Battle Prowess: Complete? [4/4]
Deck:
http://elementscommunity.org/forum/index.php/topic,29164.html /facepalm my deck was invalid.
Take no/little note of these. I used an illegal deck for these.
Bronze:
Silver:
Gold:
Legit ones:
Bronze (done):
Silver(done):
Gold: (done): This was done with Oracle help (pet) is it legal?
Nearly forgot:
Score:
Shard Revolution: Complete [7/7]
My Shard:
http://elementscommunity.org/forum/index.php/topic,28846.msg398377#msg398377Shard Reviews:
1.
Shard of Strength (
http://elementscommunity.org/forum/index.php/topic,28846.msg394451#msg394451)
I kinda like this card.
This card at first glance seems useless. I mean you're still dealing the same amount of damage right? But then I realized that it meant that you could effectively use 2 skills a turn instead of 1. This combos well with cards with growth such as Forest Spirit, Lava Golem, and Fire Spirit. You grow the cards faster. Also, it combos well with creatures with dangerous skills such as Maxwell's demon, Mind Flayer, and Fallen Elf.
Another interesting option for this card is to use it like CC. It makes large creatures more vulnerable to CC especially field sweeping CC.
Ex. Shard of Strengthed Abyss Crawler is now killable by Rain of Fire.
Also, it combos well with Fire Shield since creatures will take 2 times the damage. Along the way, it also helps nerf Otyugh. Got an Oty problem? Halve his health with Shard of Strength.
However, it doesn't specifically provide incentive to use solely with Fire. Although it combos well with quite a few fire cards (such as Fire Shield, Lava Golem, Fire Spirit), it doesn't help Fire more than any other element. I recommend adding something along the lines of: "If target card is a fire card you control, its daughter creatures gain +1/+1".
2.
Shard of Determination (
http://elementscommunity.org/forum/index.php/topic,28846.msg394811#msg394811)
I really like this card. It provides a very good counter against gamechangers such as miracle and the upcoming Shard of Sacrifice, and also nerfs SoGs and sanctuary.
Let's examine it:
It combos well with all reusable CC because it causes all creatures to never regain health and so will eventually die to the CC. However, it renders all stalls that take advantage of this CC useless since healing is required to take advantage of reusable CC. Its main place is in the meta-game where it counters stalls pretty hard, but does not add much to a deck. It makes up for that by countering the opponents strategy.
The Fire bonus is confusing and should be better worded. Is it -2 hp per turn or -2 hp as a one time hit? I'm guessing that it's the former, but the wording should be changed to "Cause 2 damage per turn to your opponent if your mark is
. This bonus is very nice incentive to use it in
a quality some other shards in this competition have been lacking.
3.
Shard of Loyalty (
http://elementscommunity.org/forum/index.php/topic,28846.msg394896#msg394896)
This card is an interesting concept. A creature deals extra damage to the opponent before it dies. It is very nice and combos nicely with Fire since most Fire creatures have low hp but high attack, and the upped version has improved synergy with fire by providing that protection to all creatures (as long as they are fire, of course).
The mechanics he proposes however, are different to what the wording implies. The wording seems to say: Once a creature dies, it'll stay alive for one more turn, attack and then die. The mechanics he proposes under the card is: A creature dies and the opponent takes damage equal to the attack. The difference? Damage evasion shields, such as Dimensional Shield or Fog Shield. Under the first condition, a creature may miss his "final stand" but under the second condition, the damage cannot miss. However, the wording is nice as it is, simple and understandable.
This card provides a very nice incentive to use it in a mono-fire deck, so no problems there. All in all, it's a well done submission.
4.
Shard of Courage (
http://elementscommunity.org/forum/index.php/topic,28846.msg395150#msg395150)
I think this is a more interesting submission.
This card is a probablistic version of Acceleration. After some number crunching,
the expected amount of attacks a non-fire creature makes before it dies is around 5 attacks, and the expected amount for fire creatures is around 7 attacks, which makes it viable to be used as a buff. Also, it can be used as CC (which I suspect would be its main use).
As a buff then, it's expected to cause 10 damage before the creature dies (28 if it's a fire card), and don't forget, it causes the creature to die. It may be viable in a rush deck though(and that's pretty nice since Fire has the fastest rush decks).
As CC, it will kill a creature , regardless of hp, in an expected 5 turns and maximum 20 (very low chance though). Key words? Regardless of hp. That's quite overpowered. My colossal dragon has the same chance of dying as your puny little photon.
Let's compare that with other similar buff/hp tradeoff cards:
Rage Potion:
Bigger Attack Boost, and comparable CC potential. The difference is that RP is direct CC and can only be utilised on creatures with <5 hp without being a buff.
Acceleration:
Acceleration gives a higher attack boost and a more predictable life span. Acceleration can leave high hp creatures alive in the end, while shard of courage will probably kill them first.
So IMO, that's why this card is more likely to be used as CC. As such, the "boost" is actually more of a "nerf" because of its mainly CC use.
The attack buff should be raised or the probability of death lowered.
5.
Shard of Assertiveness (
http://elementscommunity.org/forum/index.php/topic,28846.msg397715#msg397715)
This card is fairly interesting.
+20% or 25%(but this 25% is usually used on Fahrenheit) damage for weapons. Unfortunately, I believe that this card is very underpowered. Why?
Let's do some math.
The highest damage weapon is Titan, but it only deals 8 damage when upped.
1.2*8=9.6.
1 Shard of Assertiveness increased damage by 2. Not altogether too impressive. The main benefit of SoA is that it stacks, but even still, who'd take a situational card that helps deal at most 2 more damage even if it's free? (and usually only 1 damage for unupped cards). The only reason people take BLs in immo decks is that it's free
and you can immolate it.
The other problem is similar to why people didn't take luciferin in RoL/Hope decks. It interferes with auto-mulligan, giving you a better chance for a worse draw.
That's why I recommend raising the boosts to +30%/+40%, and raise the cost to 3|2.
The Fire bonus currently is a good incentive to use it solely in
, however, the percentages help higher damage weapons more (like OE and Titan) since 5% is negligable and rarely make any difference.
6.
Shard of Passion (
http://elementscommunity.org/forum/index.php/topic,28846.msg398548#msg398548)
I think this card has a lot of potential, but the wording needs to be changed and mechanics refined.
What I think this card does is that it "resets" a creature back to when it was just summoned, thus undoing things like non-lethal damage, buffs, growth skills and poison, and for Fire creatures, all positive effects remain, and all negative statuses are removed. So if you just rage potioned a 11/7 Lava Golem that's frozen, and then reborn it, it'd be 16/2 and not frozen.
This mechanic is very nice and isn't abusable since it's castable only once per shard. And it's not even a dead card if the opponent has no CC, since it has a small healing per turn effect, although this doesn't fit very well thematically since Fire is about more destruction than healing.
The alternative use of SoP is CC. Eldinis got a huge Forest Spirit he forgot to quint? SoP and it's back to 2/3. Huge creatures that are off element can now be reduced back to how they started without being rewinded, which is why this card thematically belongs in
or
more, but hey, Napalm is known for her attachment to the phoenix side of fire. To change it more thematically fire-y, i'd say that it should give bonus attack to the impassioned creature and scrap the healing per turn, or change the healing per turn into target creature gains the skill
revive.
Deck Help: Complete [6/6]
Deck 1:
http://elementscommunity.org/forum/index.php/topic,28827.msg397622#msg397622Deck 2:
http://elementscommunity.org/forum/index.php/topic,28650.msg398256#msg398256Deck 3:
http://elementscommunity.org/forum/index.php/topic,28337.msg398756#msg398756Deck 4:
http://elementscommunity.org/forum/index.php/topic,25455.msg399349#msg399349Deck 5:
http://elementscommunity.org/forum/index.php/topic,29254.msg399356#msg399356Deck 6:
http://elementscommunity.org/forum/index.php/topic,26509.msg399650#msg399650