They are double-forced indeed and I have no idea why that is so good. To force to play monos? Probably no, because monos are relatively boring and they exhaust themselves quickly. Maybe there was an intention just to bring Shards into the game, because they were just habitually ignored by the most important pvp events, because they were "others" and also rare "others". The other thing was their imbalanceness, then the intention could be just to disallow to spam overpowered shards with rainbows, but the problem is not in rainbows but in each shard separately.
- 4 damage with 2 quanta (in the new version) is overpowered copared with the blessing, but it is much more overpowered when the possible ways to counter them are very narrow. When SoF is nerfed by that and that new card comes out which allows to restore Dim Shield, aether will be the strongest element. Because I usually feel so helpless against that shard and I can't do much against those, for me it is subjectively the worst card in the game.
- because of the limited ways of the permanent control in the game, even those are overpowered
- minus 3 unrecoverable health in every turn and can't be blocked with shields - I don't want to repeat myself, but copared with the usual critters that can be blocked by shields, they are overpowered
- seems fine, but I didn't have big coplaints how it was before (without the
quanta cost), becaus I was already used to make decks that were anti-splats
. Now the new version just limits some splat version, i don't think that it is necessary and that changes much.
- someone mentioned earlier that this shard was actually used in some decks but I haven't noticed that. Seems a bit underpowered, because it takes too many other cards (shards) to play them. If this one gonna need more earth quanta, it will be even weaker
- the best and funniest cards in the game, luckily the nerf doesn't change much
- usless if not harmful card in the deck (because it takes the valuable room), even immo rushes are doing better without them
- 3 deflags and BH which cost 9 separately cost 6 and thst is IN ONE CARD, which saves valuable room. Clearly overpowered. But sadly enough this game needs much more permanent control after that card will be "nerfed"
- already much tested and fine shards imo
- gain plus 1 or 2 (water critter) but don't attack. That costs approximately nothing, but usually growing critters need quanta for the grow and they grow sepearately, not en masse. Mixed feelings about this, because i would really like to have a bit more options to stop that growing and maybe a possibility to destroy shards en masse (like earthquake for permanents).
To conclude, I don't see where double-forcing is doing some good or even balancing anything, it doesn't balance shards, but it just nerfes nova-based rainbows a little again, but that's sad, because I like rainbows, but on the other hand it is really good idea to bring shards back into the pvp events.