Quantum Locket is about the best it can get. Nothing to improve there.
- only thing that could be altered is changing from "target element", a mechanic which does not yet exist, to 'target card's element', which is more practical until targeting quanta symbols in the pool is permitted.
Amulet and Talisman... well, we could talk about them.
- i think changing the number of turns which they are active, the amount of quanta they produce each turn, and possibly changing/removing their cost may boost their usefulness
Gift is nice, but I don't know if it would really benefit the game. It's debatable.
- as is, it is confined as a water card, but it may be possible to change the name to remove the water theme and come up with another name which could fit all elements to cost [set element] and gain [set element] and [variable element]
Primal Quantum is pretty much broken however you put it... maybe increasing its cost would work, I dunno.
- i dont think it is as powerful as you think, after 6 turns it only produces 7 more quanta than a tower in its place, i dont feel that is terribly powerful in the short term, in the long term it gains steam, but that is fixable by potentially limited the number of copies it can make before it goes away- some other alterations could be made like making it a 6
cost spell instead of a permanent, which will produce one pillar/tower per turn over 5 turns.
Refractor, now, that's something we could definitely improve.
- i agree, something as simple as lowering the cost and/or limiting the number of uses, maybe making the ability cost be a pseudo quanta other than 'random' would make it fit better
Lotus we should come up with a better theme and balance it a bit.
- generating 1 quantum after putting a card into play is in a way reducing the cost of all cards by 1, which im not sure is possible to balance unless it is limited to one distinct element and wouldnt always function, but considering gecko (
http://elementscommunity.org/forum/index.php/topic,14693.0.html) didnt make it out of level 1 because it confused people, i dont have much hopes for round 2.
Pools and Fonts are debatably broken to the core.
- charging is an interesting concept, but it would be difficult to find a way to make it balanced and worthwhile.
I don't see Jewel being in the game, really, nor Magpie. I may be mistaken, but I don't really think they're good enough. :/
-i agree, these are probably the weakest generators of the bunch. magpie is fun, however, but doesnt fit our needs here.
Invigorate, on the other hand, with a better theme and a good balance...
- yeah its a bit of a toughy trying to come up with a reason for your pillars to generate quantum now-now, i tried to stay away from it being a
card, but the only other element that seemed to make sense was