First of all, I've really enjoyed the last month or so of playing elements. I think it's an amazing game, but didn't have much of a reason to post anything on the forums until now. I hope you agree that this idea was worth sharing.
One of my favorite aspects of playing a game like Elements is the
feel of playing the different elements. When I play a Death deck, it's completely different than the way I play a Life deck and I enjoy that immensely. I think it adds variety and re-playability to what would otherwise become very monotonous just grinding all day. As much fun as this is, I realize that in order to consistently face the False Gods, Rainbow is the way to go.
While I accept that choosing the strongest aspects of every element should make for a powerful deck, I don't enjoy the
feel of playing a Rainbow deck. The way Death can kill your creatures, and gets stronger because of it makes sense. The way a Rainbow deck can have a Firefly Queen produce fireflies to let them be eaten by a monstrous Otyugh doesn't.
I also understand that increasing the strength of any of the elements only makes a Rainbow deck that uses those cards stronger. I think that the strength of playing a Rainbow deck is and should be the Quantum Tower. Generating 3 quanta per turn, and having cards capable of using that quanta makes it fast and versatile, and I agree that's what a Rainbow should be. Increasing the strength of cards only leads to making the AI too easy to face, which in turn leads to an arms race of increasing difficulties.
What I propose is that their be some reason to play a mono deck. Some bonus that puts them on par with Rainbow, and gives a chance of facing False Gods with upgraded versions of them. The idea is both simple and complex.
When you create a deck that uses cards from only one element, there's a bonus to using it. That's the simple part, emboldened there for all the people skimming this right now. To clarify, I don't think mark should affect this, since every element except Death and Aether has cards that need another element to activate their ability. The complex part, is what that bonus is.
I thought about a single bonus for all elements, like increased mark or increased HP, but decided that didn't fit the
feel of each of the elements. Below are my ideas for what those bonuses could be, with a brief explanation of why. I would appreciate any constructive feedback from the forums on ways to improve this idea. I'm sure these bonuses aren't balanced, and would require extensive playtesting before implementing. Please try to keep your ideas in the spirit of each of the elements and I'll edit this post with any changes of improvements the community can come up with.
Entropy: Player receives 3 random quanta at the end of each turn. (Mirrors the effect of having a Quantum Pillar that can't be targeted in play. Allows Entropy to use the abilities from all those mutations, and the randomness fits with entropy.
Death: Player is able to sacrifice any of their creatures at any time. (Enhances the use of boneyards/walls and fits with the theme of death.)
Edit: Now looking at "Opponents creatures come into play with 1 Poison counter." It keeps the ability passive instead of activated, which is a theme that runs through the other ideas, while still allowing you to feed boneyard/wall. Feel free to discuss. Gravity: Player's creatures come into play with +0/+2. (Enhances gravity pulls and Otyugh's effectiveness. The increased mass fits the overall mood of Gravity.)
Earth: Player begins play with 120 HP. (Mirrors the effects of stone skin, fits the thick skin one would expect from a master of Earth.)
Life: Player heals for 1 HP everytime a creature comes into play. (Fits with Life's healing abilities and the idea that Life grows stronger when new life is created makes sense to me.)
Fire: Player's creatures deal their attack in damage to enemy player when killed. (Increases the effectiveness of immolate, while fitting the explosive nature of the fire element.)
Water: Player is immune to poison and player's creatures are immune to infection. (Admittedly not my best idea, but it's all I can come up with for water. Really only of use against a couple of deck types and I'm certainly open to better suggestions.)
Edit: With the help of the forums, I'm now looking at something like "Opponents creatures might freeze when they come into play." Feel free to discuss. Light: Player's creatures are healed 1 hp at the end of every turn. (Basically a constant and lesser version of the Angel's and Holy Light. Fits the overall mood of a healing Light.)
Edit:Consensus is currently that "Healing spells targeting this player go into affect when the player reaches 0 HP" would be better, and that it still fits with light. Above original idea left for posterity. Air: Opponent takes 1 damage for every creature you have in play at the end of each turn. (Enhances the swarming ability of FFQ and fits with the mood of a raging wind.)
Time: Player doesn't lose when a card can no longer be drawn. (Allows for time to fully use their card drawing abilities without worrying about decking out, and makes Eternity more useful as an offensive weapon late game, while making sense that Time could freeze time for itself.)
Darkness: Player's creatures come into play "Obscured" and can not be seen by opponent for 1 turn. (Note, they can still be targeted, you just don't know what you're targeting. The AI could treat it as a 0/0 creature for target prioritizing and human opponents just have to decide if it's worth targeting or not. Makes sense that darkness would be hard to see.)
Aether: Player can target Immaterial creatures. (Allows the player to PU and Fractal their own creatures, while letting them hit Immaterial enemies with Lightning. Makes sense that a true master of Aether would be able to turn it off.)
And there you have it folks, I know it's long, so I appreciate you taking the time to read it and welcome your feedback.
EDIT: A common theme in a lot of the comments here is that this idea is overpowered. While I agree that this idea gives mono decks a lot more power, that was the original intent. I am trying to find a way to make a fully upgraded mono deck a viable option versus the False Gods. Please remember that just because these abilities are strong, that the person has to give up all the versatility of cards from other elements. As an example, if the suggested ability for Fire was implemented, Fire would deal damage much faster, however a mono fire deck gives up all protection and healing to do so. It would become a race to do 200 Damage as fast a a False God does 100. To me, that captures the essence of what it means to be playing Fire. If you find any one idea too powerful, or not powerful enough, I appreciate suggestions on how you would change it, but simply stating that it is over/underpowered doesn't advance the idea. Thank you.