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Yeah, and in 1 maybe 2 more turns you could have 15 light quanta again. This card is uber powerful against both FGs and PvP and still needs a nerf, I'm trying to figure out what I can do to nerf it...So, you're just gonna use all your Light quanta every 2 turns while he gets more and more creatures and eventually manages to kill you? Yeah, fair enough...
Ok, imagine Ray Of Light, Fractal, Hope, Miracle, Light Dragon, Divine Stallion decks. RoL/Hope is already a powerful deck. This card would greatly increase mono-light's power.Okay, try to balance that out.RoL/Hope can be overcome by plenty of things, same as this card.
I really dont see the problem in changing it to a %.IMO, 50 max HP is too little. I'd go for, say, 60% of max HP - 1 or something.
something like that would be nice.I really dont see the problem in changing it to a %.IMO, 50 max HP is too little. I'd go for, say, 60% of max HP - 1 or something.
You really can't see the reality Jallenw, can you? You keep arguing to everyone that it is not OP but UP. The votes says something different, all of us say something different. You are the only one who voted for it to be OP. Why can't you just admit you're wrong?I have not voted on any of my polls.
yes but, you wont need that card, adding cards to a deck increases the chance you wont get the one card you need, imagine a starting hand with 6 of these, your dead in the water until you get more cards that could be better used on say another aether tower or dragonwhy the heck would you put 6 of these in a deck? You can only have 1 in play.
I really dont see the problem in changing it to a %.As I have already explained, when combined with shards of divinity, this card would be way overpowered if it healed a percentage of total max hp.
I really dont see the problem in changing it to a %.I am aware the you think it is underpowered right now. Other than your above suggestion. What would you recommend?
not happy with it, but can't figure out what I can change to keep the same concept and balance it outlet it heal more like 75 hp orso.
not happy with it, but can't figure out what I can change to keep the same concept and balance it outThe problem I have with it, is that it just doesn't heal enough to justify the cost... especially since it uses all your light quanta. With the upgraded version you need 21 light quanta to get your first 50 hp heal... I know a deck can be designed to use the ability every turn, but I still couldn't see myself taking this card over a couple of miracles. At least make it a percentage, so you can still keep the synergy with SoD...
Kael Hate:Oddly no-one seems to have disputed my posts, just ignored them altogehter.
You and I agree that this card, as is, is overpowered.
Nearly every other person that has replied to this thread claims that this card is underpowered.
I just don't know what to do. The card needs to be nerfed, but everyone just continues to suggest buffs.
Possible Nerfs:
Stasis Divine Pony for 1 turn after it uses this ability.
Divine Pony drains 4 light quanta at the end of each of your turns.
Possible Complete Changes:
15 :light : Minor Miracle. Reduce your max hp by 20. Heal yourself to your max hp -1. This expends all of your remaining light quanta.
Let me know what you think,
Jallen
Oddly no-one seems to have disputed my posts, just ignored them altogehter.I really like this...
Would you consider a whole change? Mounts are only One in play at a time, why not combine that with an effect that you should only be able to trigger once? Have the Pony Heal 50 health when you take damage that would reduce you below zero. Let the pony do it for free. Another option is that it blocks all damage that would kill you leaving you on 1 health at end of turn then it dies. Saved by the skin o your teeth, thats a miracle.