Permanents which cost one element to deploy, then three other elements in sequence over subsequent turns, and then remove themselves upon completion.
The effects should escalate -- it should be tactically important to destroy the Permanent before completion.
Material Wheel5
- player gains 10 max health and heals 10
5
- player gains 2 purity tokens and opponent's creatures are frozen for 1 round
5
- player's creatures ignore shield for 1 round
5
- 30 spell damage to opponent
Spirit Journey5
- cloak for 1 round and opponent's creatures can't attack
5
- player heals 20
5
- all of your creatures gain +2|+2 and are healed 5 points
5
- opponent's creatures take 5 spell damage each and gain 1 poison counter
Cardinal Cycle5
- silence opponent for 1 turn
5
- delay opponent's creatures for 1 turn
5
- randomize all of opponent's quanta
5
- drain 3 of each quanta from opponent and heal yourself by the amount drained