==Life==
==Swarm==
calling monsters to your hand then using low cost and high numbers to do lots of damage!
Herd Call
Type: Spell
cost: 3 life
Effect: Target one life creature on the field. pull 2 copies of that creature from your deck to your hand.
Acorn Horn
type: permanent
cost:4 life to lay, 3 life to activate
Effect: Target one life creature on the field. pull 1 copies of that creature from your deck to your hand.
beetle
type creature
cost: 3 Life
Attack: 3
Defense:4
Stag Beetle
type creature
cost: 4 Life
Attack: 3
Defense: N
Herd Mentality: All Stag beetles and beetles share a communal health, which is transferred to the stag. Multiple Stags cancel each other out if they are on the same field. all beetle gain +1/+2 as long as the stag is in play. When the Stag is removed from the field all remaining beetle lose -2/-4 and are demoralized, they are unable to attack for 1 turn.
Notes:
this is hard to explain
![Tongue :P](https://elementscommunity.org/forum/Smileys/solosmileys/tongue.gif)
all beetle are still 3/4 or 4/6 with the stag in play, but there rendered immortal once the stag is inplay. the stag is NOT immortal, but Shares the normal defense or each beetle. (2 beetles in play = 8 defense for stag). unless blessed or buffed otherwise all beetle will die when the stag is removed (the 4/6 is gone back to 3/4 which becomes 1/0 but there demoralized so they cannot do damage and die that turn). whether it must be death or reverse time effects this I'll leave it up to you
![Cheesy :D](https://elementscommunity.org/forum/Smileys/solosmileys/cheesy.gif)
a complicated card indeed...
==Defense==
I think Life's Defense should be Anti-spell and slight slow. Life's strength is getting monsters out fast, and it can heal itself well. monsters are it's vulnerability. for slowing I don't want to compete with time or water to much, but I need to be able to have some sort of monster control and I don;t think pure destruction like other elements works for life.
Fae Forest
type: permanent
cost: 5 life
Fae Forest Gains Life (counters) each time a life creature is summoned. any damage that would target a life creature is negated, Fae forest takes the damage instead. Fae Forests do not stack, and only one can be in play at a time. Fae Forest cannot be stolen.
((it would be silly to steal a whole forest no?))
Enchanted Tree
type shield
cost: 6 life
effect: This card has 5 counters, Each time your opponent targets a life creature, remove one counter. the effect is negated and the tree loses one counter. The tree gains energy (1 point) each time a life creature is brought into play under your control.
Entangle
type: spell
cost: 2 life
Effect: Chose one creature, it cannot move (attack) for 1 turn.
==Offense==
The Weapons of life have focused on healing, but I think life's focus should be on monsters. here's an example of a "monster weapon" it's much like nightfall.
Thorns
Type Weapon
Cost: 5 Life
Effect: Each life Monster gains a +1 "thorn" as long as the weapon is in play.
==Healing==
--still Editing
If you see anything grossly wrong point it out 8D I will be adding lots I think. My first focus is mono life because it needs the biggest buff. It's Element description is healing, various creatures and powers to summon more of itself! but sadly the only thing that summons more of itself is blasted FFQ. The healing atm isn't bad, but feral bond costs to much for LIFE to use by itself (and against FFQ adores it)