I feel a bit out of place posting in this section, but I've had this idea building for weeks and just need to get it out and into the open before I go insane.
I have huge issues with the current condition that
is in. It's piteous to consider that this Element has such terrific damage potential and yet is so easily thwarted in its attempt by almost any form of Creature Control or Shields thrown in its way. Nothing irritates me more than playing with my favorite Element and watching it get countered so easily by a few cards splashed in for a bit of added vitality.
However, this is not to say that this consequence of such raw power is unjustified. In fact, Life would be arguably too powerful if this were not the case. Permanent Control, Creature Protection, quanta bursting...all of these would remove a great deal of Life's weaknesses, but probably should not be added due to the mechanical as well as thematic problems that they present with the game.
I've seen numerous posts describing what Life is and what it should deal with, but I have a few beliefs of my own regarding what the Element is and its purpose that I'm sure I'm credible enough to base my ideas off of. Firstly, the most important aspect of Life is how it's defined according to the game itself:
"Life elementals rely on a wide variety of powerful and different creatures; they can heal themselves and improve their ability to summon creatures using skills like “photosynthesis”." However, this leaves much to speculation which is understandable considering the idea of "life" is very difficult to put into words. To add to this and above all else, I also believe Life to involve growth, vitality, wildness, ferocity, instinctive behavior, and unity.
The negative aspect of these traits means that it's somewhat difficult to provide Life with a method of offense that fits its theme. Life's not destructive, not by choice at least, but at the same time it shouldn't just be a punching bag for other Elements to do with as they wish; that's not allowing it to be competitive in the slightest. Thorn Carapace is about the greatest destructive power that Life possesses, and at the current moment it would seem that this will not change in the future.
At the moment Life's 2 greatest strengths are fast, cost effective creatures and
fast healing. However, when you examine both of these strengths you should realize that this means Life's ability to stall is limited. This would not seem to be the case at a first glance, but allow me to more closely analyze a few cards to demonstrate where the problem lies.
- Mitosis - An exceptional card, very novel. It has the potential to swarm the field quickly and should possess incredible synergy with Empathic Bond. So where's the problem? It's incredible vulnerable to Creature Control and Life's assortment of creatures don't help this problem much either. About the only creature that you might expect to last long enough to really put this card to good use would be the Emerald Dragon, but it's so expensive that it reduces the novelty of Mitosis significantly.
- Empathic Bond - The potential amount of healing this card allows is tremendous. The first problem with this card is that it requires quite a few creatures to hit the field before it can really be used effectively. Anything less than 6 creatures makes this card an overpriced Shard of Gratitude (with Life Mark), and that causes an even greater weakness to Creature Control within the element. Secondly, Permanent Control removes the threat entirely and given that Life has a limited assortment of truly powerful permanents at its disposal, this is definitely high on the target list.
- Heal - It's fantastic for fast healing, but doesn't work very well in a Life based stall. Reason being it restores 20HP once rather than being regenerative like Druidic Staff, Sanctuary, or Shard of Gratitude. This means that the card will see its best use in extending your HP so that you have a bit more time to kill the opponent off before they manage to kill you which is more of a rushing tactic than it is stalling.
Despite this, Life has the distinct advantage of synergy with other Elements, but it disturbs me that Life's cards work noticeably well with other Elements while lacking a great deal of that same powerful synergy with itself. So if it can't control, isn't very effective at stalling, then that leaves it with either rushing or hybrid stall-rushes/weak control-rushes. This makes Life extremely predictable; a punching bag.
Now. The common problem to Life's greatest weaknesses are usually addressed by stating that it needs Permanent Control, a way to bypass Shields, more effective Creature Control, Creature Protection...the list could go on. Each of these solutions comes with the price of not following the theme of Life at all should they be too aggressive, and therefore will likely not be added unless their effects are weakened. However, Thorn Carapace is a somewhat weak, or I suppose slower would be more appropriate, form of Creature Control and people still want more control. Oftentimes the card is even neglected completely, making it seem as if Life is unable to control at all. So how long will it take before all of the weaker forms of control finally stack up to "complete" Life?
I would like to solve these issues by first reevaluating what fits thematically with Life itself. Depending on what connections you make between the card and Life in reality, you could realistically make almost any type of connection between the card's title, its effect, and the Element. In certain circumstances Life
could be very aggressive, but with limitations of course.
So now we finally start getting down to my idea. Let's take an example to demonstrate my point of view here. Say you're a wolf and you witness another wolf within your pack become injured by a bear. What would you feel after witnessing this? Remorse, anger, vengeance, blood-thirst? Or say that you're a mother bear whose cub is threatened by a hunter, would you feel these same emotions?
The whole purpose of Life, I feel, is to allow things to continue to exist in a continually, expanding state of, for lack of a better word, living. Does it make sense that when this state of living is threatened, the Element has no form of self-defense against it? A great deal of beings in nature have a defensive response when threatened and Life should be no different. There should be consequences for trying to bring harm to Life's creatures.
Now how would the card itself function? Well...
1. The effect would activate after a single creature is targeted by an opponent's card. This means that mass CC cards such as Firestorm or Plague do not trigger the ability. If this ability were able to be activated by the controlling player then it would defeat the purpose of it entirely, therefore it is restricted to the opponent's card.
2. The effect would be made more powerful based on the number of creatures you control at the time.
3. The effect would be detrimental...but exactly what it would do I'm not sure of.
a. Possibilities:
- Permanent Destruction
- Opposing Creature Control
- Direct Damage (X amount of damage for each creature you control)
- Hand Disruption (Discarding, etc.)
- Deck Disruption (Discarding, etc.)
- Grant Momentum to allied creatures
- Increased Attack/HP
- Other
b. Balancing issues
Depending on the ability, the number of creatures would likely determine how drastic the effect becomes. For instance, destroying a permanent for every creature you possess would be a bit extreme; one for every 2 or 3 would be more reasonable. Card cost is also variable. The effect would not be able to stack.
c. Coding issues
It is currently impossible to hand select and pick which of your opponent's cards to destroy on their own turn, therefore some of these effects would either need to be random to a degree or you would pick which cards to destroy at the start of your next turn.
4. Card type - Not really sure what to choose for this one. I feel like a Permanent would make it too weak. A spell would be completely underpowered unless it had an effect similar to Shard of Sacrifice. It might be possible to turn it into a creature status, but that's kind of a stretch.
5. Card title - Haven't really given this much thought, but it's not a priority anyways.
But an example.
I feel like this has the potential to do some good for the Element, but I could be delusional. Any other thoughts on this subject?