Okay, I see they aren't strictly better. They're still difficult to balance, though. It will be tough to gauge unless they are actually tested in game.
The Dive could make the dive cost vary depending on the creature's cost.
At first I wrote the one as Dealing 1 damage to opponent and healing 1, plus one for each creature you have in the top and bottom rows. I must have removed the vamp and forgotten that it was the thematic part.
I meant a static bonus, not compounding bonus, although compounding could be interesting as well.
The double attack could say 'attacks one extra time' and stack with Adrenaline.
I meant to write that the one that returns a Pillar can return Monoliths as well, so it can bounce back some other CiP Monolith for you to reuse.
Good point. Adding dive as a temporary activated skill means there would be another balancing variable to manipulate. Would this fit a Monolith or an Obelisk better?
Originally the Darkness obelisk was deal 1, heal 1. It was changed later to remove the redundancy with vampire and drain life.
A temporary bonus seems like a simple enough idea. Assuming a permanent +1|0 is balanced for a monolith what would an equivalent value temporary bonus be? +3|0 for 1 turn? +2|0 with 1 attack decay per turn? something else?
A temporary attack bonus feels like Fire to me. If the Fire Obelisk were given a temporary stat bonus as its skill what should it be?
I think the life idea is a good one. However based upon your other ideas I expect you will soon have a better one for Life.
Now the Time one sounds much better creating some in series synergy. Would it work better as a Monolith or an Obelisk in your opinion? I think Obelisk but I want your opinion.
You become untargetable for 2 turns
Deal 2 damage to target creature (1 if airborne)
Perhaps: Obelisk : Target creature gains Dive [activation cost dependent on creature casting cost]
Obelisk : Heal 1hp per creature that died this turn.
Temporary stat bonus
Target creature is resummoned
Obelisk? : Return target pillar/pendulum/monolith to owners hand [not usable if hand is full]
? (fire probably) Your opponent loses Xhp. You lose Yhp.
Obelisk or Monolith? Draw a new hand.
For temporary Dive, I would say Monolith. If it were to be used each turn, it would be better to simplify things and have it give a creature Dive permanently. Also, it should probably read: target
airborne creature.
While the Darkness drain is redundant, I don't know how many other decent mechanics could be tied to it. It already has some of the most powerful ones - life steal, permanent steal, and quanta steal. Creature steal is still there, I guess. Maybe it could give target creature -1|-0 and then a random creature you control +1|+0? Would be synergistic with Voodoo Doll.
I don't know if I have anything good for Life. The only decent thing I can think of is that it reduces the quantum consumption of the next creature you play this turn by 1
. Maybe also: until your next turn, if the target creature dies, it instead goes back to your hand if there is space.
I'm not sure about how the temporary buffs should be balanced, I'm not very experienced in terms of the metagame. ATK is definitely more valuable than HP I feel, at least until a certain ratio.
Time could be either, I think the difference would be the Monolith being UP (requires another Monolith to be worth it). So Obelisk probably.