TASK I
Battle Prowess - The ArenaHard Chargin' Partiers Getting Smashed (
http://elementscommunity.org/forum/index.php/topic,29197.0.html)
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TASK II
Card Design - Shards Trials submission - Shard of Philomathy (
http://elementscommunity.org/forum/index.php/topic,28846.msg397991#msg397991)
Critique -
I think this is a great idea for a shard because it is just plain fun. It adds an extra element and challenge to the pve environment, an area that is often ignored in trials/war. It is a great fit for earth, since likely those decks with an earth mark, or at least a heavy focus on generating earth quanta will be able to utilize it's properties. I am not sure the coding of the game would be able to implement the Shard, or at least I would think it would need to be recoded a bit. The only drawback, of course, is that the shard has literally no importance in a pvp environment, thus making it a non-competitive card. It's non-competitive nature, in comparison to other elements, could actually further weaken the
element in terms of war because other elements would be able to utilize their shards to better their position (adding additional pressure in their decks/creating additional counters to consider while battling), while this shard does nothing for
. - 174 words
This is a good concept and works as a sort of less impressive version of nightfall/eclipse for burrowed creatures. The fact that it refers to only burrowed creatures probably makes it more applicable to devourers in the upped environment than any earth creatures. It allows grabbies to hit for 6 and antlions to hit for 3. In the unupped environment, it allows grabbows to have an extra turn defensively before having to evolve vs. firestalls, but I don't really find the card that playable overall in a competitive environment. I think the shard is fairly underpowered as currently stated, however, a reasonable change might be to change the verbage from "burrowed" to "burrowable". I find the cost of 2/3 to be fair, even with a change to the verbage. The shard is not quite as good as nightfall/eclipse, but doesn't have a restriction of being specific to
or any other element, the way that nightfall/eclipse has a restriction to
. This means that any duo, trio, or rainbow that wants to utilize this shard should be able to utilize this shard as well as just earth decks. - 188 words
At first, I read the description to this proposed shard and I became very excited! Long had I dreamed of a way to protect more than one enchant without having to pack multiple card slots, thus wasting multiple card spaces in a created deck. In light of my rage against arena, I had promised to myself to no longer attempt playing it (I subsequently continue to break this promise to myself). The biggest frustration to me with platinum & gold is that any time I try to play a deck with any perms, I have to watch them blow up almost immediately. This shard seems like a great solution to this problem. Additionally, the unupped version might make playing an earth-based rush a viable option in arena. Almost equally depressing is the parallel situation to seeing all of your perms blow up, is playing against a deck that packs ample CC. This analogous situation has helped fuel my rage as well. Then, I put further consideration into this card..... the double draw and excess quanta generation is what makes arena maddening to me. People can take a balanced deck concept and add excess CC & enchant removal to go from a fair fight to a situation where only the luckiest situations will cause it to lose. In short, people play strong decks and then pack cards to help make them more well-rounded in the end. The answer (Shard of Stoicism) to this problem would only increase this frustration when opposing arena decks play them. Timebows would make me want to punch babies when packing this shard. Also, I am not sure it is a whole lot better than cloak so my entire discussion might be invalidated, but I am sure there are more specific ways to abuse Shard of Stoicism. SoG spam with a timebow sounds aweful just thinking about it. There is no way a pulverizer even could keep up. Ultimately, I believe this shard does more harm to the arena meta than it helps. - 334 words
I really like the way this shard concept fits in with the
theme. The shard itself has a bit of a "grounded" or "stuck in the mud" theme to it and can really do a lot to favor monos or earth duos vs. speedbows or immo decks. I kind of get a happy feeling inside when thinking of the synergy this card has with other lockdown cards such as earthquake, discord, reverse time, eternity, silence, etc. That being said, I feel the quanta cost is much too high because the cost itself counteracts the very thing the shard sets out to do. I would lower the cost to 2 for unupped and 1 for upped, this way, if drawn, it gives the opportunity to achieve its purpose. If the cost is left at 4 or 5, the shard would almost require that some sort of grabbow be played in order for it to be useful. I really like the idea of what this card could do to add some relief against false gods and against buffed drawing decks in the arena as well. - 180 words
Conceptually, this "shard" is one of the strongest entries I have seen thus far. I mean the word "conceptually" in the sense that its name matches up well with the function of the card, and the shard itself really fits in great with the theme of earth. willng3 definitely brings a sort of
feeling into this shard, because for me, I see it as an empathic bond in spell form, specific to earth, with stone skin properties. My obvious criticism is that it isn't a permanent shard, although, SoD & SoS are not either. Perhaps there needs to be more of a movement to un-permanent-ize the shard revolution. I really like the way this shard fits into AI3 rush/EM decks and was already daydreaming about golem-SoF-tosis. PvE needs stronger alternatives to Improved Heal for EM decks as a final heal. Not only does the shard fit many the other properties well conceptually, but willng3 himself
- 156 words
The first thing that came to mind for me when looking at this shard is how ridiculously overpowered it is. Its cost is on the mid-ranged side for perms, so playing it will not even put much of a strain on quanta. I was thinking it was named Shard of Caution because if the shard only increased defense alone, this would be a buff to gravity shields as well, which is probably needed somehow, but adding momentum to earth creatures completely nullifies this buff. There are several aspects to this card that make it scary and able to be abused in my opinion. First off, from an opposing standpoint, you can pretty much forget about any of your CC being effective while it is in play. Secondly, the thought of anything that can devour scares the living daylights out of me, particularly when considering scarabs, which are quite spammable. Even if the defensive buff was changed to +1/+2, I would think the momentum buff would make it overpowered for grabbows. My personal recommendation would be that this shard should not be considered when adding new ones. - 185 words
TASK III
Deckbuilding