Water Realm

## Overview

Water Realm can increase hand size, draw cards and gain power for doing so, and protect your cards. Also pretty good at destroying actions.

### Details

#### General

* Name: Water Realm
* Author: Sonus
* Complexity: 2/5
#### Mechanics

* Draw
* Protection
* Minor Antagonism

## Cards

### Breakdown

Standard minion and action breakdown of 10 minion and 10 actions with 30 minion power. Among their actions, they have:

* 1 play-on-minion actions: Water Barrier
* 4 play-on-base actions: Fountain of Life, Ward x2, Flood
* 5 standard actions

### Minions (10)

* **1x Water Lord (5):** [effect] Talent: Look at the top two cards of your deck and draw one. Return the other to the top or bottom of the deck.
* **2x Water Dragon (4):** Ongoing: Once per turn after you draw one or more cards, you may have this minion gain +2 power until the end of the turn.
* **3x Water Elemental (3):** During your turn, if you have drawn two or more cards you may play this as an extra minion. Only use one Water Elemental ability per turn.
* **4x Hydromancer (2):** Ongoing: Your maximum hand size is increased by one. Once per turn after you draw a card, this minion gains +1 power until the end of the turn.

### Actions (10)

* **2x Ward:** Play on a base. Ongoing: On your turn, you may choose to ignore this bases ability, as well as the ability of an action on this base until the end of the turn.
* **2x Wave Crash:** Choose a minion in play. Destroy any number of actions on that minion, you may move it to another base. If the minion is power 2 or less, you may destroy it instead and draw a card.
* **1x Water Barrier:** Play on a minion. Ongoing: This minion is not affected by other player's cards. On your turn you may destroy this action to draw a card.
* **1x Tidal Wave:** Destroy a base an any actions on it. Replace it with the top card of the base deck. All minions from the original base remain. Draw a card for each player that had a card on the original base.
* **1x Recovery:** Special: After one of your minions goes to the discard pile from play, you may play this to shuffle it into your deck to draw a card.
* **1x Fountain of Life:** Play on a base. Ongoing: At the start of your turn, you may draw a card.
* **1x Flood:** Play on a base. Destroy all minions of power 2 or less here. Ongoing: Minions of power 2 or less cannot be played or moved here, and this bases ability is cancelled.
* **1x Drowning Bubble:** Place a minion of power 3 or less on the bottom of its' owners deck to draw a card.

### Bases

* **(Breakpoint) Base 1 (VP): TBD**

* **(Breakpoint) Base 2 (VP): TBD**

## Clarifications

* **Ward**: 'Ignore' means treat the ability like its canceled, but in the case of Ward only for you. You can only choose to do this affect once and you do it during your play cards phase.

## Strategy

### General

If you are looking for alot of extra draw and some protection, look no further than Water Realm!

## Author Notes

Any fun facts, notes about the creation process, things to keep in mind while playing - anything you as the creator want to discuss about the faction that isn't mentioned elsewhere can go here!

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