Hmm... perhaps we should actually LIST the abilities (discounting certain 'passive skills' such as Airbourne and Poisonous, because they're too general) for each of the elements first? Should we also count permanents and their abilities as well?
-
Immaterial/Immortality, Lobotomize
- Dive,
Sniper, Web
- Devourer, Steal,
Vampire/Liquid Shadow - Aflatoxin, Infect, Mummy, Poison, Plague,
Scavenger, Venom
-
Burrow, Quicksand/Tsunami
- Antimatter,
Improve/Mutation, Paradox, Scramble
-
Ablaze, Berserk, Incadenscence, Phoenix, Rage, Steam
- Devour,
Gravity Pull, Momentum
-
Adrenaline, Firefly
- Bioluminescence,
Heal, Photosynthesis
- Deja Vu, Hasten/Precognition, Hatch,
Rewind, Scarab, Swarm
-
Congeal/FreezeBold abilities are my personal opinion.
Generic abilities that can be imbued/found in multiple elements to avoid direct association: Growth, Destroy, Airbourne, Poisonous, Ranged.
The only problem is, certain elements (such as
) don't have that many creatures, so they don't have an assortment of abilities (which is why Immaterial/Immortality appears to be the logical choice there), while other elements have cards with elemental abilities that technically belong to OTHER schools (see Water - Mind Flayer requires
, Chrysaora requires
, Steam Machine needs
, Poseidon/Trident uses
, and Pufferfish's forms either do
or
). Hell, now that I think about it,
has only 1 creature that uses an ability (Leaf Dragon/Rustler)...