August 01, 2011, 10:34:32 pm »
Zanz is working on turning the shards into a full series!
  • New shard on the In Development page (http://www.elementsthegame.com/development.html): Shard of Sacrifice (:death shard)
    • SoS will turn healing into damage and damage into healing for 5 turns(SoS is only usable on yourself)
    • Miracle will set your HP to 1 under the effects of SoS
  • Existing shards will be moved to different elements: SoG to :life, SoD to :light, and SoR to :time
  • There will be one shard for each element
  • All 12 shards will be rare and only available through donations and the Arena
  • All 12 shards will be usable unupped, but the upped versions will be easier/better to use
  • Each shard will likely favour one particular element using it (SoS drains all but :death quanta, SoR will give a further buff to :time creatures, etc.)
  • Shards will stack like Pillars, but there will be no way to clear multiple shards in a stack at once (for now)
  • :fire shard will inflict burns on your opponent (similar to a Poison effect) -- Purify will remove burns
  • :water shard will freeze a targeted permanent (effectively turning it off) for three turns
  • :aether shard will do 5 spell damage each turn
  • The new shards will be released in two instalments of 6 shards each over the next two major version updates
@johannhowitzer: Unupped shards will be usuable.

(And my Shard works with Fractal and Twin Universe also) 8)

Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29103.msg374480#msg374480
« Reply #11 on: August 01, 2011, 10:55:02 pm »
Ah, thanks for the info, majofa - though I don't think this will affect that competition or the Trials, looking over the requirements for each.  If kevkev wants, I'll redo my unupped Shard.

 

anything
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