Quote Originally Posted by ty_taurus View Post
Here's an example of what I mean:
Solar Draw: Draw either The Balance or The Arrow
The Balance boosts damage output + gives a Solar Seal
The Arrow boosts Crit + gives a Solar Seal
Solar Draw is meant to be played on DPS allies.

Lunar Draw: Draw either The Bole or The Spear
The Bole reduces damage received + gives a Lunar Seal
The Spear restores a small amount of HP any time the target takes damage Increases healing received + gives a Lunar Seal
Lunar Draw is meant to be played on tanks.
Given the existing lore of the cards it would be better to swap spear and arrow. Spear lorewise creates a critical moment that opens the path to victory, hence why it gave crit. Arrow hastened the target to be swift. So Spear would be the crit card in this idea, while Arrow would be the card to either enhance the heals the target receives (hastening the effects of healing magic, just like how spellspeed increases the potency of HoTs) or grants the target a fairly nice dodge buff (hastens the reaction times of the person to make them better able to avoid damage) which would make then different flavors of damage reduction.