What ability(-ies) do you feel would be good for a Community Card?
Something to do with allowing creatures to activate their ability using quanta outside their element.
4 (2.4%)
A creature ability that copies or steals another creature's ability.
1 (0.6%)
An ability that lets you control what field slot your creatures get summoned to next
6 (3.7%)
Passive ability that lets burrowing / unburrowing creatures move to a new field slot
1 (0.6%)
Armoring (damage reduction for creatures)
5 (3%)
Carrier - spawns smaller creatures which attack a few turns then return to the carrier
4 (2.4%)
Energy sheath - add spell damage to a creature or weapon's attack (not convert)
8 (4.9%)
Martyr - sacrifices its self to protect the next creature that would be killed
4 (2.4%)
Necrophage - Eats poison counters off of other cards to grow stronger
10 (6.1%)
Vault / Bank - Stores cards and gives a small bonus based on number stored. Releases cards to deck when destroyed or on deckout
3 (1.8%)
Divination - Target a card in enemies hand and gain life / health / quanta ... etc. if they play it next turn
3 (1.8%)
Distress Call - Draw a creature to your hand from your deck
7 (4.3%)
Flame Aura - Target causes damage to adjacent creatures. Could be enemy only, allied and enemy, or all depending on what niche it is to serve
0 (0%)
Defender - Blocks attacks from enemies in its column and retaliates
4 (2.4%)
Assault - Attacks enemies in its column but may receive retaliation from survivors
1 (0.6%)
Stalactites - Enemies and players may receive damage when permanents are destroyed
4 (2.4%)
Tacticians ; permanents which can't be targeted with PC but they can be targeted with CC instead. They always have 0 atk, but they have health equal to their playing cost. If a tactician costs 3

, for example, then he has to take 3 damage in order
3 (1.8%)
'Sliding' into your opponent's deck/hand/field so they can use it and back and forth
2 (1.2%)
After successfully attacking, turn into a permanent that can turn into the creature.
2 (1.2%)
For each successful attack, shuffle a random card from the enemy's hand into the enemy's deck. At the beginning of the enemy's next-next turn, he draws up to 1 card (cumulative).
1 (0.6%)
Ability becomes target permanent's active ability.
2 (1.2%)
Ability becomes the last spell the opponent played.
8 (4.9%)
Both players cannot play spells unless their quanta exceeds twice the cost.
1 (0.6%)
Cannot be removed from the field [including Chimera]; HP can go below 0. ATK is always set to HP.
5 (3%)
After each successful attack, for one turn, remove this creature and one random enemy creature.
0 (0%)
Shuffle all cards you control into your deck; ATK equals X times the number of cards affected.
1 (0.6%)
This creature attacks only once per 2 turns, but it count as 2 creatures (get buffed twice, damaged twice, procs empathic bond twice etc)
1 (0.6%)
"When [a card] is played, end the turn."
5 (3%)
0: Sacrifice this creature (or permanent); deals X damage to opponent. Only your opponent may use this ability.
1 (0.6%)
"Deal X damage to opponent (or 2X/3X damage if opponent has no pillars/pendulums)."
1 (0.6%)
Construction I: Fill both player's hands with pillars of their mark's type.
5 (3%)
Construction II: Players draw pillars until their hands fill or no more remain.
7 (4.3%)
"Both players get X (preferably >= 3) quanta matching their mark."
1 (0.6%)
Anti-mirror: All targetable creatures (or maybe even non-targetable too) on the field are Antimattered and exchanged between players.
3 (1.8%)
Steal the top card of your opponent's deck.
1 (0.6%)
Steal a card from your opponent's hand.
3 (1.8%)
You can sacrifice pillars to pay your next card.
4 (2.4%)
You can pay your next card by losing MAX HP equal to cost * X.
4 (2.4%)
Power Plant: Create a Pillar/Tower matching your mark on your side of the field. Discard the top card of your deck.
3 (1.8%)
Selection: Put target card in your hand to the bottom of your deck. Draw a card. This ability can be used multiple times per turn.
6 (3.7%)
A gravity card that turns your own quanta to

.
2 (1.2%)
A gravity rush creature.
4 (2.4%)
Becoming stronger based on you having less quanta.
5 (3%)
A creature whose cost varies based on your current HP.
2 (1.2%)
A creature whose stats vary based on your current HP.
3 (1.8%)
A card that loses power the more elements you use.
6 (3.7%)
A card that mutates every creature, yours and your oponent's.
1 (0.6%)
A card that generates a mutation (spell) in your hand for every creature death.
4 (2.4%)
A card that makes the casting cost of your oponent's cards 1 quanta higher for each different element creature you got.
2 (1.2%)