by Ogid
I like this idea. This would be a legit power and also thematic, spirits like wildfire (and also water/plant elements) are around the land "healing" so it's not out of the question a major power around it.But it'd need to be implemented in a way that doesn't cause problems, a single power removing enough blight to flip the card back would be quite broken. A more scalable way would be one of these:
> This effect put in play a reminder card that disables the ongoing effect of the blight card (even if positive) and that makes that the island count as healthy for any effect (spirit rules, events...)
> This effect turn the blight card and put a reminder card in play that make the game end (losing) when the blight card run out of blight.
> This effect can only be used when the blight card has more than Spirits x Blight number on the card, in this case put Spirit x Blight back in the box, remove this blight card and draw another one (put the remaning blight on that new card).
As this effect is quite situational this would work better as a trigger usable once per game (or more than once in the third case above) with the main effect of the major being a defensive one (probably blight removal or defense + blight removal would be thematic for this).










