1. SoF is currently OP. By adding a weakness to Flooding (and gives minor buff to it) could help balancing it.
SoF's repeatable PC-on-stick potentially outdoes all PC cards in the game, save for certain situations where the 'instant' speed of Explosion or Steal would be needed. Making SoF vulnerable to 1 more card in the game's ~1200 is small dent in it's strength. A more appropriate nerf would be an overhaul of the card's ability and stats (I've proposed one on the card thread) or a remake of the card entirely.
Just because a card has a counter does not meant it is necessarily balanced.
element is supposed to be the cards that really won't fit in any other elements IMO (honestly, cards like Short Bow could go to
while hammer could go to
or
, but those are another story). Shards are splashable, true, but they do have affinity towards different elements (else why people say SoG as
's shard? SoF as
's shard?). As such, they don't fit in the element
.
Other than SoF, the change is purely cosmetic because of ^. I see that Zanz will make 1 shard for every element. Why not make them in-element cards as well?
Rainbow in Elements is defined by three categories:
Absence of Element - Complete lack of Elemental affinity or preference, usually common equipment.
E.g. Short Sword, Shield, Relic
Forum Example : Void PseudoElement Series
Filling All Elements - Has the potential to interact with all Elements without any specific thematic bias.
E.g. Quantum Pillar. Nova could be justified as being Entropy due to being a scientific concept, which Entropy tends to represent along actual Entropy and fantasy Chaos.
FOrum Example : Mirror PseudoElement Series
Mutable/Stylistic - Cards that can be potentially used by any Element, but favor one element due to certain justifications in theme or balance.
E.g. The difference between Owl's Eye and a regular Short Bow is potentially the difference in craftmanship/skill/rarity. While Short Bow is Other because of sheer genericness (see Absence of Element), Air Elementals are naturally able to manipulate the wind and could fire more accurate arrows. (Damage bonus))
Shards are Mutable/Stylistic - while they provide a semblance of Elemental Affinity (hence certain Elements will prefer them more), they are all magical artifacts that do not outright proclaim their loyalty to an Element (Similar to how many
Elementals do not necessarily stick with their Element all the time.). One way of describing them would be as generic structures, with some responding more to certain Elements similar to how Real Life Elements will react better in certain combinatioms. They also boost the "rainbow" deck archetype of the game and are one of the few thematic links that Other actually has. (Similarly, Pendulums boost the duo-deck archetypes of the game by being able to shift between two types of quanta.