
Imagine using a delay cast spell alongside an elucidated spell, your opponent would have an extremely difficult time predicting what's coming their way. Gone would be the days of just dispelling or beguiling because a player has X amount of pips, you would have to consider MANY more options when pip counting your opponents. I believe it would be very healthy for PvP as it would make predictions extremely difficult due to Elucidate opening up much more combo potential at every pip range. Also, before you say there's no way to fix it and it's just OP all around even given extra limitations consider the fact that a player would have to sacrifice 300 extra damage by applying Elucidate rather than Epic. Other than how you would rework it, tell me how you would use it in combos given the new limitations. I'm curious to hear the communities' thoughts on this topic though. I cannot take credit for this idea, I got it from watching one of AwesomeTheSauces' videos.

If Treasure Cards of Elucidate remained in game they would totally negate the effect of rule 3. Remove all Treasure Card copies of the spell from the game so players cannot create Elucidated tc. Similarly to Daybreaker and Nightbringer. Limit the number of copies one can have in any deck. We also find little relationship between the number of initiatives reported in the six sampled municipalities and their provinces, suggesting that municipalities are adapting (or not adapting) autonomously.It cannot be used to make any spell less than 1 pip. The six sampled Canadian regional health authorities (or equivalent) are not reporting any adaptation initiatives. Based on publically available information, reported adaptation also varies greatly by municipality. Meanwhile, all other Canadian provinces and territories are in the early stages of health adaptation. Quebec is a leader in climate change adaptation, having a notably higher number of adaptation initiatives reported, addressing almost all risks posed by climate change in the province, and having implemented various adaptation types. Provincial and territorial adaptation is varied. Three Celestian heads emerge from the sands and spin around among Celestian ruins before one attack. Its essentially just a more powerful version of the spell Spirit Blast, but comes with a fun new animation. Federal health adaptation initiatives emphasize capacity building and gathering information to address general health, infectious disease and heat-related risks. Spiritual Tribunal is a Balance spell that costs 4 pips and does either Life, Death, or Myth damage. Example: I enchanted Daybreaker with Shatter, my turn passes, next round I use Medusa. With nightbringer you cast the spell you enchanted second. If you use daybreaker you cast the spell you enchanted first. The cost for all spells is 5 regular pips and 1 shadow pip. This means that they cost regular pips AND shadow pips, as opposed to spells in the past which have only cost one or the other. These spells are either treasure cards, item cards, or cards that are inaccessible to players. Your turn passes, but then the next round you cast the spell you enchanted AND you cast another spell. Wizard101s Shadow-Enhanced spells are ones that draw from both regular magic and shadow magic. As you may or may not know, The Wizard101 devs put out 7 twitter polls asking the community which spells they want to be made trainable for each school.

In this study we identify and characterize Canadian federal, provincial, territorial and municipal adaptation to these health risks based on publically available information. Analyzing the results of the Wizard101 polls for which cards will become trainable. Extreme weather events, poor air quality, and food insecurity in northern regions are likely to increase along with the increasing incidence and range of infectious diseases. Climate change poses numerous risks to the health of Canadians.
