Sit primum diem divini judicii
Let the divine judgement of the day begin
Dear Zblader and Mesaprotector, I have a very simple yet serious question; why Light and not another element?
Furthermore, can each of you find and post an interesting synergy between and each one of the other elements seperately (it doesn't need to be the whole deck, just post Light card A + Life card B for example, but explain why this combo/synergy is good)?
Thank you in advance!
Simple answer : Light's the element I started the game with.
Slightly Longer answer : Light fits well with my playstyle and way of thought - I'm someone who likes stall/healing-type decks and like to see the best emerge from the worst. Likewise, Light possesses a variety of cards that never directly interfere with an opponent's plan, but can heal off all damage while you get your own plans off the ground. Light is also an element of investment - cards like Miracle, Guardian Angel, and Crusader may look expensive/impractical/slow in comparison to other counterparts (Heal is cheaper, Frog is more damage efficient, most midhitters don't take 1 turn to fully deploy) but can be very powerful once given the quanta/upgrade/time to set up (Miracle can reverse a game, Archangel is a powerful midhitter, Crusader essentially becomes a more flexible weapon). Overall, I may have setbacks at first but I strive for the best end possible.
Spoiler for Combos (in progress):
- You've all probably heard of blitzed/blessed Wyrms, but what about Sky Blitzed Pegasi? A notable benefit of running an Airborne rush that splashes in Light's Dive creature is that it costs 1 less
to maintain the double attack, which can be important when you're trying to maintain
to pull off a Sky Blitz. (Add in Blessing, and you've got massive damage.)
- Heal thyself while smiting the enemy - I'd say that sounds very fitting of a deck that focuses on Vampire + Blessing or Liquid Shadow + Blessing deck; vampire offers you a creature to bless while Liquid Shadow can act as CC if you're missing the creature/blessing part of the combo.
- Blessed Warden is a strategy that can be an effective control against 'grounded' creatures - if [airborne] push comes to shove, you have all of Earth and Light's stalling power to back it up.
- Blessing + Gravity Shield. Sure, I can bless my own Archangels and Chargers to make them bigger. Sure, I can also make sure your creautres never hit me to begin with. (If your opponent tries to CC their own creatures, heal them back up with Angels.)
- Deja Vu + Luceferin - Deja Vu is a cheap creature that can quickly hit the field and Luceferin is a cheap heal spell that can turn a duplicated Deja into two RoLs. Makes for a great quanta-producing engine as well as one of the more innovative ways to power Hope.
Unupped angel is UU. How could this be fixed? (Via a slight change, and don't make it OP).
Holy light: http://elementscommunity.org/forum/index.php/topic,39386.0.html Which buff and why?
Guardian Angel is UU IMHO due to a lack of offensive power (Archangel is a solid attacker and Rage Potion tends to be used in conjunction with Angel to give it the needed attack power).
By extension raising Guardian Angels' ATK would result in increased use of Guardian Angel.
However raising Angel's attack power directly could result in conflicts with already existing creatures. (Crawler is -technically- balanced, but the meta is always rated by the strongest counterpart of a card [Frog]. while quanta cost seems to be losing value a bit I don't believe it is right to powercreep Angel either.)
I would change unupped angel's Heal to give +1|+0 if it targets itself - this allows Angel to grow over time and eventually build itself up to the level of it's upped counterpart and makes much more viable in a
stall when you have excess quantum since you can grow it into a large attacker. This way, it fits with Light's stalling style while remaining slower than cards like Crawler or Frog, but can be a powerful 'growth' creature in the right decks.
Of all the effects listed on Holy Light thread, I would go for giving the targeted creature Divine Shield (immunity to next effect or attack). This forces an opponent to either waste an extra card to disable the protected card or ignore it entirely, and forces him to think a bit since he has a choice to negate the effect.
Regarding the other suggested effects:
Curing status effects has been done before but is too narrow a buff to make Holy Light viable IMHO - I would rather 'replace' a Frozen/Delayed creature with another creature than draw a Holy Light as a dead card. (Purify is a better answer to Poison)
Cheaper Sanctuary is a redundant effect and would only used to stall a Discord/pest/BH deck for a few turns (Ideally Discord/Pest/BH should retain a speed advantage to compensate for Sanctuary's ability to hard counter them).
% chance to miss seemed viable but Sundial would probably overshadow it.
'Healbolt' was also close to viable but Light already has early game healing (Sanctuary/Luci), late game healing (Miracle), and out-of-element healing support (SoDivinity). (In other words : Light potentially has healing options for the whole game and even in decks that do not fully use light.)
Will you be the general when war comes about, ZBlader?
It ultimately depends on how my schedule decides to roll its dice. I'm definitely willing to be General, as Light could use a victory under it's belt.
Z: How high is your estimated PvP skill? And if you do become Master of Light, will you improve it? (since, you know, we usually see you around CI&A board)
I've got a good hold of deckbuilding and finetuning overall and can hold pretty well against other players - my biggest issues tend to be predicting decks and establishing a solid balance between card copies/quanta base (I generally am a victim of bad draws and tend to add extra quanta sources/key cards as a result.)
I also know my cards well and judge carefully during a match.
If I do become Master of Light, I'd probably not only strive to improve my PvP skills (especially in regards to deckbuilding) but take a much more competitive view of Elements.
Do you think holy light is a war worthy card? Explain and give an example is the answer is yes.
Yes, but its use is somewhat limited. Putting a few in the Vault as extra CC is possible and it can wreck a Darkness/Death player if used properly, but there may be matchups where Luceferin may be more practical instead. There's also the possibility of Voodoo Dolls (and if you lack Angels/Blessing it could be used in decks involving Armagio/Acceleration).
Do you think any other cards in game would fit mechanically/thematically more into light than its current element? Which and why? Should those cards be replaced in that element if they were moved to light?
No, because most of the cards you can elementshift to Light either already build on something it does excellently (e.g. Elementshifting Heal isn't practical when Light has so much healing to begin with) or are subpar in fixing what Light needs (Elementshifted Seraph is possible, but it clashes with most Light Creatures themewise and conflicts with Archangel's niche.).
The following cards do come pretty close, though:
Antimatter - I could see this card as something along of the lines of a 'Pacifism'-type effect. (Thematically Antimatter + Matter = Annhilation) IMHO, Light needs to divert a bit from healing/change its existing healing cards first.
Purify - Purity is a quality highly encouraged by more idealistic ways of thought and the regeneration fits into Light. (Light also has a known history of hate against Death.)
Seraph - You could invert the elements for Seraph to change it into a Light midhitter (which it could use unupped, but I think that should be solved differently - elementshifting Seraph brings it in conflict with Archangel upped), but I think Zanz wanted to place emphasis on the Fire motif of the Seraph being the 'Burning One' of the angelic hierarchy. (As a sidenote : Angels =/= Automatic Light alignment. Angels have been known to preside over other elements such as Death.)
Shard of Divinity - Could be changed into a monohealing card that replaces Holy Light in its current state. Is an Other type card aligned/mutable to Light rather than directly encompassing Light itself, and elementshifting it into a 3
card (where it would probably land) draws it too close close to Heal.