Fully agreed that
![Air :air](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/air18x18.png)
needs a theme other than "fast, low-HP damage dealer". That's
![Fire :fire](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/fire18x18.png)
's shtick, and
![Fire :fire](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/fire18x18.png)
does it quite well enough, thank you. The fact that every single new
![Air :air](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/air18x18.png)
mechanic is a love child of Dive and Airborne is the root problem here.
![Air :air](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/air18x18.png)
needs focus on some of it's other "core" mechanics.
* Mana generation through creatures (Firefly, Damselfly)
* Spawning creatures (FFQ, Flying Weapon)
* Mass damage (Unstable Gas, Thunderstorm)
Air's shard could totally be something like:
1) When Shard of Teamwork is played, each creature you have in play generates one quanta of it's element.
![Air :air](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/air18x18.png)
creatures generate 2 mana of their element.
2) Shard of the Hive Mind: [Permanent] 0: Generate a 1/1 Bug. If you have an
![Air :air](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/air18x18.png)
mark, generate a Dragonfly instead.
3) Shard of Force: 4/2. When Shard of Force is removed from play, deal 2 damage to every enemy creature and if you have an
![Air :air](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/air18x18.png)
mark, delay any surviving creatures for one round.
All of those are perfectly in-theme for Air's core set, and avoid the whole "must have moar flying-diveiness" mentality.