OPTION 2http://elementscommunity.org/forum/index.php/topic,6835.new.html#newhttp://elementscommunity.org/forum/index.php/topic,18949.new.html#newhttp://elementscommunity.org/forum/index.php/topic,15641.new.html#newhttp://elementscommunity.org/forum/index.php/topic,18425.new.html#newhttp://elementscommunity.org/forum/index.php/topic,16786.new.html#newhttp://elementscommunity.org/forum/index.php/topic,16748.new.html#newOPTION 3World of Elements
Light Skill Tree
Light's skill tree is more based on passive benefits for yourself to make your journey in WoE easier and more successful. Whether it be by additional upgraded cards, curing an ally from a negative or environmental effect, or skipping the trip to Spirit World, Light is full of skills that passively benefit you and your allies.
Mark of Light
The basic skill for light that leads to the rest. The ability to use the mark of light is the basis of many decks. The upgraded card could make a big difference in a match because of cards like guardian/ archangel, which goes from 1/6 unupgraded to 7/7 upgraded.
Holy War
The first of the Tier 2 skills. Holy War gives you the ability to use 2 extra upgraded cards against an opponent of an element your element is at war with. It is very useful if you are at war with multiple teams, but not very useful if only at war with 1. Again, the 2 extra upped cards plus the previous 1 can be the difference between winning the battle and losing the battle.
Horseback Riding
Allowing you to move 4 hexes in one round, this is one of the quickest ways of transportation in the game at the cost of 2 Action Points. A vital skill if you are questing or if you are wanted. Moving fast is very important, which is why this skill is very good.
Bane of Darkness
Gaining 2 extra XP after a victory to a darkness opponent, this is very important because these two elements will almost always be at war with each other, partially because of this and partially because they are opposites. It makes winning against darkness even more important.
Cure
A good skill if you are either in the same hex with allies or in a hex with bad environmental effects, this skill removes the negative or environmental effects of a player in the same hex at the cost of 1 Action Point. Also helpful to yourself if you have negative effects upon you.
Tend Wounds
A nice backup skill if you dont feel confident about winning, Tend Wounds allows you to discard 2 less cards after a loss than you normally would. This could save you a few important cards after a loss. This skill is also economical, for it saves you money because you would have to by back more cards.
Devoted
The first skill in Tier 3, Devoted allows you to use an extra 4 upgraded cards in a mono deck. With this skill in effect, a mono light deck could have 7 upgraded cards, which again can be the difference in a game. With this many upgraded cards however, a mono form of RoL/Hope can now be made, which could make a big difference from a regular deck.
Repentance
A skill that can be a reward for a good win, Repentance gives you the ability to force your opponent to surrender after the first game if you happen to win it by Elemental Master. This skill saves you from the chance that you go 0-2 after the first game win. It also gives you an air of confidence if you have a deck with the possibility of an EM going into the first game.
Improved Resurrection
A turn saving skill, Improved Resurrection allows you to skip the trip to Spirit world and resurrect immediately. In Spirit World, you have to wait a turn before resurrecting yourself. This is good if you are trying to catch someone who maybe is on a quest or wanted, for it saves you a minimum of 1 turn.
Protecter
A defensive skill, Protecter makes activating the Protect stance cost 0 Action Points, when it usually costs 1 Action Point. Very useful if you are trying to protect an ally or teammate that is on an important quest or mission.
Lightbringer
The first Tier 3 skill, Lightbringer allows all allies in the same hex as you to have an additional 2 upgraded cards. Lightbringer is also a stacking ability, so if more than 1 person has this in the same hex as you, allies can have more than 2 upped cards.
Chosen One
Chosen One has 2 different effects, both centered around making negative things better. The first effect is that you discard 6 less cards after a loss and the second effect is that you are immune to negative and environmental effects. After getting this skill, along with Tend Wounds, you know discard 8 less cards than you normally would.
Champion of Light
The last skill in the Light skill tree, Champion of Light requires all of the other skills in order to get. This skill causes your opponent to only be able to use creatures of 5+ attack. While this may seem bad at first, this skill cripples your opponent's deck. More attack means more quanta cost, and they can only use higher costing cards. In each element, there are only 1-3 cards that fit this restriction. This is an overall great final skill and could lead you to much success in WoE.
Done!