Regarding SoSac - to be fair, you need to play Pocketwatch before SoSac, which means that they either must come out on the same turn. Once SoSac is deployed, Pocketwatch will damage you instead of healing you so it becomes useless on the field for a few turns which means your opponent can PC it in that time unless you run Protect Artifact.
I like the idea, but not the implemtentation as is now. i'd suggest draining more and more each turn, but giving you more healing when sacrificied.
The current issue with the card is that risk outweighs the reward. Additional draining would only increase the risk further than the healing could compensate for unless it healed a very large amount.
IMO this card should heal not only when sacraficed, but also when destroyed by the enemy.
Nice synergy with sosac though, just very vulnerable to pc.
One idea i have is making it increase max like sod, instead of just healing you.
IMHO, the PC becomes an important balancing factor so the card, since you can't simply abuse with it SoSac without having your opponent steal/remove it (and by extension all the HP you stored in it)
The SoD seems like a good idea, but for some reason I don't think it is the right way to go with this card (it seems like it will make the healing harder to balance against the drain, when I can just increase the healing instead for more equal/slight beneficial tradeoff)
Also, I see people have been voting that this card heal
less than 20 HP, even when it is weaker than Heal. I understand that
does have a lot of healing (the most out of all the elements, in fact), but that isn't as much of an issue seeing how I could change the card to fit a different element. Is this card really too powerful in it's current form?