Quick question :
Currently, some monoliths/obelisks have more seemingly viable effects than others. How do you address that ?
Right now we are collecting ideas for each element (duplicates for some) while testing the waters with 4 cards in the crucible. New ideas that you feel are of a theoretical correct viability for a monolith/obelisk would be most helpful. Likewise detailed criticism allows us to improve the quality of the series.
Could you define what you mean by viable and give examples of significant differences in viability?
The goal is to create come into play abilities worth [1quanta+0cards] and skills worth [2quanta+0cards]. This may mean some are versatile but weaker and some are specialized but stronger.
On second thought, I think the notion of card advantage is more appropriate than the term viability. Let's use the following examples :
Air Monolith
Each turn
is generated. When Air Monolith comes into play, deal target creature 2 damage (1 if airborne).
Death Monolith
Each turn
is generated. When Death Monolith comes in to play, infect target creature.
By itself, Air Monolith may not deal enough damage to kill a relevant creature (e.g. a Shrieker) ; but with other support cards, like Shockwave and Eagle Eye, it can help soften tougher creatures that wouldn't die to a single Shockwave or Snipe activation and therefore generate card advantage.
Death Monolith, compared to Air Monolith in functionality, doesn't require as much resources : if unimpeded, poisoning a creature is a very effective and self-sufficient CC. One could make a poison stall deck with Death Monolith as its only form of CC, whereas Air Monolith by itself can't quite deal with resilient creatures.