Okay, so here are some things that I think could improve the game. Feel free to comment and offer your own suggestions.
Current Cards:
1) Flying/Animate weapon:
Could it target the opponent's weapon too? Not both at once, I mean, but be able to choose which you want to turn into a creature. Or, maybe make "Animate" still cost 1 air and be able to target the opponent's weapon. There are a lot more abilities that target critters than there are that target weapons, and it could add a little more strategy.
Fly Glories would be ruined, so I doubt this will ever happen.
That is a valid point. If they could solidify that option, it would be a nice addition though. But you're right. Probably won't happen.
2) Scarab:
I've fiddled some with this card, and I think one of several things could improve it.
a) Make
swarm activate at the end of every turn; basically the entire swarm is healed to full (minus
devour bonuses) at the end of your turn.
b) Change
devour into something that kills the creature (if its health is lower, obviously) and adds another Scarab to your side. (This
might lead to the card becoming overpowered. It would take too long to set up, I think. But once it got going, it would be hard to stop.)
c) Change
swarm to affect attack instead of health.
d) Double the effects of
swarm.
e) Have
swarm work with
devour so that all Scarabs get the boost from devour. (This also might make it overpowered, but not overly since each turn you could only get a +1/+1 bonus [even if two scarabs devoured a creature, each one would only get +1/+1, so the group as a whole would each only get a +1/+1]. Still, spread over six Scarabs, that's +6 attack each turn you eat something, and if you throw in some PU's...)
I'm not suggesting all of them be implemented, by no means, only one of them. I personally like a) the most, but I think that c) and d) are good too. Option e) would be cool, and b) would add another option for a swarming deck, but I do see them becoming overpowered in certain circumstances. Obviously, if one of these is implemented, the 2 time cost would need to be rethought, but I think that you would see more of this card in play if they were.
3) Immolation/Cremation:
I think it should add: "or +7/+9 fire per point of health if the creature is fire." None of the Fire creatures have much health, with the Lava Golem being the exception. But still, by the time you get him to a level worth sacrificing, it will probably be doing enough damage that you won't want to sacrifice it. In combination with other cards, such as Fire bolt or Fahrenheit, I can see where this could be overpowered, but I think that those would be the exception, since most of the decks that utilize those don't rely on growth, or often creatures, for that matter. Besides, fire is all about laying on the damage fast, since they often take damage pretty fast, too.
About the immolate one, guardian angel (unupgraded) has 6 health for 2 light, I think. That's 54 quantum per cremation. Elite Armajio has 30 health for 5 gravity. That's 270 fire quantum per cremation. In other words, Elite armajio + Cremation + Fire Lances = you're dead. Possibly in two turns.
But those aren't fire types. The bonus for health only applies for fire creatures. Otherwise, it does what it currently does. Also, if you sacrifice a fire type, you don't get the one of each type bonus, just the fire boost. I thought that one through, like you did, so I say limit it to fire creatures only, since the highest creature (barring a grown golem) only has three health.
How hard that would be to program, I don't know. I'm not much of a programmer, but I don't see it being that hard.
*I sort of realized that if you combine this with Plate Mail or Blessing, it does produce the same overwhelming effect. If this could be avoided somehow, then it would be a valid idea. Until then, it would be too powerful.
4) Emerald/Jade Shield:
Right now, it's basically a souped-up Reflective shield. I say, let the Reflective shield take the defense boost of this shield, and turn Emerald/Jade shield to "Blocks 1 damage, and heals you and your creatures for +1/+2 each turn." Maybe change the name too.
5) Steel Golem:
I like adding the skill "
Construct: (1 earth) add +0/+2 to Steel Golem." Perhaps add this skill to the Graviton Mercenary/Guard, the Stone/Basalt dragon, or perhaps only to the evolved sets.
6) Cockatrice:
Add a skill: "
Petrify: (1 dark) Puts the target creature into stasis for one turn." Basically, it stops the creature from missing its next attack. You might say, "That's too cheap!' but consider that
devour is only one gravity, and it permanently removes the creature.
7) Deja vu:
Let the
Deja vu'd Deja vu keep the
Deja vu skill (the original still loses it, though). It only does one damage. Even with Blessings, it still isn't that great. Maybe up the initial card cost by one time, but otherwise it's just a fodder card, and there are better options for fodder.
Deja Vu IS cheap, blessingx3 is +9/+9, now use Deja Vu a couple of times, bam KO.
Yes, but only the latest version of Deja Vu gets copied. Do anything to it, and all the future versions suffer. Or rewind it, and it loses all of its bonuses. And since the old version loses the
Deja Vu skill, you only get one copy per turn. I will grant you that it is cheap, but no cheaper than Blessing/
Dive. But it is also blockable and stoppable. Maybe only give the elite version this modification (You can drop it to 1/1 if you think 2/2 is too much), and leave the regular version as is.
8 ) Devour:
Increase the cost to two gravity. It is a very powerful skill, and being able to use it for only one gravity, I think it is a bit much.
New Cards:
1) A permanent card that acts as a purify, removing poison after every turn. Probably give it a 2 water cost to activate it. Or, maybe make it drain 2 water every turn whether you want it to or not. Or, maybe make it drain two water every turn, and it removes all negative effects from you and your creatures. Or maybe just poison/infection. Call it "Fountain of Youth"
2) Please,
please, something that can counter immaterial status. A card, or a skill, or something. Perhaps change Immaterial to be that creature skills cannot affect them, but spell cards can. Or maybe something like
Paradox that destroys immortal creatures and only immortal creatures. It's just that being completely unable to target creatures is really annoying, even if you own the creature, because you can't do anything good to it.
Or, and here's a thought I just came up with and like a lot, change immaterial beings so that they can no longer use their own abilities. When they are made immortal, effectively lobotomize them as well. That will stop Anubis and Quintessence from being overpowered.
The immaterial lobo, that's plain ridiculous. Lobo a creature that's been immortalized? That kills the point, immaterial creatures are easy to block: bonewall, phase shield, gravity shield, out healing there damage.
So, you're saying that an immortal Graviton Fire Eater, or Fire Spirit, or maybe Firefly Queen/Emp. bond with Anubis, or, say, a Ruby Dragon given Momentum and then made immortal, is
not overpowered? Sorry, I don't see it. Lobotomizing them keeps them in check.
I also forgot initially to mention that my preferred method would be to simply limit the number of turns something is immortal. Three turns seems like a good amount to me.
I think that's it for now. As I play with the new cards some, I might come up with more.
Now if you'll excuse me, I'm going to go make that immortal, unstoppable Ruby Dragon deck.