Well, I'm partially lost with this thread. When you speak about "Strong/Fair/Weak Synergies" I guess you mean the cards, do you? Because since this is the CI&A board, I'm tempted to think that it's about Card Making. Whatever, making a list and letting people comment on the power of different synergies sounds like the way to go.
About the "bonuses", I think it could be the other way around, and vice-versa... Strong synergies get nerfs, and Weak ones get buffs. You can think about: low cost Creatures+Fractal; scorps (
and
)+buffs (upped
,
and
); Quintescence+Strong Mortal Creatures. You'll see that if the Combo is OP, generally it gets nerfed, or isn't implemented in the game, while other combos (Feral Bond+Creature Spamming, any form of freezing+Shockwave; high-hp'd-creature combos) constantly get buffs because little people uses them. This can be applied to elements instead of skills, hope you get it.
Here I go in my opinion of some synergies:
/
(Fractal Phoenixes, Fire Bolt Stall, high CC stalling+TU, and even ImmoSparks)
/
(Lava Golems FTW, EQ+Control, ImmoGemfinders+Graboids is sooo cool)
/
(Devtal and his >9000 variations, both are really versatile elements)
/
(Graboids someone? Also Rewinds+EQ and lots of variations in between can be added to the list)
/
(this is somewhere between Strong and Fair. NobaBoids+Lycans/Discord/BB are nasty; Discord+EQ is Evil, but other than that is fair-ish)
/
(how to skip this one? Well, it's indeed powerful, but speed poison is not much of a threat and can be easily outrushed)
/
(all those variations of pepoker, with Luciferine/Hope/Adrenaline/Mitosis+Bonds and the fact that they are both healing elements makes some kickass combos, but neither of them can be OP, they're just powerful)
/
(yes, it's just Fair to me... Discord BH is the only strong synergy, and you can counter it easily with Sanctuary)
/
(good stalls, not really powerful, but useful)
/
(just fair, heavy in CC)
/
(UG+stall is awesome, Flying Farenheits stall can be nasty, but this are not OP, just balanced duos)
/
(Steam machine buff someone? Also both good with CC/PC for stalling)
/
(well, never actually knew much about this combo, but it has a lot of stall power, and Catapults+BB is just awesome)
/
(Dune Scorps+Blessings; Sundials+Precogs for infinite draw power, just fair because of a little good combos)
/
(Blessed Vamps; Blessed Vamp Daggers+Crusaders; Vamp Light Dragons, mainly vamp combos, but they're cool and versatile)
/
(Flying Eternities? Too weak/slow, heavy on Time quanta, dunno what else)
/
(Just isn't good or I'm missing something)
/
(^^The same)
I'm afraid I could be missing something, so I'll end up here.
The lists aren't ranked, they are just in the order they came up to my mind. IDK if we should add only 3 elements per group, but I believe if we divide them by Strong/Fair/Weak, having a cap of elements per group is sort of silly. We could just make a ranking and forget about the qualifications...
I've treated synergies by comparison with any other deck. I mean, a fair synergy can be competitive against a free deckstyle opponent, and a strong one can just smash most strategies.
You could say "Then most synergies would be weak, since a duo is weaker than a mono". I made a short Weak list because I might skip some strategies if I risked to add some couples. And duos aren't less powerful than monos, they're more unstable, at the price of more versatility. I believe most duos can be competitive, and even be a great choice for tournaments, even before Rainbows.
I also tried make some explanations of why some elements are synergic and that stuff:
Most
synergies can be too nasty. Quint, Fractal, TU are cards that work better outside
, that's why it's so synergic, and why most cards get nerfs/tweaks to avoid being OP with TU/Fractal. Not to mention some fair/strong synergies with Mindgate or Dimmensional Shield.
and
are also very synergic because of Nova/Immolation, since they make splashing easier, and that+mark can turn a deck in a duo that doesn't matters about activated abilities' element (see Graboids, Lycans and Mind Flayers).
,
and
can have lots of fair synergies. Dune scorp+Rewinds can get along with most buffy and Denial elements, Poison is great for heavy stall decks, and Flying Weapons+any elemental weapon is a good combo.
The elements that have buffs get a +1 in synergy for their combo with 0 hp creatures or 0 attack with attack activated skills (scorps). Those are
(only hp),
,
and
.
A CC power ranking can be useful too, since CC is a must in some combos, and can turn a duo into a kickass duo.
Elements with PC and their respective PC power must be taken in account, since it also helps against stalls.
Last but not least, we should have a list of which creatures have duo skills, and maybe even rank them (if we have time), to help the analysis.
Sorry for the long post, but I feel this can be very important.
Don't be discouraged if little people post/care about this topic. I will go on brainstorming until we reach something/anything