Let me check this.
Yes, the new trainer version gives me the cards when I click button. Curiously, and I dunno if its on purpose, the rare cards (weapons, squid, pharaoh, but not miracle) I got 12 unupped and 12 upped.
Now that shards are in elements (and I still think we could get different names / images for them), a few considerations about the new shards.
- Entropy Shard is supposed to be a rainbow card. Now that it costs entropy quanta, the fact it generates an entropy card is a bad thing. Should we remove this?
- Death Shard, on the other hand, looks perfect for a mono. But I think Death has already good rush and stall skills. I would go with removing all the quanta. The cost can be low, because you also pay the health.
- Gravity Shard is still broken. 6 and 4 are a low cost. Cant it be like 7 and 6? I know it starts as 0/1, but there are other creatures you can remove with CC that dont have all that bad effect for the opponent and arent almost protected after the 1st use, and cost more quanta. I really think it should cost more. The way it is, its still something to have in every deck with gravity quanta. You should risk a bit more of your resources for something that, if not insta-killed, would have a big effect.
- Earth shard is almost useless and dont deserve to be a rare, I think. What about design a new card? We could still have a shard golem card that removes your shards and creates a creature (if not removing the shard theme once and for all, which would be great).
- Life shard is also not powerful enough. Sanctuary heals you more (unless you mark is Life) and protect you quanta. How about remove the element related effect, and let it heal everyone 5?
- Fire shard looks good. If we are going to remove other element related effects, this one could go as well. 3 cards to everyone.
- Water shard will be now one of the most powerful. I imagine RoL Hope with RoLs that are hard to remove and can grow to OHKO Ferox. And I like the side effect, because its in fact an interaction with Flooding instead of a free mark based thing. A must have in the FGs Killer decks that will come.
- Light shard: I would also remove the light effect and heal everyone 24, or maybe return it to 20.
- Air shard: I dont know enough about this card to say much, but cost looks cheap.
- Time shard: I would go with 1 skill use for every creature (all elements) for each shard, just like it was in the original idea. Strange thing this more than ready effect. If I remember well, the problem was combined with Dive. Anyway, I would prefer something that could give "readiness" for creatures from other elements too, even if its possible just 1 use per turn (shards beyond the first on the same creature would have no effect).
- Darkness shard: again, remove the element effect and let it work for 3 HP for everyone. Maybe even 4, its a weak card.
- Aether shard is ok, but I dislike the immortal part of the effect. Spell damage, which is an interesting mechanic, not only uses aether quanta, its almost restricted to aether.
About the other cards.
- Graviton Mercenary: isnt the upgraded version a bit too strong compared to the unupgraded, getting both reduced cost and better stats? Dunno, I think I would go 5/7 for 3 quanta.
- Dry Spell: liked the new upgraded version. What does "remove invisibility" means? Removes immortal status? Removes Cloak?
- Salvagers: are they really supposed to be THIS cheap? Upgraded PA costs 1 (2 unupgraded), both salvagers will cost 1 unupgraded?!? Renewable permanent protection should cost, I think, at least 5 quanta, and not have enough stats to be a good attacker, like this Phase Salvager. I would opt for like 4 quanta cost (a little cheaper because it requires another card) for 3/0 (upgraded) and 1/0. Should be used because of the effect, not having attack higher than cards like Abyss / Blue Crawler, and even less being playable by every element using a Nova. Graviton Salvager stats are ok (considering the high HP for being Gravity) to a cost of 5. Salvagers costing 1 is crazy.