All shards will have 1 elemental (or maybe 3
cost?) | 1
cost
: Add 3|0 and wisdom status to an immaterial creature. Yes, a pure nerf.
: Airborne creatures gain 15% chance to deal critical strike and 15% chance to evade targeting spells. Critical strike ignores shields and deal
+40% damage. 75% if it is an
creature
: Shard of Void is a bad mechanic IMO. It's built so that you will have to use only that card (and some other finisher) to kill the enemy.
: Avoid death for a turn. If you receive a fatal hit, 1HP is left.
: SoI is silly. Could be something like this: Temper your shield. 50% chance to increase DR by 1.
: Add 3 random unupgraded cards to your hand. First one is always entropy.
: Same? I dunno.
: Permanent. Sacrifice to destroy a target permanent and generate a Geode. (5
, 0|30 creature)
: Regenerate 3 HP/turn. If mark is life, acts as a spell and adds 3 purify counters instead (does not remove poison but subtracts from poison
counter)
: Increase max HP by 14. 18 if mark of light.
: Set ability cost to 0. Time creatures can use skills immediately.
: Same as current SoP, but has a max of 4 turns.
INCOMING!!!!!
![Aether :aether](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/aether18x18.png)
Seems like a reasonable change. The problem in my mind with this card, though, is not the +4 attack, it's the fact that the creature is unkillable and unblockable except with reflective shields, which are almost useless in most other contexts
![Air :air](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/air18x18.png)
I'm actually okay with the way the air shard is now. It benefits all elements, since every element has at least something that's airborne (dragon) and I think most of them have at least one other flying creature, and as the game expands, more flying creatures will be created. The evasion currently only applies to air, and I think that's reasonable as a 'good for all, better for air' clause
![Darkness :darkness](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/darkness18x18.png)
If this reduced current hp as well as max hp, it would be much more usable. As is, I don't really see it used effectively except in a few arena decks, and even most of those can't make too much use of it. If that change were made, it might also be necessary to reduce the drain to 1hp/2hp for dark, but that would need testing
![Death :death](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/death18x18.png)
I have no idea what to do with this one. It's horribly overpowered. However, your solution basically turns it into an extremely expensive, slightly better (minus the cantrip) sundial, which isn't that impressive. Perhaps rather than reversing all damage dealt to you, it merely prevents all damage and healing dealt to you while it is up. This would make it harder to chain them, because you'd have to heal in between, and the opponent would get one turn in between you playing them and healing to do stuff
![Earth :earth](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/earth18x18.png)
The trouble with this shard is that it's almost completely useless outside of a dedicated shard golem deck, but that deck is extremely powerful. The biggest problem is the immortality granted by having shard of wisdom in the shard golem. Perhaps the immortality granted by SoW should be changed to something else? Also, the shard golem gaining adrenaline from SoGs is totally pointless, since it's usually big enough that it gains zero or virtually zero bonus from this
![Entropy :entropy](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/entropy18x18.png)
This one's deceptively powerful; even random cards are usually pretty good. A 3 for 1 card advantage is ALWAYS a fantastic effect. (like my current avatar
![Cheesy :D](https://elementscommunity.org/forum/Smileys/solosmileys/cheesy.gif)
) The first card always being entropy is a good way to keep it benefitting one element more, although this card is awfully hard to use outside rainbows. (impossible to use effectively outside rainbows? :p ) Nerfing it to two cards drawn (one possible solution) might make it too weak, and the other easy nerf, making it cost more, doesn't hurt the rainbows it's going to be used in 99% of the time very much. Also, I know this next suggestion is a buff, not a nerf, but why not be able to get nymphs from this shard, even if it were at the reduced odds the oracle provides? Heck, it could just call the oracle function 3 times to get your cards. (and have the first be entropy)
![Fire :fire](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/fire18x18.png)
This one seems fairly reasonable. The caster controls when it's played, but it's always either card disadvantage for the caster, or at best neutral (if opponent fills their hand and thus skips their next draw) so I think it's fairly balanced, and the fire mark clause is a good one.
![Gravity :gravity](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/gravity18x18.png)
Broken. Broken. BROKEN. It overshadows every other PC card in the game. I no longer even use explosions or steals in monos; I just use this, that's how bad it is :p Getting a black hole at the end is kind of like a kick in the balls after you've been beaten and robbed. It needs something big to balance it (or a redesign) like requiring a sacrifice of one of your own permanents to destroy another. Even destroying a random opponent's permanent isn't a big enough nerf; I'd still run this card. The idea of an 'other' card to destroy permanents is a good one, but not when it's better than every elemental permanent removal card in the game. (with the possible exception of pulverizer, which is much harder to fit into a deck)
![Life :life](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/life18x18.png)
This is balanced, and maybe even a little weak after the last nerf. I used to use it all the time, but I haven't used it since the nerf at all. One of the problems it has is that in life decks it competes with feral bond already. Perhaps a simple -1 to cost on SoG would be fair?
![Light :light](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/light18x18.png)
This card is reasonably balanced, but the main problem is that it overshadows most other healing cards, like holy flash, luciferin, and even heal in many decks. The change to 16//24 hp for light from 20 across the board was a good one. The problem might be more with most other healing spells (holy flash, luciferin) being underpowered. Something like holy flash seems great on paper (10 hp healing for 0 in any element, and removal vs death/dark) but when you can just use this shard instead, somehow holy flash never makes it into my serious decks.
![Time :time](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/time18x18.png)
This card is balanced, but there's one thing that really bugs me about it, and that's how you can spam them on one time creature and activate it four, six, eight, etc times a turn, as you spam SoR on the creature. (c.f. instosis) The card specifically says that the time creature can activate its ability twice the first turn, not 'two more times each time SoR is cast'. That one change would kill the most overpowered FG killer we have right now, instosis.
![Water :water](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/water18x18.png)
A 4 turn time limit is probably reasonable, although I don't really see it being necessary. I don't see this card used a lot, and when I do, it's not usually for more than a few turns, anyway. As an aside, I tried making a dedicated monowater deck using this card, and while it was moderately effective in pvp2, I found that even the last clause did not make inundation worth using :p Inundation is just so hard to trigger, even with the buff to kill creatures past 5 instead of past 7 on each side.