Thread:RainEStar/@comment-25542469-20180912124633

Lol, you finish helping me with one problem, and I'm immediately asking for help on another. XD Anyways, sorry Rain, but I wanted your opinion on this: I'm including a Cray Elemental deck into the story a bit for both interesting lore and fun, but I'm trying to give them a playstyle that keeps them as good support outside of their own deck. So, what do you think would be a good playstyle to go with? I have 2 ideas myself, but I don't know which, if either, would work best. Here they are:
 * Specific Clan/Nation - A playstyle in which multiple Cray Elementals have regular support skills, but can gain bonuses or use other skills when a player has a vanguard of a specific clan/nation. Of course, a Cray Elemental vanguard meets all requirements, so you only have to worry about meeting their conditions in any regular deck.
 * Lore reason - Some elements can only be found in certain areas, and spirits can become trapped in specific places that they cannot leave. Based on my understanding of current lore, CEs are planetary spirits with an elemental body, so some could be restricted to certain clan areas or nations due to either part of them. Thus, certain CEs could be "haunting" a clan-area or nation, while others could be found anywhere in the world. The only way they could leave is due to the CE G3 I designed, Nico.
 * Number of Clans - Similar to the other version, this playstyle revolves around having different clans. The difference is that effects activate based on the number of different clans you have on the field (or in a specific location).
 * Lore reason - No real lore reason for this playstyle as of yet. However, this version may require Nico's Stride skill to change a bit. 