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Interesting. At first glance I want to say that Momentum shames this, but then I think about those reflect shields and how this would be a major buff to them and might result in them being played a lot more often. With that in mind, I'm inclined to compare it to antimatter. It's almost unfairly cheaper, yet it has the interesting weakness of being a permanent.Referring to the old version.
Um, I like the puzzle you've given us! So far I'm thinking it's probably still too cheap. I'd happily put 5 of these in a deck, knowing that they could be used either on the enemy aginst my reflective shield, or on my own creatures in case they have a shield themselves. I'd be fairly confident I could suck their PC dry as long as these are so affordable.
Little complicated, but if you use this as momentum, it should cost equal or less then momentum, which means 1|2 cost is proper.
But if you use this as CC with Reflective Shield, it should cost more 'cause basically it's like antimatter.
Consider: you only need one shield, but you can't equip other shields.
So I think 4|3 cost is natural.
btw I don't see why this is in :time.
Adding "Ancient" in front of any random noun in order to make it in :time do not make a good theme.
Can you target something and then place a permanent? I am not sure if this is doable by the code.
How does this fit into :time?
If used as shield bypass, this is worth than momentum, and momentum is 2|1 cost with an additional +1/+1 stat boost without having harm of reflect
If this is used purely for defense this is situational and likely a forced combo.
Make sure that if you're designing something new whether or not it's effect is "Do X but also Y" or "Do X and Y"
Are you focusing on spell damage? Giving a new ability? Both? Which concept are you trying to make? Why?
Hmmm, I do like the added versatility this gives to reflect shields. I also like that it would promote more spell damage based mechanics in the future. The issue I see here is that it may still end up overshadowing the shard itself. Having permanent destruction end the effect is an interesting balancing method to balance it, though it might be a little hard to track. What about making it use an activated ability that provides one or two turns of spell damage buff?