Tremor

Description
Gain 2. When, fix current and adjacent tiles.

Strategy and Synergy
It deals 140 dmg for 1. With only that effect, this spell would absolutely be used in almost every deck, since it just deals insane damage for ot's low cost.

The problem is, that it cracks adjacent tiles, restricting the player on the space he can use to dodge. This is a big drawback, which is so bad for many decks, causing it to be rarely used outside of focused decks. Since when, it fixes adjacent tiles, automatically removing it's drawback. It also gives, allowing the player to stack even more.

To play around this cost and use the fixing for some other applications, the player could get a D (Double) Upgrade. Since the player gains from the spell, it will procc the effect of the doublecasted version, fixing the already cracked tiles from the first cast. This turns the spell into a 2-cost 280 dmg. Another way would be with. When casting Tremor directly afterwards, the drawback of is completely ignored. This works, since also gives. This allows the player to gain 40 and deal 140 dmg for 1.

It's cost can also be ignored with, allowing the player to also ignore the drawback of cracking tiles.