Whoa, very good points Robsta43, let me tackle them 1 at a time.
In regards to Dual Weapon \ Dual Wield:
I was trying to make this card work with the mechanics of the game. In equipping two weapons I'm not sure if replacing your shield slot with a weapon slot is even feasible, let alone being able to equip 2 different weapons. Maybe I'm confused as to what you are saying? To just BE able to equip 2 weapons? Where would the first one go?
A weapon/shield slot sounds like a bit of technical work as well, I don't even think there is one. By making it become a permanent like a Feral Bond, they leave room for another weapon and still stay on your side.
In regards to Mishap \ Meltdown:
Hm.. is the game able to recognize which creature is a mutant? If so it gives me brand new ideas. And to answer your question, it should in theory. If it didn't you have your safe little mutants while spamming more Photons and then wham Meltdown. A Fractal would be nice. Or even Aflatoxin. But yes it will target ANY targetable creature on your side of the field.
In regards to Starvation \ Famine:
I actually originally had its cost at 1 to upkeep, but for the opponent to lose 1 \ 2 of each quanta? Maybe it should be 1 \ 2 upkeep. Hmm. I'll change that, and I definitely like your concept. It will stack and target both players, except for Death elementals. Rainbow bane.
Thanks for the input, I will be acknowledging your aid in Card Discussion.
In regards to Ball and Chain \ Anchor:
I figured that with the introduction of Flooding, field position cards would be added soon to Elements regardless of my suggestions or not. It seems to be a direction Elements could certainly head, with cards being affected by where they are on the field. With Ball and Chain \ Anchor I'm simply trying to see where they could go and already stop them. Hah. However yes I do see your point that it's not giving enough bang for its buck. I updated it such that Anchor will give you 0|+4 instead and I'm decreasing their cost to both 2
. But remember, a 8|22 Stone Dragon will be useless if it's been pushed into flooding.
In regards to Flower \ Blossom:
They are meant to be delicate. But for a card to decrease attack by 2?! I believe that's a no no. In 6 turns Crimson Dragons are totalled, 5 for most others, and that's if you have 1 on the field. At most 6 on the field will decrease 6 Attack which is already hefty enough. But I see that they are pretty flimsy. I will make it such that their life increases with more life cards on your side of the field. It would make sense in a life deck.
It has now been updated in such a manner to keep your Flowers \ Blossoms alive, if you've got some
creatures on your side of the field already.
In regards to Heatwave \ Inferno:
I guess it would make sense haha.
In regards to Stream / Diffusion:
Hm. I don't see how you find them to be similar, yes they are relatively related to your
quanta and they deal with healing, but they do so in different ways. Stream and Diffusion, actually do NOT work well with each other because they do them in different ways. If you are willing to wait it out until your quanta reaches 40 \ 30 then Diffusion is for you, and as it does its effect passively, there's no need to worry about anything, unless you play another
card. Stream is more a card to play with your game, because it's active ability Channel will deny your
gain, but allow you to heal. I will admit they are very similar but different strategies. A bit like a Scarab / Otyugh, I guess. If you do like Stream better, that's great, include only it in your deck, but a Diffusion holds its head up high, especially seeing that 5 Sapphire Towers generate 30 in 5 turns, and there aren't many 30
cost cards.
In regards to Sonic Speed \ Sonic Boom:
You are completely correct. I actually had a feeling this was one of the most OP cards I had suggested. Hm, I think I will completely throw out the card drawing side, and as for FFQ decks.
I will see how to work around that, hmm. Hadn't even thought about it.
Ok, as it is now, it will only target 1
creature and it will allow you to draw 1 card. Upgrade costs less, that should be decent. Maybe UP *sigh*
In regards to Hurry \ Rush:
Haha, lowered the costs, and made it such that it doesn't heal anymore. Stupid me,
. It now forces you to discard overflow immediately = it is destroyed immediately.
In regards to Hour Hand \ Minute Hand:
The math is indeed daunting, however for the first 4 \ 3 turns, it will do negligible percents at its current power. Hm. I guess it could do 1 damage the first couple of turns. Changed it up a bit. Looks neater
In regards to Shadow Speed \ Shadow Velocity:
The ability to summon a Black Dragon for no cost is something some would consider OP, especially if it's not in your hand. I will update it to not conflict with my new Tier 3 Card Classes, especially Assassin. However I saw it in no way being UP. I've made it such that only 'shadows' can be summoned with this card.
In regards to Penumbra \ Umbra:
As it is a relic, it will annhialate Hope based deck, and render them useless. However their ability to generate
is the gold there. But it will not be for 1 turn. It will be until Penumbra \ Umbra is destroyed.
And once again thank you for your input. It was greatly appreciated.