The aether shard is now Shard of Wisdom. It targets an immaterial creature; the target creature deals spell damage. It can be used in two ways:Join in on the discussion of the latest changes here: http://elementscommunity.org/forum/index.php/topic,32132.msg503023#msg503023
Offensive: your immaterial creature ignores all shield but reflective shields
Defensive: play a reflective shield and use the shard on an opponent creature: the creature is now attacking your opponent.
Mechanic: physical attack is reduced to zero, the attack is transferred to a lightning spell instead.
Vampire healing does not apply to spells.
Negative damage spells (antimatter) will heal the target, as usual.
Added to development page.
Soon in the trainer.
Add this in with PA and you have a new fire stall nerf and stall nerf in general. Hooray.I'm not so sure about this. With the SoG nerf and Discord growing in strength to the Immo nerf, I see no reason why Firestalls wouldn't use Sanctuaries, which probably block this effect.
Add this in with PA and you have a new fire stall nerf and stall nerf in general. Hooray.I'm not so sure about this. With the SoG nerf and Discord growing in strength to the Immo nerf, I see no reason why Firestalls wouldn't use Sanctuaries, which probably block this effect.
The additional benefit to aether seems rather small relative to the card's current power/utility. Perhaps I'm underestimating that additional 2 quanta reduction?All nymphs and dragons aren't usable. Sky blitz, miracle, pharaoh, and fractal are all unusable.
many dragons aren't usable even if you didn't have an aether mark. Also, I think the real benefit from restricting an opponent's quanta cap to a low amount is not that you can prevent them from playing certain cards, but that you restrict the number of cards/abilities activated in a turn. So sure, if I didn't have an aether mark you can play sky blitz, pharaoh, nymphs, etc. But you won't have the quanta to activate abilities/play other cards. So the question is, is it worth it to take an aether mark just to outright prevent the opponent from playing certain cards?The additional benefit to aether seems rather small relative to the card's current power/utility. Perhaps I'm underestimating that additional 2 quanta reduction?All nymphs and dragons aren't usable. Sky blitz, miracle, pharaoh, and fractal are all unusable.
The teal color is pretty. :) I wonder how the Air shard will look like since this seems to borderline look almost like light blue; the 'Conscience' part is another awesome touch. ^^For some reason I feel the air shard should act like a creature due to air also having flying weapon. It could have the bow's ability to do extra damage if your mark is :air.
fracdev, BH, and rainbows just got a huge buff.Devtal needing 8-9 devourers and 3 shards for the lock... :o
Woot.What he said. Denial just got much stronger with this card.
This shard is really boring..Its useful in a bunch of situations actually.
If you want "denial". There is a lot of it.
Black Hole. Devourer. Earthquake.
This shard is not worth to have "shard" title.
It is worse than a flooding, denial of mass creature. "Have mass quanta, I am not scared of your mass creature..," it said.
It is worse than BlackHole. BlackHole is quick, denial and also healing..
It is worse than devourer. Devourer steal quanta, make enemy cannot use it, and also quanta generator.
It is worse than earthquake. Earthquake decrease the production, and this shard is only limit the production. Enemy still can produce it.
This shard is only limit the cap of quanta. Not useful in so many situations. Enemy can still use their card, so there is no denial.
And this card also have to played as many possible in the field. more card, more powerful. Very difficult to setup.
It is ok to make this card as NORMAL card.. But, i think "NO" if this card become a shard.
But, there is also limitation to this card, even to be normal card.
If this card effect became too powerful, such as "limit quanta to 0"!!
Then, the game will be very boring. (Consider if enemy use this card also, then no player can use the card, because the limit is 0).
In summary, I think this card should not be released.
Thank you for attention. CMIIW.
Cards like Shard of Conscience that stop you from playing cards are unfun. Sure it is great to be the one playing the counterspell, but it sucks being on the other end and not being able to even play your cards.Yeah and cards that kill my creatures or destroy my permanents are un-fun also!
There is a difference between having cards you've played get destroyed and not being able to play your cards at all.Cards like Shard of Conscience that stop you from playing cards are unfun. Sure it is great to be the one playing the counterspell, but it sucks being on the other end and not being able to even play your cards.Yeah and cards that kill my creatures or destroy my permanents are un-fun also!
Please remove CC and PC from the game!
Ok, I feel kinda stupid, but I'm a bit confused by this card. Ok, situation time:The quanta cap is imposed on each element separately, so while you can have 75 :earth and 75 :fire, you can never get 80 :fire.
I have:
5 :aether
6 :air
20 :darkness
30 :death
40 :earth
50 :entropy
What happens tp me if my enemy plays SoC when I have all of that?
...
It might be a bit harder to code that way, and the Aether mark makes a slightly bigger difference. But the key factor I'm looking at here is that 3 divisions of 75 is 9.375, I'm assuming it rounds down, but it feels unintuitive that you need an entire fourth shard to get the full benefit of the Aether bonus.
Like its been stated before, with three, they cap at 8. ...
...
4) All this talk of 3 of them taking the cap to 8 ...
...Did I miss some special announcement from Zanz stating that 3 shards specifically goes around the division and drops right to 8? Because I see the math as
The point #4 is so spot-on ...
I don't like the direction Elements is taking. Mono's, Duo's and Rushes keep getting nerfed, and Stalls and Rainbows get powerful new cards.I dont quite see how this card nerfs rushes... or monos... or duos... If anything its an anti stall card. This card, if anything, fits into a more mixed stall/rush instead of a pure version of either, and stops stalls more than anything.
Cards like Shard of Conscience that stop you from playing cards are unfun. Sure it is great to be the one playing the counterspell, but it sucks being on the other end and not being able to even play your cards.
It will be difficult to play 3 of this, pulvy decks laugh at this.Enchant them :>
Cool, so now we're devoting at least 6 cards, probably more, to stopping a single, not all that popular deck type. And half of those cards will require some specific earth quanta. And it's a two card combo.It will be difficult to play 3 of this, pulvy decks laugh at this.Enchant them :>
The shards stack. So you only need one PA. Not that it makes an enormous difference...Cool, so now we're devoting at least 6 cards, probably more, to stopping a single, not all that popular deck type. And half of those cards will require some specific earth quanta. And it's a two card combo.It will be difficult to play 3 of this, pulvy decks laugh at this.Enchant them :>
Wow, that deck sounds pretty bad.
So its 4 cards, 3 consciousness and 1 PA. Probably 3 PA to guarantee getting it quick, and 6 SoC's to get three of 'them'. So thats 9 deckslots to do something that most decktypes couldn't even care less about. A pulvy deck would just laugh, say "ok", and use the deckslot advantage to just directly kill you or stall you.The shards stack. So you only need one PA. Not that it makes an enormous difference...Cool, so now we're devoting at least 6 cards, probably more, to stopping a single, not all that popular deck type. And half of those cards will require some specific earth quanta. And it's a two card combo.It will be difficult to play 3 of this, pulvy decks laugh at this.Enchant them :>
Wow, that deck sounds pretty bad.
I don't see why anyone would use this against pulvy decks even if you protect the shards. What, pulvy decks have a lot of high cost cards?So its 4 cards, 3 consciousness and 1 PA. Probably 3 PA to guarantee getting it quick, and 6 SoC's to get three of 'them'. So thats 9 deckslots to do something that most decktypes couldn't even care less about. A pulvy deck would just laugh, say "ok", and use the deckslot advantage to just directly kill you or stall you.The shards stack. So you only need one PA. Not that it makes an enormous difference...Cool, so now we're devoting at least 6 cards, probably more, to stopping a single, not all that popular deck type. And half of those cards will require some specific earth quanta. And it's a two card combo.It will be difficult to play 3 of this, pulvy decks laugh at this.Enchant them :>
Wow, that deck sounds pretty bad.
Why do all the shards have to have mega game-breaking change-all-of-the-metagame power? Why can't they all be on the level of the current SoGs?Are you talking about my shard?
who said it is hard to play 3 of these early? Tell that to arena decks with black hole. If nothing changes, I cannot imagine ANYTHING that can stop this+BH decks.Sanctuary > black hole.
We need at least 4 or 5 "weak PC" cards. I saw many ideas even in Armory, of cards that shut down permanents for 1 or 2 turns. That is something Elements The Game needs. Also, it would make the game more strategic.You mean like http://elementscommunity.org/forum/index.php/topic,30673.msg416734#msg416734
That one, i saw a thunder birds (don't remember the name) thar paralizes perms for 1 turn, vines, etc.We need at least 4 or 5 "weak PC" cards. I saw many ideas even in Armory, of cards that shut down permanents for 1 or 2 turns. That is something Elements The Game needs. Also, it would make the game more strategic.You mean like http://elementscommunity.org/forum/index.php/topic,30673.msg416734#msg416734
And I don't exactly see how this+black hole is haxorz. Usually what screws people over in the arena are early black holes, not black holes that come after you've played all your creatures/permanents/whatever. And if the balck holes are early, these shards wouldn't have done anything other than use up quanta and slow the AI down since you wouldn't have more than a couple of quanta per element.The problem with black holes coming late is that they don't actually do anything because the enemy has reached the quanta generation/usage equilibrium and is starting to produce surplus quanta and the black holes are only taking the surplus quanta. Discord/BH is good because Discord throws more than just the surplus quanta into unusable elements. This destroys surplus quanta. Conscience and aether mark in combination with only one amber nymph means 7 quanta to use per turn (no dragons or higher-level bolts and decreased card advantage per turn) in a basic deck idea that can easily splash lightnings for the enemy's "creatures/whatever" and include fractal chargers or overdriven massives/armagios.
Or VinesWe need at least 4 or 5 "weak PC" cards. I saw many ideas even in Armory, of cards that shut down permanents for 1 or 2 turns. That is something Elements The Game needs. Also, it would make the game more strategic.You mean like http://elementscommunity.org/forum/index.php/topic,30673.msg416734#msg416734
until the card becomes playable in beta, there's really not much more to add at this point anyway.Then just don't post.
no u.until the card becomes playable in beta, there's really not much more to add at this point anyway.Then just don't post.
Or at least, not on this thread.
For my ON TOPIC opinion?What use does :aether have for a (marginally) higher cap?
I really think this shard will do good. It suits the :aether elements surprisingly well and will be a great addition to the game. It's a nice way to kick off the new Quanta-Cap function.
The only real problem I have with this is that the synergy with :aether is just not there. It doesn't exactly do anything until you use three of these. Perhaps a silence effect for that turn too would be awesome. But that would mean it should be a spell instead of a permenant.
Maybe increase your :aether quanta-cap by 5 (or 10 if upgraded)? That would be rather useful.
What if the shard drops the cap directly to some low number (15? 10 for :aether mark?), and lasts for a few turns? Something like how sundial works. As it is, the first shard, even possibly the second shard, is basically useless against 95% of decks. Only until the third shard does this do anything, and this "three card combo" feels rather underwhelming.
I kinda miss the rumoured buff for immaterial creatures, mainly for the sake of Immortal. SoC is utterly useless in a Monoaether and all Aether duos that don't use denial or Fractal Dragons :/good point, this shard, moreso than the others, doesnt synergize very well with its own element.
For my ON TOPIC opinion?nobody was stopping on topic discussion, we were just discussing something tangent while nobody else was talking.
Increasing your own cap as well would be useful for some Fractal decks, such as the FG killer RoL/Hope or the PvP decks Bone Dragon Fractal or Devtal with Drains. It's good for any Fractal Dragon deck that wants to OTK and doesn't have access to Blitz.it would not be helpful for any aether decks, if you fractal, all your aether energy is gone anyways.
I kinda miss the rumoured buff for immaterial creatures, mainly for the sake of Immortal. SoC is utterly useless in a Monoaether and all Aether duos that don't use denial or Fractal Dragons :/
I hope you're joking. If not, read again.Increasing your own cap as well would be useful for some Fractal decks, such as the FG killer RoL/Hope or the PvP decks Bone Dragon Fractal or Devtal with Drains. It's good for any Fractal Dragon deck that wants to OTK and doesn't have access to Blitz.it would not be helpful for any aether decks, if you fractal, all your aether energy is gone anyways.
I kinda miss the rumoured buff for immaterial creatures, mainly for the sake of Immortal. SoC is utterly useless in a Monoaether and all Aether duos that don't use denial or Fractal Dragons :/
Dimshield trolls rushes.Everything! Except:
Firebolt decks troll dimshield decks.
This trolls firebolt decks.
Dimshield + this trolls...?
:gravity Shard of Moderation | Shard of Moderation (http://elementscommunity.org/forum/index.php/topic,28846.msg395472#msg395472) :gravity (http://i44.servimg.com/u/f44/15/54/21/77/somuu11.png)(http://i44.servimg.com/u/f44/15/54/21/77/somup11.png) (http://elementscommunity.org/forum/index.php/topic,28846.msg395472#msg395472) |
I am not sure I know what this card does....Yes. Similar to how currently you are unable to accumulate more than 75 quanta of any element, this would reduce that amount further.
does it limit the maximum quanta you can accumulate or something?
It is a shard which for me relies too much on changing 'the rules' of the game. Is directly interfering with the parameters we are given, instead of trying to make a strategy with the given cards within said parameters.Do you think the same about Shard of Void, Shard of Divinity and Stone Skin?
Does this effect (reduced cap) apply to the total quanta or individually for each element?Before 1.3: each element has a maximum of 75 quantum each.
I don't like the direction Elements is taking. Mono's, Duo's and Rushes keep getting nerfed, and Stalls and Rainbows get powerful new cards.Maybe they're trying to more authentically re-create the unique playstyle of Magic: The Gathering
Cards like Shard of Conscience that stop you from playing cards are unfun. Sure it is great to be the one playing the counterspell, but it sucks being on the other end and not being able to even play your cards.
Well, if you want it to nerf rainbows instead of monos and duos, I guess you can make this cap the quanta production per turn.shard of conscience doesnt seem very useful in its current form
Ex. The opponent cannot produce more than 10 quanta per turn; lasts 3 turns or something like that. That'd kill SNs though.
For some reason this makes me think "Should there be a deck-killing card?" That is, something which, say, shows your opponent the top card of their deck, and throws it in the bin! Would work well with rewind, maybe too well xPThat's honestly a really awesome idea. It would have to be expensive though, as that's a kinda powerful ability.
Was this renamed to Shard of Justice?It looks this way. When its rework is announced by zanz I'll update everything in the OP accordingly.
While a good idea, I can't see this card being too useful, requiring either Immortal, Phase Dragon, Anubis (and how often do you see one of them?) or quintessence (or equivalent) to be used. Although it does give Immortals a well welcomed buff (as well as reflective shields).You also forgot Turquoise Nymphs. ::)
Well this is super fun. A few things I've noticed though:1) Fixed
1) SoW does not refund quanta when canceled. This is not consistent with SoR, therefore it seems like a bug to me.
2) SoW affects Burrowed creatures when Burrow and Immortality are two separate features. This also becomes a bit ridiculous with Graboids considering the status is maintained when it Evolves into a Shrieker. If this is to truly remain "Aether's Shard" then Burrow should not be included, in my opinion.
3) When Deja Vu splits the new copy will not retain SoW's effect. This seems inconsistent with it retaining Momentum, Adrenaline, and Quint. This seems similar to how Deja Vu works when Webbed though, so eh...
Huge improvement over its previous form though, if you ask me :D
Also, suggestion: Link to this page where you mention the shard change in the OP, so people can find the start of the discussion on the new shard easier. That has always bugged me about card threads, hard to find the beginning of discussions about a particular revision.Good point. I'll modify the OP accordingly.
Just a note : the OP doesn't display the upgraded version giving a +4 | +0 buff for me.Yes I was in the middle of uploading the updated upgraded image as you posted this. Fixed now.
My browser shows it as this, despite clearing my cache (The new upgrade is in the spoiler labeled "Old Version" and the old one is still the upgrade):Just a note : the OP doesn't display the upgraded version giving a +4 | +0 buff for me.Yes I was in the middle of uploading the updated upgraded image as you posted this. Fixed now.
This shard is good, but it is very situational. It will be more interesting when we change text into: "Target creature now deals spell damage. If Immaterial gain +4/0"Yes. Or if not immaterial gain -4|+0.
I don't like tha fact that is too specialized. It would allow a base effect (granting spell damage) adding an effect based on the mark or similiar.This might be a good idea, actually. As of now, it's too situational and can't even be used outside of highly specialized decks. (mono Aether, quinted critters)
Say, Target creature now deals spell damage, if the creature is immaterial (does it counts burrowed too?) or if the creature is :aether gains +4|+0.
Aether has got low attack, so I prefer +4/0 for Immaterial. Burrow creatures shouldn't get this bonus, because this Shard should be for Aether, but we can discuss about it.This shard is good, but it is very situational. It will be more interesting when we change text into: "Target creature now deals spell damage. If Immaterial gain +4/0"Yes. Or if not immaterial gain -4|+0.
Btw. Should it work with borrowed creatures? and with Seraph (Seraph is not immaterial it is shielded)?
This, reflective and AM: what can kill you?Poison.
Fractal~ (+Silence if you wanna)This, reflective and AM: what can kill you?Poison.
Mono Aether can use this shard instead of Immortal."Wise" creatures cast spell on the opponent, obviously they ignore the physical shield counter effects. They don't ignore the reflective effect, which physical creatures ignore.
It´s interesting, that "wise creatures" ignore all shield effect, also Fire Shield...
Should be changed.
I have also deck ideas, which would be better when +4/+0 would only be for the unupped shard.
AI: used "ablaze" to damage himself with spell damage + reflective shield.
Yeah, and it's extremely redundant. The only FG I found they are better against than SoG's is Gemini. Yes, not even Chaos Lord, because he has Momentums and PC where you'd rather have healing and bait his Steal with a Dim so he loses his Diss Field.Mono Aether can use this shard instead of Immortal."Wise" creatures cast spell on the opponent, obviously they ignore the physical shield counter effects. They don't ignore the reflective effect, which physical creatures ignore.
It´s interesting, that "wise creatures" ignore all shield effect, also Fire Shield...
Should be changed.
I have also deck ideas, which would be better when +4/+0 would only be for the unupped shard.
AI: used "ablaze" to damage himself with spell damage + reflective shield.
AI: also uses dive on its own "wise" pegasus + reflective.
@Higs: yep, it is very slow, and there are finite number of shards. This could work vs. slow AI only. Or in a specific counter deck.
It can help aether to overcome most shields, though. So, as an offensive tool, it is best for mono aether. Have you tried this in mono aether vs. strong shield false gods?
Except of SoR-Anubis can it be used outside of :aether?It can be used with Quint and anything, both offensively and defensively, as well as Turquoise Nymph and anything.
Also, Morning Glory and Seraph.Except of SoR-Anubis can it be used outside of :aether?It can be used with Quint and anything, both offensively and defensively, as well as Turquoise Nymph and anything.
Well, I don´t think that the ignorance of normal shield effect is always obvious:Mono Aether can use this shard instead of Immortal."Wise" creatures cast spell on the opponent, obviously they ignore the physical shield counter effects. They don't ignore the reflective effect, which physical creatures ignore.
It´s interesting, that "wise creatures" ignore all shield effect, also Fire Shield...
Should be changed.
I have also deck ideas, which would be better when +4/+0 would only be for the unupped shard.
AI: used "ablaze" to damage himself with spell damage + reflective shield.
AI: also uses dive on its own "wise" pegasus + reflective.
[...]
worth mentioning that saraphs benefit its limited.As I quoted in the 1.30 thread, I had the same idea as Shantu. It's far too situational, so allowing it for use on all creatures with the attack bonus for immaterial creatures would be neat. The problem is of course that it'd be very similar to Momentum.. in honesty I think the entire concept is way too mild for a Shard considering the outrageous things Shards like SoB and SoSa do. As I commented in that thread, I actually think Zanz should bring back the Lightning-on-a-stick Shard.
higs, how would you suggest this mechanic be improved to meet your expectations?
Aye, it works like Momentum, because it even bypasses Gravity Pull. But if you think about it, you're giving the creature a way to attack at range with lightning magic. It wouldn't make sense to get hurt by shields with that in mind.Well, I don´t think that the ignorance of normal shield effect is always obvious:Mono Aether can use this shard instead of Immortal."Wise" creatures cast spell on the opponent, obviously they ignore the physical shield counter effects. They don't ignore the reflective effect, which physical creatures ignore.
It´s interesting, that "wise creatures" ignore all shield effect, also Fire Shield...
Should be changed.
I have also deck ideas, which would be better when +4/+0 would only be for the unupped shard.
AI: used "ablaze" to damage himself with spell damage + reflective shield.
AI: also uses dive on its own "wise" pegasus + reflective.
[...]
Sundial stops creatures from attacking. Sundial stops creatures which do spell damage (check trainer)
The card text of Fire Shield says it damages attacking creatures - it doesn´t damage creatures with spell damage.
Either change card texts or the shields. I personally think that these "wise" creatures should ignore all damage reduction except Reflective/Jade, but shields should freeze, delay , damag , or turn them into skeletons.
*sigh* so I guess this will hardly have uses without using :aether...Also, Morning Glory and Seraph.Except of SoR-Anubis can it be used outside of :aether?It can be used with Quint and anything, both offensively and defensively, as well as Turquoise Nymph and anything.
trying to argue that this shard needs a buff because it is weak compared to the OP shards is probably the wrong way to go about it. For all we know, zanz might have a nerf in store for SoSa and such.SoSa won't be probably nerf (unfortunately). Shards have one big problem, they aren't balanced.
The change mentioned (allowing this to be played on all creatures, buffing immaterial by +4 atk) sounds pretty good to me. And the momentum thing really isn't a problem. The card says to convert to spell damage, which has always ignored most sheilds; the card doesn't specifically say "ignore shields."
Also, if we stay with such rigid classifications, then antimatter technically should be changed, since it causes the creature to ignore most shields.
Not what it's about at all. Life, Darkness, Gravity, Time, Water.. all rather calm and mostly constructive (except Darkness) elements. Fire, Aether and Death? Inevitable destruction, power, in your face, explosions in space, dragons everywhere. It's about elemental themes, not bias or OPness. Plus, as I said, a spell buff to immaterial creatures = works against Fractal and TU.So the aether shard just isn't destructive enough? I personally don't see aether as a destructive element. It's theme appears more aligned with duplication and immortality, with this mystical, spell-ish feel. The shard causes creatures to do spell damage, so it feels fitting to me. And at least it definitely fits more than the previous incarnation (reduce quanta pool cap, which seems more like a gravity thing).
Again, you're trying to compare shards with each other; you need to compare the shard's potential utility within the whole game. Some cards will be more powerful than others; you can't avoid that in games like this. All you can do is try to make their power good enough that they will find "sufficient use." Some shards will have more use just due to the kind of effect they have; that's okay. Shards like SoSa, and potentially the fire shard, are OP compared to all cards; they should be nerfed because of that, not just because they are better than other shards.trying to argue that this shard needs a buff because it is weak compared to the OP shards is probably the wrong way to go about it. For all we know, zanz might have a nerf in store for SoSa and such.SoSa won't be probably nerf (unfortunately). Shards have one big problem, they aren't balanced.
The change mentioned (allowing this to be played on all creatures, buffing immaterial by +4 atk) sounds pretty good to me. And the momentum thing really isn't a problem. The card says to convert to spell damage, which has always ignored most sheilds; the card doesn't specifically say "ignore shields."
Also, if we stay with such rigid classifications, then antimatter technically should be changed, since it causes the creature to ignore most shields.
Some Shards gives bonus for specific Element (like SoG, SoD etc), others not or very small (SoFr, SoSe, SoFe).
Few Shards can work with all Elements (SoFr, SoR, SoSe), others has got problem with it (SoW).
Some Shards give new ability/tactics in game (SoW, SoFo, SoSe, SoV, SoSa, SoFe etc.), others changes nothing in game (SoG, SoD, SoFr).
SoR can be used on all creatures, so why SoW not? (argument for buff SoW)
SoFr has got similar skill and it is worst and more expensive than SoW (argument for nerf SoW)
Echh, it will be difficult to balanced all of this Shards...
SoV, SoFr - needs the biggest buff
SoSa - need the biggest nerf
But it is only my opinion.
It doesn't feel powerful or forceful, rather. The graphical effect and mechanics are perfect for that, it's just the weakness of the card that cripples it. Especially how situational it is.
My complain is for how little it works outside aether.Hence why I say just make the change that was mentioned (expand to all creatures, bonus damage only for immaterial creatures). Perhaps at a slight cost increase (5/3?), so momentum doesn't become outclassed completely. This would also indirectly buff the reflective shields, which have often been overlooked for not being worth it.
There are only 4 cards for which this will work in its current form. Splashing will be extremely hard.Quintessence -> applies to everything
Well, that´s a 3 combo card for one creature.There are only 4 cards for which this will work in its current form. Splashing will be extremely hard.Quintessence -> applies to everything
Cards , which cost X :rainbow are "cheaper" than a card with 1-2 :gravity. ALL decks with creatures could use this momentum-like effect.There are only 4 cards for which this will work in its current form. Splashing will be extremely hard.Quintessence -> applies to everything
Anubis -> applies to everything
Turquoise Nymph -> applies to everything
Morning Glory (flown)
Phase Dragon
Immortal
Seraph (1 turn)
I don't think it's that bad to be honest, but it would be nice if it could target anything as a more expensive momentum.
Should we add a time limit to the spell damage effect ? maybe 4 turns ?its not really important that the combo has no way to fight back, there are other combos like that in the game:
In the case of Antimatter, we can kill/RT the affected creature
But if the opponent uses the SoW combo on your creature, there's NO way to fight back, everything in the combo is immaterial
momentum & quintYou forgot SoV + PA
freeze & shockwave
you can only do them 6 times in a game, not counting the fact that a 2 card combo is less stable than a no-combo based deckYou can do it only 6 times, right. The arena decks however can do it 12 times. Ouch.
You can do it only 6 times, right. The arena decks however can do it 12 times. Ouch.
You forgot SoV + PAYou can fight back that combo, with SoD and Stone skin, thats like saying SoG and PA is an unbeatable healing combo lol
Couldn't the exact same be said of Momentum + Quint and the whole SoW Reflective combo?You forgot SoV + PAYou can fight back that combo, with SoD and Stone skin
and we can just say that you can fight back freeze & shockwave with quanta denial and quintCouldn't the exact same be said of Momentum + Quint and the whole SoW Reflective combo?You forgot SoV + PAYou can fight back that combo, with SoD and Stone skin
No, with SoV damage is very limited, up to 18 a turn with darkness mark. Thus SS and SoD is much more effective against SoV + PA than Momentum + Quint. A single flying OD titan with quint can deal up to 158 dmg in 1 turn. No amount of SS can wing themselves out of that one.Couldn't the exact same be said of Momentum + Quint and the whole SoW Reflective combo?You forgot SoV + PAYou can fight back that combo, with SoD and Stone skin
and that SoSac > almost everythingand we can just say that you can fight back freeze & shockwave with quanta denial and quintCouldn't the exact same be said of Momentum + Quint and the whole SoW Reflective combo?You forgot SoV + PAYou can fight back that combo, with SoD and Stone skin
and that SoSac > almost everythingSoSac < SoV + PA ..
and that SoSac > almost everythingSoSac < SoV + PA ..
and that SoSac > almost everything
...Not really. Adrenaline makes your creature attack x more times.
There's a conflict of mechanics somewhere here.
...
It's not specifically stated on Momentum that it only applies to physical attacks in the same way that there's no note of this on Adrenaline. I'm not seeing why it's not applicable to both....Not really. Adrenaline makes your creature attack x more times.
There's a conflict of mechanics somewhere here.
...
Momentum makes your creature's physical attack bypass any shield.
Spell attacks are not physical attacks, that's the whole point of this effect.
But they are still attacks, so adrenaline keeps working.
Well if you're going to try that argument, I want a note on Rustler telling me not to SoR it. Just sayin'.Which is a completely straw man argument.
*snip*There are other "exceptions" to SoW which also don't seem to make sense - Quint + a scorpion + SoW doesn't give the poison damage for a successful attack, and although I haven't tested it I suspect the same is true with vampires.
Right, because as Zanz has said, the creature stops attacking and instead stands back and casts nukes at the opponent. So anything that would normally trigger on an attack (Momentum, Vampirism, Poison, etc.) doesn't. Right?Eh, I guess that makes sense. The only thing that wouldn't make sense to me is how a Spark or a Photon can be affected by those things considering that I can't see them ramming anything physical into the opponent, but a nuke, bolt of lightning, explosion, etc. is somehow unable to do the same. However, being pure energy neither one should be affected by Momentum to begin with from a physics standpoint and yet they are so...so I guess I'll just have to accept that logic doesn't apply to this situation the way it should.
My only problem with this shard is that it seems like there's just not enough use for it outside of an :aether (or at least :aether -tainted) deck. I feel like it should be "target creature deals spell damage and if it is immaterial gains +4/+0." That wouldn't change the effect on Aether much, but would give it SOME use to other elements.Anubis + SoR + SoW + Mirror shield.
Feels to me like the spell damage part should be generalized to any creature, while the stat gain is for immaterial creatures, or even result in reduced stats for material cratures so it isn't a simple Momentum card. This would be a buff to reflectivity to have this card be more versatile, not to mention confining it to a requirement that is found only with one element, and a rare mutation, really gives the shard a low rating compared to other shards.
Cool, phase dragons now need not fear gravity shields, and the attack boost is equivalent to that of an extra immortal, so I guess this could replace the immortals in mono aether. The only problem being this is a rare :P
That requires an off mark, and spaces in your deck to be filled for deflags.Cool, phase dragons now need not fear gravity shields, and the attack boost is equivalent to that of an extra immortal, so I guess this could replace the immortals in mono aether. The only problem being this is a rare :P
I don't even use "Immortal" I just use a Mark of :fire and a few "Deflagration."
Works better in my opinion.
That requires an off mark, and spaces in your deck to be filled for deflags.Cool, phase dragons now need not fear gravity shields, and the attack boost is equivalent to that of an extra immortal, so I guess this could replace the immortals in mono aether. The only problem being this is a rare :P
I don't even use "Immortal" I just use a Mark of :fire and a few "Deflagration."
Works better in my opinion.
One of the problems I find with the other shards is that they don't support their respective elements enough. Shards shouldn't be able to be included in any old rainbow, SoSe excluded. SoW can't work without Aether unless it's an SoR'd Anubis or a Seraph. This is how the shards should be, not this SoF crap that can be put in any rainbow in exchange for explosions.My thoughts exactly. Particularly in SoBe and SoF, there aren't really strong ties with Shards' Elements. SoW is one that actually tries to incorporate some affinity while maintaining its Other status.
It's actually the least "other" out of all the other cards. As it is, it can only be used if you have :aether creatures, or are using quints. It can also be used as a counter against immaterial with reflective shields, but that's it. Outside of that, it's useless.One of the problems I find with the other shards is that they don't support their respective elements enough. Shards shouldn't be able to be included in any old rainbow, SoSe excluded. SoW can't work without Aether unless it's an SoR'd Anubis or a Seraph. This is how the shards should be, not this SoF crap that can be put in any rainbow in exchange for explosions.My thoughts exactly. Particularly in SoBe and SoF, there aren't really strong ties with Shards' Elements. SoW is one that actually tries to incorporate some affinity while maintaining its Other status.
It's actually the least "other" out of all the other cards. As it is, it can only be used if you have :aether creatures, or are using quints. It can also be used as a counter against immaterial with reflective shields, but that's it. Outside of that, it's useless.One of the problems I find with the other shards is that they don't support their respective elements enough. Shards shouldn't be able to be included in any old rainbow, SoSe excluded. SoW can't work without Aether unless it's an SoR'd Anubis or a Seraph. This is how the shards should be, not this SoF crap that can be put in any rainbow in exchange for explosions.My thoughts exactly. Particularly in SoBe and SoF, there aren't really strong ties with Shards' Elements. SoW is one that actually tries to incorporate some affinity while maintaining its Other status.
If that's the case, then why are shards other? Why not elemental?It's actually the least "other" out of all the other cards. As it is, it can only be used if you have :aether creatures, or are using quints. It can also be used as a counter against immaterial with reflective shields, but that's it. Outside of that, it's useless.One of the problems I find with the other shards is that they don't support their respective elements enough. Shards shouldn't be able to be included in any old rainbow, SoSe excluded. SoW can't work without Aether unless it's an SoR'd Anubis or a Seraph. This is how the shards should be, not this SoF crap that can be put in any rainbow in exchange for explosions.My thoughts exactly. Particularly in SoBe and SoF, there aren't really strong ties with Shards' Elements. SoW is one that actually tries to incorporate some affinity while maintaining its Other status.
IMO, how a shard should be. And don't forget seraph :D
Because existing Shards have set the precedence
Is it intentional or a bug that this card takes away the vampire's healing ability ?
When I play SoW on a quintessenced vampire, it no longer heals me...
Which is rather sad :-[
I disgaree with Drake that the existing shards have set the precedent of only being useful in decks composed mostly of their primary element. SoRs have plenty of uses outside of :time decks, for example. SoSe obviously goes in rainbow decks of many kinds. A common :light/ :darkness deck uses SoSac's with :light mark. Etc.SoW, SoFre, SoD, SoR have the greatest links to their respective elements. After that, probably SoV/SoG/SoBe which have loyalty not to the element but to the mark. SoSe is (I assume) meant to be rainbow because of the nature of Entropy as 'the rainbow element' and SoI is only usable in a shardbow. SoSac is not very useful in death, but it's not very useful in anything but monolight and even then it's eh because of how splashable puri/sopa are. Speaking of which, SoPa/SoFo are far too splashable.
Which I think is cool. It's fine that Shards have natural obvious power in their home element but it would be boring/lame if they could ONLY be used effectively AT ALL in such decks.
That said I also agree with The_Tao's point that in general it seems like shards are taking over everything by being the most crucial components of the most powerful decks. You practically need sharded/unsharded as much as you need upped/unupped...
IMO this card is a little OP, it's cost needs to be raised or it needs to have only a temporary spell effect. The only counters for this are reflective shields and sundials...which is a total of like 3 individual cards to counter it. One of those things that is great if you have it but a game killer if you don't.
The problem I find with this card is that you MUST have :aether to play it, which takes out the whole most-decks-can-use-it thing. Maybe allow it to buff any creature, but only quinted creatures getspell damage and +4 while any non-quinted creatures simply get +2?
The problem I find with this card is that you MUST have :aether to play it, which takes out the whole most-decks-can-use-it thing. Maybe allow it to buff any creature, but only quinted creatures getspell damage and +4 while any non-quinted creatures simply get +2?
Actually I like your idea. It could see use in decks that want to use doubling cards (like PU, Deja Vu or Dive-creatures), but without a second element.
The problem I find with this card is that you MUST have :aether to play it, which takes out the whole most-decks-can-use-it thing. Maybe allow it to buff any creature, but only quinted creatures getspell damage and +4 while any non-quinted creatures simply get +2?
Actually I like your idea. It could see use in decks that want to use doubling cards (like PU, Deja Vu or Dive-creatures), but without a second element.
Hmmm... I haven't thought about that, but what I really want is to make :aether usage not strictly necessary.
The problem I find with this card is that you MUST have :aether to play it, which takes out the whole most-decks-can-use-it thing. Maybe allow it to buff any creature, but only quinted creatures getspell damage and +4 while any non-quinted creatures simply get +2?
Actually I like your idea. It could see use in decks that want to use doubling cards (like PU, Deja Vu or Dive-creatures), but without a second element.
Hmmm... I haven't thought about that, but what I really want is to make :aether usage not strictly necessary.
How about use on a non-quint creature only gives it spell damage? Without the +4 atk
Actually, I think it's a good idea for the following reasons:The problem I find with this card is that you MUST have :aether to play it, which takes out the whole most-decks-can-use-it thing. Maybe allow it to buff any creature, but only quinted creatures getspell damage and +4 while any non-quinted creatures simply get +2?
Actually I like your idea. It could see use in decks that want to use doubling cards (like PU, Deja Vu or Dive-creatures), but without a second element.
Hmmm... I haven't thought about that, but what I really want is to make :aether usage not strictly necessary.
How about use on a non-quint creature only gives it spell damage? Without the +4 atk
No. Momentum would be useless.
Ah. Forgot momentum costs less and gives +1/+1 lol.Actually, I think it's a good idea for the following reasons:The problem I find with this card is that you MUST have :aether to play it, which takes out the whole most-decks-can-use-it thing. Maybe allow it to buff any creature, but only quinted creatures getspell damage and +4 while any non-quinted creatures simply get +2?
Actually I like your idea. It could see use in decks that want to use doubling cards (like PU, Deja Vu or Dive-creatures), but without a second element.
Ah. Somehow forgot momentum gives +1/+1.
Hmmm... I haven't thought about that, but what I really want is to make :aether usage not strictly necessary.
How about use on a non-quint creature only gives it spell damage? Without the +4 atk
No. Momentum would be useless.
-it's called Shard of Wisdom, and spell damage is more appropriate to the wisdom theme than the buff.
-more decks using spell damage will rise (it would increase the meta)
-and so it would buff reflecting shields, increasing its use.
-momentum would still be more powerful, since it cannot be reflected, only lobotomized. Also, shard of wisdom costs 3|1 :underworld, momentum costs 2|1 :gravity. Since SoW wouldn't grant a buff for non-quinted creatures (while momentum always give a buff), momentum still maintain its use. It's better when you have access to gravity quanta and don't use immortal/quinted creatures.
Also, as of note. If SoW doesn't require a quinted creature, it makes the mirror shield so much stronger. It's basically the same as Pu-ing the opponents creature and then killing (2 card combo), but for 2 :light+1 :rainbow.But if they're not quinted, i bet you can lobotomize spell damage. So it's powerful but not op.
Also, as of note. If SoW doesn't require a quinted creature, it makes the mirror shield so much stronger. It's basically the same as Pu-ing the opponents creature and then killing (2 card combo), but for 2 :light+1 :rainbow.
What happens if I play this new version of SoW on a creature like, say, horned frog or light nymph, and then later play quintessence on it? Will it now deal spell damage, or will it still deal physical damage? Is the new version playable on immortal creatures like the old version was?1. Probs still physical.
I look forward to making new decks with this. Specifically, I shall post new scorpion decks in the beta section in the next few days.If i don't do that before MUAHAHAHAHA
Still has a bonus if not targetable (spell damage).
i know, let me explain. target cards like fire ball cannot target untargetable creatures. SoW was the opposite, it was able to target non-targetable craetures but was not able to target targetable creatures.
This card always bothered me a little. The ability immortality says that the creature cannot be targeted. So, why should someone add a card that can target untargetable creatures. I know first it was created as a colorless Shard that should have an affinity to aether, therefore it was designed that way because aether and immortality go hand in hand but it makes no sense. Some might say: But this card only adds bonuses to the card. That's not true in some cases, for example if someone has any reflecting shields, suddenly your creatures turn against you and you cannot do anything against it because its ability makes it untargetable...
I recommend to delete this card or remake it, to make untargetable creatures untargetable again. Otherwise we have to add a card that makes untargetable cards truely untargetable. Or change the text of that ability to somewhat like "cannot be targeted by anything but aether cards" but i prefer to say goodbye to this card.
This card always bothered me a little. The ability immortality says that the creature cannot be targeted. So, why should someone add a card that can target untargetable creatures. I know first it was created as a colorless Shard that should have an affinity to aether, therefore it was designed that way because aether and immortality go hand in hand but it makes no sense. Some might say: But this card only adds bonuses to the card. That's not true in some cases, for example if someone has any reflecting shields, suddenly your creatures turn against you and you cannot do anything against it because its ability makes it untargetable...
I recommend to delete this card or remake it, to make untargetable creatures untargetable again. Otherwise we have to add a card that makes untargetable cards truely untargetable. Or change the text of that ability to somewhat like "cannot be targeted by anything but aether cards" but i prefer to say goodbye to this card.
maybe it's better they should change the text ''this card can target the untargettable cards''.otherwise if this card make untargettable cards touchable by aether cards your opposition may use lightning etc on ur untargettable cards.
This card always bothered me a little. The ability immortality says that the creature cannot be targeted. So, why should someone add a card that can target untargetable creatures. I know first it was created as a colorless Shard that should have an affinity to aether, therefore it was designed that way because aether and immortality go hand in hand but it makes no sense. Some might say: But this card only adds bonuses to the card. That's not true in some cases, for example if someone has any reflecting shields, suddenly your creatures turn against you and you cannot do anything against it because its ability makes it untargetable...
I recommend to delete this card or remake it, to make untargetable creatures untargetable again. Otherwise we have to add a card that makes untargetable cards truely untargetable. Or change the text of that ability to somewhat like "cannot be targeted by anything but aether cards" but i prefer to say goodbye to this card.
I have to second that point. Came here just to post and complain about that. Its a severe breach of the game rule mechanics. Its completely non sensical. If you compare the phrasing from quint and SoW the inconsistency is even more obvious.
Quint
"Grant immortality to the target creature. The target creature can not be targeted."
SoW
"The target creature gains +4/+0 and now deals spell damage if immortal."
How can you target a card that can not be targeted?
Thats a cop-out right there. I am not complaining that the card text does not try to phrase itself as a spin doctor, I am complaining that a card exists which is plainly contradictory to the existing rules. Now I am only been playing for a couple of years and recently took a year long break. But to my knowledge all cards that made it into the game has always respected the game mechanics. Before SoW that is.
To me its obvious this is a do-over.
By that line of reasoning, Rain of Fire, Thunderstorm, Plague, and Pandemonium should affect immortal creatures because they say "every enemy creature" and don't target creatures.
[the] card [...] is plainly contradictory to the existing rules. [...] [T]o my knowledge all cards that made it into the game has always respected the game mechanics. Before SoW that is.
To me its obvious this is a do-over.
[the] card [...] is plainly contradictory to the existing rules. [...] [T]o my knowledge all cards that made it into the game has always respected the game mechanics. Before SoW that is.
To me its obvious this is a do-over.
It's against the rules to use your creature's ability on the first turn it's played, yet with Shard of Readiness you can break that rule - provided you meet the criteria ( :time creature ). You even gain a perk (you can use it twice).
It's also against the rules to target a creature that is immaterial, yet with Shard of Wisdom you can break that rule - provided you meet the criteria ( :time creature - and that's one having the :time symbol for immaterial). You even gain a perk (spell damage - usually beneficial).
My point is that cards 'break the rules' all the time. That doesn't mean that I entirely disagree with you or think your opinion is invalid, just that I don't think "rule-breaking" is enough to disqualify a cards merits.
[the] card [...] is plainly contradictory to the existing rules. [...] [T]o my knowledge all cards that made it into the game has always respected the game mechanics. Before SoW that is.
To me its obvious this is a do-over.
It's against the rules to use your creature's ability on the first turn it's played, yet with Shard of Readiness you can break that rule - provided you meet the criteria ( :time creature ). You even gain a perk (you can use it twice).
It's also against the rules to target a creature that is immaterial, yet with Shard of Wisdom you can break that rule - provided you meet the criteria ( :time creature - and that's one having the :time symbol for immaterial). You even gain a perk (spell damage - usually beneficial).
My point is that cards 'break the rules' all the time. That doesn't mean that I entirely disagree with you or think your opinion is invalid, just that I don't think "rule-breaking" is enough to disqualify a cards merits.
I think this 2 cases is not equal. The first case is just a "summoning sickness". It's not break the rules, because the card just removes the "summoning sickness" and that's allowed. That's like saying that SoDiv/Stone skin breaks the rule that you only have 100 life.
The SoW absolutely breaks the rules (of logic) in this wording, but that's just a grammatic failure. It just needs rewording it to target immortal.
By that line of reasoning, Rain of Fire, Thunderstorm, Plague, and Pandemonium should affect immortal creatures because they say "every enemy creature" and don't target creatures.
I am confused as to who you were meaning this toward...
How is this any different? Why would Shard of Wisdom not "affect" the creature?By that line of reasoning, Rain of Fire, Thunderstorm, Plague, and Pandemonium should affect immortal creatures because they say "every enemy creature" and don't target creatures.
I am confused as to who you were meaning this toward...
Immortal cards just f*cked up (no offense). Change the 'targeted' with 'affected' and everything is correct. Kay, not everything, my idea is to change it "This card can't be affected directly". I've discovered it a long ago, but I haven't knew about the forum, so I just get used to the mistake. I think the others too.
How is this any different? Why would Shard of Wisdom not "affect" the creature?
Immortal cards just f*cked up (no offense). Change the 'targeted' with 'affected' and everything is correct. Kay, not everything, my idea is to change it "This card can't be affected directly". I've discovered it a long ago, but I haven't knew about the forum, so I just get used to the mistake. I think the others too.
it seems to me you'd be better off with Antimatter + Offense of your own).
In 1.31 it could target any creature, but only gave spell damage to immortal ones. I don't know if there was an earlier version.
In 1.31 it could target any creature, but only gave spell damage to immortal ones. I don't know if there was an earlier version.
Isn't that what it already does?
I think you mean it COULDN'T target any creature.