Task I: Card Design INCOMPLETE
Biological Engineer (4
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) 3|2 Enhance (2

): Turn target creature into a creature from its element's next tier.
Genetic Engineer (4
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) 3|5 Enhance (2

): Turn target creature into a creature from its element's next tier.
I wanted to challenge myself with this so I tried Gravity/Life synergy. Here is pretty much the Gravity version of Fallen Elf | Fallen Druid. By tiers, I mean to split up the creature pool in 4 tiers: Tokens (small stats), support (decent stats with non-attack ability), attack (high attack and/or strong attack skill), dragon. When a dragon is targeted, it simply does not work (or turn into a fresh dragon).
Salve (3
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): Target creature gains the passive Healing Wounds, and is healed up to 1 HP per turn.
Salve (4

): Target creature gains the passive Healing Wounds, and is healed up to 3 HP per turn.
This is for use with Gravity's sacrifice of it's high HP, especially methods that have a great toll per turn. Synergizes with poison from ingestion, Acceleration, and Gravity Pull
Anti-Gravity (5
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): Creatures with less than 4 HP are considered airborne and 50% to ignore shields.
Anti-Gravity (4

): Creatures with less than 4 HP are considered airborne and 50% to ignore shields.
Just something a little fun: a permanent partial mass-momentum and airborne for small creatures. Can synergize greatly with some Fire mechanics and creatures, but also fun with a number of other creatures. Does not stack.
Task II: Deckbuilding INCOMPLETE