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Elements the Game => Game Suggestions and Feedback => Buff This Card! => Topic started by: Daxx on December 26, 2010, 03:42:31 pm

Title: [Official] Skull Shield | Skull Buckler
Post by: Daxx on December 26, 2010, 03:42:31 pm
(http://elementscommunity.org/images/Cards/Upgrade.png)

Vanilla shields are boring. Skull Shield needs to do something else. For example:

(http://imgur.com/Rcn88.png)
(http://imgur.com/EycDD.png)
NAME:
Skull Shield
ELEMENT:
Death
COST:
3 :death
TYPE:
Shield
ATK|HP:
TEXT:
Shield: Reduce attacking creatures' attack by 1 each turn.
NAME:
Skull Buckler
ELEMENT:
Death
COST:
3 :death
TYPE:
Shield
ATK|HP:
TEXT:
Shield: Damage from physical sources is reduced by 1. Reduce attacking creatures' attack by 1 each turn.
ART:
I couldn't find a large version of the Skull Shield art. But you get the idea.
IDEA:
Daxx
NOTES:

EDIT: Apparently there is a shield in the Armory which does this. Fear Shield | Terror Shield (http://elementscommunity.org/forum/index.php/topic,6717.0.html), by FallenSoul. This would be a straight replacement for Skull Shield, rather than a new shield for Darkness.
Title: Re: Skull Shield | Skull Buckler
Post by: Daxx on December 26, 2010, 03:56:36 pm
Okay, so we have one suggestion, but that doesn't stop us brainstorming more, or finding other ideas. What should skull shield do?
Title: Re: Skull Shield | Skull Buckler
Post by: ddevans96 on December 26, 2010, 03:59:46 pm
I was thinking the other night, and it works best with aflatoxin and poison in general. So I was thinking this.

'Reduce damage by X/2. X is the number of poisoned creatures on the field.'
Title: Re: Skull Shield | Skull Buckler
Post by: ZephyrPhantom on December 26, 2010, 04:41:39 pm
It could generate a Malignant Cell/Skeleton for each 1 damage absorbed by it.
Title: Re: Skull Shield | Skull Buckler
Post by: Daytripper on December 26, 2010, 06:52:36 pm
Pretty much agree. I had suggested this exact thing for the solar buckler, but for this shield it will do. I can't see what it has to do with the theme, however.

Death already has a good theme shield in the bone wall. The malignant cell seems like a bad idea to me. Too easy to flood the field.

The poison ratio sounds good to me too.

I know another one: For every death, damage reduction is +1. However, the effect wears off over time. Like minus 1 per turn or -1 per 2 turns.
Title: Re: Skull Shield | Skull Buckler
Post by: Nepycros on December 26, 2010, 06:54:57 pm
I get it, Bone Wall stops heavy hitters, and now you're trying to make Skull Buckler stop spammers.

It probably will work. Oh, and in the Card Ideas and Art section, the poison ratio shield already exists. Go dig that up.
Title: Re: Skull Shield | Skull Buckler
Post by: ddevans96 on December 26, 2010, 07:04:16 pm
I get it, Bone Wall stops heavy hitters, and now you're trying to make Skull Buckler stop spammers.

It probably will work. Oh, and in the Card Ideas and Art section, the poison ratio shield already exists. Go dig that up.
I know full well that shield exist and it's where I got the idea even though that shield goes by poison on players as well.
Title: Re: Skull Shield | Skull Buckler
Post by: teffy on December 26, 2010, 07:13:02 pm
1 skeleton / absorbed damage = bad.
Your field will be full of skeletons very fast.
decreased atk ? No. The atk will be low too fast, I think.

My idea:

Skull Shield.

The 2 (3?) hardest hitters (weapons too) fear the skull, and are blocked.

Edit: If the 2nd creature has the same atk as a 3rd one, always take the creature with the lower position number. The atk of skills (e.g. poison, fiery) counts.


Although it can be deflaged, it can block Fahrenheit and Ruby Dragon from Fire. Also the CCYB creatures in rainbow decks.
Synergy with Plague.
Title: Re: Skull Shield | Skull Buckler
Post by: Nepycros on December 26, 2010, 07:14:33 pm
So, the 2 creatures with the most attack are blocked? No. Just no. That pretty much ruins dragons altogether.
Title: Re: Skull Shield | Skull Buckler
Post by: DrunkDestroyer on December 26, 2010, 07:41:27 pm
Just an idea, probably OP, especially if you use it in combination but:

The first time a creature attacks, it becomes poisoned and your opponent recieves one poison counter.
(From then on, it attacks regularly, which is why you either want to stall, or focus on control. Will need higher cost)
Title: Re: Skull Shield | Skull Buckler
Post by: zse on December 26, 2010, 08:39:25 pm
It could generate a Malignant Cell/Skeleton for each 1 damage absorbed by it.
It would be better if you could choose whether to have it or not.

Maybe additional triggered active ability
:death: Generate Skeleton.
-or-
 :death :death: The target :death creature gains +3/+3.
Title: Re: Skull Shield | Skull Buckler
Post by: johannhowitzer on December 26, 2010, 09:01:27 pm
Well, we have yet to have an ingame shield with skill to be activated - so far they're all passive.

Here are some ideas:
- Reduce physical damage by 1.  Poison opponent if struck by weapon.  (Like Thorn Carapace but for players.)
- Reduce physical damage by 1.  Deal 1 damage to all enemy creatures if destroyed.  (shield splinters)
- Poisoned creatures deal half damage rounded up.  (cursed shield)
Title: Re: Skull Shield | Skull Buckler
Post by: Nepycros on December 26, 2010, 09:03:24 pm
Well, we have yet to have an ingame shield with skill to be activated - so far they're all passive.

Here are some ideas:
- Reduce physical damage by 1.  Poison opponent if struck by weapon.  (Like Thorn Carapace but for players.)
- Reduce physical damage by 1.  Deal 1 damage to all enemy creatures if destroyed.  (shield splinters)
- Poisoned creatures deal half damage rounded up.  (cursed shield)
Then vote for Graviton Inferno. ;)

The thorn carapace that affects players is only really useful in poison decks.

Destroying the shield triggers a thunderstorm... interesting.

poisoned creatures deal half damage? OP, especially with Plague.
Title: Re: Skull Shield | Skull Buckler
Post by: johannhowitzer on December 26, 2010, 09:11:39 pm
Quote
The thorn carapace that affects players is only really useful in poison decks.
A deck doesn't have to be built around poison for poison to be useful, you know.  It's still damage dealt.  Say your opponent has a Lobotomizer out.  In five turns, the poison shield will match that weapon's damage in poison.  After that, it's outpacing the weapon.  Many, many decks use weapons as part of their strategy, and I can think of lots of reasons a cheap disincentive would be a great thing to have.

The half-damage shield concept isn't really OP unless you're talking about huge creatures, for a few reasons:
1) Weak creatures are usually cheap, and will probably be dead soon anyway.  (Exception: Armagio, but it's not for hurting things, and 1 can't be halved.)
2) Huge creatures cost a lot, so they won't come out very quickly.  You'd either have to wait and Plague them all, taking a lot of pain in the meantime, or spend a lot of Plagues as they come out.

The half-damage shield is powerful, but requires some dedication and skill to pull off.  Immaterial creatures of course can't be halved, since Thorn Carapace cannot stack with Skull Buckler, unless Dual Shield card idea is implemented.
Title: Re: Skull Shield | Skull Buckler
Post by: ninjamaster1991 on December 26, 2010, 09:44:22 pm
maybe, "All atacking non- :death creatures' attacks are halved."
Title: Re: Skull Shield | Skull Buckler
Post by: johannhowitzer on December 26, 2010, 10:07:21 pm
By itself, halving attack is too powerful - that's why I added the stipulation that only poisoned creatures' attack power would be halved.
Title: Re: Skull Shield | Skull Buckler
Post by: BC on December 26, 2010, 10:12:57 pm
How about it blocks extra damage for each poison on creatures? So it would block 2 damage from a lava destroyer that is poisoned once, and 5 damage from a basalt dragon that is poisoned 4 times.
Title: Re: Skull Shield | Skull Buckler
Post by: ninjamaster1991 on December 27, 2010, 07:55:15 pm
maybe. could have a chance to poison creatures , too, like 10%--50%...
Title: Re: Skull Shield | Skull Buckler
Post by: ZephyrPhantom on December 27, 2010, 08:31:36 pm
I think blocking poisoned creatures makes the most overall sense of all suggestions, as blocking all creatures would make it stronger than Solar Shield and death is a very poison centric element.
Title: Re: Skull Shield | Skull Buckler
Post by: ninjamaster1991 on December 27, 2010, 08:35:34 pm
yeah, that's why I suggested a fairly low poison chance. Maybe somewhere from 5%-15%?
Title: Re: Skull Shield | Skull Buckler
Post by: Daxx on December 28, 2010, 02:02:06 am
Thorn Shield already has poison covered.
Title: Re: Skull Shield | Skull Buckler
Post by: Kuroaitou on December 28, 2010, 06:12:59 am
When people made suggestions for Solar Buckler, the 'generate :light quanta upon being hit' made so much sense not just mechanically (as a way for :light to generate more quanta for its creatures/spells/permanents), but also thematically in that it was like a Solar 'Panel' - the word "Solar" had tied in with the ability perfectly.

All these ideas of poison-related concepts don't really relate to the word 'Skull' at all, and (as Daxx said) might overlap with Thorn Carapace; I would think it'd be cool if the shield acted like a skull:

"Reduces damage by 1 for every 25-40 HP you have."

In this way, the more damage you take/less health you have, the weaker the shield becomes (the skull fracturing and cracking over time until it disintegrates, a sign of decay). But if you add special calcium fortifiers or other objects to make the skull stronger (Stone Skin/Shard of Divinity), the shield drastically improves in effectiveness. :)


...just an idea though, heh. ^^;
Title: Re: Skull Shield | Skull Buckler
Post by: EvaRia on December 28, 2010, 06:48:02 am
"Shield: Reduce damage from physical sources by 1. For each point of damage reduced generate 1 infected Skeleton."

So.... many.... Death Effects! :D
Title: Re: Skull Shield | Skull Buckler
Post by: UncleBero on December 28, 2010, 12:53:23 pm
In my opinion teh best solution:

Reduce attack strenght by 1 (upgraded by 2) plus reduce attack stranght by (number of poisoning-1), but I would make it cost a bit more with this ability...
Title: Re: Skull Shield | Skull Buckler
Post by: ZephyrPhantom on December 28, 2010, 03:54:13 pm
When people made suggestions for Solar Buckler, the 'generate :light quanta upon being hit' made so much sense not just mechanically (as a way for :light to generate more quanta for its creatures/spells/permanents), but also thematically in that it was like a Solar 'Panel' - the word "Solar" had tied in with the ability perfectly.

All these ideas of poison-related concepts don't really relate to the word 'Skull' at all, and (as Daxx said) might overlap with Thorn Carapace; I would think it'd be cool if the shield acted like a skull:

"Reduces damage by 1 for every 25-40 HP you have."

In this way, the more damage you take/less health you have, the weaker the shield becomes (the skull fracturing and cracking over time until it disintegrates, a sign of decay). But if you add special calcium fortifiers or other objects to make the skull stronger (Stone Skin/Shard of Divinity), the shield drastically improves in effectiveness. :)


...just an idea though, heh. ^^;
You are the man.   I wasn't considering thematic problems at first when I was looking for a buff, but I think now this is best suggestion here so far.  It also is "opposite" to Solar Shield in a sense, which I like ; Solar helps quanta, while Skull relies on HP.  Bravo.
Title: Re: Skull Shield | Skull Buckler
Post by: $$$man on December 28, 2010, 04:39:54 pm

When people made suggestions for Solar Buckler, the 'generate :light quanta upon being hit' made so much sense not just mechanically (as a way for :light to generate more quanta for its creatures/spells/permanents), but also thematically in that it was like a Solar 'Panel' - the word "Solar" had tied in with the ability perfectly.

All these ideas of poison-related concepts don't really relate to the word 'Skull' at all, and (as Daxx said) might overlap with Thorn Carapace; I would think it'd be cool if the shield acted like a skull:

"Reduces damage by 1 for every 25-40 HP you have."

In this way, the more damage you take/less health you have, the weaker the shield becomes (the skull fracturing and cracking over time until it disintegrates, a sign of decay). But if you add special calcium fortifiers or other objects to make the skull stronger (Stone Skin/Shard of Divinity), the shield drastically improves in effectiveness. :)


...just an idea though, heh. ^^;
Great idea, but might be kind of ridiculous in poison SS skull shield stalls.
20 points of damage prevention without hope, yes please.
Title: Re: Skull Shield | Skull Buckler
Post by: 918273645 on December 28, 2010, 05:04:23 pm
"Shield: Reduce damage from physical sources by 1. For each point of damage reduced generate 1 infected Skeleton."

So.... many.... Death Effects! :D
Nightmare + ROL + Skull Shield + Vulture = :o
Title: Re: Skull Shield | Skull Buckler
Post by: The_Mormegil on December 28, 2010, 06:47:39 pm
Quote
- Reduce physical damage by 1.  Poison opponent if struck by weapon.  (Like Thorn Carapace but for players.)
This one is the one I like best. Could cost 2 | 1, would still be the cheapest shield around and the effect is so situational it wouldn't be a problem. I like this.
Title: Re: Skull Shield | Skull Buckler
Post by: johannhowitzer on December 28, 2010, 10:43:33 pm
Not really as situational as you might think.  I rarely come across PvP decks that don't use some kind of weapon.

(Note that flying weapons, as creatures, would not trigger extra poison via Skull Buckler.)
Title: Re: Skull Shield | Skull Buckler
Post by: The_Mormegil on December 29, 2010, 12:56:23 pm
Well that's true, situational is not the right word to express my thoughts toward the ability. Weak may actually be more accurate.  :P Although it's not really what I meant either. Damn languages!  :-\
Title: Re: Skull Shield | Skull Buckler
Post by: DSSCRA on December 29, 2010, 03:11:19 pm
When people made suggestions for Solar Buckler, the 'generate :light quanta upon being hit' made so much sense not just mechanically (as a way for :light to generate more quanta for its creatures/spells/permanents), but also thematically in that it was like a Solar 'Panel' - the word "Solar" had tied in with the ability perfectly.

All these ideas of poison-related concepts don't really relate to the word 'Skull' at all, and (as Daxx said) might overlap with Thorn Carapace; I would think it'd be cool if the shield acted like a skull:

"Reduces damage by 1 for every 25-40 HP you have."

In this way, the more damage you take/less health you have, the weaker the shield becomes (the skull fracturing and cracking over time until it disintegrates, a sign of decay). But if you add special calcium fortifiers or other objects to make the skull stronger (Stone Skin/Shard of Divinity), the shield drastically improves in effectiveness. :)


...just an idea though, heh. ^^;

I support it blocking more dmg the more health you have 30hp=1 blocking seems good.
Title: Re: Skull Shield | Skull Buckler
Post by: Tea is good on December 29, 2010, 04:31:32 pm
it's low cost makes it perfect for aflatoxin pairing. adding new things would make it cost more, and less effective right after playing the 8 cost afla.
Title: Re: Skull Shield | Skull Buckler
Post by: zse on December 29, 2010, 04:54:07 pm
it's low cost makes it perfect for aflatoxin pairing. adding new things would make it cost more, and less effective right after playing the 8 cost afla.
If you're playing mono :death, the higher cost isn't big problem since you can easily get quanta to pay it.
If you're playing something else than mono :death, you're not gonna use Skull Shield/Buckler but some better shield, even if you'd have to pay more quanta for it.

Thus better ability leading to higher cost is not a problem.
Title: Re: Skull Shield | Skull Buckler
Post by: thatnewguy on January 03, 2011, 11:23:06 pm
Had an interesting idea for skull shield buff.

For every creature killed the owner of that creature gains 1 poison counter. Increase cost to 4/3. Thoughts?
Title: Re: Skull Shield | Skull Buckler
Post by: The_Mormegil on January 04, 2011, 09:17:12 am
Had an interesting idea for skull shield buff.

For every creature killed the owner of that creature gains 1 poison counter. Increase cost to 4/3. Thoughts?
This would actually be an anti-death mechanic... I mean, half of death decks support killing your own creatures to benefict from their effects...
Title: Re: Skull Shield | Skull Buckler
Post by: thatnewguy on January 04, 2011, 09:17:08 pm
Then again for something that uses no virus, the only creature with it's own death affect, using plagues instead will make this deadly for the opponent, but also not too powerful and can hurt you if your not careful. Now why can't we have one shield with a negative affect as well as positive?
Title: Re: Skull Shield | Skull Buckler
Post by: TDenverFan on January 05, 2011, 12:40:19 am
Here's an idea that I like.

For each damage blocked, trigger death affects. Costs 5/4 :death

SO, sorta like a cat in shield form. It would fit in virtually any mono death, duo death, or trio death deck.
Title: Re: Skull Shield | Skull Buckler
Post by: ninjamaster1991 on January 05, 2011, 01:35:09 am

Here's an idea that I like.

For each damage blocked, trigger death affects. Costs 5/4 :death

SO, sorta like a cat in shield form. It would fit in virtually any mono death, duo death, or trio death deck.
OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP!!!!!!!!!!! think how many death effects there are, maybe something like,"trigger all death effects, but drain X :death per effect"...
Title: Re: Skull Shield | Skull Buckler
Post by: TDenverFan on January 05, 2011, 02:21:39 am
Here's an idea that I like.

For each damage blocked, trigger death affects. Costs 5/4 :death

SO, sorta like a cat in shield form. It would fit in virtually any mono death, duo death, or trio death deck.
OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP!!!!!!!!!!! think how many death effects there are, maybe something like,"trigger all death effects, but drain X :death per effect"...
Hmmm.... I see your point. Maybe it triggers death effects once on each turn it blocks damage? Or make it drain 3 :rainbow or 2 :death (One or the other, IDK which is more balanced) per death affect activated?
Title: Re: Skull Shield | Skull Buckler
Post by: ninjamaster1991 on January 06, 2011, 12:37:07 am
hmmm... mabye 2 -4 :death quantum are drained or so... either that or 6-12 :rainbow are drained, 'cause 1 elemental, like :fire, is equal to 3 :rainbow, due to quantum pillar/tower & all that. Anyway, your first suggestion is good, but mebbe summing like,"trigger 1 random death effect, then kill 1 random creature eatc turn damage is blocked" or sumthing...
Title: Re: Skull Shield | Skull Buckler
Post by: dspn23 on January 09, 2011, 12:26:09 am
give the next ability to get fair to solar shield
-creatures who do not atack because of this shield die instantly

it is logic once is deth so they die and woud be a good counter against fate eggs and deja-vu and rustlers and ROL
Title: Re: Skull Shield | Skull Buckler
Post by: ratcharmer on January 09, 2011, 01:26:51 am
I suppose I'll make the same suggestion I always make about the vanilla shields.

Just change it to shield/buckler costing 1/2 :rainbow.

It's not like shields are inherently spamable, so making it random quanta would hardly hurt balance.
Title: Re: Skull Shield | Skull Buckler
Post by: ninjamaster1991 on January 09, 2011, 02:24:12 am
then  :death wouldn't have a shield...
Title: Re: Skull Shield | Skull Buckler
Post by: ratcharmer on January 09, 2011, 02:53:45 am
then  :death wouldn't have a shield...
. . . bonewall?

You could still use it exactly the same, it'd just be available to more decks
Title: Re: Skull Shield | Skull Buckler
Post by: MXXE on January 16, 2011, 05:57:53 pm
I think zanzarino is thinking about changing this card anyway. I can't find it but somewhere I read a quote where zanz said "Solar shield is going to be changed, skull shield, not yet..."
Well, solar has been changed now and I'm really hoping for that "yet".
Title: Re: Skull Shield | Skull Buckler
Post by: Nepycros on January 16, 2011, 07:26:38 pm
Hmm. Well, I have an idea, no idea how powerful.

"For every creature that dies, their attack is added to this shield's physical defense divided by 3 (maybe 4). Resets each turn"

Now, you get bonuses for killing creatures, but now mass killing reaps the most benefits.

Let's say there's 2 Black Dragons, and a Minor Vampire on the opponent's field, and the Black Dragons have 3 health each. You play RoF, killing all three. That's 22 attack, divided by 3, rounding down, is 7. This way, when the opponent attacks, they have to deal more than 7 damage to hurt you. It resets back to 0 when it gets to your turn. This way, it requires CC and preparation to make this shield extremely powerful in short bursts.

The reason I don't think it's OP of an idea, is because it takes a lot of preparation, and only helps in short, but powerful, bursts.
Title: Re: Skull Shield | Skull Buckler
Post by: Kuroaitou on January 17, 2011, 10:56:10 am
I know this might not be possible, but could you (Daxx) add another poll with a list of potential 'skills' that the people have suggested? This way, members can also vote on the new revamp to Skull Shield they like best, similar to the one for Solar Shield. :)
Title: Re: Skull Shield | Skull Buckler
Post by: Falcon4415 on January 17, 2011, 03:45:30 pm
How about "trigger 1 death effect for each X damage blocked"? It wouldn't be too OP because there's no combo with bonewall, but it might be hard to balance it due to Aflatoxin.
Title: Re: Skull Shield | Skull Buckler
Post by: killybob on January 17, 2011, 04:29:39 pm
Quote
"For every creature that dies, their attack is added to this shield's physical defense divided by 3 (maybe 4). Resets each turn"
this sounds like a very good idea. balanced and better. everyone wins.
Title: Re: Skull Shield | Skull Buckler
Post by: EvaRia on January 18, 2011, 03:45:10 am
I say give it an ability.

" :death: Generate a Skeleton inflicted with Gravity Pull."
Title: Re: Skull Shield | Skull Buckler
Post by: johannhowitzer on January 25, 2011, 10:28:09 pm
When I first read that, it seemed OP to me because I though it was to be the shield's reactive trigger.  Every time a creature struck the shield, it would generate a GP-skelly.  That would be like a Dusk Shield that is guaranteed to block exactly 50% of hits - in fact, you could predict which creatures will be blocked - and you also get death effects in the bargain.

I'm not sure about the GP-skelly thing even as an ability.  Yes, it creates extra death effects, but it also allows you to completely ignore the first non-momentum creature on your opponent's field every turn for 1 quantum.
Title: Re: Skull Shield | Skull Buckler
Post by: ninjamaster1991 on January 27, 2011, 01:06:03 am
mabye suming like," Each damage blocked by this shield heals you for 1 hp." i'm thinking of certain creatures [/looks at vampires]
Title: Re: Skull Shield | Skull Buckler
Post by: funerallaughter on January 27, 2011, 01:49:01 am
I dunno if anyone's suggested it but, I had a shield idea a while back in which, for each enemy attacking, the shield would have a 50% chance of spawning a Virus onto your side of the field, infection to the max.

Or, maybe, have poisoned creatures lose life first before hitting the shield?
Title: Re: Skull Shield | Skull Buckler
Post by: Kuroaitou on January 30, 2011, 08:38:22 am
NEW UPDATE!

Skull Shield | Skull Buckler (http://elementscommunity.org/forum/index.php/topic,20504.0.html)

Skeleton transformations and more. >.> Hot stuff.

(http://i.imgur.com/EFwgf.png)
Title: Re: Skull Shield | Skull Buckler
Post by: funerallaughter on January 30, 2011, 09:08:34 am
HOLY F-EN SHIZNAZ o.o

yay semi-insta kill!!!
Title: Re: Skull Shield | Skull Buckler
Post by: Nepycros on January 30, 2011, 03:42:04 pm
Say whuh??? They can now insta-kill??? I thought this was tabooooooooooooooooooooooooooooooooo!!! Don't kill mah dragons!
Title: Re: Skull Shield | Skull Buckler
Post by: ddevans96 on January 30, 2011, 03:44:18 pm
Say whuh??? They can now insta-kill??? I thought this was tabooooooooooooooooooooooooooooooooo!!! Don't kill mah dragons!
It's not insta-kill. Go read the thread to see how it works now.
Title: Re: Skull Shield | Skull Buckler
Post by: Nepycros on January 30, 2011, 03:45:49 pm
Zanz has donnit agaiiin... I thought it would be some % chance. At least he's taken HP into account.
Title: Re: Skull Shield | Skull Buckler
Post by: silux on February 14, 2011, 04:12:24 pm
I still believe skull shield should have effect like 'For every point of damage...' to help aflatoxin.Hp based insta kills are very bad.
A quinted nynph can get killed easily!
Title: Re: Skull Shield | Skull Buckler
Post by: QuantumT on March 05, 2011, 08:16:57 pm
Skull shield is a terrible card for the game. When you take something that can swing the game as much as this can and make it probability based, you take away skill from the game.
Title: Re: Skull Shield | Skull Buckler
Post by: killybob on March 05, 2011, 11:53:26 pm
there wasn't  a huge amount of skill in the game anyway. elements is about tactically selecting a deck which ensures the best possible ratio between costs, between attack and hp, and finally good draws and bad draws. this game is ultimately about setting up a deck that has the highest probability of winning. chance runs the game.
Title: Re: Skull Shield | Skull Buckler
Post by: BluePriest on March 06, 2011, 12:27:09 am
Skull shield is a terrible card for the game. When you take something that can swing the game as much as this can and make it probability based, you take away skill from the game.
Dusk Shield, Fog Shield, Mutation, Fate Egg...

Shouldnt this topic be locked?
Title: Re: Skull Shield | Skull Buckler
Post by: killybob on March 06, 2011, 12:48:34 am
yes once a card has either received or been denied a buff by zanz then the topic must be blocked so as to create a new topic in the "card changes" section.
Title: Skull Buckler (Upgraded)
Post by: ZephyrPhantom on May 15, 2011, 03:33:40 pm
(http://images3.wikia.nocookie.net/elementsthegame/images/0/0b/SkullBuckler.png)

What really bugs me about this card is that it becomes much less powerful when upgraded - Elite Skeletons are 2 | 2, which means that they can penetrate the shield while the unupgraded version's 1 | 1 Skeletons can't. For -1 Cost, that doesn't seem very fair.

My suggested buff is to make the Skeletons spawned be unupgraded - it makes much more sense mechanically (shield would still shuts down damage like it did unupgraded) and the -1 cost would make much more sense as an upgrade as well by itself.
Title: Re: Skull Buckler (Upgraded)
Post by: truddy02 on May 15, 2011, 03:35:08 pm
It doesn't matter if the shield is upgraded.  Ugraded creatures become elite skeletons and unupped creatures become regular skeletons.
Title: Re: Skull Buckler (Upgraded)
Post by: RagingAlien on May 15, 2011, 03:54:02 pm
then make the upgraded cost the same and get +1 DR! avoiding ALL upgraded skellies. :D
Title: Re: Skull Buckler (Upgraded)
Post by: Genuinous on May 15, 2011, 03:57:30 pm
then make the upgraded cost the same and get +1 DR! avoiding ALL upgraded skellies. :D
Maybe the upgraded should cost more with 2 DR...
Title: Re: Skull Buckler (Upgraded)
Post by: RagingAlien on May 15, 2011, 04:05:58 pm
yeah, sounds good. upped's cost is 4, DR is 2?
Title: Re: Skull Buckler (Upgraded)
Post by: ZephyrPhantom on May 15, 2011, 04:08:54 pm
It doesn't matter if the shield is upgraded.  Ugraded creatures become elite skeletons and unupped creatures become regular skeletons.
Whoops. I wasn't aware of this. In that case, Topic Locked, the shield is fine as it is.
Title: Skull Shield/Skull Buckler
Post by: Heric the Dark Lord on April 02, 2013, 02:56:08 am


This card sees low usage in Death Decks, meta or otherwise. It's cheap, but with the low chance of effect for it's cost, most people would use Bone Wall or Shield, one being generally more powerful, the other being cheaper. Upgrading it is also pointless, because all you get is a slightly cheaper version of an UP card.

Also, I've tested a deck using it before. If it kills an upgraded card, it turns into an ELITE skeleton, which is strong enough to damage you.(May be wrong. It's been a while since I tested that.) Seems like a waste of time and 1500 electrum in upgraded play, and not effective enough in unupgraded play.

I'm not asking to make it meta, but a buff would be nice. Opinions?
Title: Re: Skull Shield/Skull Buckler
Post by: Chapuz on April 02, 2013, 03:14:43 am
It is already powerful and works magically. imgo it shouldn't be buffed. The only reason it's not used that much is because in rainbows people uses Fog shield.
Title: Re: Skull Shield/Skull Buckler
Post by: Annele on April 02, 2013, 04:37:51 am
What Chapuz said, but I do like the idea of all creatures upped or unupped turning into unupped skeletons. That's enough of a buff, I think.
Title: Re: Skull Shield/Skull Buckler
Post by: Absol on April 02, 2013, 05:48:32 am
What Chapuz said, but I do like the idea of all creatures upped or unupped turning into unupped skeletons. That's enough of a buff, I think.
+1, lower casting cost offset by stronger Skeletons on opponent's field sounds more UP than unupped. Just like how there's no upped mutant, there should be no upped Skeleton from this.

EDIT: except if the Skeleton can die again and trigger death effect. But it can't.
Title: Re: Skull Shield/Skull Buckler
Post by: EvilDeathX on April 02, 2013, 06:01:03 am
I do not believe this card needs a buff at all. I play an Aether deck and my favorite card in that deck is my Elite Phase Dragon. Many-a-time has my "Unkillable" Creature been killed by three specific cards. Those cards being Fire Shield, Thorn Carapace and Skull Shield. While I do see why you would say that creating an Elite Skeleton would be unfavored, I also see(and have experienced) why they create Elites and not regulars. You see while the Elite is better for the opponent because it has a two attack, it is also better for you because of the same reason. That two power, means that it CAN damage you, meaning that it CAN die again. Giving you the opportunity to completely rid the field of said creature. Also allowing you to expliot two death effects from killing the same creature twice. Therefore my final opinion is that no, it whould not be buffed, because of:
1. Can kill annoying Immortal creatures.
2. Can kill the already killed creature again if creature is upped. (It has been a while since it happened to me, they may have changed this.)
3. It is an automatic death effect,(Not damage) one of only two(I think) in the game.

What Chapuz said, but I do like the idea of all creatures upped or unupped turning into unupped skeletons. That's enough of a buff, I think.
+1, lower casting cost offset by stronger Skeletons on opponent's field sounds more UP than unupped. Just like how there's no upped mutant, there should be no upped Skeleton from this.

EDIT: except if the Skeleton can die again and trigger death effect. But it can't.
The Upped shield itself does not create the elite skeletons, it only happens if it kills an upped creature.
Title: Re: Skull Shield/Skull Buckler
Post by: Pella on April 02, 2013, 06:51:37 am
I play mono-Death upped A LOT.  I play it because I like Death, it's fast, and it can kill AI3 almost every time and AI4 reliably.  In the Arena, it works well against Bronze & Silver, decent against Gold, and occasionally against Plat.

My mono-Death upped deck contains 2 Skull Bucklers.  I can't count the number of times those shields have saved my a$$, especially against mono-Aether.  I don't really care about the Elite Skellies because they do only 1 dmg through the shield, and I'm rushing anyway, so 1 = 0, more or less.

Leave it alone.  It's fine.
Title: Re: Skull Shield/Skull Buckler
Post by: Heric the Dark Lord on April 02, 2013, 07:02:08 am
Is it really that used? Hmm...every death user seemed to use bone wall instead.

Quote
You see while the Elite is better for the opponent because it has a two attack, it is also better for you because of the same reason. That two power, means that it CAN damage you, meaning that it CAN die again. Giving you the opportunity to completely rid the field of said creature. Also allowing you to expliot two death effects from killing the same creature twice.

1: No, I don't think it can kill the elite skeles. It might, but I'm pretty sure it doesn't.
2:A plague(Which I KNOW is run with death.) on a regular skele will do the same thing, and you take no damage.
Title: Re: Skull Shield/Skull Buckler
Post by: CuCN on April 02, 2013, 07:26:47 am
Quote
You see while the Elite is better for the opponent because it has a two attack, it is also better for you because of the same reason. That two power, means that it CAN damage you, meaning that it CAN die again. Giving you the opportunity to completely rid the field of said creature. Also allowing you to expliot two death effects from killing the same creature twice.

1: No, I don't think it can kill the elite skeles. It might, but I'm pretty sure it doesn't.
Testing in trainer confirms that it cannot.
Title: Re: Skull Shield/Skull Buckler
Post by: Shantu on April 02, 2013, 11:08:55 am
I believe there are many that would say the shield actually requires a +1 cost nerf instead of a buff.
I believe it requires neither, it's fine the way it is. Keep in mind it can kill even Elite Armagios, and I have seen that happen.

As for its usage, I have no idea. But I know that often Bonewall isn't the optimal choice because you either can't keep it up or it's too expensive in the deck. In those times comes Skull Shield to save your rear.

I agree upgraded skeletons are annoying, but if they annoy you that much, you can use plague or something (in a stall) to get rid of them. In a rush, it shouldn't matter.
Title: Re: Skull Shield/Skull Buckler
Post by: Fireleaf on April 02, 2013, 12:05:13 pm
To me, this shield is way cheaper than Ice/Permafrost and can take cards out of play for the entire game, not just a couple turns. I know the odds aren't as good, but still. This guy creates death effects too, which are always useful in Death.
Title: Re: Skull Shield/Skull Buckler
Post by: ColorlessGreen on April 02, 2013, 03:20:35 pm
To me, this shield is way cheaper than Ice/Permafrost and can take cards out of play for the entire game, not just a couple turns. I know the odds aren't as good, but still. This guy creates death effects too, which are always useful in Death.

The odds of skull shield triggering are actually quite high against really low-hp creatures, which are pretty much exactly the type of creatures you'd be playing against early game if you're playing against a rush most of the time, and early game is where you'd generally get the low-cost skull buckler in play (hopefully).

It tears up pretty much everything in fire, for example, as well as graboids/shriekers, most freshly-played growers, and as was mentioned above, it's one of a very small number of counters to immortal creatures.

I'd support making every killed creature turn into an unupped skellie regardless of their original upgrade status, but that's about as far as I'd go.
Title: Re: Skull Shield/Skull Buckler
Post by: Heric the Dark Lord on April 02, 2013, 10:46:20 pm
I actually only support unupped skeles across the board. I put the other options for those who thought they would be good.

I seriously never knew so many people used the Skull shield. I thought all death players used bone wall.

I might make a point, though, that on average, the shield will activate no more than twice per game. Odds are higher against fire, and lower against earth and gravity. Permafrost protects against more damage, and has a much better chance of activating. While I, in no way say this shield is weak, I do say it is(Or seems) underused, and is less useful in upgraded play than any other shield. That said, it's also one of the cheapest...
Title: Re: Skull Shield/Skull Buckler
Post by: ColorlessGreen on April 02, 2013, 11:24:51 pm
I might make a point, though, that on average, the shield will activate no more than twice per game. Odds are higher against fire, and lower against earth and gravity. Permafrost protects against more damage, and has a much better chance of activating. While I, in no way say this shield is weak, I do say it is(Or seems) underused, and is less useful in upgraded play than any other shield. That said, it's also one of the cheapest...

For the purposes of discussion (and someone please correct me if this got modified without my noticing), the chances of skull shield triggering are (0.5 / HP), so:

50% - 1 HP monster
25% - 2 HP monster
16.67% - 3 HP monster, etc.

That's per attack (naturally) so that's a lot more than two triggers per game against fire rushes, graboid rushes, and other high-att-low-hp things.
Title: Re: Skull Shield/Skull Buckler
Post by: Heric the Dark Lord on April 03, 2013, 12:14:10 am
Quote
For the purposes of discussion (and someone please correct me if this got modified without my noticing), the chances of skull shield triggering are (0.5 / HP), so:

50% - 1 HP monster
25% - 2 HP monster
16.67% - 3 HP monster, etc.

That's per attack (naturally) so that's a lot more than two triggers per game against fire rushes, graboid rushes, and other high-att-low-hp things.

You don't know how much the RNG hates Everyone, do you? It took me forever just to confirm that it wasn't the buckler that made upped skeles, and that it was the upped creatures.

Against Fire rushes, true. That is probably higher than two, probably more around three or four.
Against golem rushes, the HP raises constantly, so the RNG hates you more. I guarentee you will (Almost) never see a summon sick golem die from the effect.
Against Shrieker rushes, that is a 12.5 chance on the shriekers. You'd think it'd happen more. Nevertheless, the equation is right, more or less. Also remember that High-ATK, Low HP also means they kill you quickly, giving it less chance to activate.
Is a hard counter to forest scorp rushing. for the same reason as half the shields in the game
Has about the same likelyhood as a fire rush should you encounter a munchkin/frogtosis rush.
Phase Dragon rushes suffer very little to this shield.

I could name dozens of other decks of how you describe, where the shield activates on average, exactly as many times as I said.
Title: Re: Skull Shield/Skull Buckler
Post by: UnderneathTheLens on April 03, 2013, 12:17:13 am
Well, the main problem is that if we raise the percentage, then the people with the creatures are going to start raging.

Have you ever been on the receiving end of a skull shield lucky kill? Ex. the phase dragon you took forever to get the quanta for gets killed on its first turn. It's a very potent rage inducer. :P
Title: Re: Skull Shield/Skull Buckler
Post by: Heric the Dark Lord on April 03, 2013, 01:50:32 am
Not that I remember.

But I understand. I would vote Against a percentage increase. I'm just saying, it is actually very close to what I said was the average, when Colorless said I was wrong.
Title: Re: Skull Shield/Skull Buckler
Post by: ColorlessGreen on April 03, 2013, 02:49:29 am
Not that I remember.

But I understand. I would vote Against a percentage increase. I'm just saying, it is actually very close to what I said was the average, when Colorless said I was wrong.

Hey now.

First of all, I'm actually just trying to contribute some information that was lacking from the thread here. Second of all, if you go back and read what I said, I didn't say you were wrong overall about the average (though I'm not conceding you're right here either, I just haven't done the math on it), what I said was "here's a few examples of decks where it triggers a lot more than twice per battle on average". My point about that was that it does well against certain classes of decks (which happen to be rather common decks in a few different metas) and a card doesn't have to be good against everything.

edit: While I'm at it, "the RNG hates you" is an argument that's valid over 10 games but not over 100,000, which is what we should be balancing for. I expect that over enough games I'd see lava golems die on their first turn almost exactly half of the time (unless the rate has changed and I didn't notice like I said before.)
Title: Re: Skull Shield/Skull Buckler
Post by: Hyroen on April 03, 2013, 04:25:09 am
How about increase upped cost to 5 :death: block 2 points of damage, but still create upgraded skeletons?

That way they can't harm you. ^_^

EDIT: Also, please change thread name to
Code: [Select]
Skull Shield | Skull Buckler
blarg: