Abilities: Creates a climbable space along background walls.
Their cost is very low and the distance they span is much greater than other platforms. These plants can be a go to selection for any spell list.
However, they come with a weakness. Climbing plants also require a back wall to grow on. This limits where you can play them and make them particularly ineffective in the Strato-Sultanate.
Heart of Fire
Abilities: Gives two Fire Gems.
Sometimes you just need more Gems. Heart of Fire is the perfect companion Spell to those who love Fire Magic. While it costs you an Earth Gem, it gives back in Fire.
If you can only use one early, that’s still an early mission Fireball at your disposal. But if you can get two Heart of Fire spells cast early, you can bring some big beasts into your mission early. Nothing says powerful like walking into a battle with a Gila Monster or Iguana Knight from the start.
Abilities: Increases targets max and current Health.
Max Health is one of the most powerful enchantments available in the Four Realms, but it requires careful timing to maximize it’s effectiveness. It does not restore a beasts health, but increases the maximum and current value.
Use it after taking damage and it won’t serve you well.
Use it twice early on and you’ll have quadrupled your targets health!
Soul of Ice
Abilities: Gives two Water Gems.
Some Guardians just have an affinity for Water Magic. Go with the flow and give your Water Magic a boost. At the cost of one Earth Gem you can get two Water Gems. A great way to bring in some strong Water Enchantments early.
Or if you have a luck start, use Soul of Ice twice and bring in those giants from the water depths like an Anglerfish or Catfish!