Basically, the opposite effect of a Gem Storm. Would it work?
Whereas a Gem Storm causes a specific color (or in rare cases, two colors) to fall onto the board more often, a “Gem Drought” completely suppresses one color from dropping onto the board at all while it’s in effect.
- Available in all six colors plus a Skull version.
- The Drought type also suppresses all special variants of the affected color (e.g. a Skull Drought would include Doomskulls and Ubers).
- Additionally, it reduces the “Mana Surge” RNG of the affected color to zero (similar to a Jinx Trap, but only for one affected color). Affected gems on the board can still be matched normally, and can still be created/converted by spell or trait.
- It operates on the same system as Gem Storms, meaning it lasts 8 turns (4 per side), and only one Storm/Drought can be active at a time (replacing any previous effect).
Of course, there would also have to be a few design caveats…
- It might make a decent recurring gimmick for Khetar kingdom (like Web Gems in Zhul’Kari and Bomb Gems in Adana).
- No multicolor Droughts allowed.
- No Troop can create a Drought of its own colors (unless the Drought is picked at random) due to that being obviously counterproductive
- No traits (possibly except base Mythic Traits) should be able to start a Drought on each turn. Start of battle is fine, matching 4 Gems is fine.
For example, imagine a team based around The Great Wyrm, but also with the ability to create a Skull Drought, meaning the team gets free Skulls at the start of its turn but can additionally suppress Skulls dropping in after they’ve made a match (for which their opponent would normally be the first to use).