Elements the Game Forum - Free Online Fantasy Card Game
Elements the Game => General Discussion => Topic started by: rickerd on February 07, 2012, 02:45:59 pm
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Before the update which gave us the new shards we had 3 shards: SoD, SoG, SoR
After the update the shards were buffed/nerfed to be more usefull to a specific mark
SoG: 5hp each turn --> 3hp/5hp if :life (nerfed)
SoD: +20 max hp --> +16 max hp/24 if :light (buffed to :light , nerfed to the others)
SoR: free skill --> free skill/ + twice use if :time (only buffed for :time)
Not counting that shards can now be used unupped
why is this so random?
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Because SoGs and SoDs were slightly OP before, while SoRs were slightly UP.
I don't think it's random, i mostly agree with SoGs and SoDs updates. I'm a little unsure about SoR, because the :time bonus is really big.
Card Name | General effect | Elemental Bonus | Bonus Percentage |
Shard of Gratitude | 3 | 5 for :life | 166% |
Shard of Divinity | 16 | 24 for :light | 150% |
Shard of Readiness | 1 | 2 for :time | 200% |
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maybe,
but if you take a look at sanct and SoG:
sanct: 4hp + hand protection
SoG: 3hp/5hp
for me sanct is better(expect the cost) and SoG is rare( and I believe rares are normaly better)
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maybe,
but if you take a look at sanct and SoG:
sanct: 4hp + hand protection
SoG: 3hp/5hp
for me sanct is better(expect the cost) and SoG is rare( and I believe rares are normaly better)
Remember though that shards are colourless, so you can play 6 shard of gratitude in monofire. It's tough to put 6 sanctuary in monofire :) But yeah, in decks where you can run sanctuary, I like it better. In my rainbow, I replaced all the SoGs with sancs when that change came in.
blarg: