What separates Wood from ?
What separate Metal from ?
The conflict seems a bit more like Nature vs. Technology rather than Wood vs. Metal.
Same goes for "what seperates
from
?" or "what seperates
from
?". Two different elements can be similar with one way or another but not the same by any means.
Both Wood and Metal shouldn't be creature-based. They should be mostly permanent-based elements.
*Since wood is consisted of different layers, I suggest stackable permanents as a core aspect of this element. These permanents should grow stronger by the amount of permanents on their stack.
*I alsoe suggest "trap" permanents as another core aspect of Wood. Spear traps, trapdoors etc. were mostly wooden constructions. These permanents should have abilities which are activated not by quanta, but by the amount or type of hostile attacking creatures.
*Plant-type creatures with very low (or even zero) attack and high health thematically could fit with Wood, but not many of them (we don't want Wood to become very similar with Life).
*There could be a new win condition possible within Wood; the Wood player who manages to fill his/her permanent slots with a certain amount/kind of permanents wins the duel. This is highly debatable of course.
*Metal core ability should be permanents which transform into creatures and back into permanents.
*Another aspect should be spells which highly manipulate the attack or defense of a given creature, but without instantly killing it.
*Some Metal creatures should take different abilities/statistics according to which element targets them. For example, if targeted by an
ability they could rust or something, if targeted by a
one they could be melted etc.
*There could be a new win condition possible within Metal; the Metal player who manages to have a certain amount of counters of any kind (poison, buff etc.) wins the duel. This is highly debatable of course.