maybe it can be more balanced if the sacrified creature dies one turn after u activated the skill.
like u sacrifice a brimstone and if u're opponent cant kill him during his turn u'll get the + 1
if he kill the target creature effect will abort
That does sound reasonable, because the opponent will have a chance to retaliate before it's too late. But the text in the card has to be darn small to fit this detail in.
There can be a text to make it that way, and it should be MUCH OP if it's not this way.
Imagine: 3 shields, 6 Cremation, 5 Minos Phoenix, 3 ruby dragons, some PC and CC as fire lances and explotion, a pair of PA and fire towers = best rush + defense EVER.
This card is actually OP, but adding a single 1 - turn delay to the effect makes it a bit (or much) more balanced.
Let's scroll through all the possible ways to use this:
You could make this shield immaterial (requires duo)
You could make this shield powerful with a limit (requires duo)
You could make this shield powerful with a limit, AND immaterial (requires trio)
You could make this card powerful with no limit (requires duo)
You could make this card powerful with no limit, with no way to destroy the fuel (requires a quartet)
You could make this card powerful with no limit, with no way to destroy the fuel, AND immaterial (requires quintet)
You could do all that is listed immediately above, AND prevent the opponent from rushing, using Momentum, growing too powerful, or destroying you with spells (requires, what? 3 more elements? 4?)
You could do all that's listed above AGAIN, AND prevent deck-out, because this shield is good mostly for stalls (yet ANOTHER element)
So, you want me to code it to where it takes an entire turn to have this shield grow? I ask you, do you really think this shield will be useful AT ALL if that's how it works?
This shield requires:
A) 7 initial quanta
B) 2 quanta of another element EVERY USAGE
C) A creature, EVERY USAGE
D) Any add-on combos to make it harder to beat, which requires up to 6 different elements.
If you can pull off the ultimate combo with this card, I'll congratz you, because you'll be fighting the worst opponent ever.
RoL/Hope's only weakness is that it has either to deal with quanta issues, or Mass CC. It is weak to Momentum, and spells that deal damage over time.
My shield's weakness is the inability to sacrifice creatures, PC, Growth creatures, Momentum, quanta issues, buffing spells, spells that deal damage over time, etc.
RoL/Hope's max defense is 24, however, it can reach that height very quickly.
My shield has no max defence, but do you really expect a duel to last more than 24 turns, the opponent waiting for you to power up your shield more and more?