>>96893012
While not from a card game itself, if you are looking for elemental interactions its worth playing one of the Persona games. They are videogames, but the mechanical interactions could be translated into card game terms very easily.
Essentially, the elemental interactions exist across two layers: the first is elemental weakeness/strength, and the second is interaction chains.
The first layer is basically what you could expect from any game where elements matter. Some enemies take more damage from a specific element type, or are immune to that element, or actively heal when hit by that element, or reflect that element back at the attacker. Finding the right attacks that take advantage of their weaknesses (or, at bare minimum, avoid their strengths) is vital to doing damage to win. Some elemental attacks have a chance of doing a secondary status effect as well. Fire can Burn, Ice can Freeze, Electricity can Shock, etc. There are also non-elemental attacks that can try to do a status effect directly without doing damage as part of it. So far, we are still in pokemon logic territory.
The second layer hinged on what the game calls Technical attacks, which are essentially attacks that take advantage of a condition you have placed on the enemy. There is where things get interesting.
Did you Ice attack land Freeze on the enemy? Good news, they can't act on their next turn. But while they are Frozen, you ALSO get a Technical attack on them from 'heavy hitting' damage types, like Physical or Nuke. Did you land Burn on an enemy for some damage over time? If you follow that up with a Wind attack, you will put out the fire on them but they also take a big spike of fire damage when it does. Used a mind effect like Forget on an enemy? Their brain is scrambled, making them take extra damage from Psi attacks. And so on.
This asks players to think not just of immediate attack power, but what it sets up for next turn based on mechanical interaction.