Okay, guys, let's do some math:
2
Skull Buckler: Assume it dies first turn.
Total Damage |
Turn | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Physalia | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
Chrysaora | 0 | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 |
4
Turtle Shield
Total Damage |
Turn | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Physalia | 2 | 2 | 5 | 6 | 10 | 12 | 17 | 20 | 26 | 30 |
Chrysaora | 0 | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 |
4
Fire Buckler: Dies in two turns.
Total Damage |
Turn | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Physalia | 2 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
Chrysaora | 0 | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 |
6
Ice Shield: Assume it is frozen every time it attacks.
Total Damage |
Turn | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Physalia | 1 | 1 | 1 | 1 | 3 | 4 | 5 | 6 | 9 | 11 |
Chrysaora | 0 | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 |
7
Thorn Carapace: Assume it is poisoned every time it attacks.
Total Damage |
Turn | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Physalia | 2 | 5 | 9 | 11 | 13 | 15 | 17 | 19 | 21 | 23 |
Chrysaora | 0 | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 |
8
Spine Carapace: Assume it is poisoned every time it attacks.
Total Damage |
Turn | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Physalia | 1 | | 3 | 6 | 8 | 10 | 12 | 14 | 16 | 18 |
Chrysaora | 0 | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 |
Note that these are worst-case scenarios. Also note that Physalias are always better in the beginning, and are only worse (in the long-run) for these shields.
As has been pointed out in previous discussions, we are discussing the place of Chrysaoras/Physalias when they can use their ability every turn, aka we are talking about their place in Speed Poison.
Fully upped (aside from the Physalias) Speed Poison can consistently win in under 10 turns, with the help of Deadly Poison and Arsenic. You have 6 chrys/phys in Speed Poison, and the opponent has at most 4 of the above shields and at least 30 cards in their deck. You start with 7 cards in your hand, and draw 9 more cards, so that's a total of 15 cards out of 30 for you and 16 out of 30 for your opponent. That means you draw 50% of your deck, or 3 chrys/phys, during the match, sometimes with two in the starting hand. It also means the opponent draws 50% of his/her deck, or 2 shields, getting the first in his starting draw but usually without the quanta to play it.
Therefore, chrys/phys are sent out on average somewhere around 3-8 turns before the end of the game, and with most shields, even at worse-case scenario, and assuming the shield is up before you play the chrys/phys in question, Physalia is not that much worse than Chrysaora.
Personally, I think that it should get the same upped advantage as Fire Spirit => Fire Spectre: 0|2 => +1 cost 2|3, which is +1 cost +1 def different from Physalia's current stats. Of course, people attached to Speed Poison would rage more about how Physalia would become worse-suited than it is now, but meh.