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cthulhu

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg47502#msg47502
« Reply #12 on: April 03, 2010, 12:51:19 am »
ah, didn't see that both players get the extra draw. I like it now, what happens if you play it against an FG, do they get 3 cards?
Yep, they sure would.

TheDarkAzura

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg47549#msg47549
« Reply #13 on: April 03, 2010, 02:05:41 am »
I don't like a few of those shards... Why not mark 1 Shard for each Element? I will go do one...

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg47572#msg47572
« Reply #14 on: April 03, 2010, 02:56:34 am »
black shard
3 random
1 posion is applied to enemy player or creature every turn. max 10.

purple shard
all tower/pillars generate an extra quantum

golden shard.
target creature is fully healed at the end of your turn.

yellow shard
all creatures are damage for 1 every turn.

Offline xdude

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg47730#msg47730
« Reply #15 on: April 03, 2010, 01:01:36 pm »
Orange isn't good enough?

Titan+Animate+Grav Pull+This=You win, unless your opponent can surpass 70 damage in one turn. All the while your shield is useless and you're being beaten down by a 8 attack creature. And then there can be more of them...

Nice ideas though, like how it's the rainbow.
Getting that huge combo out might be hard...
It's like I would say that RoL is OP because it + 2 * Imp blessing + Rage potion(upped(=Elixir?)) =13 attack for just 5 quanta, though the problem is that combos like this can be hard to pull out.
Also, let's say that I agree with Orange not being UP, but you MUST build a deck over it or else it's very situational.
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alienorigin

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg49135#msg49135
« Reply #16 on: April 06, 2010, 04:14:55 am »
golden shard.
all creatures are fully healed at the end of your turn.
Massively overpowered...

1.  Armaggio plus this equals pain in the ass
2.  Flying titan plus gravity pull plus this equals immortal player

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg51012#msg51012
« Reply #17 on: April 10, 2010, 04:00:34 am »
Red
Shard of Malevolence 3 random
Spell
Opponent's max life is decreased by 5, and your max life is increased by five.

Orange
Luminous Shard 3 random
Permanent
At the end of each turn target creature gets +1/+1.

Yellow
Shard of Vigor 3 random
Spell
Increase your mark by 1.

Green: Gratitude

Blue: Divinity

Indigo
Shard of Wisdom 3 random
Permanent
At the beginning of each player's turn that player may draw an extra card.

Violet
Shard of Devotion 3 random
Permanent
If a player would be dealt damage by a non-creature source, instead heal that player for the same amount.

Avatar of the Crystal 20 random
Creature
~'s Health is equal to your max life/10, and it's attack is equal to that number + 1.
Play with your hand revealed. As long as you have 7 shards with different names in your hand you can't lose due to having 0 cards in your deck.
Not to be too much of a downer, but I think having all of these shard color combos would be... overwhelming? I agree with shards being rare, but some of these make the word 'rare' a little of an overstatement if they can be won through the oracle or an upgraded card from a false god spin.

Red is a life-leech effect that's partially useful against decks with Shard of Divinity, but it would (as others have said above me) be negated by 2 SoD's which could be played simultaneously. I think effects that lower the opponent's overall health is generally a bad idea as spells or permanents, but then again, for this effect, it's somewhat underpowered - the 'life swapping' idea is nonetheless pretty cool.

Orange simply gives everyone momentum (without the shield penetration effect) every turn, which isn't that exciting. With an Otyugh out, it could be easily abused. If this stacks, it's definitely going to be a problem. (Imagines +6/+6 to every creature per turn)  :o

Yellow is too cheap. Marks are extremely rare cards that should only be earned by tournaments (I'm a newbie here, and as much as I want a Mark of Time x3, it's not going to happen anytime soon, which I accept). This would be heavily abused by everyone against the false gods and each other in PvP tournaments/games. Can you imagine a person with Mark of [insert element] x7? Tell me that's not overpowered.

Indigo is a Golden Hourglass but reworked into a shard for both sides. Not very fun in my opinion. Violet on the other hand, is an absurdly -strong- card, equivalent to any of the shields that reflect spell damage (Jade/Emerald Shield, Solar Buckler, etc.). I don't know what to think about the 'Avatar' shard...


Overall, most of the shards I feel don't seem to fit into the game as is (since they give overly ridiculous advantages if played at the beginning of the game). Shards of Gratitude can be countered with high damage, and Divinity can be simply viewed as a health boost preventing the inevitable (like Stone Skin). The red shard (in my opinion) is the shard with the best chance of going through, and the most likely to be used/implemented, so focus on that one. Trying to get shards for every single color - as much as I love rainbows, hint hint, XD - will be exponentially harder to do than choosing one you'd think would make a good game mechanic.  :)

cthulhu

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg51020#msg51020
« Reply #18 on: April 10, 2010, 04:21:43 am »
How is yellow cheap? It's basically the same as playing a pillar into a stack that's been PA'ed.

dekskose

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg51024#msg51024
« Reply #19 on: April 10, 2010, 04:29:17 am »
i think the indigo with be nice played in a deck out deck so you play a 60 card deck with much shields and eternity and those indigos and your opponent just gets more cards and more and more till hes gone

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg51027#msg51027
« Reply #20 on: April 10, 2010, 04:33:28 am »
How is yellow cheap? It's basically the same as playing a pillar into a stack that's been PA'ed.
...hm... maybe I looked at it wrong, but I thought that the Yellow Shard would be the essential equal card of a mark, so that as long as you had 'one' in your deck, it'll automatically be played at the beginning...

...although, looking at your explanation, I guess it's not too bad. Hm. So it's the same thing as a tower with PA/EA on it? I suppose it's not as bad as before then. >_>

cthulhu

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg51302#msg51302
« Reply #21 on: April 10, 2010, 07:24:57 pm »
Marks are automatically played? That's pretty overpowered.

Offline xdude

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg51307#msg51307
« Reply #22 on: April 10, 2010, 07:35:42 pm »
Marks are automatically played?
Nope, they're not.
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aaandrew152

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Re: The seven shards https://elementscommunity.org/forum/index.php?topic=4796.msg51434#msg51434
« Reply #23 on: April 11, 2010, 12:07:06 am »
Too me the yellow shard does seem like a good idea as long as it remains a card and isn't played at the start of the game.

 

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