When it comes down to quanta generation, the Light element has a varied arsenal of tools to obtain as much quanta as possible. Luciferin is Light’s cheap alchemy spell; upon being used, players will heal themselves for up to 10 HP, while also granting all of their own creatures without active abilities the skill, ‘ Bioluminescence’.
In terms of restoring health, the Light element has a variety of ways to accomplish that task. Although it doesn’t recover as much HP as Life’s Heal card, Luciferin can often help undo some of the damage in conjunction with other healing or defensive cards. Its small heal is complemented with a very cheap cost; only 2 (or 1 upped) quanta to play. The fact that the spell doesn’t even require quanta allows it to be inserted into any deck without worry of needing quanta in order to cast it during a battle.
Ironically, despite its cost, its other mechanic helps users gain quanta. Creatures without any active abilities also gain ‘ Bioluminescence’ when Luciferin is cast, which causes creatures to generate 1 quanta every time they attack. In other words, Luciferin can cause an entire army of basic creatures to become a second stack of quanta generators, and open a non-pillar duo possibility with other Light cards. Note that Luciferin cannot be applied to creatures with an active ability (passive skills such as Airborne and Obsession remain intact), nor are active abilities removed.
In terms of synergy, Hope | Hope is one of the most common cards to place alongside Luciferin for its capabilities of providing light-emitting creatures. On a field of normal creatures, Luciferin will provide the quanta and defensive boost for the Hope shield. On top of that, unlike Rays of Light with Hope, Luciferin can be cast on a variety of tougher creatures to resist simple CC cards such as Fire Shield and Otyugh, or stronger creatures to penetrate enemy shields.
In other cases, the healing component of the spell is more vital to users; Miracle | Improved Miracle compliments Luciferin fantastically for two major reasons. The first is that because Miracle requires a huge amount of quanta in order to play, the alchemy spells fills that requirement easily (assuming it can apply its mechanic to several of the player’s creatures). If the creatures survive for several turns, Luciferin can easily supply the quanta to use multiple Miracles in a deck. Secondly, because Luciferin requires a generic amount of quanta, players often use Miracle first to heal their HP to an almost full amount, then apply the alchemy spell to top off the bar. This tactic is extremely useful in gaining elemental mastery (‘EM’) against opponents, especially against AI or enemy players where a notable amount of money/score can be obtained.
Deja Vu | Deja Vu is a fun creature to also use alongside the Luciferin. Although it requires 2 quanta to play and duplicate the Deja vu, players can get two creatures with the ability and gain quanta twice as quickly. A major bonus with duplicating the Deja vu is that other buff spells (such as Blessing) can also be used on the Deja vu before they replicate, making both copies more resistant towards some CC and also equally damaging.
Other Cards With Synergy
While there are numerous creatures that can work alongside Luciferin, Horned Frog, Voodoo Doll, and Micro Abominations are known for their cheap costs and unique in-element synergies with the Light-element, alongside having decent stats to cause or absorb damage. Leaf Dragon can help turn the excess into quanta to play more expensive Life cards. Finally, Adrenaline and Blessing are two major buffing spells that also fare decently with Luciferase.
Although Luciferin is considered to be a niche spell for the Light element, its healing and quanta generation capacities are a nice combination to add to any deck that can use either one (or both) of its gifts.
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