It's a little bit weird looking at this topic, since no element really
needs anything. I will admit though that Aether DOES
'need' more cards sometime in the future to help open its strategy, but that's a whole different story altogether. Quantity isn't equal to quality; that said, some elements seem to have it better than others and are already ahead of the curve in terms of having reliable/strong synergies with other elements based off the cards that they can mix up with.
- Cards that reflect more of the 'celestial' theme rather than electricity. Preferably a new stand-alone permanent. Perhaps even a creature that will
radically change in its mechanic if someone attempts to immortalize it, or a card that can 'phase' through shields automatically, rendering it invulnerable to all attacks (including reactive damage from shields and poisons).
- Soft permanent control, or a specialized permanent to gain benefit from having multiple Air creatures out. Maybe another mid-hitter.
- Either a really expensive hard-hitting creature or a unique shield (that doesn't rely on chance).
- Additional low-attack creatures, another permanent that can combine well with either Graveyard or Malignant Cells, or a creature that gains benefit FROM being poisoned. Possibly even a spell that can affect 'immortalized' creatures.
- Technically fine as is. Might use another very low attack creature (similar to Antlion's attack upgraded).
- Also relatively fine, although they could use another mid-hitting creature (I don't count Abominations because they're odd to handle).
- Again, fairly fine. Maybe a type of reactive permanent protection.
- More mid-hitters than don't need Momentum to work.
Permanents. Spells that aren't based on (de)buffing a creature or taking quanta.
- Creatures with unusual forms of healing or creature control. Hard hitters. Possible permanent protection.
- Creature control possibly, but it's almost fine as is.
A definite improvement to Solar Buckler can give variety to people who want to try different shields. Perhaps they should be given a special permanent to allow quanta generation of all types, and thus make Light a possible 'Mark' for rainbows.
- Permanent protection, and a decent amount of mid-to-heavy hitters. A shield that doesn't have to rely on SoG's in order to compensate for the amount of damage that's coming in at a time. Valuable forms of creature control to irritate the enemy. Better spell cards to improve
card drawing techniques and mechanics, as well as cards to improve Time's
quanta generation issues. Finally, new creatures that may require other elements for unique synergy and to open up possibilities for Time other than being the 'main' element for stalling rainbow decks.
- Slight permanent control. Perhaps cards to help generate Water quanta faster?
Obviously I favor Time more than the other elements, but I think that based on synergies alone, Earth, Entropy, and Fire probably have some of the best combination decks to defeat elements (as well as having cards that work well with other cards from other elements).
guolin,you know i love water to but if you think it is good at the moment,we have everything because we're just awesome
Water does have a lot of cards in its inventory. ^^;;; People still haven't unlocked the 'secrets' of Steam Machine as well, considering it's only been out for less than a month I believe.