1. So you can have more than one shield now? I want to know how you think this is balanced when talking about fog shield or diamond shield or whatever else.
The intended implementation is that the shield loses the capability of blocking attacks when it leaves the shield slot. Now that I think about it, that seems slightly overpowered. Perhaps I will take out the 3 turns of immaterial to add "... (for 1 turn if shield/weapon)".
4. Any enlived pillar or other permanent is now affected by SoP. Might get too strong.
Eh. Why would you use 5 pillars to create 5 creatures when you could just cast mitosis on a RoL with the same quanta?
5. What with an enlived light pillar? Would get funny if it is the same ability as of RoL and buffs your hope shield now! (But probably OP...)
Similar to above: compare it to Mito-RoL.
6. Use it on your opponents permanents, to kill all of them with some cheap thunderstorm in one go. Or an ice bolt, or anything else that can make at least 1 damage. Might be too strong too...
You'll need a lot of turns to destroy a lot of permanents; you'd might as well use a single SoFo. As for 1 permanent, you might as well use a Deflagration. It is pretty scary if you have an Otyugh, Scarab, Buffed Warden, etc. on your team though.
Very interesting points. I think I'll go ahead and remove it being immaterial (and adding the 1-turn clause for shields/weapons) because it is not as weak as I previously imagined. However, note that now it can easily be destroyed before it uses its ability once, and is delayed by 1 turn (because of summoning sickness) and requires a combo compared to instant spells such as Deflagration. To be safe, I'll also increase the ability cost from 1 to 2.
Thoughts on these changes?