I have been out of town for a few days and this has really taken off. I'm really glad that air trials have gone so well so far. I understand that as I am already trailing 2 great players and supporters of air that is unlikely I will advance to the final. However, it isn't over til its over and I love having an opportunity to talk about air. I will start with my speech:
First of all I'd like to say no matter who wins, this trial will be great for supporters of air and the overall reputation of the element. I'm not as well known to most of you as the other two challengers but all I can say is that air is great. I was on team air in the last war and I would like to say our team did a lot to prove doubters wrong. Despite the fact that we had the lowest prediction average in war betting, we finished in 2nd and were 4-0 against team fire(the team with the highest prediction average). Air still tends to be an element that seems to need constant defense of its power and a strong leader. I know that I can do that because of my strong beliefs that air is the best element and can be adapted to so many different situations. I would also like to note that I got a mostly air (with entropy splash) deck into the turns to win study where it currently sits 3rd (.001 turns behind lava destroyer). Good luck to all challengers.
There are a lot of questions already so I will try to get them all answered as soon as possible. It is currently a work in progress:
Mithcairion: I have no question that whomever becomes air master will show great maturity. I have seen nothing but the best from both other competitors. I think the best judge of this is how people have handled situations in the past. Throughout the war air had its share of controversy and occasional bad luck. Sometimes there are things that happen that are beyond your control. It is important in these situations to handle yourself with poise, do what you can, and when it is over move on. I like to think I was able to help keep our team even headed throughout the war in bad situations. I certainly don't think I am solely responsible for this because we had a great, very mature team but I like to think contributed in that way.
The Mormegil: I think war 2 went a long way to prove what can be done with air. The job certainly isn't done though and I think the keys will be in war 3 and having a strong master believes in air and promotes it within the community. I think war 2 was good, but war 3 can be better. If I were to become master I have many ideas and lessons learned from war 2 that can allow air to shine the next time around. I enjoy working with new deck concepts and developing strategies i n different situations. If I do not become master, I hope to join team air and help in any way. The one thing in game that I believe air needs is an indirect buff to unupped wyrms. Currently the only way(unupped) to permanently buff a wyrm is with blessing. At that point you might as well be using Pegasus. I think a cheap off-element creature buff, or any sort of permanent in-element buff would be a great addition to the game that makes wyrms more useful in an unupped format.
Old Trees: Air represents all that is above us. It represents creatures in the sky and the ability to come down from the sky with extra force. It represents manipulation of the weather to improve conditions to favor you. It also represents vibrations and sound. Thematically vibration is only represented by one card (shockwave) so there is room in that area to cover more of the variety that air represents. Gameplay wise air could use a midlevel vanilla attacker or some sort of growth creature.
Higurashi: Air symbolizes the ability to be above it all. More details are in the answer to Mormegil's question. My vision for air is to take it to the top. I would encourage players to try air and promote new decks for both newbies and veterans. Most of all I would like to take air to a war victory to definitively prove that air has the ability to beat anyone.
918273645: If someone thinks air is the weakest element I would first tell them they are wrong, but in a nice way. Air was 2nd in war 2 and I think it can continue to finish toward the top consistently. I war win would be great in proving the power of air.
girlsgeneration: I think I could provide air with a clear leader because I am dedicated to the promotion of air. Air should be represented and represented well throughout the forum in all aspects from competitions to card creation to pvp events to decks. Obviously this is something that one person cannot do on their own. It is important to encourage others to have the same passion toward your element and to lead both by example and by encouraging others.
DrunkDestroyer: The argument can be made that any element is better than all other elements so I will go through and tell you why air is better in some aspect than each. Air is an element that is diverse enough to counter a variety of strategies. Air is better than the main rush elements (fire, life, and earth) because it is the best element to stop rushes. Wings stops the major rush cards and Owls Eye has the renewable CC to kill many of the rush creatures. Air is better than entropy in that it is in the best position to stop discord. Fog shield is cheap and stops some discord attacks while wings can be chained to stop discord attacks indefinitely. Air is better than aether because UG has the ability to get around aether's strongest card (phase shield). Air is better than death because it is one of the few elements that can create multiple creatures with one card (firefly queen) to break through bonewalls. Air is better than light because it has two cards that are devastating to ROL hope (UG and thunderstorm). Air is better than time and water because it can fight RT and eternity stall or freeze stall by relying on UG instead of creatures or stalling and holding back for big blows with sky blitz. Air is better than darkness because it has permanents that are generally not as useful if stolen. Wings won't block any air creatures, EE needs air to use it's ability and UG needs fire to explode. Fog shield can be useful if stolen but for a darkness player dusk has a better block percentage. Air is better than gravity because it is one of the few elements that has the ability to take down high hit point creatures with flying EE giving multiple renewable CC.
Kuroaitou: I guess one thing that would make me distinctively different is that some of my favorite cards to play with are some of the least popular. I enjoy making decks with unupped firefly starting with the first original deck I ever made, the Creation of Life. Powerful Wyrms, a deck I posted that has a ttw comparable to golem rush, uses 6 damselflies.
Old Trees: Earth is an element that can rush, but also a good stall element with stone skin and titanium shield. It is the only element to feature perm control and is featured in many denial decks through EQ and with devourers burrow ability. Over all it is a very well rounded element that can beat you in many different ways.
einherjar145: A master should have all of the qualities you named. The most important would be Integrity because as a master you become the representation of your element and your actions as master reflect positively or negatively on your element.