Additional effects for the Storm card.

Simplify the Storm card (theTower).

Power 0 gives a low tier effect, power 1 gives low with a chance of a high
and power gives both.
Let Nemelex gift destruction decks.

War is now summonings + battle.
Blade card now lets the player cleave.
Apply potion card effects to allies.
Let monsters enjoy the effects of a resistance potion.

This could also be used for "Resist Other" type spell.
Add resistance to chaotic mirror and Xom (theTower).
Change Pentagram's summons (theTower).

Tier 0 is imp + hell hound, tier 1 is common demon + rakshasa, tier 2 is
greater demon + pan lord.

Control Pentagram's summons a bit more.

To continue to make it more distinct from the demon summoning spells
and to buff weak tier 0 and nerf strong tier 1, the card now chooses
a more specific range of demons. The old groupings of 5/ 43 / 21,
from using lesser / common / greater demon, have now been pushed to
4 / 3 / 2. A bit less variety, but the hell hound / rakshasa / pan lord
company are already more unique. The hell hound result shouldn't feel
like it's getting harmless fodder accompaniment, and some excessive
results with executioners or hell sentinels alongside the pandemonium lord
should be avoided by this.
Elements card to replace the Herd card (theTower).

It summons natural creatures with some elemental ties.
Replace Shadow card's invisibility with darkness (theTower).

TODO: Make the card description sound less awkward.
Add corrosive bolt to Vitriol card.
Add a free ugly thing to power level 2 Repulsiveness.
Let the Shaft card shaft monsters.
Improve Dance card a bit.

The low power weapon is slightly less pathetic and tier 2 is either a
reaching or cleaving weapon. Sometimes the weapon will be a randart; this is
often more flashy than useful.
Replace butterflies with ravens in Foxfire (theTower).
Rangers card to replace Bones, fix save compat a bit

The skeletal warrior and bone dragon, while strong, had direct overlap
with Yred's gifts, while skeletons are hardly unique allies. Not that great
of a concern considering the different natures of support from permanent
and temporary allies, but still something that could be replaced with
something more distinct and unique for Nemelex.

This card summons a niche close to unused for player allies, in archers.
There are four tiers:
1: centaurs or yaktaurs
2: centaur warriors or fauns
3: yaktaur captains or naga sharpshooters
4: satyrs or merfolk javelineers or deep elf master archers.
With card power:
0: Two or three of tier 1.
1: One of tier 1, and either one of tier 3 or another tier 1 and one of tier 2.
2: One of tier 2, and either one of tier 4 or another tier 2 and one of tier 3.

Should be more interesting, and possibly marginally stronger if you need
more damage-inflicting and less damage soaking.

Also, avoid earlier Herd and Bones cards from screwing things up,
and stab at some errant tabs.
Change the Cloud card.

It is now part of escape decks and surrounds enemies with clouds, ranging
from mephitic to miasma.

Don't place Cloud clouds under monsters.
Add draining to the Banshee card.
Add malmutate to Degeneration card (theTower).
Add Ephemeral Infusion to Elixir card.
Let Helm card protect allies (theTower).