In addition to assigning specific skills to the skills, I figured that in order to further delineate the suits and their strengths/weaknesses, I would assign two of the eight player powers to each of them. The cards of a given suit will take its associated player powers into account when it comes to individual abilities, generally reinforcing concepts inherent to the associated player powers.

To Swords, I assigned the powers of Sponsorship and Depletion. Swords is the most straightforward of suits, and it’s in their best interest to quickly reserve cards and use them to deplete an opponent’s Resources and Destiny. While other suits may attack the opponent’s Destiny (namely Coins), Swords is the most direct.

To Wands, I assigned the powers of Divination and Forfeiture. Like its cousin Swords, Wands is fairly straightforward, if a bit more passive. Wands draws cards in the most efficient manner, if aiding its opponents at the same time. Like Coins, it has the ability to react, and takes the direct approach to preventing card loss via Forfeiture.

To Cups, I assigned the powers of Development and Consignment. Cups values Resources more than Reserves (not unlike Wands), but is straightforward in its approach to managing Destiny and Resources, via Consignment. No suit can match Cups in terms of abilities that make less do more.

To Coins, I assigned the powers of Banishment and Intercession. Like Swords, Cups has the exceptional ability to whittle down an opponent’s Destiny, but it prefers to do so by attacking the opponent’s weak point. Intercession allows Coins to respond quickly to changing circumstances, much like its cousin Wands.

Having each suit focus on two of the player powers helps ensure that each power receives equal support in the cards and also helps diversify the tactics of each suit. Swords reserves cards more quickly and for fewer Resources, Wands acquires a great deal of Resources quickly, Cups forces “busts” in opponents’ Development and utilizes the Exhaust, and Coins hits for massive damage.