Combo Counter

(!) This feature has not yet been implemented, and is still in a planning phase

Mechanics
The first card you play during a fight will determine your current combo affinity based on the race of the card played. Each subsequent card of the same race played increases your combo counter by 1, and any of a different race decrease this counter by 1. If the counter reaches 0 at any point, the racial affinity is removed, and the next card played will re-determine this affinity.

When the combo counter reaches a set level, you unlock that race's combo bonus. This bonus is withdrawn as soon as the combo counter is reduced to below that bonus' threshold. The idea behind this mechanic is to reward players for adhering to a particular race, while still allowing for some flexibility by reassigning the combo affinity mid-fight.

Combo Bonuses
Humanis: Umbra: Naturae:
 * Combo Counter 5 - Increase all Humanis cards' attack by 1
 * Combo Counter 10 - All Humanis dice rolls will pass with 100%
 * Combo Counter 5 - Increase all Umbra cards' attack by 1
 * Combo Counter 10 - Increase all Umbra cards' attack by an additional 1
 * Combo Counter 5 - Increase the health of all Naturae cards by 2
 * Combo Counter 10 - Every time a Naturae card is played, all existing Naturae cards are healed for 2

Possible Restrictions
It may be more beneficial for this mechanic to prevent spell cards from adjusting the combo counter, or at the very least prevent downgrading it (as to not disadvantage spell based decks). Consideration was given to removing the racial attachment for spells when designing them, but leaving them in allows them to increment the combo counter.

Additional bonuses may be added, and the currently defined ones may be changed depending on how they affect a fight.