Hooray! Let's focus the entirety of balance efforts on cards within two mana cost of one another rather than considering the full impact on the game!
I mostly like the mana-but-no-dizzy-for-a-boost proposal because it adds an interesting,
relatively new ability to the game that makes reasonable sense and makes the ability more likely to be a usable alternative. Having Meliar dizzy to boost a single creature by a rather negligible amount is useless unless you're stuck using him solely for defense or, for some reason, need some other generally-a-weakling dark elf to survive a turn more than you need to deliver a freaking 85HP of hurt. At C speed it does act as a sort of counter against a rather sizable number of dizzier effects, but the boost is a bit small to make much of a difference even then.
And don't throw Elflands at me. That's 10
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
extra to play, another 1-2 a turn (compared to having a neutral charm out instead), and if you have enough mana generation and/or surviving Manamancers to get away with playing both, you SHOULD gain that huge an advantage after having them sit dead in your hand the rest of the game.
Hmmmm. Tough call. If the ability is intended as a point defensive boost for another elf when on the defensive or when opponent actions prevent him attacking, a boost to... I don't know, anywhere from +10/+10 to +15/+15... would make it useful a bit more often. If it's intended as a boost to elves in general as part of his presence (lol morale) it's not like he can't make an inspirational speech while leading the charge, and mana to maintain his concentration in doing so is fitting enough, with the added variety as another bonus.
I'd be fine with an
Ability boost... boost or
switching to 3
instead of dizzy, with or without fail:dizzy.