Celidon: It would have to replace any skills, as there's no room for "scavenge" and another skill listed under a single creature.
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Yeah, I had a bunch of ideas for Solipsist, but I ran out of time. Here's my revised idea:
Dread Solipsist - 8 Entropy - 4/9 -- Perish: Swap Dread Solipsist's HP and Power.
That's some chaos for you: every time a creature dies, it's power and toughness swap, making it almost impossible to predict how it will end up at the start of your turn: a supertough slap in the face, or a glassjawed bazooka. Add Heavy Armor for extra fun!
Now, the other mechanics:
Energy:
Infusion Storm -- 7 Aether (Upgrades to 5) -- Permanent -- Permanents adjacent to Infusion Storm gain Energy.
Inspired Drake - 4 Air - 3/2 (Upgrades to 3/6) - 2 Air: Energize (target creature gains Energy until end of turn).
Meditative Vitality - 5 Life (Upgrades to 6 life) - Spell - Target creature gains Energy, but it's Power is reduced to zero. (Upgrade: no power reduction)
Flicker:
Time Hop -- 3 Time (Upgrades to 1 Time) -- Spell -- Target permanent Flickers this turn.
Bakemono -- 4 Darkness - 4/2 (Upgrades to 5/3)-- 2 Dark: Target creature Flickers this turn.
Ebon Flow -- 7 Water - 9/1 (Upgrades to 9/4) -- 2 Dark: Flicker
Infusion Storm might create some problems, as permanent placement is predictable, but not easily. But the rest I think should be pretty basic and easy-to-use.
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