Topic is kind of misleading, but it's hard to express in few words.
What i am talking about is the tendency of people here to immediately assume a card sucks unless it's useful in a vaccuum. As Elements is expanded upon, you're gonna have a much more diverse card pool, and more room for sub optimal cards. I'm not talking about cards that always suck, but cards that, given a specific situation (specific enemy, specific board situation, specific deck) becomes very useful or enables you to do things differently. Cards that, in essence, are some times useless, but if you build and play for it, can make interesting decks or situations that aren't availible otherwise.
Some examples below. Bear in mind that these are not concrete cards, simply examples of how these types of cards can open up huge ammounts of gameplay options and strategies:
Symmetrical effects - Stuff that affect each player equally, but if you are ahead/behind, it affects you way more. Very situational, and you'll have to play strategically.
- Spell: "Kill pillars from the player with the most pillars, until both have the same ammount. When cast, depletes your quanta pool." This could be used in a low-pillar deck to compete with for instance, rainbow decks without supernova. It can also be a very powerful card if you are having a bad draw, or it can combo with the nymph that lets you sacrifice your own towers.
- Spell: "Equalize life totals." That means, if one player has 180 life, and the other has 20, then both end up with 100 life. It's a very powerful card in some situations, especially if you can predict your opponent so you use it when you are about to die. In other situations it can be nearly useless. If your opponent plays this, it's not the end of the world either, you can suddenly dump a lot of damage to kill them before they suspect it, for instance.
- Permanent: "Every time a creature deals damage, that creature's owner gets half of that damage in life." A very powerful card if played in the right deck, especially if you play in a metagame(metagame: The "environment" which includes what decks and cards are powerful) with lots of fast aggro decks, and you have a slight bit of creature control. Also rewards even attack values over odd.
Trading resources for others - This is, in my opinion, the one thing that will open up lots of new and creative decks and strategies, if executed properly. These cards will, in bulk (as a one shot spell) or over time (triggered once/more each turn like rustler) trade one resource for another. Resources being: Cards in hand, cards in deck, quanta, pillars, creatures, life, permanents.
- Permanent: "Destroy one of your own creatures: gain life equal to it's damage + health. Can be used multiple times per turn" Not only is this a great way to get rid of useless creatures like malignent cells and lobotomized creatures and free up space, but it can also pave the way for much more creature oriented control decks than what we see today.
- Permanent: "Lose n life, put a n/n creature into play and put a counter on this. n is the number of counters on this" Like boneyard and ffq, a creature generator. Unlike ffq which has all the vulnerability of a creature, and unlike boneyard which effectively just trades creatures for creatures, this can churn out increasingly powerful creatures at the cost of your own safety. Combos very well with the one above that lets you sacrifice creatures, and with feral bond. If you play against it, aggressive decks are very good: Don't let them keep their life for making creatures.
- Creature: "Discard a card: Deal n damage to a creature or player, where n is the quantum cost of that card" - lets you throw useless/redundant cards and wreak some havoc, also freeing up your hand for drawing spells.
- Spell: "Remove the top half of your deck from the game. Put a n/n creature into play where n is the number of cards removed" - Amazing in an aggro deck, but only in small numbers, as it becomes progressively weaker. Very susceptible to reverse time etc. Can cost low quanta and still not be playable in control, because it might remove essential cards.
- Spell: "Pay n life, where n is the number of cards originally in your deck. Restore your deck to it's full status, like at the start of the game." Face it: We really need more than one way to keep from decking out - forcing people to play way too many cards or to HAVE to play time to get access to Eternety is very restrictive in deckbuilding. Also, this will give some much needed redundancy - say you lost that one card that can help you win. Now you can at least hold on and try, instead of giving up instantly.
Those were some ideas of mine. I hope i got the point across. In this thread, i would like to discuss the usefulness and viability of different types of symmetrical effects and resource trading - and maybe other ideas that fill the same purpose. It is my belief that these kinds of cards will not be emphasized heavily enough with the democratic card addition system we are currently running, because for many people it sucks to have to lose something to get something in return - but that is an essential concept of strategy that i feel this game currently lacks. Feel free to put forth some specific card ideas, but not for validation but discussion around the general idea. Please keep specific card critisizm elsewhere.