User blog comment:AmazingPST"Providence"/Amazing huh? Personal flags!/@comment-25664852-20150205034947/@comment-26069426-20150205151030

It's still broken, and I don't believe there's any way to fix it, as-is. Currently, this would wash out only if your opponent is forced to use extra gauge equal to the amount of potential life you *didn't* gain, since gauge and life are presumed equal in calculated advantage.

Flags with continuous abilities should only modify the game state, not create an advantage. In this case, if you don't run any life gaining spells, you would be in the advantage.

One possible way to modify this would be as follows:

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[ ] You may use 《Legend World》 and 《Generic》 cards.

[ ] "Nemesis Gate" When your opponent would pay gauge to cast, or activate an ability, they must pay 1 additional gauge. For each additional gauge paid this way, you lose 1 life.

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Because of Divine Armor, Aegis, I was thinking that this would need to be included: "If this ability is triggered, life lost cannot be reduced or nullified." Aegis would generate advantage a lot quicker than normal and would become a much more valuable card. When equipped it begins as a -1.5. After the first attack it becomes a -.5, and after the second attack it's +.5. OR, after it negates 3 damage it has paid for itself. OR, a combination there-of. So while it definitely pays for itself after 3 turns, it'll definitely pay for itself after 2 with a high potential of generating advantage that second turn.

I'm for adding that third clause, because I don't believe flag abilities should be part of advantage generation, but who knows... maybe I'm missing the point.


 * Edit: Divine Armor, Aegis would pay for itself after 2 turns if the opponent needs to use gauge, or if the weapon nullifies 1 damage. The possibility of paying itself off after 2 turns only improves with the likelihood of the opponent using gauge; it's not guaranteed as I stated.