In fact, SoG used to cost 2 generic quanta. A common start of T50 decks (those that didnt put farms on) was QT, QT, SoG, SoG, Sog. Then was nerfed to 3. But a great part of the abuse was due to the generic quanta cost. As Life card, it will limit the use of other Life cards, and cant possibly be put into play so quickly using QT. A cost of 3
would probably do it. CCYB bad? Lol? It was a fun deck, which was not broken (never got a really high win ratio, by the way).
Just.. I want to see the shards removed its elemental-love mechanics.
I mean, they are in-elements now, do we really need that parts?
My sugg:
first one can be any element, not only entropy.
up up up the cost(at least 3 to protect against abusing it from just a mark), and also remove death quanta.
cost up and remove giving BH. Additionally make it just remove 2 perms if without damages.
I want completely different one. Current one should be an :other shard.
make it heals 5 to any mark with cost increase to 5|4. (donno, but original SoG was OP as hell(3 quanta for 5 healing).)
make it 2 cards regardless of the mark.
remove the HP buff and relation with flooding.
cost increase, <remove evading effect>or<provide evading for any airbornes>
+20 max HP and +20 current HP for any mark.
-3 max HP AND -3 current HP. make it deals damage at the same time.
make skill cost zero. No ability recharge for any creature.
target creature gain +2|+0 and now deals spell damage. Cannot target immaterials. Cost decrease to 2|1(like Momentum).
I agree a lot with you, choongmyoung. I would like to see the side effects of the shards based on elements removed.
3
for Shard of Sacrifice looks ok, should remove all quanta.
About SoFo, loved the suggestion of giving it 2 PC instead of 3. I also think about remove the BH, but didnt get a good option to limit use. Hmmm, maybe something like that: starts as 0/10, each time skill is used it gets +6/-6. So its almost impossible to eliminate it before 1 use, it would give you 1 PC most times. Then it would be 6/4, giving you some damage (according to opponent shield, however, in this case wouldnt be bad let it have momentum). Then you can keep it as 6/4 (with momentum?) creature, or use for a 2nd PC and have it attacking a last time for 12/0. Its on purpose I suggested 10 HP and -6 (not -5), so it cant have one more charge just by using a Momentum. Of course, a Blessing can be used, etc... But at least requiring more cards and from another elements. Having 1 card destroying 3 for free, and still a BH is too much.
Agreed about
having another shard. Maybe something that can protect your cards, instead of those Salvagers.
About Readiness, I would really like the "ready" effect doable by every creature. Once per turn is good enough. Otherwise the card would be a waste, not really adding to the game.
Same goes with aether shard. The version you have suggested is UP for a shard, could be a normal card.
deidmann, if all the effort put on shards creation was put in creating normal cards, I imagine the game would be much more interesting now. I really doubt shards helped the game evolution.