maybe change the damage to the number of air towers/pillars you control. that way it's balanced and it still works in the way you want it.
I suppose that would work, but I just had a thought: What part of that mechanic makes it fit in
in particular? The current theme has a reversal effect of sorts: basically,
has a spell that heals you for the amount of
quanta you have, so
should have a spell to counter it, was my thinking. I'm not saying your tower idea was a bad one, it's just that following that mechanic actually leads me to
for having a mechanic that would oppose
's Nymph Tears. And fire has enough Damage on a stick powers as it is.
Somethings I should have added: This card can only hit the opponent, not the creatures.
And I've been trying to make an Air card to give it a mechanic of it's own, which currently, Air pretty much does not have.
=shield nullo, tanking
=stealing
=profit when things die
=inmaterial, copying, stalling
=extra draws
=destruction
=synergy/freezing
=permanent protection/burrowing
=swarming/healing for creattures
=healing creatures, light emitting powers
=Effective creatures maybe?
=antimatter, mutation, chaotic powers