Elements the Game Forum - Free Online Fantasy Card Game
Elements the Game => Game Suggestions and Feedback => Buff This Card! => Topic started by: Daguerreo on December 06, 2011, 12:21:14 am
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(http://elementscommunity.org/images/Cards/Upgrade.png)
This card still seems too situational.
To work well it needs:
+6 creatures on the field.
Flooding.
To satisfy these conditions you have to have:
A 4 cards combo (SoP, Flooding, a creature and a spawner card like Mitosis or Fractal).
A huge amount of quanta: to play spawner, to play creatures, to keep flooding active.
To be delayed for 1 turn
At least one turn more to compensate turn of delay (with low Atk creatures, that means not high damage in any case)
And it isn't an OTK combo, not even a perfect draw. Many others combos deal more damage of this in less turns.
Moreover, it's very easy to break with:
Quanta Denial.
Creature Control.
Stall cards like Phase Shield.
Too much cards, slow, fragile and not so effective too.
What else to say?
Discuss :)
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Absolutely needs some sort of buff. I think :water has so much potential in deck-building, but I really wish there was more of an incentive to use this card.
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Removing the delay has two big problems:
1) SoP counters SoX, and any card that does that is needed.
2) The theme would have to be redone entirely.
Other than those I'd like it, but it can probably be buffed in other ways too.
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You'd have to give it some other type of a buff than removing the turn delay or else this completely overshadows Eclipse/Nightfall in too many ways. Problem is: Is there any other way to buff this card that would make it as useful?
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I have yet to see this card used once in the arena. I know that doesn't mean it's not used at all, but it's definitely not common.
As for possible buffs, there's lower cost, or adding to the effect that the opponent's creatures are delayed for a turn also. Maybe Switch the delay from you to your opponent; The delay's still involved in the theme (though slightly changed) and Daguerreo gets his wanted change ;)
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Random idea: in addition to how it's working currently, add one flooded square to both sides. Stackable.
However, I'm not sure how to fit that in the card's description. >.<
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I have yet to see this card used once in the arena. I know that doesn't mean it's not used at all, but it's definitely not common.
I've seen it in a few arena decks on rare occasion, but the AI doesn't seem to ever play it. I've seen it with precognition and mindgates, and seen it in regular spins.
What if instead of delaying your creatures for a turn, it did something like remove 1 turn from the SoSa turn counter? I'm not sure how that would fit thematically, but it would keep the intended use of being a counter to SoSa while managing to suck less.
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Only use I see for it is to counter SoX and be used in mono rushes, but that's pretty much it.
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I highly doubt this card was simply intended as a counter to SoX.
As it is, it does need a buff, but it has its place in some scorpion decks or mono water (as in, 6x physalia, 6x crawler, 6x SoP, 2x congeal or permafrost or something, and 10x tower, death mark).
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Maybe the elemental buff shouldn't be that it's provides a stronger boost for :water Water creatures (or creatures in Flooding for that matter), instead maybe it should cast a strong Purify, granting, say, 3 Purify counters after the turn has passed for players who choose to use the Mark of :water Water.
Along with that however, it should probably provide a standard buff to any and all creatures possibly +2 |+0.
Would that outshine Purify?
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How about just changing it back to +1|+1? Yes, I know about Ball Lightning + Fractal, but with the turn delay any mass CC does it in.
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I have no suggestions, just wanna watch the thread because I agree it needs buffed
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Glad you put this here, Dag.
I've spent many hours from my limited online time in the last few days just to figure out at least one real nasty deck with my newly aquired So(a)Ps, but all these hours of nervewreckage finally brought me to the conclusion that it's just another theoretical powercard in Water's arsenal - alongside with Flooding.
The card's main targets would be (at least as I figured so far) Water's fragile little creatures: Squids, Physalias, Flayers, unupped Crawlers, or Puffers even, where the one turn damage loss doesn't matter that much, contrary to the big hitters where you're better off just playing another creature in almost any case (unless SoSa is in play; still, if chained, you're screwed anyways). Yet, even after they are soaped up, they don't put up much of a fight.
The +4/+4 with flooding sounds too good to pass, but even with the tightened flood-effect it's real hard to get there, it's a many card combo, and when you're finally there, you'll probably run dry of quanta by the time if you relied on squids/shield paired with the upkeep. Or if you operate with fractal, you find yourself lacking in defense, speed, and off-element quanta when completely countered by a single shield.
So the conclusion is: in almost any case it hinders you more than it threatens your opponent, and slows down a relatively slow element even more, which by itself is a suicide in the current fast-paced metagame. Sometimes I thought when playing that even the Permanent-freeze effect (which was the first idea of Zanz), though somewhat boring, would be much more of a service and overall useful than the current shard.
My best idea for a "slight" buff -while keeping the theme - would be making it a stasis effect also, delaying both sides of the field: this would eliminate it's suicidical (and almost unfair) disadvantage for you, but it may overshadow Sundial that way (though haste can still give you card advantage). Or just an additional Silence-like effect for your opponent in that turn. Personally I'd like to see the former, even the card text would be easy to modify.
Also it is real saddening to see how the AI fails to use it properly.
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How about in addition to the AP buff, have a purify effect on every friendly water creature + it's owner.
+2/+3 regen is nothing to sneeze at. And think of the synergy with overdrive :O
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Why does it need a buff?
It's basically an Eclipse for water which will turn Crawlers into dragons and the already nasty squids into midrange attackers ...
Add the fact that it stacks (?) as opposed to Eclipse and you got yourself something pretty powerful.
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I think that problem is not in Shard. Problem is in Water element... This shard will be much better for Air as buff Damsefly and Wyrms.
One turn delay isn't counter for SoS. 6 SoS gives 12 turns, here You have half of this time. We should remove this delay or give delay for both players.
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Poll added.
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Why does it need a buff?
Reasons have been explained well from Tiko, in my opinion.
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My personal opinion is that this card is in the wrong element. This card would become stronger if it was changed to, Idk, a :life card. Giving life a much needed counter to SoSa.
Other than that, the only way I see this card getting better is if a slew of new quick creatures gets added to water. Just my 2 cents.
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I think that attack isn't what this shard needs. I think defense to fragile water creatures, (Squid, Mind Flayer, Chrysaora) would be an appropriate buff. I think +2/+4 would be wonderful for :water. While the delay balances for the almost free board wide buff, :water creatures still get the more needed boost. It would help against the currently popular shields, Spine and Flame, while also encouraging use of Gravity Shield. Really the synergies of increased defense water creatures is huge
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I agree with the others in that I cannot find a decent use for it. The turn delay ruins quite a few decks and sort of forces you to use it paired with squids. With the mechanics it has though, it would be hard to just tweak, If you remove the turn delay it becomes much stronger than nightfall and eclipse. and anymore attack or HP probably doesn't change the fact that the turn delay puts you at a huge disadvantage. If you expand the stasis to both sides, you get an unbreakable sundial chain since it isn't a perm.
I think if anything needs to be changed it would be the turn delay. There would still have to be a pretty big downside, but something different. possible ideas
- prevent all abilities that turn?
- take an HP loss
- freezes some (idk 20%?) of your creatures or delays only some pf your creatures
i am all out of ideas
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- prevent all abilities that turn?
Maybe making delay creature as untargetable solve problem?
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My personal opinion is that this card is in the wrong element. This card would become stronger if it was changed to, Idk, a :life card. Giving life a much needed counter to SoSa.
Other than that, the only way I see this card getting better is if a slew of new quick creatures gets added to water. Just my 2 cents.
Adrenaline much?
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The problem is:
- change the one sided delay into something else because said side effect is too dramatic for the shard to have a real interest
and - not overshadow sundial
and - keep the theme of patience
I though about changing the delay effect for another drawback. Here are my ideas- add +n|+n to all you creatures n being the number of turns you don't play any cards
or - add +1|+0 to all your creatures (+2|+0 for water, and +4|+0 if flooded) . Last until you play a card.
or
- add +1|+0 to all your creatures (+2|+0 for water, and +4|+0 if flooded) . You cannot play or draw any card next turn.
or - add +1|+0 to all your creatures (+2|+0 for water) . Delay all your creatures not underwater.
I really like the second possibility. It opens quite a lot of cool strategy and interesting choices. It forbid the stack but if you play it wisely it has no drawback.
The fourth possibility is giving a different bonus for flooding: no drawback for creatures underwater. It's still tricky to play but it might work better that the present one
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@SnoWeb - it is too complicated for card text. I have better idea:
Add +2/0 for all creatures and delay non :water creatures. Double buff when underwater.
or making delay creatures untargetable. It will be fine change especially for water.
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This card to work well needs:
+6 creatures on the field.
Flooding.
To satisfy these conditions you have to have:
A 4 cards combo (SoP, Flooding, a creature and a spawner card like Mitosis or Fractal).
A huge amount of quanta: to play spawner, to play creatures, to keep flooding active.
To be delayed for 1 turn
At least one turn more to compensate turn of delay (with low Atk creatures, that means not high damage in any case)
And it isn't an OTK combo, not even a perfect draw. Many others combos deal more damage of this in less turns.
Moreover, it's very easy to break with:
Quanta Denial.
Creature Control.
Stall cards like Phase Shield.
Too much cards, slow, fragile and not so effective too.
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Soap lost my interest when the +1 to HP was removed, and I still don't think it was necessary or a good idea. It removed interesting strategies and weakened the card immensely outside of its extremely situational usage with Water creatures and Flooding, which will never be a winning strategy.
As for those making a comparison with Nightfall/Eclipse; it's not like them. Firstly you pay for every copy played, and they're not cheap. Secondly, you have to either wait until you have enough creatures in play before using it or use it prematurely. This slowdown is the biggest flaw of the card, as the slowdown will hurt you more often than not. Thirdly, Eclipse is quite a bit more powerful with instant +2 attack for a cheaper cost than 2 Soaps, and the delay Soap inflicts makes it very weak offensively speaking.
Try making any deck with Soap. You'll find your deck gains speed by removing them and adding more offence every time. Unfortunately true even with Deja Vu.
So my vote is still with getting the HP buff back. It's the only straight-forward way to make the huge delay worthwhile.
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Soap lost my interest when the +1 to HP was removed, and I still don't think it was necessary or a good idea. It removed interesting strategies and weakened the card immensely outside of its extremely situational usage with Water creatures and Flooding, which will never be a winning strategy.
As for those making a comparison with Nightfall/Eclipse; it's not like them. Firstly you pay for every copy played, and they're not cheap. Secondly, you have to either wait until you have enough creatures in play before using it or use it prematurely. This slowdown is the biggest flaw of the card, as the slowdown will hurt you more often than not. Thirdly, Eclipse is quite a bit more powerful with instant +2 attack for a cheaper cost than 2 Soaps, and the delay Soap inflicts makes it very weak offensively speaking.
Try making any deck with Soap. You'll find your deck gains speed by removing them and adding more offence every time. Unfortunately true even with Deja Vu.
So my vote is still with getting the HP buff back. It's the only straight-forward way to make the huge delay worthwhile.
Getting the HP buff back enables a combo with Fractal Sparks and...? Nothing else? It's hardly a solution, is it not? Giving the card one specific and probably not even that game-changing usage? Or am I missing something?
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Soap lost my interest when the +1 to HP was removed, and I still don't think it was necessary or a good idea. It removed interesting strategies and weakened the card immensely outside of its extremely situational usage with Water creatures and Flooding, which will never be a winning strategy.
As for those making a comparison with Nightfall/Eclipse; it's not like them. Firstly you pay for every copy played, and they're not cheap. Secondly, you have to either wait until you have enough creatures in play before using it or use it prematurely. This slowdown is the biggest flaw of the card, as the slowdown will hurt you more often than not. Thirdly, Eclipse is quite a bit more powerful with instant +2 attack for a cheaper cost than 2 Soaps, and the delay Soap inflicts makes it very weak offensively speaking.
Try making any deck with Soap. You'll find your deck gains speed by removing them and adding more offence every time. Unfortunately true even with Deja Vu.
So my vote is still with getting the HP buff back. It's the only straight-forward way to make the huge delay worthwhile.
Getting the HP buff back enables a combo with Fractal Sparks and...? Nothing else? It's hardly a solution, is it not? Giving the card one specific and probably not even that game-changing usage? Or am I missing something?
Buffing flooding (allowing to flood more slot with more flood in field) and adding new more creatures which synergize with it could be another solution?
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I don't know, honestly. It depends on how many new cards are added that help this card. I still believe it's pretty much inherently flawed (as Shard of Sacrifice is). However, it doesn't hurt the metagame, it merely fails to expand it.
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I tweaked around with a Fracsalia the past days. It destroyed silver when it had chances, but the rest of the time it was just dead. The SoPs didn't really add anything to it.
Buff.
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I think Snoweb's second suggestion is one of the best mentioned so far. "Lasts until you play a card" <-- (near) Perfect example of patience right there. The stat buffs are the (near) part.
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Soap lost my interest when the +1 to HP was removed, and I still don't think it was necessary or a good idea. It removed interesting strategies and weakened the card immensely outside of its extremely situational usage with Water creatures and Flooding, which will never be a winning strategy.
As for those making a comparison with Nightfall/Eclipse; it's not like them. Firstly you pay for every copy played, and they're not cheap. Secondly, you have to either wait until you have enough creatures in play before using it or use it prematurely. This slowdown is the biggest flaw of the card, as the slowdown will hurt you more often than not. Thirdly, Eclipse is quite a bit more powerful with instant +2 attack for a cheaper cost than 2 Soaps, and the delay Soap inflicts makes it very weak offensively speaking.
Try making any deck with Soap. You'll find your deck gains speed by removing them and adding more offence every time. Unfortunately true even with Deja Vu.
So my vote is still with getting the HP buff back. It's the only straight-forward way to make the huge delay worthwhile.
Getting the HP buff back enables a combo with Fractal Sparks and...? Nothing else? It's hardly a solution, is it not? Giving the card one specific and probably not even that game-changing usage? Or am I missing something?
It's not especially specific when you consider it's a global buff it used to have, and it's a big step toward making the one-turn delay worthwhile. I would use it if the buff was simply improved, and I don't think anything more complicated is needed or rational. I'd think that much is obvious from my post.
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add +1|+0 to all your creatures (+2|+0 for water, and +4|+0 if flooded). Last until you play a card.
@SnoWeb - it is too complicated for card text.
The text can be changed. The important part is that it solves the card. Btw, I don't find it complicated.
I think Snoweb's second suggestion is one of the best mentioned so far. "Lasts until you play a card" <-- (near) Perfect example of patience right there. The stat buffs are the (near) part.
The buffs are almost the same as those of the original card. Apart from that I agree that it is a perfect example of patience. I think "Lasts until you play a card" should be added in the pole.
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Getting the HP buff back enables a combo with Fractal Sparks and...? Nothing else? It's hardly a solution, is it not? Giving the card one specific and probably not even that game-changing usage? Or am I missing something?
It's not especially specific when you consider it's a global buff it used to have, and it's a big step toward making the one-turn delay worthwhile. I would use it if the buff was simply improved, and I don't think anything more complicated is needed or rational. I'd think that much is obvious from my post.
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So your point is to have a better buff. Increasing the attack even further can be bad with fractal (it is either useless or overwhelming), so an hp buff can be added. I'm unsure whether this would actually make it viable apart from Fractal Sparks, but it surely is a point to consider.
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How about just changing it back to +1|+1? Yes, I know about Ball Lightning + Fractal, but with the turn delay any mass CC does it in.
Going back with what he said. Agreed. There are enough mass CC cards to counter Ball Lightning + Fractal, just like with fractaled Rols.
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How about just changing it back to +1|+1? Yes, I know about Ball Lightning + Fractal, but with the turn delay any mass CC does it in.
Going back with what he said. Agreed. There are enough mass CC cards to counter Ball Lightning + Fractal, just like with fractaled Rols.
Yes but, if zanz removed that part, was for a clear intent to avoid a BL spam.
I agree instead on "until you play a card".
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This new idea is actually wonderful. My questions are
A.) does discarding cancel the effect as well?
B.) What about the buff to flooding?
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This new idea is actually wonderful. My questions are
A.) does discarding cancel the effect as well?
B.) What about the buff to flooding?
Smart questions.
If someone can write the exact text of "last until play a card" I'll insert it to the poll.
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"Until you next play a card not named "Shard of Patience," all your creatures gain +1/+0, +2/+2 if water type."
This would allow for multiple patiences to be played, as I honestly can't see it being useful if they don't stack.
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yeah i've seen maybe one player use this...and it had no effect what so ever on his chances considering I was doing so much damage the delay kept it fom going into effect before he died....I say try removing the delay.....see what happens....I'd like to test this out with a field full of devourers....see what it does...
EDIT: just thought about removing the delay wouldn't exactly make it a shard of PATIENCE anymore would it? lol
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During the last few days I found a never used synergy for SoP. Have you ever used them on scorpions ? Maybe in combination with squids. Unfortunately I have not enough SoPs for a deck, but scorpions (Dune/Deathstalker, maybe forest) could be a nice deck idea with this card. Also think about the warden...
I remark this because it could let us reconsider our opinion about this card.
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During the last few days I found a never used synergy for SoP. Have you ever used them on scorpions ? [...]
Shards are 'Other' cards, and they have a reason to be such. All of these cards are somewhat universal, and could take a spot in almost any kind of deck, but many of them are considerably stronger when used with certain elements. Like all the other shards with their respective element, SoP also has an increased efficiency (at least in theory..) when played along with Water creatures, but its main purpose would be the attack increase, yes.
Sadly, you're still better off using Momentum/Blessing/Chaos Power for instatly applying their poison, as the 1 turn delay lets your opponent get rid of/ignore them easily (provided there's some CC or shields at hand). Also, unlike other buff cards, SoP does not provide additional HP for anything non-Water - rendering them totally helpless against such countermeasures.
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This card althought good seems underpowered , we don t have rush decks with many small creatures that comes in game quickly. I feel the card have a small effect in a party. Only tested it quickly however. Removing delay is for me a nice addition, I don t understand why this limitation ... ( although u can use your creatures ability before playing the card ) since it s suppose to boost the speed and power of the water elements creature.
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i think remove delay and increse cost
SoP is useless it is difficult to have both 6more creature and flood and with SoP and wait for next turn
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Maybe make it so you can manually destroy it. Then for each turn it is alive you don't attack, but the creatures gain stats?
That would make the shard (for OTK etc) a very strategic thing I believe?
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Maybe make it so you can manually destroy it. Then for each turn it is alive you don't attack, but the creatures gain stats?
That would make the shard (for OTK etc) a very strategic thing I believe?
I like this idea. :o :o :o
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Maybe make it so you can manually destroy it. Then for each turn it is alive you don't attack, but the creatures gain stats?
That would make the shard (for OTK etc) a very strategic thing I believe?
The problem with the Shard is exactly the delay. You can't add more delay and hope to make it better.
IMO this card needs for the delay to disappear (following subsequent balancing of course.
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Awesome thought
"Delay your creatures for one(/two) turn,give all creatures +1|+0,Water creatures on field are now immaterial(/ for X turns)"
Aint that the perfect reward for "Patience"?
I mean you stop ALL YOUR DAMAGE
And in return,your creatures are immortal..........
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Maybe make it so you can manually destroy it. Then for each turn it is alive you don't attack, but the creatures gain stats?
That would make the shard (for OTK etc) a very strategic thing I believe?
The problem with the Shard is exactly the delay. You can't add more delay and hope to make it better.
IMO this card needs for the delay to disappear (following subsequent balancing of course.
No the gain of this card (with my suggestion) would not be to make a card where you build a deck around, but instead of a very strong "counter" card. As you can leave it in as long as you wish it counters many shields (with just 1 of them being active), especially the damage reduction shields like emerald shield. It also counters stalls like sundials/phase shields: simply leave this card while you won't do damage anyways to slowly grow your creatures till you can do dmg. It could be used against anti-matter based decks, prevent the opponent of healing on your antimattered critters.
But most importantly, it counters SoSac, as this card doesn't have a limitation in "turns" you only have to get 1 of this shard, and play it. While the opponent has to wait for his 6/12 SoSacs.
The 1 turn delay (and 1 growth) isn't often usefull, so you need multiple turns to counter things. - Yet having 6 cards in your deck to "counter", gain substantional growth is limiting to deck building. If you could just add 2 of these shards and have a strong counter against a lot of meta, wouldn't that make the card useful?
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Closed last poll and opened a new one with new options.
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I like the card, i just think water needs a new card to be used with it. A 1 water quanta card with 1atk 2hp. Upgraded version is same stats but generates 1 water quanta a turn.
This with fractal and SoP could be pretty impressive.
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Dunno if it was suggested, but make it a stackable permanent that delays when CoP, but affects creatures played after the SoP.
To counterbalance, make it 1/0; 1/1; 2/2.
(remarkably, it would finally enable a decent scorpion deck)
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Dunno if it was suggested, but make it a stackable permanent that delays when CoP, but affects creatures played after the SoP.
Don't understand well. What does it means CoP?
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I propose a drastic redesign:
1. make SoP a perm which can be destroyed at any time manually by clicking it.
2. As long as you have a SoP in play no on creatures your side will attack.
3. Make the creature bonuses PER TURN, per shard. Each turn all creatures in play gain 1/0, water 2/2, water in flood 4/4.
4. Make the shard stack able.
5. Add a per creature and shard maintenance cost
Basically a mass growth + infinite self sundial until clicked.
So therefore if I play 2 SOP and have 5 water creatures in play after 1 turn they gain 4/4, 2 turns 8/8, 3 turns 12/12 each - but don't attack until I the SOP is destroyed.
A total gain of 60 damage for so little to quanta (10 water for sillas, 2 for SOPs, 3 turn wait) is clearly way OP however so I propose there should be a maintenance cost per creature
Perhaps 1 water/2 random quanta per SoP, per creature which gains a bonus, SoP is destroyed if maintenance cannot be met.
With this maintenance per creature, in the previous 5 creature example, I would pay 10 water per turn/20 random mana - a total of 30 mana after 3 turns or 60 random mana. This is fitting in with the current cost of growth (1 water.earth for 2 attack and hp), making SoP a mass growth card.
With a full field of creatures I would need 23 water or 46 random quanta per turn, but for a damage gain of 46/turn assuming they are water creatures.
Fill field, drop an SoP, wait 2 turns, drop SoP. OTK! (assuming I have the required quantum saved or generated per turn!)
I think this perfectly fits the patience theme as it would have to be a heavy control (read squid) deck to survive long enough to truely benefit. It makes it the ultimate counter of SoSac (delay as long as needed) and allows it to be more useful at the start of the match (fewer creatures, less maintenance)
Thoughts?
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^
Too complicated. Please elaborate.
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Your solution is similar to the "buff and delay until you play a card" one, but more complicate
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Ok, to simplify my proposal:
SoP as a permanent which delays all creatures on your side as long as it remains in play.
SoP buffs ALL creatures in play at the end of each turn.
SoP costs 1 water/turn(or 2 other) for each creature in play on your side.
SoP can be destroyed at any time during your turn by clicking it, this removes delay and maintenance cost but the buffs remain.
Super simple: Once played, activates every turn at the end of your turn: just as if you played a SoP every turn. maintenance per creature similar to flooding.
Got it?
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Maybe you buff it by creating a card that floods the whole field. That way you don't need a creature spammer. You creatures get the full boost in the flooded area anyway.
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I actually really like markilleruk's suggestion abour making SoP a permanent that indeifnitely delays your creatures, buffing them every turn untill you decide to destroy it (perm ability). It fits the whole 'patience' theme and also acts as a hard counter to the super OP SoSac. It creates a dilemma - should you lose a turn attacking, or continue to gain buffs? Opens up new uses for inundation, esp to weak creatures like octopus or malignant cell. Maintenance cost also good to prevent OP.
I do not think it should delay or buff the opoment't creatures though. SoP would eclipse sundial if that happened.
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I actually really like markilleruk's suggestion abour making SoP a permanent that indeifnitely delays your creatures, buffing them every turn untill you decide to destroy it (perm ability). It fits the whole 'patience' theme and also acts as a hard counter to the super OP SoSac. It creates a dilemma - should you lose a turn attacking, or continue to gain buffs? Opens up new uses for inundation, esp to weak creatures like octopus or malignant cell. Maintenance cost also good to prevent OP.
I do not think it should delay or buff the opoment't creatures though. SoP would eclipse sundial if that happened.
Honestly, yes. This is perfect. The SoSa counter really sold it on me, because SoSa is currently pretty much counterless, aside from OHK and antimattering your own creatures. It makes sense for shards to counter other shards.
I kind of think SoG and SoP should switch elements though. Water already has purify and great stalling, making healing best for it. Life has a load of spammy creatures to work with SoP, get rid of the flooding part, which doesn't even make sense, and just make it +1/+1, +2/+2 for life creatures. Plus life shard countering death shard would make a lot more sense.
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I actually would like to see it under earth. Patience just seems like an earth trait for me.
Earth is constant, it endures, it waits. Those on its surface may go about their activities, but the earth was there before and it will be there after.
It just seems to fit.
Make it +1/+1 for all creatures, with extra +1/+0 for burrowed and extra +0/+1 for earth creatures. I.e. burrowed earth get +2/+2 each round, burrowed non-earth get +2/+1, unburrowed earth get +1/+2. I just think it fits the theme perfectly, creatures burrow underground and wait patiently for just the right time to strike. Hidden in the safety of the earth. Tell me that doesn't fit earth's theme to the t!
The only other element that "patience" truly fits is time, but time already has a shard.
Idea for replacement water shard: Shard of tidal cleansing - removes all poison counter from a random creature each turn (but does nothing if chosen creature is not poisoned). Creatures in flooded squares are also healed to full. Each shard on the stack affects an additional creature. If your mark is water, your poison status is decreased by 1 or gives +1 purify status if unpoisoned (non-stacking for multiple shards). This effect is doubled if flooding is in play.
Note that this wont invalidate purify since it only decreases poisoning by 1 rather than wiping it clean.
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giving a+1/+1 to all creatures is verry dangerous! considder spark + fractal!
also i think the suggested alternative lacks usefulness. It's just another anti :death card. It does't realy stregthen any deck. Also it can't counter SoSac. The original version can do that.
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Ah. Sorry, I was a bit unclear on SoP. I was assuming the shard would be made a permanent (as suggested previously) with the delay kept in effect as long as it was out and the ability to remove it when needed built in. This lets you slowly buff your creatures over time, but they don't get to attack until the round after you scrap the shard.
My other main point was to change it to make its bonus effect based around earth and burrowed creatures since patience seems to fit earth better than water.
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Another Idea for water shard. Maybe this is more general purpose:
Shard of Frost bite - permanent: Frozen creatures take 1 damage per round but are immune to poison damage. :water creatures will not take damage. If your mark is :water non- :water creatures you control will not take damage and :water creatures you control will be healed instead of damaged.
ability: Ice age - freeze all creatures in play (yours included) for 1 round for each shard in the stack. The entire stack is destroyed after the effect ends.
Useful to all decks (pandemonium like mas cc). Good counter for SoSa. Fits the water (ice) theme.
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Ah. Sorry, I was a bit unclear on SoP. I was assuming the shard would be made a permanent (as suggested previously) with the delay kept in effect as long as it was out and the ability to remove it when needed built in. This lets you slowly buff your creatures over time, but they don't get to attack until the round after you scrap the shard.
My other main point was to change it to make its bonus effect based around earth and burrowed creatures since patience seems to fit earth better than water.
I can understand your point about it being an earth card. But water needs a buff more so I'll stick to :water
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I also thought of something. If SoP is to be made a permanent, it MUST have an in built self-destruct ability, or else the opponent could cast protect artifact on it and prevent your creatures from attacking for the remainder of the game.
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"Delay for both players" is OP, cause it makes Stall's and Poison decks stronger. Like an alternative for Sundial.
edit: I love Poison, but it would be too much.
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ok, this could be. So I got another idea to buff it and delay opponent´s creatures.
"creatures get +1|+0, water creatures 2|2, 4|4 if flooded. All your creatures are delayed for 1 turn and opponent´s creatures for the same total number of turns."
means if you have 23 creatures, your creatures are delayed for one turn, and some your opponent´s creatures more, some less. the number of the opponent´s "delay hourglasses" is 23.
This rewards players for being patient enough to use swarm cards like Pharaoh, Firefly Queen, Fractal, Mitosis.
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One thing I thought of, which I thought the shard did originally:
Rather than delay, simply sundial style your creatures don't attack. They can still use abilities, so Squids and Chrysoras can still activate. Then again this would really only buff Water/death. Really, It needs a better way to work in general water decks.
What if it targeted? Hmmm...
Shard of Patience. 3.
Permanent
0: Delay target creature. It gets +1/+0, +2+2 if water, +4+4 if in flooding.
So it works both as offense and defense, with both having a drawback. You can use it to lock a creature, but if it is destroyed you have a fatty in your face. Or you can use it on your weak creatures, or to stop your dragons hitting into SoSa, or use it during sundial/phase shield.
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What about: "Increase the delay on your creatures by 1 turn. They also gain +2¦+0, +1¦+3 more for :water creatures , +2¦+3 more for creatures underwater."
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I think the delay should be removed but it might have to not pump quite as much in that circumstance. It could give your creatures a 50 percent chance to hit this turn, or something like that maybe. I must be honest I think I just don't like the design in the first place.
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This card is still severely underpowered, Water has no good spammable creatures that get to the point where Flooding could be useful.
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This card is still severely underpowered, Water has no good spammable creatures that get to the point where Flooding could be useful.
That's not the point.
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It's not very useful for water, but burrow +3 rounds, and then unburrow = +6 attack. Several non-forest scorpions + SoP is probably better than hoping to draw momentum/blessings. I think there's a lot of ways to combo this card, but not enough ways for this card to be useful to water. Maybe +4/+4 for any water creature while flood is in play, not just in a flooded area? Then you wouldn't have to try to spam creatures...
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Though this isn't the case, when I first saw this I thought that it gave +4|+4 to any creature in a flooded area, not just :water ones. I was quite sad when my submerged malignant cells didn't really do much. Changing is to be like this would massively help flooding and alfatoxin, which are both very underused and underpowered.
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Just saw some application of Shard of Patience in Arena, like buffing Elite Skeletons on a Death Poison Stall deck, it is quite scary to see the skeletons being buffed up gradually. I think that the Shard is fine as it is now, as the benefit it gives to Water creature is immense.
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Maybe it´s a silly idea, but, like SoF, why not give a water card when removed? Like Purify.
Or maybe do it depending of the turns since played SoP. More cards or a more powerful one every turn you wait to click and remove. Can be +1 Pillar/Turn waited, for example. It´s a bet, because PC exist. It would be a buff and I think It would be funny, too.
Thoughts?
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Maybe it´s a silly idea, but, like SoF, why not give a water card when removed? Like Purify.
Or maybe do it depending of the turns since played SoP. More cards or a more powerful one every turn you wait to click and remove. Can be +1 Pillar/Turn waited, for example. It´s a bet, because PC exist. It would be a buff and I think It would be funny, too.
Thoughts?
All benefits need to be paid with a cost.
If we give a bigger benefit when it is destroyed then it will need a nerf to balance the buff.
There is no excuse to nerf the primary usage of SoP.
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Maybe it´s a silly idea, but, like SoF, why not give a water card when removed? Like Purify.
Or maybe do it depending of the turns since played SoP. More cards or a more powerful one every turn you wait to click and remove. Can be +1 Pillar/Turn waited, for example. It´s a bet, because PC exist. It would be a buff and I think It would be funny, too.
Thoughts?
All benefits need to be paid with a cost.
If we give a bigger benefit when it is destroyed then it will need a nerf to balance the buff.
There is no excuse to nerf the primary usage of SoP.
I agree with you, to me this shard is not UP, simply you need to find a good way to use it, as he said, if we increase the benefits then we will want to nerf the SoP 'cause someone will say that is OP
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this card definitely is UP in my opinion. a good start would be to make it give +!/+1 to regular creatures, and make it effect malignant cells in a flooded area. then i think it would be balanced.
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this card definitely is UP in my opinion. a good start would be to make it give +!/+1 to regular creatures, and make it effect malignant cells in a flooded area. then i think it would be balanced.
Cough. Fractal Sparks. Cough.
Malignant cells can reach flooding too cheaply.
Try to synergize before you jump to calling it OP. It recently got a buff.
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Maybe it´s a silly idea, but, like SoF, why not give a water card when removed? Like Purify.
Or maybe do it depending of the turns since played SoP. More cards or a more powerful one every turn you wait to click and remove. Can be +1 Pillar/Turn waited, for example. It´s a bet, because PC exist. It would be a buff and I think It would be funny, too.
Thoughts?
I could live with them getting something when deactivated but what you have suggested would give purify to all colors, something I cannot agree with.
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maybe removing the :water waste?
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maybe removing the :water waste?
What waste?
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This thread is completely outdated. SoPa got a buff in the last update.