@Chapuz:
1. (Steamies) In case you mean Steam Machines. This card works differently because the +5/+0 Bonus is not cumulative, there it only costs 1
![Light :light](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/light18x18.png)
which i reproduced. Steam Machine needs two
![Fire :fire](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/fire18x18.png)
to sustain much more fire power.
@mesaprotector:
1. (synergies) Yes, that's a problem i fear could cause this card to fail because it technically has two abilities, "Charge" and when used "bioluminescence". So maybe that causes some issues while implementing, but my idea is that if its skill is changed it should loose both "Charge" and "bioluminescence". Therefore it should keep the +5/+0 when used acceleration/overdrive on it. To make up for being vulnerable to skill overriding abilities in his opponents turn, because it's useless after that.
@furballdn:
1. (multi-usable) Yes, it is multi-usable (but only once per turn!) and both the attack bonus and the light emitting only stays for 1 turn. So at the end of turn it produces the light you used to charge it.
@Arthanasios:
1. (OP) Thanks to reason why you think it's op, some people dont bother to do so. You say it's to easy to gain 5 attack for gravity, but actually it's 5 attack for gravity/light combo. Therefore its used is limited and will be weaker ingame than a 5/3 unit for 4 gravity. So i think it's fine for now.
2. (steam machine) See answer to Chapuz.