Element:
Cost: 1
Type: Spell
Effect: Spawn Sacred Relic in target empty permanent slot. As a shield, it has damage reduction of 0, and as a weapon, it deals no damage (0|1 when flown). Remains in your hand when played.
Skill: 1
: Give Sacred Relic to the opponent, returning permanents it displaces to the opponent's hand. Replace this skill with "Lasts for 1 more turn".
Passive (unupped): When destroyed, adds Sacred Relic to its owner's hand if it is not full. When discarded, lose 4
, draw 1 card, destroy a random card in your deck, and add Sacred Relic to the bottom of your deck.
Passive (upped): When destroyed, adds Sacred Relic to its owner's hand if it is not full, and shuffles a copy of Sacred Relic into their deck. When discarded, lose 4
, draw 1 card, and replace a random card in your deck with Sacred Relic.
A
denial card in the form of a white elephant gift, inspired by the original Elements the Game's relic. By itself, play on your side, then use its skill to hand it off to the opponent, for good but slow-burning denial. This usage is best accompanied with stalling.
Potential combos and synergies:
- Sacred Relic + Give: Give Sacred Relic from hand to skip straight to the hand-filling part. Or use Give on Sacred Relic after playing it to get rid of pesky equipment rather than just displacing it.
- Sacred Relic + PC: Spawn on opponent's side, then destroy to expedite the denial. Or clear a permanent slot before using Sacred Relic's skill. If you have a repeatable source of PC, you can use upped Sacred Relic to prevent deckout, but this will clash with use of Sacred Relic as denial.
- Sacred Relic + Flying Weapon + Nightmare: Fill all the opponent's hand slots with Sacred Relic, not just one.
- Sacred Relic + Burn Card: Instead of letting the opponent choose whether they want to rid of useful cards or deny themselves of cards, make the choice for them.