Right now, the most used weapons in game are Eternity, Pulverizer, Owl's Eye, and Lobotomizer, because they have actually useful abilities. The other weapons are simply too weak.
And one thing I find utterly ridiculous is that Vampire Stiletto is just a weaker version of Druidic Staff. Stiletto heals 2 and damages 2, while Staff heal 5 and damages 2. This is completely pointless.
So, to make the other weapons more useful, I suggest we give them new abilities. And the weapons should all use Mono elements; currently all weapons are Mono except Pulverizer (Earth/Gravity) and Trident (Water/Earth).
Discord: Weapon (5 Entropy)
Deal 4 damage per turn.
Chaos (3 Entropy): Inflict a random negative effect on the target creature.
Arsenic: Weapon (4 Death)
Deal 4 damage per turn.
Poison (2 Death): Inflict 2 poison on your opponent.
Titan: Weapon (5 Gravity)
Deal 7 damage per turn, Momentum.
Shatter (2 Gravity): Destroy the target permanent.
Pulverizer: Weapon (5 Earth)
Deal 5 damage per turn.
Quake (3 Earth): Destroy 3 pillars in a pillar cluster.
Druidic Staff: Weapon (5 Life)
Deal 2 damage per turn.
Heal (3 Life): Heal yourself for up to 10 HP.
Fahrenheit: Weapon (4 Fire)
Deal 4 damage per turn.
Ablaze (3 Fire): Increase Fahrenheit's damage by 2.
Trident: Weapon (5 Water)
Deal 4 damage per turn.
Freeze (3 Water): Freeze the target creature for 3 turns.
Morning Star: Weapon (5 Light)
Deal 5 damage per turn, Immortal.
Holy Light (3 Light): Heal the target creature for up to 5 HP. If target creature is Dark or Death, damage is dealt instead.
Owl's Eye: Weapon (5 Air)
Deal 5 damage per turn.
Sniper (2 Air): Deal 3 damage to the target creature.
Eternity: Weapon (5 Time)
Deal 4 damage per turn.
Reverse Time (3 Time): Puts the target creature back into its owner's deck.
Vampire Stiletto: Weapon (5 Dark)
Deal 3 damage per turn.
Steal (3 Dark): Steals the target permanent.
Lobotomizer: Weapon (4 Aether)
Deal 5 damage per turn.
Lobotomize (1 Aether): Remove all skills from the target creature.
I tried to not change any weapon names, but given Stiletto's new ability, I don't think the old name is adequate now...
And if it has the Steal ability, obviously it is superior to Shatter; so I gave Titan the Momentum ability, raised its damage, and reduced its ability cost to compensate.
And I tried to not invent any new abilities. But really, Heal and Holy Light as abilities shouldn't be that hard to program.
Now, almost all the weapons are useful, maybe even overpowered. Discord is a powerful weapon that can inflict a variety of nasty effects; Arsenic now is twice as poisonous and unblockable by shield; Shatter is given to Titan, Tsunami is given to Pulverizer, and Trident gets Freeze; Druidic Staff can now heal you for 10 HP per turn; Fahrenheit can now increase its damage faster; Morning Star is still indestructible, but now it can constantly heal your creatures; and most powerful of all, Vampire Stiletto can now Steal permanents.
Comments and feedback?
First of all, from a rainbow perspective, I still wouldn't use any of the new weapons aside from perhaps the Discord. They would
Discord: Interesting. May be playable with this change.
Arsenic: Ever played against Scorpio? Ever died horribly under a barrage of poison? The reason Arsenic isn't used is that there are no decks that are dedicated poison decks because they can be hosed completely if someone felt like getting screwed proportionally for however many purifies they hold in their in all other matchups. Arsenic as is
is fine.
Titan: Whatever you're smoking, I want some of that, because that thing has now become broken beyond belief. With this change, Graviton becomes nigh-impossible if he can drop that thing early.
Pulverizer: You just made this thing imba. Either it's horrendously broken beyond all possible imagination, or it's useless (prot artifact=GG)
Druidic Staff:
Much worse with your suggestion. Seriously, there are
lots of better things to do with 3 life mana, such as A) make another firefly which will probably hit for more than the 5 point differential, B) mutate using a fallen Druid, and probably some other things. Make it generate a decent critter, and we'll talk.
Trident: Interesting. Squid on a stick. A lock on your opponent's 3 scariest critters so long as mana holds up.
Morningstar: If you're running anything other than light, I see no reason to run this. If you literally put blessing on it, it'd be good. Maybe too good, but compared to some of the other weapons...
Stiletto: If you have the quanta to use pulverizer in its current form, this is almost strictly worse. Here's why: if you're running bone shield, you don't want to steal their wall, period. You can only steal one of their weapons. Yes, this does consistently steal their quanta, but simply, steal does not work as well as you'd hope it would. I'd drop the cost to 2.
Fahrenheit: This does
not make it better. If you're running balls-to-the-wall fire aggro, then we're talking about you dropping all of your available mana on things like lava golems/destroyers and dragons. By the time someone would have enough quanta left over to start pumping this thing in such a situation, they'd probably have 10 pillars/towers on the table anyway, and thereby increase its damage 2 a turn (if not more) passively. In a "IMMA CHARGIN' MA LAZORZ" deck which saves mana to fire lance someone to the face six times over, this is a nerf so hard that it's silly. Horrible change.