TASK I
Battle Prowess - The ArenaComplete.The Laughing Stones (
http://elementscommunity.org/forum/index.php/topic,29353.0.html)
Hover over cards for details, click for permalink
58r 58r 58r 58r 594 594 596 596 5aa 5aa 5c9 5c9 5c9 5c9 6rq 6rq 6rq 6rq 778 778 778 778 778 778 778 778 778 778 77a 77a 8pn
Victory:
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Victory:
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Victory:
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TASK II
Card Design - ShardsComplete.Shard :
http://elementscommunity.org/forum/index.php/topic,28846.msg397618#msg397618Shard Critique:
Shard of Perserverance (
http://elementscommunity.org/forum/index.php/topic,28846.msg396233#msg396233) - An interesting card, especially when combined with wardens - this shows potential for making certain monos a lot stronger, possible examples being
and
(think about Scorpions.) As of now, it looks too cheap for it's current form.
Possible changes:
- Lower the buff - I think it might be fair to change the buff to just HP or just attack - it makes the card less lethal with numerous weak creatures by limiting it to attack-buff creatures (e.g. Scorpions, Wardens) or HP-buff creatures (e.g. Sparks, Scarabs, Otyughs)
- Increase card cost - possibly 6
| 5
considering that this is comparable to a portable growth, and most growing creatures use two elements.
- Make the effect target the
highest attack creature instead - this will still help cards that are vulnerable (e.g. Lava Golem), and supports cards like Massive Dragon (e.g. w/Acceleration), and the damage buff remains the same.
- Make the effect not stacking - it's helpful, but I feel this damages the intent of the card. Try not to do it before considering the other changes.
Shard of Perfection (
http://elementscommunity.org/forum/index.php/topic,28846.msg398046#msg398046)
I remember a similar card made in CI&A that had a more powerful effect (500 HP would win you the game), but it didn't include Immaterial or the +Electrum effect. While it doesn't add anything to the metagame itself, it's still a fun idea to design around and would benefit a grinding stall deck. (With Shard of Divinity aligning itself to
, this seems to complement it very well, considering Earth/Light stall decks like The Immortal.)
It really couldn't be changed much - the concept makes the card relatively cheap and fun, but situational, which feels a bit off-place from the current shards, whose effects are pretty lethal or just plain annoying, even by themselves. In contrast, this card relies on at least 4-5 cards to get the necessary HP boost to have an impact, and only 2 cards can actually synchronize with it's purpose, which leaves gives me a somewhat narrow feeling in terms of deck possibilities.
Overall, I definitely like the idea, but the Shard theme feels off. I can definitely see it an ingame card though.
Shard of Philomathy (
http://elementscommunity.org/forum/index.php/topic,28846.msg397991#msg397991)
I first looked at this card, and the two elements that came to my mind were Fire and Time. The theme is pretty far from Earth - the closest connection I could make was a volcano or desert - it's true that Earth resides in those places, but looking at the cards in this game (e.g. Phoenix and Dune Scorpion), those places wield the essence of Fire and Time.
The triple-hit mechanic is always an interesting thing to work with, but it's also complicated and sometimes unwieldy. With this card, you're basically giving your opponent 3 | 2 random quantum and dealing 3 damage at the same time - all on different turns. This makes it slow, and I would probably take a different card in my deck instead if I was looking for a source of denial or damage.
Suggestions:
-Increase the cost a bit (perhaps to 2-3
), and then remove the effect that gives your opponent quantum - that just seems to get in the way. By having only the two offensive effects there, you'll get something along the lines of a steady anti-pendulum.
-If you want to change 1 of the effects, I would suggest an effect that reveals the opposing player's hand. Philomathy is a love for learning, and knowledge is power, as they always say.
And an unrelated CO comment : be sure to fix your card image!
Shard of Prudence (
http://elementscommunity.org/forum/index.php/topic,28846.msg398124#msg398124)
Clearly a lockdown card, designed to work with cards such as Earthquake, Pulverizer, and Nightmare.
It feels too tilted towards Earth though. I'm not exactly sure how to put it, but this seems to achieve an effect that would be the inverse of Holy Flash, which is a killer against 1 element and relatively useless everywhere else. This favors one element a lot, and pretty much hurts every element but it's own. Another accurate comparison would be Shard of Sacrifice, which is possibly an even worse case - Sacrifice only grows stronger with it's favored element, while Prudence at least has a weakness in the form of it's favored element.
I would water down the effect a bit - either increase the limit for all players to 2, or give Earth elementals the ability to play 2 cards only. For now, it's a bit one-sided. Increasing the cost slightly might also be a good idea, depending on what changes you make.
Shard of Endurance (
http://elementscommunity.org/forum/index.php/topic,28846.msg397671#msg397671)
To summarize, this is an instant Stone Skin that inflicts 5 uncurable poison each turn.
Overall, it defeats itself pretty quickly, and I really don't get much of an Earth vibe from this card - I would imagine an Earth defense to be much more durable and long lasting, unless the concept it's being based on is erosion of rock. It's quicker than Stone Skin, but I'm not sure if it could fit a niche that Earth already has - rush and dominantion decks wouldn't want to use it because it would hurt them in the long run and it hurts more than it helps in stall decks.
I would keep the healing theme, but try to make it more Earth focused or find a way to modify the effect so that it does not overlap with other cards currently in game. In terms of balancing, lowering the healing and the self-inflicted damage might be a good idea, as well as changing the damage to poison to give Purify some more merit.
Shard of Fortitude (
http://elementscommunity.org/forum/index.php/topic,28846.msg398388#msg398388)
Hmmm, SoG and Emphatic Bond combined for an Earth elemental? Interesting.
This is very helpful for a mono-earth stall, and can replace the SoGs (especially after their nerf), but it costs slightly more in that respect and thus it's still a solid-looking submission that at the same time wouldn't disrupt too many popular decks out there. I can imagine some new Life and Earth combos with this and Mitosis - Antlion and Gnome Gemrider seem like potential candidates for this type of deck - Antlions could synchronize with Adrenaline, while Gemriders could power up Stone Skin.
In terms of change, it doesn't need much - some might complain that it's redundant with other healing cards like Emphatic Bond, Sanctuary, and of course SoG, but considering that the card base is increasing and that every Element will expand on healing at some point, I see it as just fine.
So while it just seems like another regeneration card at first, when you think about the big picture this card can shine. Good job.
TASK III
DeckbuildingComplete.