But one of the main contributing factors to your sped-up natural selection is death, and no death effects are generated even though creatures represent the lives and deaths of organisms considered to be of that species or of an ancestor specie. Damage reduction does not cause the death of creatures, and successfully attacking the opponent doesn't cause creatures to live longer. Without the previous things dying, you really can't relate a the mechanic you described to a sped-up natural selection without making it a Time card.
Evolution is a complex process with many factors affecting to it. Elements is a card game. We do not have to add all steps of some scientific theory, or make sure that everything works 100% like it works in real life. That would be too complex. All we need to do is to take a simplified version of the
basic idea, which is exactly what I did.
EXAMPLE:Photosynthesis is more than just
->
, but for Elements this kind of simplification works fine. I'm sure there are other examples of abilities that do not make 100% sense scientifically speaking, but are fine as abilities in a card game.
It's the same with evolution. As long as the basic idea is there, the card idea will work. Natural Selection | Evolution in the first post is more like a frequent mass mutation, which in my opinion is missing the basic idea of evolution or natural selection.
And yes, if there was a card called "Evolution",
should probably be there somewhere because it's a very important part of the whole thing. I think
all make sense in their own way, so picking 1-2 is kind of difficult. I personally would go with
combo.