I thought of some good sun school spells that could have a purpose and a good effect in the game. Lets start with some of the basic stuff.
Extended Aura: Make any aura last 2 extra rounds. Enduring Aura: Make any aura last 4 extra rounds. Pip Drain: Card selected can be casted for 3 less pips.
Now here's the real game changer. We've all seen our foes use mutations on cards. Why don't we begin to learn their trickery? It will finally put good use to other school attacks because we can use our power pips with them. Once the card is mutated of course it won't just be a reskin of the original spell it will have a few different effects. (Example: Uses fire mutation card on a vampire card (death). The new spell, Burning Vampire, will attack the enemy with 400 damage over 3 rounds and heal 200 over 3 rounds. (Kinda like Power Link) There will be mutation spells for each school. This is how they will work. Lesser Mutation: Mutates all attack spells that cost 2 pips or less to the school of Greater Mutation: Mutates all attack spells that cost 4 pips or less to the school of Jolted Mutation: Mutates all attack spells that cost 6 pips or less to the school of