Right, but wouldn't that be more fitting for death? Actually, how is that beneficial for the team that captures it? While the ability needs to be most beneficial for the team it represents (death's ability helps death the most), it needs to be beneficial for everyone who captures it. Just look at aether. It's really hard to reach it's base in another dimension. Wouldn't it be great if instead of having to defend six entrances, it could warp back to it's base at any time? Red ideas are bad ones, because they require a change game side. Green are good ones, the change is forum side.
E.G,
You get a spark every turn. You can warp back to any point on a 1 hexagon ring surrounding your main castle instead of moving. You must return to the wonder to regain this ability.
You can play flying weapon on any weapon you play. If you are on a square that contains an updraft (the ability to reach the upper world), you may move it with you.
Your opponent cannot see your side of the field A shroud of darkness falls over your base camp and this monument. You (and darkness) can see through shrouds of darkness. The shroud has a 3 hexagon radius.
The game begins with six boneyards on your side of the field. You may add six copies of one death card to your vault. This ability requires 3 turns to recharge.
Burrowed creatures deal normal damage. You may enter (but not exit from) the underworld at any time. You will land at a random spot outside a 3 hexagon radius from the team headquarters.
Both players start the game with grey nymphs on your side of the field. Every turn, three random card in your vault "mutate" into other cards of your choosing.
All non-fire creatures come into play "burning" with one poison counter on them. Immolations are free to upgrade. All players on your team may upgrade them.
All gravity creatures have momentum Your opponents deck may not have any momentum. This only effects the player who most recently at the monument.
You start the game with 150 HP You may salvage 2 extra cards. Salvaged Death creatures may become life creatures.
One miracle in your deck is free to play Rays of Light are free to upgrade as long as you are on this monument. You may place a "mirage" seventh team member at any time. It will play like a normal team player until attacked, at which point, this ability is gone until you return to the wonder.
Your deck may have under 30 cards. You may see your opponents movements before you move. You must pick which opponent. 3 choices per turn.
Flooding has no upkeep. A lake with a 3 hexagon radius appears around this wonder and your base. You may travel at three times the normal speed in this lake.