Task 1:Complete!Deck: Monks vs. Arena (
http://elementscommunity.org/forum/index.php/topic,29343.msg400212#msg400212)
Task 2:Complete!Shard: Shard of Chastity (
http://elementscommunity.org/forum/index.php/topic,28846.msg398439#msg398439)
Critiques:jmdt - Shard of Elusivity (
http://elementscommunity.org/forum/index.php/topic,28846.msg398155#msg398155)
I like the idea that you are going for, the ability for air to be able to protect its creatures. I just think the shard lacks some, uniqueness and that tilt towards any one element.
First of all, it gives temporary immortality to all airborne creatures. Airborne. Not air. This in of itself leads to both its flexibility and I feel its first downfall. A great many creatures are airborne, and it is simple to create a deck not anything at all to do with air, and make this viable. Vampires, Dragons, Flying Weapons (however, still using an air card), Scarabs, Phoenix, Spirits, etc. In creating a shard bent towards one element, I feel it fails.
Secondly, it does not have a solid place to be used. Look at cloak. It lasts 3 turns, makes your moves invisible, protects your creatures from single target abilities, and costs 4/3 darkness. This shard only lasts 2 turns, only works for airborne creatures, your moves are still in plain sight, protects your creatures from any spell, and costs 8/6 quanta. If I wanted mass creature protection, looking at these two cards I would go with cloak. The only way I could use this shard would be in a rainbow flying deck, which shows that is does not lean towards air enough.
To modify this card, I would either lower the cost to something like 5/4, increase the duration based on air creatures, make it unable to be destroyed itself… or something else I have not thought upon.
1world24 - Shard of Honor (
http://elementscommunity.org/forum/index.php/topic,28846.msg398288#msg398288)
Question: Does the creature with command also get the 1/1 for being its creature type? So does it get +2/+2 and all other creatures of the same type get +1/+1? Or is it exclusive to “Other creatures get +1/+1? I will assume it is the later (other creatures get +1/+1, not itself)
At first glance, this card is too good. Let us look at other buff cards. Blessing gives 1 creature +3/+3 for 3 light. This card is on par with blessing when you have 3 creatures out (easy enough to do) and even better after that. Momentum gives +1/+1 and goes through shields for 2 gravity. No shield and this card is better. 2-3 creatures and any shield, and this card is still better. Chaos Seed gives +1-5/+1-5. This gives a for sure +2/1, and with 2 more creatures (like with blessing) this card is on par if not better. For 3 quanta, this would unbalance most other buff cards. Yes, this card is really, too good.
Let’s think about spark. Spark + fractal + this card. Now you have a lot of free, high hitting creatures. Add quintessence to that mix to keep your commander alive and that’s it. An un-upped fractal phoenix deck with no drawbacks.
This shard also does not lean towards any specific element. It is good with air, but also with aether, life, fire, etc. This could even make air worse off, being it might be better for other elements.
I would take out the HP that this gives with command. I would give air a lean, Air get that HP perhaps. Dragonfly swarms? I would increase the cost to 4 or 5. Then it might be more balanced.
willng3 - Shard of Fortitude (
http://elementscommunity.org/forum/index.php/topic,28846.msg398388#msg398388)
I like the idea of earth being able to increase its max HP. It fits for earth and makes earth unique (let’s see if Light does get divinity). This shard would give that ability to all other elements, but would still be used 90% in earth-marked decks.
Now, here is where things go south. As with divinity, I would assume your current HP would also be increased by the same amount as your max. So now we have a Empathic Bond for any element, that is better than Empathic Bond. Heals stop at 100, this one does not. We also see that we have a Gratitude when using the earth mark, but this one is max HP. Again, always heals, even at 100. Now the argument that it stops at 500 is invalid. That is 7 turns away with 6 shards out, and earth mark and 5 creatures. Most games you will be lucky to hit 200 max HP.
Just on the flip side, say this does not raise your current HP. Then you would need to pair with healing to make it effective (which earth has none) leading to a stall healing deck (which uses few creatures). Would be almost useless if that was the case.
Take away the creature portion, and it would not overshadow Empathic Bond. Take away the increasing of max HP and it would be just a conditional Gratitude. Those are my two concerns, but I cannot think of a good way to nudge this shard without making it totally different. Perhaps the heal from the earth mark does not increase max HP. Still feels too close to Gcalindu221 - Shard of self-respect (
http://elementscommunity.org/forum/index.php/topic,28846.msg399520#msg399520)
I really like this idea for a shard or for any card in general. Healing, though not overpowered by any means, can hit a critical mass and make your opponent invulnerable. Limiting the use of healing on demand could be a solid specific counter card. If your opponent has no healing in his deck, your card is then worthless. I like how it disallows the play of a specific type of card, like a directed silence. Such a mechanic could perforate into other sister cards nicely.
Now the places I feel it lacks. There are only a handful of card in which would be directly hit, namely Heal, Miracle, and the other direct healing spells. If the ability vampire was considered a healing card, it could help against mass vampires. Beyond those, the other problematic healing cards are persistent healing. Shard of Gratitude, vampire, sanctuary. This card would disallow the placement of these cards, but could not do anything after placement. This might be its weakness, and its balance point. Play before the healing cards come out to lock them out.
Being as such, this card might be slightly underpowered, being as it is directed towards one game mechanic and becomes only good against direct healing all game long. The shard also does not have a tilt towards any one element, which would have been nice to see. I would propose a change like “your opponent cannot gain HP for 2/3 turns”. Or even “no one can gain HP for 2/3 turns.” That would turn off all healing, even from persistent effects. Or you could even go “no one can gain HP [from non-darkness cards] for 2 turns” giving it that tilt when upgraded to truly help one element.
nilsieboy - Shard of Freedom (
http://elementscommunity.org/forum/index.php/topic,28846.msg399541#msg399541)
This shard is something I would like to see in the game. It will help cure all creatures of their afflictions (poison, gravity pull, etc.) but also can be used as an offensive card, stripping the good status effects from your opponent’s creatures. I like the lean put towards gravity, making it the ‘gravity’ shard.
As criticism, I feel the lean is too minimal. 4 HP, 5 if gravity would give it only a few more HP if in a gravity-marked deck. Cutting the healing to only occur in a gravity-marked deck would be more what I would think a proper lean would be. There is also the concern of immortal creatures. I like the idea of keeping them immune to this card, being as we should not make cards to trump ‘trump’ cards, causing a vicious cycle of ‘improved immortality’ then ‘can take off improved immortality’. Your goal might have included being able to deal with immortal creatures, so my take of this might conflict with your intentions.
I propose only two small tweaks. First, if it would only heal when using the gravity mark, it would keep the lean huge for gravity. It is still a good card in other decks and its effect can be used for a lot of different purposes (don’t like your chimera having gravity pull? Shard of Freedom!) Second, I would have it heal all creatures 5 HP. This would expand its uses without making it overpowered. Only a handful of situations do creatures lose HP but not die, and this would be an answer in such situations, as well as removing status effects.
PhantomoftheOpera - Shard of Chastity (
http://elementscommunity.org/forum/index.php/topic,28846.msg400195#msg400195)
When I saw this shard, I had to comment on it. I love it. It solves the same problem/causes the same play as the shard I have created. Problem: There is no soft counter to abilities. My shard tacked it by attacking the quanta of the player. This shard tackles it by locking out the ability + the creature for a while. It allows for some great play response, which is fantastic to have in a card game.
Abilities on permanents would most likely be used anyway, than locked out. The shard lasts 3 turns, the lockout is 3 turns, so best to use them once more then suffer the lock-out period. New permanents during this shard’s life could be played after the shard dies or, if they are important enough, played and used during the shard, granting the same lockout period. Creatures needed for their damage output would be “optionally silenced”. The player has to weigh if the creature’s attack for 3 turns is worth more than their ability once. Very well balanced.
The only thing I would change is what it gains when it is upgraded. I think making it permanent for 3 water a turn is not worth the upgrade. I think keeping it 3 turns, but making the target be congealed would me a good upgrade, or making it cost less would be worthy. Most PvP games last only a dozen turns or so, and against a false god playing 3-4 of these would be enough. The non-freezing of water creatures is plenty a lean, the persistent effect just seems inefficient to what you are going towards.
Task 3:Complete!
Last spot reserved (before someone posts some silly comment and makes me even further down in this post)
Edit (7/26): Geez, that one took my whole evening. Only... pfft, 30 hours to go!
Edit2 (7/27): I am so glad we have the weekend to work on this. I don't know how all you guys busted this all out so fast!
Edit3 (7/28): Hmmm... almost half way there. Good luck other challengers! When do you think our master will show up?
Edit4 (7/31): Trash... the first task took all my weekend. That's what I get for using a computer that barely runs this game... 5 min for a 15 turn game.... soo slow. I need my good computer back.
Edit5 (8/1, 9pm): Task 2 done now. Now I just have to post all of my typed up comments into the right threads for deck help, add the images and we should be a go for Round 1!
Edit6 (8/1, 11:30pm): 2.5 hours to go, and I am complete! (I hope everything is correct >.<) Well, no time to fret, I am out of time personally and till the deadline. I hope our other life brothers complete everything as well. I want to see a good ole' fight till the bitter end!