Just rambling thoughts about how to change a cards. This is one of many cards I'll ramble on about.
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Heal/SoD/SoG
Healing is one of Life's greatest assets. It is WIDELY used in un-upped battles but becomes 100% obsolete in upgraded decks. Shards become the new "Heal". They heal a lot and can be used by any element. (There was even a conflict in "Battle of the Opposing Elements") Shards buy a lot of time delaying any match. SoG/D both seem to suspend any rush and are best used with other stalls (e.g sundial & shields), buying even more time.
Heal: Idea
Heal yourself for up to 20hp + 10 for every 10 life quantum in your possession.
SoG: Idea Option #1
Healing starts out at 1 and raises up 1 every turn; capping out at 5.
SoG: Idea Option #2
Include a "shard" slot. Only one SoG may be on the field at a time unless you pay 5 to take the shard out of the slot. That allows for a second SoG to be played.
SoD: Idea
Add 20hp to your max hp for 3-4 turns. Playing additional SoD refreshes the turn counter.
Reasoning:
These ideas would help distinguish the differences between Heal/SoG/SoD. Heal would now scale, SoG would be less effective and SoD would still be usable in those Miracle/Max HP decks.
Links:
Zanz's Card Usage Stats
http://elementscommunity.org/forum/index.php/topic,4093.0.htmlLinks:
Zanz's Card Usage http://elementscommunity.org/forum/index.php/topic,4093.0.html
Ideas for Changing: Graboid http://elementscommunity.org/forum/index.php/topic,4475.0.html
Ideas for Changing: Bonds http://elementscommunity.org/forum/index.php/topic,4478.0.html