Air - the rulers of the sky. Includes the clouds and, of course, an entire dragon. Not much confusion when you think of what Air represents.
Metagame:
Up till now, Air has essentially only been used as a splash element. Rainbow decks would include a Fog Shield and Animate weapons would be thrown in a weapon deck. Wings are used if the situation calls for it, but often end up as dead cards.
In unupped format, Air is even worse. It has the 2nd weakest attack value for a dragon, a 1 attack creature, and four 3 attack creatures. None of these creatures' costs are lower to balance this. So as it is, Air is too slow to keep up with nearly any other element, when it comes to creature damage.
In upped format, Air can hold it's own a bit more. The normally weak creatures gain attack boosts that put them more on the level of other creatures, with their abilities giving them certain advantages and synergies. Even so, FGs only include 5/14 Air cards in their decks.
Some cost changes were made to balance out some cards. FFQ had it's cost dropped by 1, to make it more playable. Fog Shield had it's cost increase by 1, to weaken rainbow decks. Also, Sky Blitz's cost was reduced by 1.
I focused more on boosting the unupped format.
<<Azure Dragon / Sky Dragon>>
Most creatures, outside of ones with solid abilities, have more attack power than their cost. Azure Dragon cost 10
and has an attack value of 9. In looking at the upped version of this card, Sky Dragon gets a 4 attack and 1 health boost, giving it the second highest attack value of any dragon. With this in mind, I decided to give Azure dragon 11 attack. Since a few other Air creatures were getting attack boosts, I felt it was beneficial to also increase the cost by 1
.
<<Dragonfly / Damselfly>>
As with Sky Dragon, the upped version of Dragonfly, namely Damselfly, was well balanced. Dragonfly, on the other hand, was still weak. Producing more
is good, and it's essentially a Pillar that does 1 damage a turn, however, there are no great benefits to producing large amounts of
, as there are in other elements. So in keeping with the overall attack boost of Air, I increased the attack value of Dragonfly to 2.
<<Flying Weapon / Animate Weapon>>
With very few PC cards in the game, I looked for places where I could sneak some in without adding new cards. Here (
http://elementscommunity.org/forum/index.php/topic,35170.0.html) was a perfect example of where I could do this. While not becoming PC in itself, this card works together with Air's in-element CC cards to create PC. In no way does this weaken the player's deck, since they can still use Animate Weapon the same way it's used now.
*Note this card targets the player, not the weapon. The same way that any Direct Damage spell would.
<<Thunderstorm / Lightning Storm>>
This is one of the least used cards. 1 damage rarely kills any creatures and makes this one of the most situational cards in the game.
There have been many different ideas on how to buff this card, but I dipped into my video game knowledge and went the route of: Lightning does more damage to flying creatures.
Though, even with the increased damage done to flying creatures, I doubt this card would be used much.
I'm open to more suggestions on how to make this card more powerful, thus more used.
-Increase the damage by an additional 1 point to flying creatures.
-Chance to stun for one turn.
-Lingering damage effect.
<<Wyrm / Wyvern>>
Unupped Wyrm was too weak for its cost. Some kind of buff was necessary, I chose to go with the +1 attack boost.