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4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29101.msg371534#msg371534
« on: July 26, 2011, 02:48:45 am »
Phase 1 - Proving of Worthiness
Phase 1 has ended

See the tasks here (http://elementscommunity.org/forum/index.php/topic,29093.0.html).

Post your screenshots, links, shard commentaries, etc here.

Please use "modify" on your first post here rather than adding new posts as you progress through the tasks.  This will help avoid clutter.  Thanks.

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29101.msg371559#msg371559
« Reply #1 on: July 26, 2011, 03:24:21 am »
TASK I - In Progress - 0/4
Battle Prowess - The Arena


Deck:

Screenshots:

TASK II - Complete - 7/7
Card Design - Shards


Entry:

Shard of Confidence (http://elementscommunity.org/forum/index.php/topic,28846.msg397726#msg397726)



Critique:

Page 1 - Shard of Cleanliness - 156 words: (http://elementscommunity.org/forum/index.php/topic,28846.msg394164#msg394164)
First thing I see is 'Purify counters' - that always makes me smile, to see the healing edge of :water to be reinforced. In addition to that, it's nature, which borders the line between simple and complex, makes this one a favorite for me. The major addition to your water quanta and the extra healing make me want this in a good icebolt stall. The card is also balanced, having the addition of one tun in exchange for one random quanta, and I see it as a valuable upgrade. However, despite the coldness of the card, there are a couple things that could be improved upon. For one thing, you say the number of pillars and pends - does this mean yours, the opponent's, or both? Same issue with the next clause regarding only water pillars.
Besides these minor details I think it is an awesome card and could see myself using it quite a bit.

Page 2 - Shard of Restraint - 151 words: (http://elementscommunity.org/forum/index.php/topic,28846.msg394258#msg394258)
As there always is, a great card concept from you. This card provides a new twist on PC for water and quanta generation all at once, meshed together nicely with a good theme to boot. I personally would toss a few of these in a water rush or charge with plenty of creatures to maximize the effect. The upgrading going from a target to all, paired with a cost increase, makes for an interesting upgrad in my opinione, and a possible reason to leave it unupped, much like with other :water cards. As it is this fits the game very well, and the concept is nice and solid overall. There is one small thing I would like to see clarified though - when you say 'non-pillar' does that include pendulums as well, or would they be treated separately for this particular card? Other than that, the card basically speaks for itself.

Page 3 - Shard of Empathy - 153 words: (http://elementscommunity.org/forum/index.php/topic,28846.msg394530#msg394530)
Unfortunately, I see one major thing wrong about this card right off the bat - the unupped shard has no use, whereas they all will in the upcoming patch. However, despite this it's an interesting concept, and I'd love to see it expanded upon. I see this as a good card particularly in a stall, especially when combined with freezing cards to minimize the damage you take. Other than that though, there's nothing that it has to give a specific advantage to water users - there are other elements that can delay creatures in the same way, and other's that can destroy this card for a finishing blow, which is a great idea. I also dislike the fact that it's uses are limited in a rush deck, since you need to deal damage as fast as possible. Other than those things though, I love the idea and how simple the idea actually is.

Page 5 - Shard of Equality - 175 words: (http://elementscommunity.org/forum/index.php/topic,28846.msg397555#msg397555)
This is a concept I really like. And in a way, it fits :water perfectly - you use the ice as a mirror to transfer creatures to both sides. This has obvious synergy with all the many freezing cards in water, and it's a simplistic idea that would work well in the game. It could open up a ton of strategies in various speeds of deck - in a stall you could take this as a nice finishers, and  with a fastr deck you could gain a very clear health advantage in an otherwise close match. To top that off, the cost balances the card out so it's not game-breaking. Also, the upgrade is just perfect, Truth be told, I love the way the card is put together as a whole.Even so, there are a couple of clarifications I would love to see for great accuracy. For example, what would happen if one side is full and the other side still has frozen creatures? This is a predicament that could still be worked around.

Page 7 - Shard of Courteousness - (also) 153 words: (http://elementscommunity.org/forum/index.php/topic,28846.msg398120#msg398120)
I really like this card - it adds to the healing aspect of water (which is currently only seen in purify) and also gives it a nice source of quanta generation. I could see this working particularly well with either a rush or a stall, particularly with icebolt and dragons  - with the first you could have a backup breaker plan in case you get entirely stopped by a stall, and with your own stall it would be possible to hold off for as long as you can, then drop this and finish him off with  a couple of dragons. Cards that can have uses for both offense and defense have always appealed to me, and this card is no exception. It also seems like a sufficent upgrade, one well worth it's cost. All in all, I think this card is balanced and versatile, and I could definitely see myself using this often.

Page 11 - Shard of Chastity - (again) 153 words: (http://elementscommunity.org/forum/index.php/topic,28846.msg400195#msg400195)
To start, I rather like the nature of this card. it seems like a very simple idea but actually would make for a nice addition to several decks. The Shard could give a nice, simple boost to any water stall and even some mid-speed decks, and it fits the freezing theme of :water nicely. For this I like the card well as it is. However, I do have a few concerns. For only 5 random quanta, the effect could be very powerful in the right deck. My main worry is that it would overshadow the Arctic Squid more than it would compliment it. Even so, this is countered nicely by the limitations of the card. The upgrade is very interesting, as it goes from flat-out expiration to a simple upkeep when upgraded. This, in addition to the fact that it has a clear advantage to :water, makes it a great card in my book.

TASK III - In Progress - 0/6
Deckbuilding


Critique:
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Offline Tiko

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29101.msg371661#msg371661
« Reply #2 on: July 26, 2011, 10:07:48 am »
Task I - Battle Prowess   Completed

The Gladiator

by Tiko
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Deck import code : [Select]
7dm 7dm 7dm 7dm 7gk 7gk 7gk 7gk 7gk 7gk 7gr 7gr 7gr 7h2 7h2 7h2 7h2 7h2 7i6 7i6 80b 80b 80b 80h 80h 81q 81q 81q 81q 81q 8po
(http://elementscommunity.org/forum/index.php/topic,29323.0.html)










Task II - Card Design   Completed


Comments:

Shard of Cleanliness | Shard of Cleanliness (http://elementscommunity.org/forum/index.php/topic,28846.msg394164#msg394164)


Interesting idea here. In one part it is yet another hard counter for Water against poison, but on the other hand it serves as a powerful replacement for (the current) Shard of Gratitude in a Water-heavy deck, but I presume the purify counters gained will not expire after 2 turns - only the shard effect, - and they stay until poisoned. You may want to clear that up in the wording of the card.
There are only two problems I see with this shard (despite that it would be my very first choice in all of my future Water and Scorpio-counter decks), namely that winning a few of these would make Purify completely renundant, and
it would make you think twice before building a poison-based deck, as Shard of Cleanliness can give quite easily 5 or more purify counters to any deck with a steady quanta flow. It would probably reduce the amount of viable strategies based on poison in the current metagame, and it may even prove to be a too hard counter.


Shard | Shard of Empathy (http://elementscommunity.org/forum/index.php/topic,28846.msg394530#msg394530)


First of all, you may want to rephrase the unupgraded card's wording, it does not fit in very well with the theme of the rest of the Elements cards. If I'm not mistaken, Zanzarino wants to rework all the shards so that they may gain some use without upgrades too. With this in mind, I recommend copying the upgraded card and giving it +1 cost unupgraded. Also, the card itself provides no benefit for using it with Water, with maybe the exception for the more defensive style Water player with lockdown tactics. I see two solutions of how could it be geared towards Water with the current mechanic:
Giving it a timer, something like Sundial has, which improves if you're using a Water mark,
Or make it something like Shard of Sacrifice, which drains all but your water quanta if played.
This card is highly stall oriented, and I believe it would be a must have for any future deckout-stall decks with healing, if implemented. It may prove to be even overpowered in some combinations.


Shard of Restraint | Shard of Restraint (http://elementscommunity.org/forum/index.php/topic,28846.msg394258#msg394258)


A simple effect with an unusual mechanic. With the proper deck, this shard could turn into the Basilisk Blood for permanents, a very powerful tool for Water to play with. Thus, if shockwave gains the ability to target any unprotected permanent too, we stand before some very destructive future Water decks. This card holds a fearsome synergy, but the stronger it is with Water, the weaker it turns out to be with other elements, though the 2/3 random cost may prove useful in decks that can't splash in supercheap explosions. Still, 2 turns are not much, and it's often better just to get rid of that nasty shield or Sanctuary.
My only recommendation would be increasing the unupgraded shard's freeze length by one turn. This way it may become more of an alternative for deflag/steal for different themed decks; and still, reaching a ridiculous freezing timer is only possible with highly water-based decks. The upgraded version is perfect as it is, it will be the must-have for every water deck in the future.


Shard of Equality | Shard of Equality (http://elementscommunity.org/forum/index.php/topic,28846.msg397555#msg397555)


Apologies fellow trialist, but there were no other Water shards to be found.

A very powerful card here, with a reasonably high cost, this mass Twisted Universe will make Water an element to be feared. I'm 100 percent sure that this shard would breed the next generation of CCYB decks too. Squidlock would also evolve to the next level. I presume copied cretures remain frozen with the current freeze length timer, so you have to wait your creatures to thaw and re-freeze you opponent's.
The only downside I see with this shard that it has no real use besides the previously mentioned two deck types. It may be a slight support addition to Pandemonium, or even as an extra fodder suprise in some fun catapult deck, but other than that, probably few decks would use it. I see this shard as a possible gamebreaker card, with countless False gods and (Immolation) rushes in it's wake, but it may grant too much power for a limited amount of synergizing keycards and deck constructions. Still, I already want to have them.


Shard of Confidence | Shard of Confidence (http://elementscommunity.org/forum/index.php/topic,28846.msg397726#msg397726)


Apologies fellow trialist, but there were no other Water shards to be found.

Interesting and different mechanics, all in one card. Unupgraded it gives a lesser acceleration effect, and it's also capable of curing even aflatoxin instantly; upgraded it's more of a minor growth effect, with the same remedy but with complete purification. While the main ability of the shard may prove useful on many creatures - especially if it's not lobotomizing the target -, creatures like growers (Spirits, Golems, etc.) and cheap hard hitters would gain the most from this shard, mostly in nova/immolation based rushier decks, which have plenty of quanta inflow to play out this shard on any creature they summon first.
However, the secondary effect would be somehow overlooked I think. Poisoning creatures is not a common tactic, as it is considered to be far too slow to counter the sheer speed of some or most of the decks out there. Having a creature underwater only applies via flooding and only in the top and bottom rows, where - with the exception of Cells, Water and immortal creatures - any other type of creature dies. It's real hard to pull off the combo, and somewhat questionable if it even worth the effort.
A possible solution would be to keep the growth-theme for the secondary effect also, and make Water creatures benefit more from the spell with increased attack or hp gain.


Shard of Courteousness | Shard of Courteousness (http://elementscommunity.org/forum/index.php/topic,28846.msg398120#msg398120)


Apologies Master Rav_, but there were no other Water shards to be found.

A twisted mechanism from a twisted brain. Not only can you give a second chance to your opponent just to bolt him to death next round, but you may even have the chance to turn the tide of a match right before the inevitable. A very versatile and powerful card, though only in the hands of a Water Elemental. It'd probably see more use by others for the inverted bolt effect to damage the opponent, if used at all; but for that, you'd need extreme amounts of unused Water quanta, and that is hardly manageable outside of Water decks. This really narrows down the possibilities with this card, and it's the only flaw I see. It is an Other spell which should benefit all elements somewhat.
I can find no real solution to turn this shard more universal while keeping the clever mechanism and the Water affinity. Maybe this effect would serve better as an independent Water card instead of a shard.



Task III - Deckbuilding   Completed

Steam Machine Push Deck (http://elementscommunity.org/forum/index.php/topic,29254.msg399959#msg399959) (186 words)
Fun deck for PvP (http://elementscommunity.org/forum/index.php/topic,26924.msg399943#msg399943) (265 words)
Water+Death (http://elementscommunity.org/forum/index.php/topic,15771.msg399944#msg399944) (272 words)
Puffers on Steroids (http://elementscommunity.org/forum/index.php/topic,28457.msg399945#msg399945) (169 words)
All of my decks (http://elementscommunity.org/forum/index.php/topic,29095.msg399946#msg399946) (166 words)
Decks for My Other Accounts (http://elementscommunity.org/forum/index.php/topic,26926.msg399947#msg399947) (164 words)
:water   "..It is in this domain that the living suffer great extremes, it is here that the water-failures, driven to desperation, make start in a new element.
It is here that strange compromises are made and new senses are born."

Offline Pineapple

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29101.msg371814#msg371814
« Reply #3 on: July 26, 2011, 04:51:09 pm »
Task 1 - complete
Unoriginal Mono-Water Rush (http://elementscommunity.org/forum/index.php/topic,29237)
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Deck import code : [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5id 5id 5id 5id 5ie 5ie 5ie 5ie 5ie 5jm 5jm 5jm 5jm 5jm 7gk 7gk 7gm 7gm 7gm 7gm 7gm 7gm 7i6 7i6 8pp
Bronze - complete


Silver - complete


Platinum - complete
Task 2 - incomplete
Shard Idea - complete
Shard of Equality (http://elementscommunity.org/forum/index.php/topic,28846.msg397555#msg397555)
Shard Critiques - incomplete
Shard of Cleanliness by coinich (http://elementscommunity.org/forum/index.php/topic,28846.msg394164.html)
Blargh!
Shard of  by  (http://)Shard of  by  (http://)Shard of  by  (http://)Shard of  by  (http://)Shard of  by  (http://)Task 3 - incomplete
Deck Critiques - incomplete


Critique #1 (http://elementscommunity.org/forum/index.php/topic,26926.msg397714#msg397714)
Code: [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i6 5i6 5i6 5i6 5i8 5i8 5i8 5i8 5i9 5i9 5id 5id 5id 5id 5idI know that these are old accounts, but it wouldn't hurt to optimize this old deck for viewers who wouldn't find these changes obvious.
The most important change I'm referring to is a pillar/pend split, for greater resilience against earthquake. As many know, having two stacks of quanta sources makes it harder for the opponent to denial you when you have less than three per stack. And if the opponent has more than one earthquake, then you can get a stack down to less-than-three very quickly, so splitting isn't only for the first turn.

The second change I would do is take out the crawlers and 1-2 dragons for toadfish. Why? Because toadfish has more damage for a lower cost. Now, you may claim that crawlers come out earlier than toadfish. However, crawlers do half as much damage and only come out maybe a turn earlier than toadfish. Since your mark is water, you need at least 4 (half of your hand) pillars to get out a toadfish, and you have 15 (half of your deck) pillars.

Finally, I'd replace the bolts with freezes, since you'd have to take out some serious damage to make up for the quanta to do even 4 damage, 2 damage can't really kill anything, and even with 4 damage they can't stall as well as 1 :water freezes.

Code: [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i7 5i7 5i9 5i9 5id 5id 5id 5id 5ie 5ie 5ie 5ie 5ie 5jm 5jm 5jm 5jm 5jm 5jm 5jm
Critique #2 (http://elementscommunity.org/forum/index.php/topic,29095.msg398179#msg398179)
Code: [Select]
52g 52g 52g 52g 52g 52g 52g 52g 52o 52o 52o 52o 52o 52o 52p 52p 52r 52r 52r 5i5 5i5 5i5 5i7 5i7 5i7 5i7 5i7 5i7 5ia 71aThe first thing I saw when I tested the deck was that the deck is very tight on death quanta...Not only could I barely build up poison with chrysaoras, but the bonewalls were all dead cards. Since they are dead, I removed them, the plagues, and tried to focus on water. Knowing that poison, chrysaoras, and arsenic was very fast when used by the tried and tested speed poison, I started with 2 arsenics, 6 chrysaoras, and 6 poisons. The next question was how to power them, and how to stall. Speed poison uses 6 freezes, but I missed the old death shield we just took out...and replaced them skull shields. Why skull shields? Well, skull shields are the bane of golems and phoenixes alike, and you can't go wrong with slowing down the fastest type of deck. Then, I put in 10 pendulums for quanta. With the last 4 cards, I knew I couldn't use much death, so maybe water? Ice shield is too expensive, and I already have a shield, so it really came down to freeze or ice bolt. Usually, I'd opt for freeze, since it's an unconditional 3 turns, while ice bolt is more of the lucky type if you can't kill the target (and what creatures have less than 3 hp?). However, since skull shield is being used, every bit of hp lost counts. Plus, there are some nasty weapons you can freeze.

Code: [Select]
52l 52l 52l 52o 52o 52o 52o 52o 52o 52q 5i5 5i5 5i5 5i5 5i5 5i8 5i8 5i8 5i8 5i8 5i8 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 71a
Critique #3 (http://elementscommunity.org/forum/index.php/topic,15771.msg398197#msg398197)
Code: [Select]
4t5 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i6 5i6 5i7 5i8 5i9 5ia 5id 5id 5id 5id 5if 5if 5ih 61o 61o 61o 61o 61o 61o 61p 61q 61r 61t 621 622Now, you've got some good water creatures here, and we all know that aether creatures (except the fragile spider and the 0-hp spark) have a much lower damage-to-cost ratio than some water creatures. Then, you have some random control cards from both water and aether. That's good, they both have some nice control cards, but you have to pick and choose, because card space is precious. Anyways, I think that this deck is a control deck.

  • Hammer - A short sword does as much damage and costs less, so if you want a weapon use that. However, I don't think adding an unupped weapon is worth it.
  • Blue Crawler - pitifully weak card compared to toadfish.
  • Freeze - good control card
  • Ice Bolt - meh. Not many creatures have less than 3 HP, and I'd rather use a freeze over a chance to freeze.
  • Ice Shield - I lurv this card. However, I wouldn't want it clogging my hand if I'm also using Dimensional Shields.
  • Purify - Always good, but not worth the space imo. It just doesn't fit with the focus.
  • Dragons - Ah, the original beat-stick.
  • Flayers - Good for taking care of Maxwells and Momentum'd creatures when you run out of spells.
  • Flooding - situational, and therefore not worth the space.
  • Spark - no.
  • Lightning - yes. not many creatures can survive a lightning.
  • PU - situational, you can add it if you want. good for copying dragons or the opponents' incredibly buffed creatures.
  • Dimensional Shield - Don't need it if you're using Ice Shield.
  • Quintessence - I'd rather use the space for another creature
  • Fractal - Good for burst damage, if you have the quanta, the creature, and space in hand
  • Toadfish - best water creature in terms of damage-to-cost
Conclusion: Add more of the good control cards, take out the bad ones, add some good creatures (like toadfish). Make sure that each card works; don't add 6 fractals if you have no creatures but dragons, and you probably shouldn't add 6 PUs if you have no creatures but mind flayers (relying on being lucky with your opponent is bad)

Code: [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i7 5i7 5id 5ie 5ie 5ie 5if 5if 5if 5jm 5jm 5jm 5jm 61q 61q 61q 61r 61t 61t 61t 622
Critique #4 (http://elementscommunity.org/forum/index.php/topic,15771.msg398197#msg398197)
Code: [Select]
4t4 52g 52g 52g 52g 52g 52g 52o 52o 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i5 5i5 5i5 5i5 5i5 5i6 5i6 5i7 5i8 5i8 5i9 5ia 5id 5id 5id 5idI think the purpose of the deck is to use reliable damage sources: poison is not affected by shields, and dragons are resistant to creature control. An anti-stall deck, maybe a semi-rush?

  • short sword - again, not the most efficient use of card space.
  • poison - debatebly better than short sword. Do less damage, but ignores shielding.
  • chrysaora - cheap by itself, but not powerful unless you have the time and the death quanta to power it.
  • crawler - no. I'd rather use these on a combination of more chrysaoras, pillars, or dragons. If you want the quick damage, replace them with cheap flayers or powerful toadfish.
  • freeze - good for time extensions
  • ice bolt - not very powerful unless you have excess water quanta, which would be really bad otherwise. Would rather replace all the water pillars powering it with dragons/freezes, unless you have weaponphobia of course
  • ice shield - need moar, or just drop them entirely
  • purify - situational
  • dragon - high hp, high attack, powerful, but must be paired with a lot of water pillars
Conclusion: Take out the situational cards, the crawlers, the ice bolts, add more stalling (moar shields/freezes), make sure you can kill the opponent, and you're good.

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52o 52o 52o 52o 52o 52o 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i5 5i5 5i7 5i7 5i7 5i7 5i9 5i9 5i9 5id 5id 5id 8pk

Critique #5 (http://)

Critique #6 (http://)

Offline RavingRabbid

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29101.msg372204#msg372204
« Reply #4 on: July 27, 2011, 02:12:39 pm »
The Cowbells!
The Cowbells!

Part 1 - Completed

Deck:

Hover over cards for details, click for permalink
Deck import code : [Select]
7dm 7dm 7dm 7dm 7do 7do 7gk 7gk 7gk 7gr 7gr 7gr 7gr 7h2 7h2 7h2 7h2 7h2 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 8po

Deck thread: http://elementscommunity.org/forum/index.php/topic,29168.new.html#new



Love love low health opponents. Also, Silver was harder than gold.

Part 2 - Completed

Submission:
Comments:
Comment 1:
Shard of Cleanliness: http://elementscommunity.org/forum/index.php/topic,28846.msg394164#msg394164
A very nice idea, in my opinion. It is quite powerful, maybe too much. After just 5 Water Pillars or Pends, it gets better than Shard of Gratitude, in case the purify counters don’t expire. Also, if in the two turns the purify counter get applied twice, the card is overly powerful. This made me think that the purify counter just last two turns. In a Mono-Water stall, this card is very nice. It counters the Poison Sundial stall that was very popular in this last Championship League season, and it generally offers a new source of healing. It has been one of the card ideas I liked most between the submissions (maybe because it’s Water, duh). It also binds quite well with Water. Sadly, it just strengthens past tactics, without adding new deck ideas. It might even risk to make purify obsolete. Nonetheless, quite a good shard. I wouldn’t actually implement into the game, but I’d make Purify something like this.
Comment 2:
Shard of Restraint: http://elementscommunity.org/forum/index.php/topic,28846.msg394258#msg394258
My first thought was "This is as overpowered as hell, Essence, WTF.". Then I calmly rethougth about it. It is a quite well balanced shard, that gains a lot when upgraded. In fact, it gets more a stalling shard the rushier the deck using it is, unless you're using a Squid/Puffer stall. Fitting it in a Tsunami-like rush deck could Freeze permanents for 4 turns as of turn 3. This would usually knock out of play for the rest of the game the frozen permanents. But, since it's not very common to put stalling elements in rush decks, this would just be used to get shields/discord/other annoying weapon out of the way. Still, the unupped one could be buffed by 1 freezing turn generally. Also, it isn't specified if playing a new permanent over the frozen one, in case of Shields/Weapons/New Shards will unfreeze or not, does it? I still find this a generally nice card to use. I sometimes still find it a bit too powerful, but that will attract more players to Water so everything's good.
Comment 3:
Shard of Confidence: http://elementscommunity.org/forum/index.php/topic,28846.msg397726#msg397726
It's basically a weaker acceleration in the other element. If underwater counts as "affected by flooding" the element-bound effect is negligible. The cards that poison creatures not randomly are: Thorn Carapace, Virus, Toadfish (only unupped), Plague, Parasite, Aflatoxin, Liquid Shadow, Grey Nymph and Black Nymph. Poisoning creatures isn't a very common tactic, and so would the other use of this shard be. The element bound effect needs a rework in my opinion, because it is generally useless if I understood it right. So, what would be left would be the minor Acceleration effect. It would be generally useful (Also, how does this upped interact with Sparks?) but it would not be as powerful as some other shards are. I still would prefer to pack an Abyss Crawler or a Toadfish in my deck than use this shards. Since I guess it "lobotomizes" the target creature, it wouldn't be useful on scorpions. What would the target use of this card be?
Comment 4:
Shard of Patience: http://elementscommunity.org/forum/index.php/topic,28846.msg399939#msg399939
Finally a shard that gives flooding a use. I like this a lot. It gives some low PC, but also gives an element-bound super effective denial. It doesn't have to be very versatile, when it is this powerful, because it's going to find an use no matter what. (At least from me, I'm sure going to use this card.) By the way, I also find another very situational use. Against Devtal or Black Hole decks, you can even just freeze your own quantas, and give issues to that damned drainer. Counter denial with denial, ftw. But, since deflagration is cheap and does the Permanent Control thing better, do you think it would be used outside Flooding decks? Not that I actually mind when the second effect is like this, but it still makes me wonder. Still, a wonderful idea. Zanz, if you ever read this, which I highly doubt, because there's no way you're going through these more than 100 blocks of text, do this as Water shard. Pleeeeaase.
Comment 5:
Shard of Empathy: http://elementscommunity.org/forum/index.php/topic,28846.msg394530#msg394530
Probably, this needs to be adjusted to follow the new shard format, which implies unupped shard having an effect (check Shard of Sacrifice in developement page). Out of this, the shard has an interesting effect. With 2n being the damage you deal, and 2m the damage the opponent deals, you receive 2m+n damage every turn, and your opponent gets 2n+m. I can see some interesting synergies with Miracle, but I can't find the element bound part. It looks just like a current shard. Outside of this, the card is very situational. Also, how would this stack? Zanz said that Shards are going to stack.
Either way, if you're facing a stall, this card is mostly a dead card, if you're facing a rush you're wasted unless you can keep up the pace. This wouldn't find many applications, as it has many weaknesses against decks that are very popular in Championship League.
Comment 6 (yet the first I made):
Shard of Order: http://elementscommunity.org/forum/index.php/topic,28846.msg394441#msg394441
I know I should have preferred to comment on Water shards, but looking at those, many were similar. To prevent me suiciding and because of its obvious synergy with Flooding I chose this card. A possible way of using the Position Scrambling effect and the Permanent Control effect of this shard could be a deck using Flooding off mark and Sky Dragons. The deck would still be very weak to airborne creatures, while the Permanent Control effect seems excessive. I know I am completely biased in saying this, but if it was my submission I’d have nerfed the Air-bound Permanent Control effect (It isn’t specified if it also takes in account pillars, does it?), and have buffed the Scrambling effect. A possible Scrambling effect suggestion could make only opponent’s creatures have the position tango, and destroy a permanent every 4 towers/pillars (Also, does this take in account Pendulums?). Still, it is a nice way of trying to get Flooding out of its underpoweredness.
Part 3 - Completed

http://elementscommunity.org/forum/index.php/topic,27402.msg398499#msg398499
Before the line, it's a deck. After the line, it's another.

http://elementscommunity.org/forum/index.php/topic,26926.msg398538#msg398538
http://elementscommunity.org/forum/index.php/topic,25491.msg400077#msg400077
http://elementscommunity.org/forum/index.php/topic,26017.msg400090#msg400090
http://elementscommunity.org/forum/index.php/topic,29123.msg400096#msg400096
There are things worse than eating tuna directly from the tin

Offline 5pla5h

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29101.msg373523#msg373523
« Reply #5 on: July 30, 2011, 07:09:47 am »
Hello everybody, I plan on dropping out from trials.
I believe I am no longer in a position to compete for the post of master, because I will not be very active during the month of August and maybe September.
However I wish the best of luck to all those competing.

Offline kevTopic starter

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29101.msg373968#msg373968
« Reply #6 on: July 31, 2011, 02:35:14 pm »
[Crying Elements] Crying Abomination (http://elementscommunity.org/forum/index.php/topic,27402.msg399942#msg399942)
7/30 is 23%.  Please choose a replacement that is 25% or more in-element.

Offline Tiko

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29101.msg373969#msg373969
« Reply #7 on: July 31, 2011, 02:36:11 pm »
:water   "..It is in this domain that the living suffer great extremes, it is here that the water-failures, driven to desperation, make start in a new element.
It is here that strange compromises are made and new senses are born."

Offline kevTopic starter

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29101.msg374131#msg374131
« Reply #8 on: August 01, 2011, 12:45:20 am »

Offline RavingRabbid

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29101.msg374211#msg374211
« Reply #9 on: August 01, 2011, 07:22:41 am »
There are things worse than eating tuna directly from the tin

 

anything
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