TASK I - Completed.
Battle Prowess - The ArenaDeck:
Turn the Tables (
http://elementscommunity.org/forum/index.php/topic,29172.msg398195#msg398195)
Plat Rings:
Same score:
Silver Rings:
Score:
Bronze Rings:
Score:
TASK II - Completed.
Card Design - ShardsShard of Curiosity (
http://elementscommunity.org/forum/index.php/topic,28846.msg398236#msg398236)
Shard of Control by powdergame99 (
http://elementscommunity.org/forum/index.php/topic,28846.msg394133#msg394133)
First impression: The ability needs some clarification. As is, it seems it would allow you to stop enemy creatures from attacking at all, which is too powerful as a repeatable ability.
Zanz has stated that the new shards are going to function with all elements, but each be optimal for one particular element. Currently the SoC only works if you have darkness quanta, so it'd be nice to rework it so that it better fits what Zanz wants. Perhaps remove the darkness ability cost, and add a secondary effect that only applies to darkness creatures (though it can be hard to fit additional effects in without making the card too complicated). Alternately you could try to rework the main ability so that it benefits from being in a darkness deck, such as allowing additional uses of the ability if you have a darkness mark.
When comparing this shard to some of the cards already in game, Sundial and Warden both come to mind. To help balance the Shard's ability and to make sure it's not too similar to cards already in the game, we can compare it to both of those.
Minor decreases in power (such as limiting the ability to only one creature per round, or making the card temporary) would tend to make it too similar to the Sundial and Warden. Perhaps some sort of "lateral" change, such as making it affect your own creatures instead? That's a bit too niche by itself, but it leaves room for other abilities. If it could prevent your creature from attacking but somehow "save up" that attack, that would have a lot of nice implications for OTK'ing to bypass healing or dangerous shields.
Shard of Detachment by majofa (
http://elementscommunity.org/forum/index.php/topic,28846.msg394227#msg394227)
I like this card. It's fun (and very powerful). When I first started brainstorming about creating a Darkness shard for trials, the only reason I didn't create a card like this myself was that I saw you beat me to the punch. I was thinking it might benefit from being aimed more towards creature abilities rather than perms, since darkness already has steal. Just to throw out an alternative, you could have it act closer to a SoR, which you play on a creature, and when it's played pick another creature's ability to steal?
The one area I think could be improved is the shard's connection to Darkness. As is it's not too bad, but Zanz has indicated that the new shards will work with any element, and simply work better with their own. Making the new ability cost
to use means that, especially for the unupped version, it's not really useful if you don't have
quanta, while at the same time it still works fine in a rainbow. The upped version can at least act as soft PC. I think the goal would be to allow it to fulfill it's primary function in any element's deck, but to simply do a better job if you are using a Darkness heavy deck. Some ideas toward that end:
- Have the stolen abilities always cost the same as your mark, or free with mark of Darkness. (makes it more powerful, so it might not be the best solution unless the shard was already nerfed by being restricted to creatures or some such.)
- Have both versions steal the ability, and differentiate upped and unupped some other way (perhaps have the ability cost change to a set 2
, and only 1
upped?)
Anyway, those are my thoughts. Good luck in the competition majofa!
Shard of Modesty by Gumbeh (
http://elementscommunity.org/forum/index.php/topic,28846.msg394283#msg394283)
I can appreciate what you're trying to do, but this card strikes me as pretty UP. We already have cloak for mass protection, and the Liquid Shadow/Acceleration focus seems too narrow a niche. Just having additional high hp creatures in your deck would probably be better than using this card + low hp creatures. Some brainstorming on how to buff the ability:
- Make the healing effect work regardless of cloaking, but with a further bonus if cloaked. This is the most important change imo, as it makes this shard more available to other elements.
- Possibly increase the base healing effect to something like 3 (5 if cloaked). This helps it counter plague, fireshield, etc.
- Alternately, make the amount healed a percentage of total health instead of a set number. This gives the card some potential synergies with voodoo, grav pull, basilisk blood, Armadilgo, etc.
- Another possibility: What if the healing could increase the creature's max health? That way if your opponent doesn't kill your creatures quickly, they'll become too hard to kill.
Hope this was at least a little bit helpful.
Good luck in the competition Gumbeh!
Shard of Fear by Rainbowninja (
http://elementscommunity.org/forum/index.php/topic,28846.msg394482#msg394482)
(Note: Rainbowninja appears to have completely changed his shard since this review.)
I assume this stops lowering attack at 0? An interesting form of soft CC, the effect fits the concept nicely. I almost think it's underpowered at the moment though. It could theoretically deal with high attack creatures nicely, but it would require lots of
to do so, and in the critical early game it will often lower the attack by less; maybe 5 or so I'm guessing. late game it can easily drain even the most powerful creatures to 0, but I'm not sure how well that compensates for it's inability to stop creatures with abilities. It might be worthy of a small buff or cost reduction
It's my understanding that Zanz wants all the shards to be neutral, and simply work better if used by the appropriate element. Perhaps it could drain either 5 attack or an amount = to their
, whichever is higher? That way it'd work for all elements but better for Darkness focused decks.
Lastly it needs to have some sort of difference between the normal and upped versions. That could just be a lowered cost for the upped, or something unusual like if the upped version gives you
equal to the amount of attack it drains.
Hope some of this was helpful, and good luck in the competition!
Shard of Humility by Terrilocks (
http://elementscommunity.org/forum/index.php/topic,28846.msg394671#msg394671)
One quick note: If this cards remains "in play" it should just be made a permanent, rather than a spell.
Personally, I think this might work better as a single target effect. You would make a particularly obnoxious creature vulnerable, without completely countering all protection. It's use is very niche, which means that it's not too terribly powerful and you could add in some sort of additional effect without breaking the balance. If you add something that improves the usefulness of the card in Darkness decks, that might make the Shard better fit Zanz's template for new shards (useable for all elements, better for one). Perhaps the shard gives the option to either remove protection from a card
or add some buff to a darkness card? That way it performs it's main function no matter what deck you're using, but if you've got it in a darkness deck it gives you additional options.
Shard of Caution by Pkmn337 (
http://elementscommunity.org/forum/index.php/topic,28846.msg396314#msg396314)
Considering the large amount of creature control in this game, an additional anti-CC card like this could definitely be worth adding. This shard is comparable to cloak. While it's less effective, it doesn't disappear after a few turns either. It also should probably work for non-darkness creatures, otherwise it doesn't really function as a neutral card at all. Perhaps just make the ability stronger for darkness cards?
While the cost for "other" cards is generally slightly higher due to the ease of acquiring random quanta, I think you could still lower the cost by a point or two and be balanced. Cloak costs 4 normal and 3 upped, and I think the effects are close enough to cost about the same. I'd say multiply the cost of cloak by 1.5 since SoC uses random quantum, and use 5|6 as the final costs. Final note: I like the way you differentiate between the upped and normal versions. Having actual mechanical differences is much more interesting than just changing cost.
Good job Pkmn337, and good luck in the competition.
TASK III- Completed.
DeckbuildingProvide constructive criticism to six Deck Help (
http://elementscommunity.org/forum/index.php/board,56.0.html) posts:
Vampire power (entropy/darkness AI3) (
http://elementscommunity.org/forum/index.php/topic,26622.msg399879#msg399879)
Want to reduce my Deathstalker/Nightfall deck size. (
http://elementscommunity.org/forum/index.php/topic,25600.msg400396#msg400396)
Darkness - Earth Quantum Denial (
http://elementscommunity.org/forum/index.php/topic,25153.msg400451#msg400451)
Unup Pvp Anti Rush-Rush Darkness/Grav (
http://elementscommunity.org/forum/index.php/topic,27619.msg400558#msg400558)
Help with darkness deck (
http://elementscommunity.org/forum/index.php/topic,27440.msg400578#msg400578)
Accelered Voodoo Dolls (
http://elementscommunity.org/forum/index.php/topic,29009.msg400618#msg400618)