a practical monopoly on life gain
Other has 2 healing cards.
Entropy has 1 healing card.
Gravity has 1 healing card and 1 card that essentially acts like one.
Earth has 1 healing card.
Life has 2 healing cards and 1 card that heals, given creatures.
Water has 1 card that acts better than Heal against poison decks.
Light has 2 healing cards.
Darkness has 2 healing cards and 1 card that can heal, given a creature.
Good job with your "practical monopoly".
Now don't get me wrong, I don't blame you for being jealous that the almighty aether is losing, but I'm just going to have to refute you.
When you say Other has 2 healing cards, I point out that both of them are rares and must be upgraded. Even then, one of them doesn't actually heal you, and as such, doesn't count. The other, meanwhile, has to be won as a rare and upgraded to even match Life's unupgraded weapon. Monopoly maintained. Entropy's "one healing card", anti-matter, can at most heal you for 15, and it costs 7 entropy to play. Still, I'll count it. You've found one. Gravity has Black hole, which will at most heal you for three life unless you are playing a rainbow, in which case why the heck are you using Black hole for it's healing. When you say it has one card that essentially acts like one, I wonder if you mean Armaggio or Gravity pull, both of which act like shields. You're still at one. Earth has stone skin, which again, doesn't actually help you with the whole elemental mastery thing. One. Water has Purify, the most situational card in the game that doesn't increase your HP. Still at one. Light has holy flash, which is good for a quick ten HP, but normally won't be taken for healing unless you expect to couple it with Miracle. Miracle is a rare... but I'll count it. Two. Darkness has both vampires and vampire daggers. Without using non-darkness, vampires can at most heal you for six. That's assuming there are no shields. The same flaw exists for vampire dagger. Vampire's shadow lobotomizes and poisons your card, but I'll admit it is probably one of the most viable methods of healing besides life. I'll give you all three. Five healing cards total.
Life has Emphatic bond, which "heals given creatures". It is the only card in the entire game that can single handedly heal you for more than 15 damage, barring ridiculous circumstances with an anti-matter. Even then it stacks. It also stacks with abilities like vampire. Life has heal, which is an admittedly underused card, and lastly it has druidic staff. Assuming you have a full field, using life alone, of healing cards, and a full hand, you can heal for a whopping 263 broken amongst 13 cards, for an average of 20 healing a piece, and that's not using the OTHER card flying weapon in conjunction with adrenaline.
Assuming the best possible scenario with all the cards you listed, you would gain 657 life, increase your max HP by 420, and have poison removed. This requires your opponent to have 18 of each quanta, both you and your opponent to have six upgraded fire dragons, and your handsize to be 13. Even if this impossible thing were to happen, it's divided amongst 69 cards, with an average of around 9.5 healing per turn, and six extra life per tern. Not only is the average life gain BELOW that of life gain using MONO LIFE, but it's not possible without hacking.
In summary, my good man, you are wrong. If you wish to make a healing deck without using life, might I point you towards the AI2 where you will be most successful?
=========================================================================
And now, since you took a shot at my element, allow me to return the favor. Let's take a look at Aether, shall we?
Spark: A pretty decent card, synergizes well with fractal. One of the few free cards in the game. Probably the best creature Aether has.
Lightning: A good damage spell. Some claim this belongs in air. I agree.
Twin Universe: This card is great if aether decks used cards that you could target. I mean really, what are you going to Twin? Your spark? A nymph? But don't get me wrong, that card is totally worth another phase spider
Immortal: Hey look! It's five damage for seven! My element can do the same thing for TWO QUANTA! Think the immortality is worth it? Think again! The cost of quintessence plus a frog is still lower than an Immortal. Not to mention that life has the best card for killing quintessence'd creatures anyway. But don't worry, you can just buff them to save them. OH WAIT!
Phase Shield: Probably the best Aether card. Excellent for cowering behind while you save up for your ridiculously costly cards. And then, 18 turns later when you've won, you can say it was your dragons that made you win. Me? I'm gonna take the damage like a man. Because I can! I'm life!
Electrocutor: Excellent for removing all the abilities off your opponents decks. If you didn't have this, they might devour your untargetable creatures, or grow past your unpassable shield. But don't worry, you can remove momentum.
Elite Phase Dragon: A 10|6 for 14! Can you say pointless?! By the time you have 14 quanta, why are you wasting it on something pitiful like a 10 attack creature, when you could be spending it on good cards like adrenaline frogs, which deal more damage for almost a third of the cost. Besides, if it's immortal, 6 HP is wholly unnecessary. Have fun paying for it anyway.
Pale Recluse: Great damage to cost ratio. Almost as good as a frog. Almost.
Quintessence: Woa! Another good card! That brings your total up to two? Anyway, there isn't a single card in Aether that could both use Immortality and doesn't have it, unless you want to send immortal recluses at your opponent. In which case, level 1 opponents are ready and waiting.
Fractal: This card is so great if you feel like targeting immortal cards. But that obvious design flaw aside, as it costs all your quanta, the best you can do is spam sparks. Which brings me back to my claim that spark is the best Aether creature.
Aether Nymph: What's that? Quintessence on a stick? Don't we ALREADY HAVE THAT?! Besides, like I pointed out earlier, Aether has NOTHING TO TARGET WITH QUINTESSENCE!
In summary, the best card in Aether is Phase shield, with spark coming in second. If you want immortals, play Earth, at least then you can pick and choose which turns it's hidden on. Draw a momentum? Unburrow really quick. He played otyugh? Burrow. The 10 damage for three isn't too shabby either. If you want fractal, might I recommend Life, as it has the best damage to cost ratio in the game. If you want to cower behind a shield while you turtle quanta so you can purchase a dragon? Even then a hope deck is probably better for that.
=========================================================================
You can take quips at other elements all you want Icy, just don't bite off more than you can chew.