((This very well might be the wrong section, and might actually belong in Design Theory. If so, just move this thread please.))
I'm a bit of a forum lurker, and I can't say I have definitely found this sort of topic, at least about this. I've seen similar threads about a few cards, or abilities that sum up that Element, or a graphical theme that a given Element has, such as Egyptian for Time. But I haven't really see a thread about the theme of the mechanics behind an element. (If this already exists somewhere, please post the link to it)
If you don't understand what I mean, here is an example:
Fire: Built around strength and destruction. High attack creatures, or ones that gain attack. Great destructive power, for both creatures and permanents.
That's what the Fire element is all about, and what I haven't really seen around this forum. It could be a nice go to list if you are having trouble with a card idea, or ability, or just making it fit in.
Here's my list of what I feel each Element is mechanically about:
Safeguarding creatures and strong effects. Weak on creature and permanent control, but focuses more on strong cards and cards with strong effects. Cards usually have a high cost.
Flight. Focuses on airborne creatures. Deals with flight in general, granting flight(to weapons) defending against non-flying creatures. Moderate destruction power against creatures.
Leeching and manipulation. Gaining something from their opponent, be it quanta, permanent, or health. Manipulations of the field and player (steals, quanta leeching, nightmare, voodoo doll).
Death(I know, I know XP) and poisoning. Has strong focus on when creatures die and gaining a benefit in some way from it. Also has a strong focus in poisoning the opponent and creatures.
Defense and power. Defending oneself, permanents, or helping creatures defend better. Burrowing and increasing HP. Power in the ease and quickness of playing creatures, combined with moderate to strong attack power.
Randomness, quanta manipulation, creature manipulation. Randomly affecting creatures, positively or negatively. Changing how creatures work(changing their ability or their ability to attack you). Manipulation of quanta, defending with it, sudden gain of it, random changing of it against opponent.
Built around strength and destruction. High attack creatures, or ones that gain attack. Great destructive power, for both creatures and permanents.
Strength, high endurance(hp), powerful effects. Strong creatures and high HP creatures both combined with strong effects. Powerful effects through various cards, including affecting creatures strongly, positively and negatively.
Healing, low cost, fast damage, poison. Poison being a new addition, it's grown on the element very nicely. Creatures are low costing and moderate damage. Because of low cost, creatures can be played fast.
Healing, strength, opposition to Darkness, creature dependent. Creatures and spells that heal. Strong creatures, particularly upgraded, and direct influence to the Darkness element(Holy Light/Flash). Light emitting creatures needed for good defense.
Speed and stalling. Fast drawing to run through decks, getting the cards you need. Cards to delay damage, returning creatures to their deck and making them unable to attack for a set time. New additions have begun to move this Element towards strength and creature control.
Creature control, poison, self centered. Strong focus on creature control, mostly with freezing. Good side focus with poisoning. Field changing card, Flood, doesn't affect Water (and Other) creatures.
What do you think? Do you have a different mechanic theme for some or all of the elements? Post your opinions on it and your own thoughts and ideas about what you think mechanically is an Element's theme.