The break even point is now 10 damage per turn, right? If the opponent has 10 damage per turn, then once the SoS's effect is over you will have the same exact health you would have had if you hadn't played it. It starts blocking damage at 11 per turn, but at that point it is hardly worth its cost unless you're a mono death. It really only starts getting useful once its at around 15 damage per turn, when you save 20 health overall (you get a net 10 instead of net 30 done to you). But you can't start chaining them until the opponent has 20 damage per turn, right?
I'm not seeing this card being as good anymore. To be able to chain them your opponent needs to have 20+ damage on the field before you get down to 40 health. Won't happen very often and at that point its cost isn't worth it; even if those conditions are satisfied, it's just 12 turns where you won't be playing much either unless you're mono death. Not saying its underpowered, but now rather than being a great card that could be used to help decks that normally wouldn't be viable viable, it's now a bit more limited. Oh well.
With 32 damage done the threshold was 16 damage before 32 health left, which happens much more often than 20 damage before 40 health left. I'd say 36 damage would be a happy medium but at that point its splitting hairs I suppose. It's still a good card. Just won't be *as* good.
Break even at 12|10 damage per turn. Thus it will be played at 13|11 damage per turn. At 13|11 damage per turn (4hp healing per SoSac) it is slightly less efficient than Heal or Holy Light.
How are you calculating how much quanta SoSac takes? It's different for every deck. For some decks the cost of using it is a lot, and only in mono death decks is it *slightly* less efficient than Heal or Holy Light.
So what you're saying is that at its threshold of usefulness, it is still not as useful as heal or holy light and is only usable for mono death. That means SoSac is basically a useless card, since I'd rather use the more efficient holy flash if that's what we're going on.
And if we aren't going on that, you're only going to be able to chain one, maybe two. Let's say the opponent gets 15 damage out by the time you're at 55 health. A completely reasonable expectation. You play SoSac. After using its healing up, you're down to 45 health. You play another. After it gets used up, you're down to 35 and can't chain another. So the rest in your deck are useless.
AKA, I'm not looking at this card in terms of its "efficiency" because it uses a different quanta cost for every thing. I'm looking at the unique terms when this card is truly worth a spot in your deck. Yes, it may heal some damage if the opponent has 12 damage out, but in no way would I use it as the stall card of choice if I knew the opponent would have 12 damage out. Think an upgraded sundial: If the opponent has 15 damage out, playing a sundial "heals" 15 damage per dial. At zero cost, unless you want to draw an extra card. SoSac would cost all quanta besides death and only heal 5 more than the dial.
Here are the conditions in which I would say this card is useful as of right now:
- Opponent has 20 damage on the field. This ensures you will be able to chain them as long as you have them.
- You have played the majority of your combo unless you're mono death. Chaining SoSac = not getting much quanta and not playing many cards.
- You have at least 41 health.
To me, that means this card is not as useful as it should be. Yes, it's a fairly good card, but definitely not as good as I'd like it to me. Making it cost 36 health wouldn't make it overpowered, but it'd be much more usable.