On first blush, it seems just a teensy bit weak. Maybe make it 2/5 or 2/6? Here's my logic: For 2
, I can play a minor phoenix that does 4 damage each round and has an in-element special ability (if you consider ash and rebirth a special ability) - that's 20 damage in 5 turns for 2
. For 1
, I can play an ash eater that does 2 damage each round. That's 10 damage in 5 turns for 1
. Also compare it to lava golem, which is 5/1 and, like this card idea, has an off-element ability. It'll do 25 damage in 5 turns even if you never grow it.
This is a 3 or 2
creature that does 2, then 3, then 4, then 5, then 6 (and dies) damage - 19 damage in 5 turns, but if I'm playing a water duo, I can keep it alive by setting its damage back to 2 (so maybe only 13 damage in 4 turns if I plan on resetting it, then repeat the cycle for 4 turns -- that's an average damage of 3.25 a turn). I'd say 3
for 19 damage is on target -except- that this thing dies if you don't keep it going with a water duo, and that the 19 (or only 13) damage is a slow building thing that starts out at 2, versus a consistent 4+ each turn.
The idea's fine. My gut feeling tells me it should have a little more oomph to keep up with its counterparts in the
element.