Miracle is only overpowered if you get more than one a game. I've beaten opponents who've gotten 2 miracles using my fire deck. If you've got board superiority or poisoned them enough, miracle only buys them a few more turns.
Needs some serious balancing. Some cards/elements are way stronger than others. Darkness and Fire are the only elements that can kill weapons/shields, other than earth/gravity's rare weapon. Immaterial/immortality for creatures and weapons/shields is lame, "once it's down, you can't deal with it." At the very least, make playing multiple colors easier. The "every element" pillar doesn't get the job done.
There should seriously be a stricter limit to the number of Miracles a deck can have. I basically had to kill my last opponent three times before I won.
Honestly, the card upgrades could be a little better. Well, in some cases, they could be a lot better. Example: miracle. Upgrading miracle lowers its casting cost by 3. ... But it still consumes ALL of your Light when you use it. That sound like something worth a 1,500 investment?
Found a bug. Sometimes when I level up and I don't spend the level immediately (instead save up and level again before evolving) I might lose the extra spawns. I had a growth center, gained two levels, evolved, and only got one spawn and no mutations. BTW, how do you get extra mutations?
I agree that there are some issues that could be looked at, but overall I'm really enjoying this game. There's lots of potential for customization (which I enjoy) and the gameplay is overall pretty good. It would be a plus if the cell core always had missile capabilities so you can't be disarmed, and it'd also be a good thing to have a map key, so maybe consider including those for version 2 or whatever.
well, here's another suggestion: give more elements life gain and spells based on the player's quantom count. Reasons: from my experience most decks seem prone to spurts of pillar flooding (where you draw lots of pillars and have nothing to spend resources on)... and it seems odd to offer a reward for having full life when many elements have no way to protect themselves from being attacked beyond shields (which can only do so much) and removal (which does nothing to stop the initial attack). So if your opponent plays a first turn photon or spark and you're playing a pure fire deck, or a pure gravity deck, or a pure time deck, etc. what are you supposed to do other than kiss that reward goodbye?
But they're also kinda buggy. Every now and then they decide to just fly right to the enemy castle and ignore the enemies shooting at them... That can be a problem.