![Gravity :gravity](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/gravity18x18.png)
SoF is the largest offender right now, so I think it needs the greatest attention.
Most shards could use a small nerfing. Some much more than others *cough* SoF *cough* ... Though I actually like having SoF as a creature. The 2 round initial delay would definitely help that...
My ideas would be to
-keep it as a 0|1 that grows by 10 hp per use and do one of the following:
1) Have the ability delay it for 2 turns after each use and transform to black hole at hp>32...
2) have the ability get removed after its hp exceed 32
3) have the ability change after hp exceed 32 -> still give +hp (with diminishing returns would be good) but remove permanent destruction
4) remove permanent destruction after first use but keep hp gain (e.g. the first time the player targets a permanent to destroy, the ability is changed to a +hp only)
My thoughts on the other shards:
![Entropy :entropy](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/entropy18x18.png)
For SoSe, only allow upped to give a single upped card with the other 2 unupped (there should be a good benefit for upping the card).
![Aether :aether](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/aether18x18.png)
make it +3|+0 instead of +4|+0 sounds good to me.
![Air :air](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/air18x18.png)
lowering the percentages for dodge and critical seems good. I agree that current version may be a little high... would have to look at a detailed analysis to know what to set the values at though.
![Darkness :darkness](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/darkness18x18.png)
actually a buff not a nerf here, but then, this one seems to need that so looks good to me.
![Death :death](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/death18x18.png)
interesting idea. Would certainly make it less situational... but shards are supposed to be slightly better for a specific element... how is this helping out
![Death :death](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/death18x18.png)
over others?
![Earth :earth](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/earth18x18.png)
could work, but it doesn't really seem to give any extra edge to its element so I don't see how its better than current version in that respect
![Fire :fire](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/fire18x18.png)
I agree. Its good as is
![Life :life](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/life18x18.png)
might be tricky to make this work with current stacking mechanic... extra pc resist is an interesting twist though
![Light :light](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/light18x18.png)
smaller bump but smaller cost as well... sounds alright
![Time :time](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/time18x18.png)
should work alright (though I am biased since I've been saying that for a while... there's a whole discussion on this in the nerf this card section though, so you may have opposition here)
![Water :water](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/water18x18.png)
... I guess a time limit could work out, but I don't think its really necessary. This card seems balanced already why nerf it just for the sake of nerfing?