I feel light needs a decently efficient midrange hitter that doesnt require another element to be good.
Compare:
![](/images/Cards/Crusader.png)
![](/images/Cards/Pegasus.png)
![](/images/Cards/GuardianAngel.png)
vs.
![](/images/Cards/CrusaderUpgraded.png)
![](/images/Cards/ElitePegasus.png)
![](/images/Cards/Archangel.png)
The first two require duos/a quanta splash to be fully viable. (When Pegasus' ability is disregarded [aka you have no
![Air :air](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/air18x18.png)
], it is less efficient than other creatures for at least 1
![Underworld :underworld](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/underworld18x18.png)
)
The third does not become a viable midhitter until it is upgraded.
What Light really needs IMHO is an efficient midhitter for its
unupped mono enviroment similar in style to Puffer Fish, Seraph, or GoTP. (Crusader doesn't really count since it can't Endow Morning Star and Short Sword is probably one of the less viable endow targets). I have tried to fill this midhitter niche as well with cards like
Mother Wolf and
Fervent General.
Gets +1 | +1 if you are at max health.
The ability you suggested would only matter in the early game when damage is still reversible back to an EM or at endgame when Miracle is cast with SoG/Sanctuary already out (by that time, you've already either won/lost.) Scaling based on remaining HP would be interesting and I don't see why it would be hard to balance. (Miracle is too expensive to give it an impact early game - Devout Champions would likely remain 5 | 5's or 4 | 4's throughout the game even with Sanctuary unless one player gains a major advantage.) I think I'll mess around with this ability a bit.
That being said:
i want something either free or on element.
Could you clarify what you mean by this?