Board Thread:Update Suggestions/@comment-29279962-20161013071713/@comment-25856498-20161105114043

Variations may work as actual cards to be added in the game, but in my opinion lack originality.

Nonetheless, I have an idea that is not a new card idea, but it could provide a little variation within the game (however I have no idea whether or not implementing this idea would break the game or not).

So this new idea is known as "Boosters", and they are special, subtle buffs that you can equip on your cards in your deck.

Everyone will have 3 Boosters that they can equip onto their cards. These Boosters never run out and can be interchanged between your cards freely. You are given these Boosters once you have completed the tutorial. Usage of the Boosters is completely optional (but should there be an incentive for not using them?)

To use a Booster: It can be equipped to buff one of the following stats: Health, Damage (Area Damage or Damage per second where applicable), spawned unit Level, Mirrored Card Level, Effect Duration, basically any stat that changes when a card levels up. When you choose to equip it on a card, you can only boost one of its stats. So you cannot boost two stats at the same time, such as both Health and Damage of say, Minions. The boosted stat is raised by one level (so a boosted Damage stat of a level 9 card will deal damage equal to a level 10 version of the card), and is indicated to you as a purple highlight as long as you equip it.

If you take a card containing a Booster out of your deck, the Booster will be kept in reserve. They can then be equipped on any card not currently equipped with a Booster.

The secret: No one else, except for you, can see exactly which stats of which cards are being boosted! So you can't see what card is being boosted by the enemy, and fortunately neither can they!

Boosters are not applied when you are given random decks, such as in the King's Cup Challenge.