What about an increasing maintain cost sounds?
Like
Dim shield 2 ![Aether :aether](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/aether18x18.png)
(Same effect)
(No turn limits)
(At the end of your turn drain 1
plus 1
per turn the shield is on the field, if it can't drain this much, destroy the shield, click to dismiss.)
(So it cost 8:aether for 3 turns, might last for the fourth turn for 12
even 5th for 17
, but can be destroyed if some sudden QC like DBH comes into play.)
How about turning Dim Shield into a "maintained spell" like flooding? That would make 6 dims a waste against decks that don't pack much PC, and would make deflagging dims easier.
So 1 Dim Shield would protect for indefinite turns? No thanks.
I feel this version changes the card too much for my taste, especially in regards to altering its ability to go in other decks - this version seems very easy to use as a cheap 1-turn rainbow splash for 4
![Aether :aether](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/aether18x18.png)
. The potential to chain >3 turn shields also sounds like it has the potential to be more frustrating in a well-constructed mono aether than the current static timer shield, since you only have to pay 4
![Aether :aether](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/aether18x18.png)
to initially play the shield and then can manage its upkeep over turns, chaining only when the previous upkeep becomes too large.
IMHO, this card does not need a nerf. Sure, it's strong, but as other users have said they're only really strong in numbers, and that's not accounting for what happens on the field; 1 Dimshield without support will block damage for a while, but fail to maintain the chain and chances are you'll get hurt by something you were trying badly to avoid. Unlike SoFo (which is broken), Dimshield alone can only stall for 3 turns - it does not have the potential capacity to 'remove' any cards from the field (which some other shields are fully capable of doing simply due to large DR vs. weenies or other effects like Fire Shield's ability), nor can it protect itself from counters without the use of Protect Artifact (which does not solve everything), and it's timer forces players to weigh when they have to play it, whereas other cards like Graboid can usually be played ASAP if your have enough quanta.
Also, someone should fix that OP title. "sheilds" aren't a card type, if I remember correctly. =P