Shard Golem? Will that be standalone or merely a result of this card?Probably a token, if Chimera's format is any indication.
I had a few other names in my head for this shard:I'd go with unity. The name as is seems more Life-ish and the other two really seem to fit a Light Shard more for me personally.
Unity (self explanatory)
Majesty (it commands the other shards)
Integrity (Something unbroken and complete as opposed to a shard that is partial).
Feel free to discuss which name is more fitting
The art threw me off a bit for a Shard...It is shaped like an heptagon because I am planning to use its shape for the graphic animation: up to 7 shards can be added, one per side.
I'd go for Integrity. Fertility sounds of :life and Unity of :light . Majesty doesn't sound right for a Shard, considering the names of the others.Thought same except Integrity and Unity switched.
And what would the differences be between upped and unupped shards?
I meant the other shards' effects when Fertility is played. Will an upped SoR have a different effect than an unupped SoR when Shard of Fertility is played?Quite easily the stats of the Shard Golem produced.
What are some possible shard golem skills?The effects of the shards it absorbs.
Unity. Gravity is about Order. Unity is the chief virtue related to order.Uh, not this will be a earth shard. Earth is about stability. And gravity is about focus and attraction, not order. Integrity implied stability as well as connection of parts, will fir this shard perfect.
Yes but I meant what are possible examples of absorbed skills.What are some possible shard golem skills?The effects of the shards it absorbs.
What would be fair stats to give the shard golem per shard?
It'll probably pick it from the shard that there is the most of.Unity. Gravity is about Order. Unity is the chief virtue related to order.Uh, not this will be a earth shard. Earth is about stability. And gravity is about focus and attraction, not order. Integrity implied stability as well as connection of parts, will fir this shard perfect.Yes but I meant what are possible examples of absorbed skills.What are some possible shard golem skills?The effects of the shards it absorbs.
What would be fair stats to give the shard golem per shard?
E.g.
SoG = Healing
SoD = +max hp
SoB + F = Draw up to 2 cards, absord 1 :rainbow of each element per card drawn
SoSa + SoG = Suicide
stuff like that?
This will be a very complicated shard to program. Imagine the possible combinations of shards!
SoG + SoD + SoR + Sose + SoSa + SoF + SoB = ????
Reminds me to sleep before posting. I forgot the Not in front of the sentence.Not Unity. Gravity is about Order. Unity is the chief virtue related to order.Uh, not this will be a earth shard. Earth is about stability. And gravity is about focus and attraction, not order. Integrity implied stability as well as connection of parts, will fir this shard perfect.
Seriously, to compensate you use all shards in your hand, and they can be something like 4-5, for example, the creature should be ultra mega hyper powerful. I already used to think about this shard invasion as a bad thing. Soon all elements will have healing, draw acceleration, card generation, stall... and now a possibly super powerful creature you dont need to pay quanta for. Add some TU... now you can replicate the creature you just used 5 cards to create (Exodia? lol).You overestimate the cost involved. The creature must not be "ultra mega hyper powerful"
Putting something he didn't even say in quotation marks? Yowch cheap shot. I know you're paraphrasing but acting as if he said this ridiculous sounding, adjective redundant description is uncharacteristically unclassy for you from what I've seen.I used cut paste. Be careful with your accusations.
Something with almost infinite possibilities to code. A shard with different image? And will create a 'Shard Golem'? OMG, what is zanz smoking?
Seriously, to compensate you use all shards in your hand, and they can be something like 4-5, for example, the creature should be ultra mega hyper powerful. I already used to think about this shard invasion as a bad thing. Soon all elements will have healing, draw acceleration, card generation, stall... and now a possibly super powerful creature you dont need to pay quanta for. Add some TU... now you can replicate the creature you just used 5 cards to create (Exodia? lol).
Lol, I can already imagine the super mono other deck. With Supernovas (not needed to chain, 1 can generate mana for lots of shards) and some elemental cards.
Edit: almost forgot, lets add permanent destruction and quanta drain to skills all elements will have soon. :) I miss those days without all these stupid new shards.
My apologies.It was partially my fault. I accidentally cut when I meant to copy.
@ old treesMy comparison was not to chimera. It was to a chimera made of 0 cost creatures. Note that 0 cost creatures cost the same amount to play as it costs to have shards in your hand.
Your comparison to chimera is not totally accurate, chimera costs much more and requires you actually pay for all the cards you combine, here they are played straight from the hand.
I think we must see how this plays out before we can actually make any sort of balance comparisons. we don't even know what abilities it can get.
Seriously, to compensate you use all shards in your hand, and they can be something like 4-5, for example, the creature should be ultra mega hyper powerful. I already used to think about this shard invasion as a bad thing. Soon all elements will have healing, draw acceleration, card generation, stall... and now a possibly super powerful creature you dont need to pay quanta for. Add some TU... now you can replicate the creature you just used 5 cards to create (Exodia? lol).You overestimate the cost involved. The creature must not be "ultra mega hyper powerful"
Imagine a Chimera of 4-5 Photons.
Cost: 4-5 cards + Chimera
Consider Shard Golem
Cost: 4-5 cards + Shard of :earth
Lol?Seriously, to compensate you use all shards in your hand, and they can be something like 4-5, for example, the creature should be ultra mega hyper powerful. I already used to think about this shard invasion as a bad thing. Soon all elements will have healing, draw acceleration, card generation, stall... and now a possibly super powerful creature you dont need to pay quanta for. Add some TU... now you can replicate the creature you just used 5 cards to create (Exodia? lol).You overestimate the cost involved. The creature must not be "ultra mega hyper powerful"
Imagine a Chimera of 4-5 Photons.
Cost: 4-5 cards + Chimera
Consider Shard Golem
Cost: 4-5 cards + Shard of :earth
Lol are you comparing 4/5 photons with 4/5 shards? Photons are infinitesimally worthless compared to the power of shards. Much better cast the shards to get their benefits than sacrificing them into some worthless creature that can be rewinded. The creature must be damm worth it for one do choose to do so. At the very least casting shard golem with 1 SoF in your hand should generate a creature of greater ability than a single SoF by itself. It must be better than something with 3 free perm destruction and a black hole.
Plus 4-5 Cards is no small cost by themselves. You see, a chimera of 5 photons is an incredibly weak chimera, with less atk than an elite charger that costs less than chimera. Sacrificing that many shards for a creature comparable to a chimera of 5 photons is UP.
I understand now you aim to demonstrate how weak the shard golem should be in terms of cost of cards and quanta. Firstly, I have an issue with yout bias of demonstration.Lol?Seriously, to compensate you use all shards in your hand, and they can be something like 4-5, for example, the creature should be ultra mega hyper powerful. I already used to think about this shard invasion as a bad thing. Soon all elements will have healing, draw acceleration, card generation, stall... and now a possibly super powerful creature you dont need to pay quanta for. Add some TU... now you can replicate the creature you just used 5 cards to create (Exodia? lol).You overestimate the cost involved. The creature must not be "ultra mega hyper powerful"
Imagine a Chimera of 4-5 Photons.
Cost: 4-5 cards + Chimera
Consider Shard Golem
Cost: 4-5 cards + Shard of :earth
Lol are you comparing 4/5 photons with 4/5 shards? Photons are infinitesimally worthless compared to the power of shards. Much better cast the shards to get their benefits than sacrificing them into some worthless creature that can be rewinded. The creature must be damm worth it for one do choose to do so. At the very least casting shard golem with 1 SoF in your hand should generate a creature of greater ability than a single SoF by itself. It must be better than something with 3 free perm destruction and a black hole.
Plus 4-5 Cards is no small cost by themselves. You see, a chimera of 5 photons is an incredibly weak chimera, with less atk than an elite charger that costs less than chimera. Sacrificing that many shards for a creature comparable to a chimera of 5 photons is UP.
I am comparing 5 draws to 5 draws. I am comparing 0 quanta to 0 quanta. I am comparing 5 cards to 5 cards. The value of shards is paid for with their cost. That cost is mostly bypassed with Shard of :earth. We both agree on this point that the cost of the card draws is minuscule. Hopefully we both agree that benefit should reflect cost. Therefore my conclusion that a shard Golem should not be a ridiculously powerful creature still stands. Remember the shard golem sacrifices shards in the hand not on the field. 5 cards is 5 cards is 5 cards.
I understand that a 5 photon chimera is weak. I picked it to demonstrate the correlation between cost paid (practically nothing) and benefit reaped (practically nothing).
Please reread a few times. I am willing to go into more depth but I expect you will understand once you read for comprehension.
You are closer but still arguing against a strawman.I understand now you aim to demonstrate how weak the shard golem should be in terms of cost of cards and quanta. Firstly, I have an issue with yout bias of demonstration.Lol?Seriously, to compensate you use all shards in your hand, and they can be something like 4-5, for example, the creature should be ultra mega hyper powerful. I already used to think about this shard invasion as a bad thing. Soon all elements will have healing, draw acceleration, card generation, stall... and now a possibly super powerful creature you dont need to pay quanta for. Add some TU... now you can replicate the creature you just used 5 cards to create (Exodia? lol).You overestimate the cost involved. The creature must not be "ultra mega hyper powerful"
Imagine a Chimera of 4-5 Photons.
Cost: 4-5 cards + Chimera
Consider Shard Golem
Cost: 4-5 cards + Shard of :earth
Lol are you comparing 4/5 photons with 4/5 shards? Photons are infinitesimally worthless compared to the power of shards. Much better cast the shards to get their benefits than sacrificing them into some worthless creature that can be rewinded. The creature must be damm worth it for one do choose to do so. At the very least casting shard golem with 1 SoF in your hand should generate a creature of greater ability than a single SoF by itself. It must be better than something with 3 free perm destruction and a black hole.
Plus 4-5 Cards is no small cost by themselves. You see, a chimera of 5 photons is an incredibly weak chimera, with less atk than an elite charger that costs less than chimera. Sacrificing that many shards for a creature comparable to a chimera of 5 photons is UP.
I am comparing 5 draws to 5 draws. I am comparing 0 quanta to 0 quanta. I am comparing 5 cards to 5 cards. The value of shards is paid for with their cost. That cost is mostly bypassed with Shard of :earth. We both agree on this point that the cost of the card draws is minuscule. Hopefully we both agree that benefit should reflect cost. Therefore my conclusion that a shard Golem should not be a ridiculously powerful creature still stands. Remember the shard golem sacrifices shards in the hand not on the field. 5 cards is 5 cards is 5 cards.
I understand that a 5 photon chimera is weak. I picked it to demonstrate the correlation between cost paid (practically nothing) and benefit reaped (practically nothing).
Please reread a few times. I am willing to go into more depth but I expect you will understand once you read for comprehension.
I understand your reasoning is something like this:
1. 5 photons + chimera generates a horrendously weak creature at the cost of 6 :gravity and 6 cards
2. Therefore 5 shards + golem should also generate a horrendously weak creature for 4 :rainbow and 6 cards.
My issue is that your choice of photon is a biased choice. A creature with over 4 times the attack of a 5 photon chimera can be obtained by 4 ball lightnings and 1 dameselfly + chimera. That is a 22 attack 1 health creature generates by the same cost of 6 :gravity and 6 cards. Additionally, longsword + flying weapon will generate a 6 atk creature for the cost of 2 :rainbow and 2 cards, much less than chimera + 5 photons in terms of both quanta and cards. Not to mention titan + flying weapon generates a 8 atk creature with 50 health for 1 :rainbow and 8 :gravity and 2 cards. Just because there is an ineffective way to generate a weak creature (5 photon + chimera) does not mean that shard golem should mimic this ineffectiveness. After all, shard golem is a rare that should some better abilities than normal cards.
Secondly, your reasoning fails to address the problem of opportunity cost. Shard golem will generate a creature for 4 :rainbow AND some valuable shards. Unlike a 5 photon chimera, the resources allocated to the shard golem could have been used elsewhere for potentially a greater effect. For example, instead of using 4 :rainbow and 6 cards, I may choose to use 4 :rainbow and only 1 card to cast Shard of Focus, which is a very powerful creature by itself with 3 charges of perm destruction and a free black hole. Additionally, I can use 3 :rainbow and 1 card to cast SoSe to gain three additional cards. The utility of the shard golem generated by sacrificing 5 shards + 4 :rainbow should reflect the opportunity cost as well as the quanta and card cost.
Please explain why you still think shard golem should still generate a creature of comparable power of a 5 photon chimera.
I understand now your argument was merely "Shard golem should not be ultra mega hyper powerful" instead of "shard golem should be as weak as a 5 photon chimera". Without a clear definition of "ultra mega hyper powerful", I find it hard to disagree with this proposition. My only aim is that the power of shard golem should reflect the cost, albeit I think we differ on exactly what is the cost of shard golem. I presume your view on the cost of the golem is significantly lower than mine. I think one thing we agree on is that a 5 card shard golem should be at least significantly stronger than a 5 photon chimera.You are closer but still arguing against a strawman.I understand now you aim to demonstrate how weak the shard golem should be in terms of cost of cards and quanta. Firstly, I have an issue with yout bias of demonstration.Lol?Seriously, to compensate you use all shards in your hand, and they can be something like 4-5, for example, the creature should be ultra mega hyper powerful. I already used to think about this shard invasion as a bad thing. Soon all elements will have healing, draw acceleration, card generation, stall... and now a possibly super powerful creature you dont need to pay quanta for. Add some TU... now you can replicate the creature you just used 5 cards to create (Exodia? lol).You overestimate the cost involved. The creature must not be "ultra mega hyper powerful"
Imagine a Chimera of 4-5 Photons.
Cost: 4-5 cards + Chimera
Consider Shard Golem
Cost: 4-5 cards + Shard of :earth
Lol are you comparing 4/5 photons with 4/5 shards? Photons are infinitesimally worthless compared to the power of shards. Much better cast the shards to get their benefits than sacrificing them into some worthless creature that can be rewinded. The creature must be damm worth it for one do choose to do so. At the very least casting shard golem with 1 SoF in your hand should generate a creature of greater ability than a single SoF by itself. It must be better than something with 3 free perm destruction and a black hole.
Plus 4-5 Cards is no small cost by themselves. You see, a chimera of 5 photons is an incredibly weak chimera, with less atk than an elite charger that costs less than chimera. Sacrificing that many shards for a creature comparable to a chimera of 5 photons is UP.
I am comparing 5 draws to 5 draws. I am comparing 0 quanta to 0 quanta. I am comparing 5 cards to 5 cards. The value of shards is paid for with their cost. That cost is mostly bypassed with Shard of :earth. We both agree on this point that the cost of the card draws is minuscule. Hopefully we both agree that benefit should reflect cost. Therefore my conclusion that a shard Golem should not be a ridiculously powerful creature still stands. Remember the shard golem sacrifices shards in the hand not on the field. 5 cards is 5 cards is 5 cards.
I understand that a 5 photon chimera is weak. I picked it to demonstrate the correlation between cost paid (practically nothing) and benefit reaped (practically nothing).
Please reread a few times. I am willing to go into more depth but I expect you will understand once you read for comprehension.
I understand your reasoning is something like this:
1. 5 photons + chimera generates a horrendously weak creature at the cost of 6 :gravity and 6 cards
2. Therefore 5 shards + golem should also generate a horrendously weak creature for 4 :rainbow and 6 cards.
My issue is that your choice of photon is a biased choice. A creature with over 4 times the attack of a 5 photon chimera can be obtained by 4 ball lightnings and 1 dameselfly + chimera. That is a 22 attack 1 health creature generates by the same cost of 6 :gravity and 6 cards. Additionally, longsword + flying weapon will generate a 6 atk creature for the cost of 2 :rainbow and 2 cards, much less than chimera + 5 photons in terms of both quanta and cards. Not to mention titan + flying weapon generates a 8 atk creature with 50 health for 1 :rainbow and 8 :gravity and 2 cards. Just because there is an ineffective way to generate a weak creature (5 photon + chimera) does not mean that shard golem should mimic this ineffectiveness. After all, shard golem is a rare that should some better abilities than normal cards.
Secondly, your reasoning fails to address the problem of opportunity cost. Shard golem will generate a creature for 4 :rainbow AND some valuable shards. Unlike a 5 photon chimera, the resources allocated to the shard golem could have been used elsewhere for potentially a greater effect. For example, instead of using 4 :rainbow and 6 cards, I may choose to use 4 :rainbow and only 1 card to cast Shard of Focus, which is a very powerful creature by itself with 3 charges of perm destruction and a free black hole. Additionally, I can use 3 :rainbow and 1 card to cast SoSe to gain three additional cards. The utility of the shard golem generated by sacrificing 5 shards + 4 :rainbow should reflect the opportunity cost as well as the quanta and card cost.
Please explain why you still think shard golem should still generate a creature of comparable power of a 5 photon chimera.
Marvaddin made the argument
1) Sacrificing 5 shards is a high cost.
2) High cost -> high benefit.
3) Shard Golem should be "ultra mega hyper powerful". (This quoted description is important. This does not merely refer to efficient. It also refers to large scale.)
I made the counterargument
1) Sacrificing 5 shards in the hand is similar in cost to sacrificing 5 0 cost creatures.
2) A chimera made from 5 0 cost creatures is not "ultra mega hyper powerful".
3) Shard Golem should not be "ultra mega hyper powerful".
You are right that a better (though more complicated example) would have been 4 sparks and 1 photon (balance starts unupped). This variation is not "ultra mega hyper powerful" either.
Opportunity cost:
1) If things are balanced there should be no significant opportunity cost difference between sacrificing different cards for 0 quanta.
2) Things should be made balanced
3) Opportunity costs should be equal
Rarity: One of the many improvements of EtG over other card games is that it does not fall for the fallacy that rare cards should be overpowered compared to common cards. Such practices in other card games result in discrimination against new players and create a pay to play atmosphere.
Remember: I am not claiming it should make something on the level of a 5 photon chimera. I merely am merely claiming it should not be "ultra mega hyper powerful" but rather should reflect the detail that sacrificing cards in the hand is a low additional cost.
Opportunity cost:I am not quite sure what this means. Can you please explain? I still think shard golem should be powerful enough to compensate for the loss of the abilities of the other shards used to feed it, or else it would be more worth it to simply use the other shards directly.
1) If things are balanced there should be no significant opportunity cost difference between sacrificing different cards for 0 quanta.
2) Things should be made balanced
3) Opportunity costs should be equal
-snip-A shard of gratitude has a cost 1 draw + 5 :rainbow quanta.
I understand now your argument was merely "Shard golem should not be ultra mega hyper powerful" instead of "shard golem should be as weak as a 5 photon chimera". Without a clear definition of "ultra mega hyper powerful", I find it hard to disagree with this proposition. My only aim is that the power of shard golem should reflect the cost, albeit I think we differ on exactly what is the cost of shard golem. I presume your view on the cost of the golem is significantly lower than mine. I think one thing we agree on is that a 5 card shard golem should be at least significantly stronger than a 5 photon chimera.Opportunity cost:I am not quite sure what this means. Can you please explain? I still think shard golem should be powerful enough to compensate for the loss of the abilities of the other shards used to feed it, or else it would be more worth it to simply use the other shards directly.
1) If things are balanced there should be no significant opportunity cost difference between sacrificing different cards for 0 quanta.
2) Things should be made balanced
3) Opportunity costs should be equal
A shard of gratitude has a cost 1 draw + 5 :rainbow quanta.Ahh, that arguement follows the assumption that all cards are absolutely equal in terms of opportunity cost. In the current metagame, I doubt they are. Since shards right now probably have higher opportunity costs than photons, it is highly unlikely that anybody will think it is worth it to use shard golem. Therefore for people to use shard golem, the resulting creature must give benifits greater than that of some photons.
A photon has a cost 1 draw + 0 quanta.
A shard of gratitude in the hand has cost 1 draw + 0 quanta.
The difference in benefit of a shard of gratitude and a photon should be on par with the difference in cost (5 :rainbow).
If both photon and shard of gratitude were perfectly balanced then the cost/benefit ratio of both would be equal.
Since all cards should ideally have equal cost/benefit ratios (when all costs are considered), then equal benefit should be gained for equal cost.
Drawing a shard and drawing a photon have the same cost (1 draw).
Having a card in the hand to sacrifice should have equal benefit for the equal cost (1 draw).
The opportunity of having drawn a shard should be of equal cost/benefit as the opportunity of any card.
Shard Golem should be compensated for the opportunity cost of not getting to use the shard for other purposes. (benefit gained for cost incurred)
This opportunity cost per shard should be equivalent to the generic opportunity cost incurred if a card in the hand were sacrificed.
This should achieve the point of balance that the player is ambivalent between using a shard or combining it in their shard golem.
I view the cost of the Golem as follows:
A shard golem of X shards costs 5 :rainbow + 1 card + X cards ~= 3+X cost units ~= a creature that cost 1 card + 2+X :earth. (a 2 shard golem has a cost equivalent to a Hematite Golem)
The argument follows the assumption that all significant imbalances should be fixed. I think we can all agreed that certain Shards should be nerfed. We should want the Shard Golem to still be balanced even after the broken shards are balanced. The last thing we want is to require Shard Golem to be broken just to give reason to sacrifice the 2 broken shards.A shard of gratitude has a cost 1 draw + 5 :rainbow quanta.Ahh, that arguement follows the assumption that all cards are absolutely equal in terms of opportunity cost. In the current metagame, I doubt they are. Since shards right now probably have higher opportunity costs than photons, it is highly unlikely that anybody will think it is worth it to use shard golem. Therefore for people to use shard golem, the resulting creature must give benifits greater than that of some photons.
A photon has a cost 1 draw + 0 quanta.
A shard of gratitude in the hand has cost 1 draw + 0 quanta.
The difference in benefit of a shard of gratitude and a photon should be on par with the difference in cost (5 :rainbow).
If both photon and shard of gratitude were perfectly balanced then the cost/benefit ratio of both would be equal.
Since all cards should ideally have equal cost/benefit ratios (when all costs are considered), then equal benefit should be gained for equal cost.
Drawing a shard and drawing a photon have the same cost (1 draw).
Having a card in the hand to sacrifice should have equal benefit for the equal cost (1 draw).
The opportunity of having drawn a shard should be of equal cost/benefit as the opportunity of any card.
Shard Golem should be compensated for the opportunity cost of not getting to use the shard for other purposes. (benefit gained for cost incurred)
This opportunity cost per shard should be equivalent to the generic opportunity cost incurred if a card in the hand were sacrificed.
This should achieve the point of balance that the player is ambivalent between using a shard or combining it in their shard golem.
I view the cost of the Golem as follows:
A shard golem of X shards costs 5 :rainbow + 1 card + X cards ~= 3+X cost units ~= a creature that cost 1 card + 2+X :earth. (a 2 shard golem has a cost equivalent to a Hematite Golem)
I had a few other names in my head for this shard:None of those really fit earth in my mind. I like the current name.
Unity (self explanatory)
Majesty (it commands the other shards)
Integrity (Something unbroken and complete as opposed to a shard that is partial).
Feel free to discuss which name is more fitting
I had a few other names in my head for this shard:I say Integrity is the best bet; Fertility again feels to much connected to Life and breeding new things (which is kind of weird), whereas this shard is more of a 'ground' combination of all of the shards in one's hand. Unity is too basic of a name (and pretty boring... SoU?"), Majesty sounds pretentious, but Integrity seems much more accurate to Earth, as all of their cards have this type of 'perseverance' and dedication to do things the right way and with apt skill.
Unity (self explanatory)
Majesty (it commands the other shards)
Integrity (Something unbroken and complete as opposed to a shard that is partial).
Feel free to discuss which name is more fitting
Crystal Golem is a good name for the product.Yeah, a shard is small fragment (of a broken vessel for example). Crystal is something of the earth that might shatter. However, the golem part bothers me more. I would see it more as a permanent ... like a "crystal of integrity".
What about Shard of Harmony? Could be a fitting name for Earth.Absolutely. Great name. Fitting the element and the effect. Better than the other terms for sure.
+1 to this.What about Shard of Harmony? Could be a fitting name for Earth.Absolutely. Great name. Fitting the element and the effect. Better than the other terms for sure.
A pleasing combination of elements in a whole: color harmony; the order and harmony of the universefrom http://www.thefreedictionary.com/harmony
-1 from me for Harmony.shards are named after virtues. Your preferences, while more accurate in terms of what exactly is happening, are not virtues.
Harmony:QuoteA pleasing combination of elements in a whole: color harmony; the order and harmony of the universefrom http://www.thefreedictionary.com/harmony
Sounds good .. at first. But who says that the result will be a pleasing combination. I still see contradictions between the shard types not leading to harmony but maybe also to very strange combinations (SoG+SoD+SoSac). Furthermore, Harmony sounds very :life :life :life :life
So I still like Shard of Consolidation or Shard of Amalgamation better.
Another thought on the name: How about "shard of accretion".OK I didn't realise about the need for a 'virtuous' name when I posted this suggestion. Virtues that involve bringing together would include cooperation, congeniality, camaraderie and benevolence.
Accretion refers to either (1) the process by which planets are formed from matter joining together and also (2) the increase in size of a tectonic plate by addition of material along a convergent boundary.
Both very earthy :earth and apt concepts
Again, just to say my very own opinion, this shard invasion is the worst thing that could happen to Elements. But this idea, in particular, is so bad that I really cant understand why zanz is even considering it.I disagree. Shards do have their good points (such as being the 'mutable' archetype of other, expanding other's depth and theme, and representing the ability for Elementals to use generic items but responding more accurately to ones attuned to them.) but Zanz's attempt to complete the 12 shards suffered from bad execution and design. I'd like to linkthis post here (http://elementscommunity.org/forum/index.php/topic,35191.msg496850#msg496850).
Overall, shard design seems to have suffered badly from the same reason you can't simply create a 12-card idea series without taking your time or being dedicated to the mechanics - some ideas in the series are inevitably lower quality than the best ideas in the series, and as a result drag the group down as a whole since people generally seem to judge the quality of such cards based on how well the series as a whole does or just ignore the series expecting 12 carbon copies of the same thing. (Both views are generally inaccurate and more common than some may think. It seems Zanz tried to avoid the second problem but forgot to avoid the first one. From what I've seen in card design, it usually a lot better to release series cards gradually so each develop their own mechanic and 'taste' of sorts, so to speak.)Just my 2 :electrum .
2) If you cast twin universe on a shard golem, it wouldn't be the same size, would it? It should check the shards you have in your hand again and size itself based on that, in exactly the same way that twinning a chimera doesn't give you a second giant chimera.Not really. This happens to Chimera because, when it comes to play, it absorbs all your current creatures, including the old Chimera. At this point, shard golem could be TUed normally.
Oldtrees,Slight nitpick: I am talking about balance within the margin of 1 quanta (not perfect balance). Most of Elements operates very close to this ideal. It is a goal to continue to advocate for (rather then advocate for multiple tiers of cards).
1 shard in hand and 1 photon in hand dont have the same benefit or opportunity cost. This is the ideal situation, you are talking about perfect balance, with equal cost / benefit ratio. If we expand the idea, any deck with, lets say, 30 cards, should have equal efficiency, which we know its not true. Cards are used to create decks, that have strategies, that may or may not work vs the opponent. Are there decks that photons are more useful than Shards? Sure, cremation decks, for example, or RoL Hope. But this is not a rule.
Photons = pathetic free creatures. If there is a Photon Golem card, that gives you a 5/5 creature for removing your 5 photons in hand, you may think its ok, although it would need a plus for the 6th card + cost.
Random cards = anything. If there is a Random Golem card, that gives you a creature for removing 5 random cards from your hand, what would it be to be playable? This could include 5 photons, or a bunch of cheap spells you could use for great benefit (lets say, SuperNova, Explosion, Heal, Rewind and Thunderbolt), or 5 dragons (you may or may not have the quanta to play for them). Would the 5/5 creature with a small plus be enough? Maybe for you, in your perfectly balanced situation, but in practice it wouldnt be played.
Now a Shard Golem. By Shard we mean cards that have powerful effects, arent expensive and can use any quanta, being extremely easy pay for them, with a SuperNova, or even 1-2 Quanta Towers. I have a way to draw 2 more cards, create 3 random cards, heal 16, have 3 permanent destruction and a BH, and stall for 2 turns, getting healing for damage. Will I spend all these and a 6th card, and pay quanta, just to have a 5/5 creature? If I wanted a Charger, for example, I would put a Charger card. This one and some quanta sources would be better, less unstable, and I would still have 1 card or 2 in hand.
I understand, quanta cost is to play the card, not a cost to have it in hand. If it was a Dragon Golem, I could even put a Silurian Dragon in the deck, while having no way to produce time quanta. The same does not apply to shards, they are cheap and paid with generic quanta.
Seriously, how would you balance this Shard Golem? 2 Shards for an Hematite Golem? Lol, who would use it? I cant think a good way to balance it, maybe you can help. I think, if for each shard I add a good value due to the shard opportunity cost, with 5 shards it would be monstrous, maybe a 20/20 with momentum and rage potion as bonus skill. But this would be abused, because its too cheap, in terms of quanta, and still can be TUed. If we stop adding value to each shard, lets say, beyond 2, this would still be a just ok creature with a 3 (or more) cards cost, which makes me remember, why not just add Destroyer (or anything good and cheap enough)? If we consider this can 'absorb' any number of shards 1-7, theres no way to balance, it will be broken, or just a dead card.
Again, just to say my very own opinion, this shard invasion is the worst thing that could happen to Elements. But this idea, in particular, is so bad that I really cant understand why zanz is even considering it.
I have a way to draw 2 more cards, create 3 random cards, heal 16, have 3 permanent destruction and a BH, and stall for 2 turns, getting healing for damage. Will I spend all these and a 6th card, and pay quanta, just to have a 5/5 creature?No. Neither would I. The 5|5 body is merely worth the 5 cards discarded. The 6th card and quanta (5 :rainbow ~= 2 :underworld) are worth at least 3 more attack. However I would find a 8|5 body bland. I would rather get a creature that is worth 7 :underworld+1card from sacrificing the 5 shards and the Shard of :earth. Why I do believe that is just slightly less than what a Nymph is.
Seriously, how would you balance this Shard Golem? 2 Shards for an Hematite Golem?No. I would balance it such that 5 :rainbow+3cards ~= 4 :earth+1card. I used the golem as a marker not as an example. The actual Shard Golem would have lower stats (more resilience) and possess a potent skill for a reasonable activation cost. Say 2|8 with :earth: Controller gains 5 max hp. Would that be worth 2 SoDs, a Shard of Earth + 5 :rainbow to you?
No. I would balance it such that 5 :rainbow+3cards ~= 4 :earth+1card. I used the golem as a marker not as an example. The actual Shard Golem would have lower stats (more resilience) and possess a potent skill for a reasonable activation cost. Say 2|8 with :earth: Controller gains 5 max hp. Would that be worth 2 SoDs, a Shard of Earth + 5 :rainbow to you?Yes, it makes sense, but then 5 :rainbow + 8 cards would have a value like, hmmm, 20 :earth +1 card, no? This is what I was talking about from start, something really very powerfull. Cheap, in terms of quanta? Yes, you are paying 5 :rainbow for it, and the rest is paid in cards. You can have this 5 :rainbow in 2nd turn, if you play a quanta tower. Possible to TU? Yes, and its broken, you are paying 6 + 1 card for something that should cost 20 quanta or 8 cards.
Note my method for balancing would not leave it "too cheap, in terms of quanta" and the detail that it "still can be TUed" would be an option (at 3+ shards) but not a balance issue.
In conclusion:
You feel that all shard need to be balanced relative to non shard to maintain the competence of shardless decks. My method for balancing Shard of Earth would balance it relative to non shards as a step towards that goal. Certain shards are already there (SoD, SoG, SoV) while others need balancing (SoSac, SoF).
5 :rainbow -> 2 :underworldNo. I would balance it such that 5 :rainbow+3cards ~= 4 :earth+1card. I used the golem as a marker not as an example. The actual Shard Golem would have lower stats (more resilience) and possess a potent skill for a reasonable activation cost. Say 2|8 with :earth: Controller gains 5 max hp. Would that be worth 2 SoDs, a Shard of Earth + 5 :rainbow to you?Yes, it makes sense, but then 5 :rainbow + 8 cards would have a value like, hmmm, 20 :earth +1 card, no? This is what I was talking about from start, something really very powerfull. Cheap, in terms of quanta? Yes, you are paying 5 :rainbow for it, and the rest is paid in cards. You can have this 5 :rainbow in 2nd turn, if you play a quanta tower. Possible to TU? Yes, and its broken, you are paying 6 + 1 card for something that should cost 20 quanta or 8 cards.
Note my method for balancing would not leave it "too cheap, in terms of quanta" and the detail that it "still can be TUed" would be an option (at 3+ shards) but not a balance issue.
In conclusion:
You feel that all shard need to be balanced relative to non shard to maintain the competence of shardless decks. My method for balancing Shard of Earth would balance it relative to non shards as a step towards that goal. Certain shards are already there (SoD, SoG, SoV) while others need balancing (SoSac, SoF).
About the dragon - shard cost, you didnt get the point. If there is a spell that uses dragons in your hand, you dont even need quanta to play them. In case of shards, you always can play them. If I have 5 shards in my hand and the value increment is not good enough when using this golem, I can use the shards until the point I feel it compensates the shards powers. Look at the card image, if zanz really intends someone playing this with a lot of shards, I can just really assume it will be mega hyper powerful.
I liked our little exercise. What would you suggest for a Golem created by Fertility + 7 other shards?
Hmmmmm... if this is what I get for 8 cards, I wont even consider to play it. For 8 cards I would expect something really decisive. 9 quanta + 1 card is less than a dragon cost. A Nymph could be obtained by 2 cards (Pillar + Tears) and 6 quanta. In the other 6 cards, you could count, lets say, 2 quanta sources (for Tears) and a SoR (yeah the combo would be a bit more quanta expensive), and could still have 3 other cards.For 8 cards and almost no quanta you expect to much. This is mostly due to your aesthetic bias towards card advantage and quanta disadvantage. Not everyone shares this bias and some have the reversed bias (card disadvantage and quanta advantage). If we balance a inherently card disadvantaging card based on the audience least likely to use it in the first place then we will suffer massive imbalance. (Set the price of vanilla based on those that prefer vanilla not those that prefer chocolate) This is not for the people that like Hourglass and Mindgate. It is for the people that like Chimera and Immolation.
If this is really going to be like this, dead card, I would say, at least for a high number of shards. But this is my opinion, maybe someone would sacrifice 8 cards for a nymph like. Dunno.
Card disadvantage and quanta advantage, you say. Whats the purpose of the quanta? Lol, I assume that people that take this to the max play with a 30 pillar deck. Quanta is to play cards. If I play a Nova and a Photon / Cremation, Im using cards to generate quanta, but whats the point? A quick and not unstable way to have enough quanta to play my Destroyer, Lycanthrope, Forest Spirit and Arsenic. If there was a Giant Frog in my hand, would play it too. Whats the card disadvantage? Now, if it was important to my deck, I could sacrifice, yes, some cards to play a nymph. How many? 8? Surely no. What the point of getting the quanta advantage if I have nothing left to play?Energy + Spells -> Benefits
I cant understand your point about credibility. But I will try. Of course I know that changing cards and getting a nymph by another way has a cost involved in turns, even as we need turns to generate quanta. If its more expensive, it takes more turns. But also takes less cards. Whats better? Dunno. You can play the nymph instantly by using the 8 cards combo. And then, how many turns to get the other cards?
Quanta is not there to play cards. Cards are not there to shape quanta. They are 2 of the 3 primary currencies (the third is time) to pay for Field Advantage in the process of completing a Win Condition. Some prefer to pay primarily in Quanta, others prefer to pay primarily is Cards. Each of these deviations from the norm is a strategy to generate an advantage in one resource at the expense of another resource.At last now I know why you are called idea guru, lol. Of course your ability to compare the 3 resources is the most accurate possible. Ok, you won, let the total shard golem be a nymph like, I really hope it gets played, I will have a Rewind waiting ;)
I will have a Rewind waiting ;)That is pretty much what I fear with this card: A big investment for a card castle ...
That was a well thought through argument you were using. It is always important to judge concepts and theories on their own merits an not the merits of their hosts. Thank you for the debate. +70repQuanta is not there to play cards. Cards are not there to shape quanta. They are 2 of the 3 primary currencies (the third is time) to pay for Field Advantage in the process of completing a Win Condition. Some prefer to pay primarily in Quanta, others prefer to pay primarily is Cards. Each of these deviations from the norm is a strategy to generate an advantage in one resource at the expense of another resource.At last now I know why you are called idea guru, lol. Of course your ability to compare the 3 resources is the most accurate possible. Ok, you won, let the total shard golem be a nymph like, I really hope it gets played, I will have a Rewind waiting ;)
I believe you were looking for Reliability. (Close enough ;) ) I'm still partial to Harmony though. It sounds nice, it seems to fit reasonably well, and I just like it. ::)
not sure if it was mentioned in the previous pages- but it could be "The One Shard" : one shard to rule them all...The One Shard has a nice ring on it.
seriously though, i think integrity would be better than unity, it just feels more earthy and structural. to me unity feels more of a homogenized vibe than integrity.
The One Shard has a nice ring on it.
Ahahahaha ... poor you.I believe you were looking for Reliability. (Close enough ;) ) I'm still partial to Harmony though. It sounds nice, it seems to fit reasonably well, and I just like it. ::)
And live in harmony harmony OH love!
Everytime i hear harmony i think this ()
Aww what are you worrying about. Didn't you know using the Aether shard will make it Immaterial ;)I wasnt aware we knew the buffs yet o.O and if thats the case then...wow. Im really looking forward to. Seeing zanz try to make this balanced
i keep hoping this thing will go into the trainer soon... and hoping it wont all be destroyed by reverse time.Idea: If the golem gets rewound , All the shards that were added to it go back to owners
i keep hoping this thing will go into the trainer soon... and hoping it wont all be destroyed by reverse time.It doesn't. In fact, rewinding a Shard golem outputs the SAME abilities when you play that specific golem from your hand. >.>
Please (again) use THIS SPREADSHEET for figuring out the shard combinations/dominant abilities are:Do I have a google doc account ? No.
https://docs.google.com/spreadsheet/ccc?key=0AqwbWqlis8bLdERFekUyMmtFOFNFTXFNaThHWDVNT1E#gid=0
I wonder if "other" will be an official type. I'd really like to see an other team in war.team underworld? I don't think you can make a nearly mono other deck besides SoV+SoSa stall and shard golems.
You don't need to log into google to see the spreadsheet. But if you can't access the spreadsheets due to some configuration problem, the tables should be posted relatively soon (...assuming the table-making process doesn't kill us first :P).Please (again) use THIS SPREADSHEET for figuring out the shard combinations/dominant abilities are:Do I have a google doc account ? No.
https://docs.google.com/spreadsheet/ccc?key=0AqwbWqlis8bLdERFekUyMmtFOFNFTXFNaThHWDVNT1E#gid=0
Am I going to have one ? No.
Don't forget that war allows for a good number of off-element cards. A well-designed dragonbow would also be a valid deck type for a hypothetical mono-other war team.I wonder if "other" will be an official type. I'd really like to see an other team in war.team underworld? I don't think you can make a nearly mono other deck besides SoV+SoSa stall and shard golems.
I wonder if "other" will be an official type. I'd really like to see an other team in war.
Other has rushing, stalling, healing, PC, draw acceleration, and denial. It's more complete than most of the actual elements.Rushing- I fail to see how you can really rush with other
Other has rushing, stalling, healing, PC, draw acceleration, and denial. It's more complete than most of the actual elements.And this makes me hurt inside.
Rushing- I fail to see how you can really rush with otherShard Golems (http://elementscommunity.org/forum/index.php/topic,37363.msg501225.html#new) I consider having a 20 damage creature with Dive out on the first turn to be rushing.
SoV + sword.Other has rushing, stalling, healing, PC, draw acceleration, and denial. It's more complete than most of the actual elements.Rushing- I fail to see how you can really rush with other
Stalling- I'll give this to you. SoSa. Nuff said.
Healing- SoSa, SoD, SoG
PC- SoF
Draw acceleration- SoBe
denial- SoF, SoJ
Mono other is missing out on creatures and actual offense, unless you plan to rely on SoSe.
Element | Stats | Skills | ||||||||
Unupped | Upgraded | 1copy | 2copies | 3copies | 4copies | 5copies | 6copies | 7copies | 8copies | |
:aether | +2|+2 | +3|+3 | :earth: Burrow | :earth: Burrow Immaterial | :earth :earth: Lobotomize Immaterial | :earth :earth: Lobotomize Immaterial | :earth :earth: Lobotomize Immaterial | :earth :earth: Immortal (no effect) Immaterial | :earth :earth: Immortal (no effect) Immaterial | |
:air | +2|+2 | +3|+3 | :earth: Burrow Airborne | :earth :earth: Queen Airborne | :earth :earth: Snipe Airborne | :earth :earth: Dive Airborne | :earth :earth: Dive Airborne | :earth :earth: Unstable Gas Airborne | :earth :earth: Unstable Gas Airborne | |
:darkness | +2|+2 | +3|+3 | :earth: Burrow Devourer | :earth: Burrow Voodoo | Vampire Voodoo | Vampire Voodoo | :earth :earth: Liquid Shadow Voodoo | :earth :earth :earth: Steal Voodoo | :earth :earth :earth: Steal Voodoo | |
:death | +2|+2 | +3|+3 | :earth: Infection | Scavenger | Scavenger | Venom | :earth :earth: Alfatoxin | Deadly Venom | Deadly Venom | |
:earth | +1|+4 | +3|+3 | :earth: Burrow | :earth: Stone Form | :earth: Stone Form | :earth: Guard | :earth: Guard | :earth :earth: Petrify | :earth :earth: Petrify | :earth :earth: Petrify |
:entropy | +2|+2 | +3|+3 | :earth: Dead and Alive | :earth :earth: Mutation | :earth :earth: Paradox | :earth :earth: Improved Mutation | Scramble | :earth :earth :earth :earth: Antimatter | :earth :earth :earth :earth: Antimatter | |
:fire | +3|+0 | +4|+1 | :earth: Burrow | :earth: Ablaze | Fiery | Fiery | :earth :earth :earth: Destroy | :earth :earth: Rage | :earth :earth: Rage | |
:gravity | +0|+6 | +1|+7 | :earth: Burrow Momentum | :earth: Burrow Momentum | :earth: Burrow Momentum | :earth: Burrow Momentum | :earth :earth :earth: Devour Momentum | :earth :earth :earth :earth: Black Hole Momentum | :earth :earth :earth :earth: Black Hole Momentum | |
:life | +2|+2 | +3|+3 | :earth :earth: Growth | :earth :earth: Growth Adrenaline | :earth :earth: Growth Adrenaline | :earth :earth: Growth Adrenaline | :earth :earth: Adrenaline Adrenaline | :earth :earth: Mitosis Adrenaline | :earth :earth: Mitosis Adrenaline | |
:light | +2|+2 | +3|+3 | :earth: Heal | :earth: Heal | :earth :earth: Endow | :earth :earth: Endow | :earth :earth: Endow | :earth :earth :earth :earth: Luciferin | :earth :earth :earth :earth: Luciferin | |
:time | +2|+2 | +3|+3 | :earth: Burrow | :earth :earth: Scarab | :earth :earth :earth :earth: Deja Vu | Neurotoxin | Neurotoxin | :earth :earth: Precognition | :earth :earth: Precognition | |
:water | +2|+2 | +3|+3 | :earth: Burrow | :earth :earth: Steam | :earth :earth: Steam | :earth :earth :earth: Freeze | :earth :earth :earth: Freeze | :earth :earth :earth :earth: Nymph | :earth :earth :earth :earth: Nymph |
so the golem can have multiple abilitiies?1 activated ability
so the golem can have multiple abilitiies?At most, 1 active and 1 passive, Ex. Momentum + Airborne
I've once gotten a voodoo airborne golem with one active ability, but forgot which active.so the golem can have multiple abilitiies?At most, 1 active and 1 passive, Ex. Momentum + Airborne
the chart is of mono-only, if you mix shards which have passives/statuses, you can get multiple statuses/passives in addition to a single active.Adding on
I've detailed that stuff here (http://elementscommunity.org/forum/index.php/topic,37359.msg501213#msg501213). The active skill is determined by primarily the shard with the highest frequency in the golem. Other than that, there each shard has a precedence, and there are some other bits and pieces.Shard Golem predicting tool by Xenocidius (http://xenocidius.allalla.com/shardgolem/)
Shard Golem is OP. With 6 novas, 6 golems, and 18 random shards, you can get a 20 atk creature first turn for 5 :rainbow.Cremation decks also have potential to get out 20 damage in the first turn.
But for less quanta.Shard Golem is OP. With 6 novas, 6 golems, and 18 random shards, you can get a 20 atk creature first turn for 5 :rainbow.Cremation decks also have potential to get out 20 damage in the first turn.
Me too. To me, all these shards are ruining the elements theme. No more need to use time to get draw acceleration, for example, or Fire / Darkness / Earth - Gravity duo to remove permanents. Worst thing that ever happened to EtG. I feel that in some time we can even rename the game to Shards the Game.Other has rushing, stalling, healing, PC, draw acceleration, and denial. It's more complete than most of the actual elements.And this makes me hurt inside.
To get precog, you have to use 6 SoR. SIX. Getting that first turn is pretty much impossible.Me too. To me, all these shards are ruining the elements theme. No more need to use time to get draw acceleration, for example, or Fire / Darkness / Earth - Gravity duo to remove permanents. Worst thing that ever happened to EtG. I feel that in some time we can even rename the game to Shards the Game.Other has rushing, stalling, healing, PC, draw acceleration, and denial. It's more complete than most of the actual elements.And this makes me hurt inside.
When I think about how all this effort could be used to develop interesting cards to the elements, argh, Im sick.
I agree. Sadly, we are the minority. So, in order to cope, we just have to beat them down without their shards.Me too. To me, all these shards are ruining the elements theme. No more need to use time to get draw acceleration, for example, or Fire / Darkness / Earth - Gravity duo to remove permanents. Worst thing that ever happened to EtG. I feel that in some time we can even rename the game to Shards the Game.Other has rushing, stalling, healing, PC, draw acceleration, and denial. It's more complete than most of the actual elements.And this makes me hurt inside.
When I think about how all this effort could be used to develop interesting cards to the elements, argh, Im sick.
Is there any commonly known reason/pro for making all the shards in the other element?1) There was more room remaining under the Other tag than under each other element. (There is finite room)
This is what I call a bad reason, lol.Why does it have the same amount of cards slots in the card database as actual elements? Because it has a separate section in the Bazaar.
Other is not an element, its there, I think, just to include some cards like QT, that dont really belong to any element. Why should it have the same amount of cards of the actual elements? Its goal shouldnt be like count as an extra element, nor having cards that are better than the elemental cards. My 2 cents.
Edit: maybe Im misunderstanding you, are you talking about cards SLOTS? Other can have card slots, but we dont need all these filled, right? At this point, not adding cards to the elements cannot be justified by lack of card slots. If the space is even going to be completely filled (like 20 years from now), something else can be done, like remove useless cards, reedit them, add more space.A detailed examination of card codes (those used in the import deck function) reveals a system used to assign codes to cards. This is why the :rainbow costing shards were put in Other rather than in each element but still costing :rainbow. (<--This was the question I was answering. I was not defending specific effects being on :rainbow costing shards nor defending specific effects not costing elemental quanta.)
I also dont feel that these shard effects are generic. The small effect related to an element can be generic. But we are adding a bigger effect that is not, or at least was not generic until now. Draw acceleration, for example, was not a generic effect.
They should just scrap the whole element idea and put everything in the same section. The best decks are rainbows anyways so it's not like anyone will notice the differenceNonsense. A few minutes playing ETG should be enough to convince anyone that there are many great mono/duo decks. There was probably a point in history when rainbows ruled the roost but they suffered enormously when sundial got nerfed. Fat rainbows are now rarely fast enough to succeed against the really fast decks that mostly dominate PvP & arena. Speedbows are also in for a serious nerf pretty soon when Singularity makes it out of development.
They should just scrap the whole element idea and put everything in the same section. The best decks are rainbows anyways so it's not like anyone will notice the differenceHaha. You're funny.
I feel he was being sarcastic.They should just scrap the whole element idea and put everything in the same section. The best decks are rainbows anyways so it's not like anyone will notice the differenceNonsense. A few minutes playing ETG should be enough to convince anyone that there are many great mono/duo decks. There was probably a point in history when rainbows ruled the roost but they suffered enormously when sundial got nerfed. Fat rainbows are now rarely fast enough to succeed against the really fast decks that mostly dominate PvP & arena. Speedbows are also in for a serious nerf pretty soon when Singularity makes it out of development.
The scary part is if he wasn't...I feel he was being sarcastic.They should just scrap the whole element idea and put everything in the same section. The best decks are rainbows anyways so it's not like anyone will notice the differenceNonsense. A few minutes playing ETG should be enough to convince anyone that there are many great mono/duo decks. There was probably a point in history when rainbows ruled the roost but they suffered enormously when sundial got nerfed. Fat rainbows are now rarely fast enough to succeed against the really fast decks that mostly dominate PvP & arena. Speedbows are also in for a serious nerf pretty soon when Singularity makes it out of development.
You know what's scarier? I actually don't understand the sarcasm here. Which part were you guys saying was sarcastic?The scary part is if he wasn't...I feel he was being sarcastic.They should just scrap the whole element idea and put everything in the same section. The best decks are rainbows anyways so it's not like anyone will notice the differenceNonsense. A few minutes playing ETG should be enough to convince anyone that there are many great mono/duo decks. There was probably a point in history when rainbows ruled the roost but they suffered enormously when sundial got nerfed. Fat rainbows are now rarely fast enough to succeed against the really fast decks that mostly dominate PvP & arena. Speedbows are also in for a serious nerf pretty soon when Singularity makes it out of development.
scrapping the "element idea" in a game called 'elements the game'.You know what's scarier? I actually don't understand the sarcasm here. Which part were you guys saying was sarcastic?The scary part is if he wasn't...I feel he was being sarcastic.They should just scrap the whole element idea and put everything in the same section. The best decks are rainbows anyways so it's not like anyone will notice the differenceNonsense. A few minutes playing ETG should be enough to convince anyone that there are many great mono/duo decks. There was probably a point in history when rainbows ruled the roost but they suffered enormously when sundial got nerfed. Fat rainbows are now rarely fast enough to succeed against the really fast decks that mostly dominate PvP & arena. Speedbows are also in for a serious nerf pretty soon when Singularity makes it out of development.
i think this shard is not very useful
cost all of you shard in hand to bring you a big creature,but than without hand card ,how to face forzen ,rewind, antimatter....and so on
howerer,if other cards fill your deck, the shard golem is not as strong as you think.
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Patience | 1: grow | 2: steam | 1: poison | 3: freeze | 4: nymph | 2: purify |
I also find that the investment does not worth it. I would increase the attractiveness of the different skills. For water for example I would see something like that:I think Shard of Integrity should have gaps in its skills because they cannot be played individually without taking all the shards with them. Gaps give SoI golems more consistency. However all other shards should have full skill sets since the extra shards can be played to achieve the desired level.
Patience 1: grow 2: steam 1: poison 3: freeze 4: nymph 2: purify
Being able to access something you cannot have in another manner would increase greatly its interest. Repetitive steal in darkness, purify in water, TU or fractal in Aether - That would clearly worse it!
Also if you already have (a) golem(s) in play, it would be great to be able to add shards on it.
Adding shards to golems would be nice. Do you have a good way to implement it?If at least a golem is in play (in one side or the other) every shard could generate a targeting process instead of being played right away. If you target yourself you play the shard in it's normal way, if you target a Golem with less than 7 shards than said shard adds to the existing golem... Quite simple I would say.
I too would like to see skills beyond the nymph level. However the current cost would not justify such power.I think it justifies it. Remember, you need to pay 7 cards + quanta cost at once to reach a level a nymph (see steal in the table above).
Currently for 7 cards +5 :rainbow you get a nymph with 13|16 statsAdding shards to golems would be nice. Do you have a good way to implement it?If at least a golem is in play (in one side or the other) every shard could generate a targeting process instead of being played right away. If you target yourself you play the shard in it's normal way, if you target a Golem with less than 7 shards than said shard adds to the existing golem... Quite simple I would say.I too would like to see skills beyond the nymph level. However the current cost would not justify such power.I think it justifies it. Remember, you need to pay 7 cards + quanta cost at once to reach a level a nymph (see steal in the table above).
How would an arena deck with 2x Draw work with this? Are there any additional skills past 6? What about Fractal SoF? Any additional skills?I have tested a full hand of 1 SoI + 7x Shard of X (or 8 SoI).
How does Mitosis work? Is it basically PUing itself?
Questions:Fractal golem will summon the last golem assembled. That is, if you have the quanta to do it.
- What happen when you fractal or Nightmare a golem?
- If you have the same number of 2 types of shards (e.g. 3 divinity + 3 Freedom) how is the skill selected?
- If you have 2 golem in play (one huge with 6 shards in and a mini with only one). You rewind the mini and then the big, hourglass twice and play the golems back. Will you have the same 2 golems as before or two big or two mini or else?
They do. Upped shards give and additional +1|+1 each as compared to their unupgraded formes.that explains a lot :)
When you combine the Shard with x3 Shard of Readiness you get the skill Deja-Vu, As mentioned in previous posts, having upgraded cards should feature upgraded skills, when using Deja-Vu, I've noticed the clone isn't airborne whereas the original version does.1) I have no idea why Deja-Vu did not copy airborne. The skill should do so.
If using a upgraded Shard (of readiness say) the stats of the Golem are affected... I also believe if using a Upgraded Shard of Integrity, the skills that Golem possesses should be that of upgraded quality too, so Deja Vu would summon an exact copy, mutation would be improved mutation etc etc.
It's a underused deck but it really could make it
When you combine the Shard with x3 Shard of Readiness you get the skill Deja-Vu, As mentioned in previous posts, having upgraded cards should feature upgraded skills, when using Deja-Vu, I've noticed the clone isn't airborne whereas the original version does.1) I have no idea why Deja-Vu did not copy airborne. The skill should do so.
If using a upgraded Shard (of readiness say) the stats of the Golem are affected... I also believe if using a Upgraded Shard of Integrity, the skills that Golem possesses should be that of upgraded quality too, so Deja Vu would summon an exact copy, mutation would be improved mutation etc etc.
It's a underused deck but it really could make it
2) Upped shards already provide higher stats as their upgrade bonus. (Even Shard of Integrity)
3) Having the skills also be upgraded would either unbalance the card or require the removal of an existing upgrade bonus. Would you rather upgraded skills or the +X|+X resulting from upgrades?
Sounds like the bug with the Deja Vu card (http://elementscommunity.org/forum/index.php/topic,14127.0.html). If a previously webbed Deja Vu uses its skill, its copy will be airborne again. It looks like the engine doesn't duplicate the airborne status and resets it to the standard value for the respective card instead (Deja Vu = airborne, Shard Golem = not airborne). That's certainly not a feature.1) I have no idea why Deja-Vu did not copy airborne. The skill should do so.
Well, i'm 100% certain airborne was not copied
Does the shard gain the abilities of the shards, as in when SoFo is played, can you sacrafice a permanent for the +0/+15?No. Instead the Shard Golem gains abilities based on the shards used to create it. See the link in the opening post.