He hasn't said that is the plan. Last he was doing with reputation was increasing health.
Honestly, I think something like
7 Reputation from early quests are applied to all marks
from there beating a false god with a given mark gives 1 reputation for the first kill of that god (26 reputation)
5 challenge levels in each tower 1 reputation for each level completed in a given tower (5 reputation), in these areas beating the highest difficulty, you get a chance to win one of 12 new mark cards for the respective element.
clearing an area of 20, 30, 40, 50, 60 areas one time each give 1 reputation per mark (5 reputation)
7 special story quests, completion with a given mark (7 reptuation)
for a total of 50 reputation per mark
then
a couple side notes, was zanz said we shouldn't be surprised seeing our arena decks bleed over to the board. I would have those deck attack players that is if you go into an area, and one of the decks is spawned, you are automatically battling the deck. I would have it populate 12 of the squares a random pull of 3 of the top 20 decks from each area of the arena.
so
10 reputation in an element, you can use upped cards of the same element.
20 reputation in an element, you can use the special mark cards in your deck
30 reputation in an element, using that mark, you no longer have to battle arena decks automatically, you can use upped versions of the special mark
40 reputation in an element, using that mark, you can play as a quarter blood (125 HP).
50 reputation in an element, using that mark, allows you to play as a HB on the board if you are using that mark. (150 HP).
50 reputation in every element grants you the chromatic mark in both PVP and on the Board.
Special Marks can not be auto selected, but come in cards,
Playing the Mark replaces the current Mark
None of the special Marks produce quanta, instead they have thematic field effects.
Pendulums no longer produce quanta if on the mark swing
Marks are indestructible, stackable.
Effects would be things like.
Mark of Shadow -> Your opponent loses 1
quanta at the end of their turn all darkness creatures get +0/+1 absorbs
Mark of Plague -> At the end of a player's turn, All creatures lose 1 health, to a maximum of 50% of their max health rounded up. absorbs
Mark of Dawn -> Your opponent loses 1
quanta at the end of their turn all light creatures get +0/+1 aborbs
Mark of Chaos -> One random spell effect occurs to one random target at the end of your turn, if the effect can not target the target choosen nothing happens absorbs
Mark of Grounding -> The next X creature attacking with flying loses flying where X is the number of Marks of Grounding in play. absorbs
Mark of Consumption -> each creature gets +1/-1 when attacking. absorbs
Mark of Roots -> Each
permanent has a 15% chance of coming back into play if destroyed. absorbs
Mark of Flight -> The next X creature attacking without flying gains flying where X is the number of Marks of Flightin play. absorbs :
Mark of Hardness-> You gain 3 max HP at the end of your turn. absorbs
Mark of Leaking -> Draw 1 additional card if you can during your draw phases, discard a card if you have a card in your hand at the end of your turn.
Mark of Stopping -> Both players can hold 1 less card in their hands. absorbs
Anyways thats what I would like to see, along with another 100 cards,
But that's all wishful thinking.