Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => General Discussion => Topic started by: Kuroaitou on December 03, 2010, 09:40:02 am

Title: Weekly Featured Cards poll - Other
Post by: Kuroaitou on December 03, 2010, 09:40:02 am
NOTICE: This is a continuation of the old project created by Bloodshadow found here: http://elementscommunity.org/forum/index.php/topic,7232.0.html  (Major thanks and credits to Bloodshadow for starting the project) That said...

Choose the Other card that you wish to be featured next week!



What are Featured Cards?

Many other wikis, and Wikipedia itself, have daily, weekly or monthly featured articles. Likewise, Elements the Game Wiki (http://elementscommunity.org/wiki/) will have a Featured Card each week.

What's so special about the Featured Cards?

Featured cards are voted for by the community each week to receive a publicized article detailing the effects and strategies of the card. Once a Featured Card is chosen, the Wiki Editors and other members of the community will write a detailed analysis of that card, and it will be put on the wiki.

How are the Featured Cards chosen?

Each Monday, a poll will be put up in the General Discussion forum. That poll will list all cards in one of the elements, excluding the pillars and pendulums. Each forum user chooses a card in that element they want to know more about. The poll will cycle through the elements :entropy :death :gravity :earth :life :fire :water :light :air :time :darkness :aether :underworld; the poll of the first week will be Entropy, second week Death, third week Gravity, etc.

On Friday-Saturday, the poll will be locked and removed. The card with the most number of votes will be chosen as the Featured Card.

On Saturday-Sunday, a detailed analysis of the Featured Card will be written, and posted on the poll thread as the first draft. The community will read the first draft, comment on it, and post what in the analysis that they think need to be amended or added.

On Sunday-Monday, the analysis will be edited accordingly, incorporating the suggestions given by the community. The final draft of the analysis will go on the wiki.

The following week, the Featured Card and its analysis will be posted on the wiki. A new poll, of the next element in the cycle, will be made in the poll thread.



Featured Card Archive: Those are cards that have been previously featured. They may not be featured again, until all cards have been featured at least once. Cards in this archive will no longer be included in future polls, until there are no more cards left to choose.

:entropy Entropy
Fallen Elf | Fallen Druid
Antimatter | Improved Antimatter
Discord | Discord
Chaos Seed | Chaos Power
Nova | Supernova
Maxwell's Demon | Maxwell's Demon

:death Death
Bone Wall | Bone Wall
Aflatoxin | Aflatoxin
Arsenic | Arsenic
Skull Shield | Skull Buckler
Poison | Deadly Poison
Soul Catcher | Soul Catcher

:gravity Gravity
Otyugh | Elite Otyugh
Black Hole | Black Hole
Chimera | Chimera
Acceleration | Overdrive
Sapphire Charger | Elite Charger
Catapult | Trebuchet

:earth Earth
Graboid | Elite Graboid
Earthquake | Quicksand
Pulverizer | Pulverizer
Basilisk Blood | Basilisk Blood
Iridium Warden | Vanadium Warden
Antlion | Elite Antlion

:life Life
Adrenaline | Epinephrine
Empathic Bond | Feral Bond
Rustler | Leaf Dragon
Mitosis | Mitosis
Thorn Carapace | Spine Carapace
Horned Frog | Giant Frog

:fire Fire
Phoenix | Minor Phoenix
Immolation | Cremation
Fahrenheit | Fahrenheit
Lava Golem | Lava Destroyer
Rage Potion | Rage Elixir
Fire Bolt | Fire Lance

:water Water
Ice Shield | Permafrost Shield
Nymph's Tears | Nymph's Tears
Steam Machine | Steam Machine
Toadfish | Puffer Fish
Arctic Squid | Arctic Octopus
Flooding | Inundation

:light Light
Hope | Hope
Photon | Ray of Light
Crusader | Crusader
Sanctuary | Sanctuary
Luciferin | Luciferase
Guardian Angel | Archangel

:air Air
Flying Weapon | Animate Weapon
Firefly Queen | Elite Queen
Dragonfly | Damselfly
Unstable Gas | Unstable Gas
Wings | Wings
Thunderstorm | Lightning Storm

:time Time
Golden Hourglass | Electrum Hourglass
Eternity | Eternity
Reverse Time | Rewind
Ghost of the Past | Ghost of the Past
Dune Scorpion | Dune Scorpion
Fate Egg | Fate Egg

:darkness Darkness
Devourer | Pest
Voodoo Doll | Voodoo Doll
Liquid Shadow | Liquid Shadow
Cloak | Cloak
Nightmare | Nightmare
Vampire Stiletto | Vampire Dagger

:aether Aether
Fractal | Fractal
Mindgate | Mindgate
Silence | Silence
Parallel Universe | Twin Universe
Lightning | Thunderbolt
Dimensional Shield | Phase Shield





Links to each card's wiki articles will be added once the discussion is over. :)
Title: Re: Weekly Featured Cards poll - Air
Post by: xdude on December 03, 2010, 09:42:57 am
First vote goes to EE (woo, 100%!)
Title: Re: Weekly Featured Cards poll - Air
Post by: Kamietsu on December 03, 2010, 09:55:01 am
My vote went to the Firefly Queen :D
Title: Re: Weekly Featured Cards poll - Air
Post by: Hyroen on December 03, 2010, 10:33:54 am
Wings incorporates and is affected by a recently added, game-changing new passive ability, Airborne.

What better card to study and explore than this one?

Especially its interactions with Antimatter, how it can normally be payed and chained off the mark after 4 turns, which creatures can and can not get through and its new relationship to the Spiders.

In my honest opinion, one of Air's most intriguing cards to study and feature.
May there soon be more to add to Air's arsenal.

+1 vote: :air Wings :air
Title: Re: Weekly Featured Cards poll - Air
Post by: kobisjeruk on December 03, 2010, 12:19:49 pm
my vote?

(http://imageplay.net/img/m7Gbd107699/FartMan.gif)
Title: Re: Weekly Featured Cards poll - Air
Post by: Rastafla on December 03, 2010, 12:53:45 pm
In air I like the Queen the most I think. It can create so many varying decks with its changing ability and it can be utilized in so many ways.
Title: Re: Weekly Featured Cards poll - Air
Post by: Korugar on December 03, 2010, 02:08:36 pm
Hmm....I've always been partial to multi-use creature control, so Eagle's Eye get's my vote.
Title: Re: Weekly Featured Cards poll - Air
Post by: jippy99 on December 03, 2010, 03:04:54 pm
I voted for EE because it is one of my favorite weapons in the game.  It is useful in many decks, and can be used as either an attacker or CC.
Title: Re: Weekly Featured Cards poll - Air
Post by: smuglapse on December 03, 2010, 04:56:51 pm
Minor nitpick:

What's so special about the Featured Cards?

The Featured Cards are considered to be the best cards in Elements, since they will be voted and chosen by the community. Once a Featured Card is chosen, the Wiki Editors and other members of the community will write a detailed analysis of that card, and it will be put on the wiki.
Since all cards will eventually be featured, saying that they are the best is inaccurate.  I think something like "Featured cards are voted for by the community each week to receive a publicized article detailing the effects and strategies of the card." would work.

Minor nitpick aside, I am looking forward to continued excellence in this project, Kuroaitou.  :)
Title: Re: Weekly Featured Cards poll - Air
Post by: chum3 on December 03, 2010, 06:18:48 pm
Agreeing with what smuglapse said (that "best cards" excerpt was just taken from the old original post). Also, thanks for posting the links to each article!

Also, woohoo, Air. ;D
Title: Re: Weekly Featured Cards poll - Air
Post by: nilsieboy on December 03, 2010, 06:30:41 pm
voted for owl's eye, very interesting card with nice control and attack.
Title: Re: Weekly Featured Cards poll - Air
Post by: Kuroaitou on December 03, 2010, 09:49:52 pm
Minor nitpick:

What's so special about the Featured Cards?

The Featured Cards are considered to be the best cards in Elements, since they will be voted and chosen by the community. Once a Featured Card is chosen, the Wiki Editors and other members of the community will write a detailed analysis of that card, and it will be put on the wiki.
Since all cards will eventually be featured, saying that they are the best is inaccurate.  I think something like "Featured cards are voted for by the community each week to receive a publicized article detailing the effects and strategies of the card." would work.

Minor nitpick aside, I am looking forward to continued excellence in this project, Kuroaitou.  :)
Good point - I decided to change the wording accordingly to that of your quote, if you don't mind. ^^;

Also note that you can change your vote at any time you so choose before the deadline is over; regardless, I hope this project will always be continued in some shape or form. :P I'll try to make the deadlines more timely as well (1 card a week, links always posted once the analysis is finished, etc.).

Thanks again for your support guys! (P.S. - Go Wings)
Title: Re: Weekly Featured Cards poll - Air
Post by: the dictator on December 03, 2010, 11:44:51 pm
voted for owl's eye, very interesting card with nice control and attack.
Wait, is that really nilsie betraying his own winged fishes?

Well, anyway, I voted wings, just because it is a direct win against lots of top50 decks (shrieker rush, life rush, golem rush (without explosions)).
Title: Re: Weekly Featured Cards poll - Air
Post by: EvaRia on December 04, 2010, 01:33:40 am
Blue Nymph, it's just too great at piling on the damage =]
Title: Re: Weekly Featured Cards poll - Air
Post by: Memorystick on December 04, 2010, 02:45:44 am
Dragonfly- Let's see what you can come up with for it :P (Also, I want to keep track of this thread :)))
Title: Re: Weekly Featured Cards poll - Air
Post by: DrunkDestroyer on December 04, 2010, 09:21:44 pm
Wyrm
Double your buffs, and you can keep it within 2 elements.
Underused, overpowered (not really). Great card.


(@Kuroaito: Thanks for making this thread, I've been with it since the start and am happy it'll stay active and maintain a good quality of writing. Good job, and good luck!)
Title: Re: Weekly Featured Cards poll - Air
Post by: PlayerOa on December 05, 2010, 10:21:37 am
The Queen gets my vote. Many decks, many uses, good card :air
Title: Re: Weekly Featured Cards poll - Air
Post by: Higurashi on December 06, 2010, 01:53:01 am
I'ma vote like I usually do: for the most underused card. Tell me everything about Thunderstorm! :D
Title: Re: Weekly Featured Cards poll - Air
Post by: Kuroaitou on December 06, 2010, 11:35:36 am
I know this is a little sudden, but I've decided to write the current winning card (Firefly Queen) instead of waiting another week or so for votes to come in. Here's the article!


Firefly Queen is one of the most recognized Air cards, due to its ability Firefly. For an initial seven :air quanta and two :life quanta the following turn, Firefly Queen (often abbreviated as ‘FFQ’) will spawn a Firefly onto your field, increasing your damage potential and quanta production simultaneously.

Firefly Queen is the first creature-spawning creature implemented in game (another example being the Pharaoh). With a fairly convenient health pool (7 HP) and moderate attacking prowess (3 ATK), the Firefly Queen is a pretty durable creature that can take some damage from creature control while also providing minor damage. The Firefly ability is unique and cannot be obtained by mutations, making the FFQ a very original creature that is often protected or valued heavily in decks carrying them. Because of these details, the FFQ is perfect for swarming the opponent with attackers overtime, given enough quanta.

One thing to note is that while the stats and costs of the FFQ don’t change between upgrades, is that the ability of generating a Firefly does. Regular Fireflies have 3 ATK and generate :light quanta upon attacking, while Elite Fireflies from the Elite Queen have 4 ATK and generate :fire quanta instead. In this case, the quanta production stemming from both types creates different combos for the two, and one may value using the non-upped card over the other or vice versa.

Life and Air have several synergies with each other upon using a FFQ. With the non-upgraded FFQ that produces :light generating-Fireflies, Rustler becomes an instant classic to refueling the quanta that the FFQ uses. As Rustlers convert 1 :light into 2 :life quanta (and it can be used multiple times), an FFQ can technically reproduce endless Fireflies as the Rustler assists in the quanta conversion process, making it a fairly simple combo once set up. Adrenaline can also be used on the Fireflies to deal 12 damage (cumulative, 4 attacks x 3 ATK) and produce quadruple the :light quanta without any other buffs. In addition, Empathic Bond can provide unparalleled healing with Fireflies and Queens on the field – the massive swarm of creatures will also boost up the healing you receive from Empathic Bond, especially if you have multiple Bonds out.

One special tactic that the unupped Firefly Queen has over its upped counterpart is the synergy with Hope – as regular Fireflies produce :light with their bioluminescence ability, they also build up considerable defense with the Hope shield. While slower at setting up, the damage dealt by the FFQ and its minions are much more significant compared to Rays of Light, making them more able to bypass damage-reducing shields.

Upgraded, the Elite Queen creates a new dynamic in providing synergy with Fire cards. The Elite Fireflies can help fuel the necessary quanta for cards such as Fahrenheit (which can deal massive damage with enough :fire) or Unstable Gas (that requires 1 :fire to set off). More importantly, while the spawning ability of the Elite Queen doesn’t change in terms of cost, the minions can be a game-breaker with their +1 ATK bonus.

Queens do have weaknesses though; although their HP is fairly high, Fireflies do not, and many opponent have dangerous CC cards that can delay or kill your FFQ. Cards such as Plague, Rain of Fire, or even Pandemonium will cripple an effective swarm strategy, nullifying both the damage and quanta creation with a single spell. Diamond Shield blocks 3 damage per attack, which will block all of the damage output from a regular FFQ and its Fireflies. Its swarming technique can still be considerably slowed even when upgraded. Most importantly, its cost of 7 :air to play can be hard to obtain compared to other creatures, which means denial tactics of either one’s :life or :air can also make it impossible to generate Fireflies. The strategies can be countered in various ways (by using Bone Wall to reap the benefits of killed Fireflies, by Mutating Fireflies via a Fallen Druid to high-ATK creatures, etc.), but there’s no clear-cut answer on how to stop these tactics from working. However, one should note that

No matter how one uses the FFQ (in either form), many people enjoy using FFQ in Rainbow Anti-FG decks to either provide extra damage, mutation or Bone Wall fodder, or specialized quanta creation. Its resourcefulness is vital for the Air element, and as a whole, is one card that many players protect (or target first!) when it arrives onto the field.


Quick Facts:
Use This Card Together With:
Decks Using This Card:
Title: Re: Weekly Featured Cards poll - Air
Post by: Higurashi on December 06, 2010, 03:00:01 pm
You should totally add CCYB to that list of decks, 'cause it's famous and all. :>
Title: Re: Weekly Featured Cards poll - Air
Post by: nilsieboy on December 06, 2010, 07:43:42 pm
You should totally add CCYB to that list of decks, 'cause it's famous and all. :>
a lot of people don't use it :P
Title: Re: Weekly Featured Cards poll - Air
Post by: Kuroaitou on December 07, 2010, 01:24:57 am
You should totally add CCYB to that list of decks, 'cause it's famous and all. :>
I would, but then that deck wouldn't have any of the mentioned synergy cards in the above article, not to mention; CCYB has PLENTY of articles to feature certain cards (from Permafrost Shield to Pulverizer and Supernova, etc.). Also, these decks seem to carry enough weight on their own, and also star the FFQ as opposed to having it as a backbone for support (Lava Golems being the primary topic of a CCYB deck when it comes down to creatures).

Anyway, article is now posted, and I shall await for SG to update when possible. :)
Title: Re: Weekly Featured Cards poll - Air
Post by: Higurashi on December 07, 2010, 01:28:31 am
Synergy or not, it's used differently than in the other three decks. If you wanted to focus on synergy, you're lacking a deck that uses the :fire you speak of.
Title: Re: Weekly Featured Cards poll - Air
Post by: Kuroaitou on December 07, 2010, 01:34:14 am
Synergy or not, it's used differently than in the other three decks. If you wanted to focus on synergy, you're lacking a deck that uses the :fire you speak of.
...good point.  :-[

I'll probably scrap the first deck then, because I suppose Otyugh, Fallen Druid, and Electrum Hourglass (if it gets voted up) will be the cards that the deck gets featured in anyway, and I'll toss in CCYB.

Anyway, changes made. :)
Title: Re: Weekly Featured Cards poll - Air
Post by: Kuroaitou on December 07, 2010, 10:13:24 am
The new Time poll is now up! ^_^

SPECIAL NOTICE: I am currently working on articles for Fate Egg, Sundial, AND Procrastination, just to let you know... ;)
Title: Re: Weekly Featured Cards poll - Air
Post by: DrunkDestroyer on December 07, 2010, 08:41:50 pm
The new Time poll is now up! ^_^

SPECIAL NOTICE: I am currently working on articles for Fate Egg, Sundial, AND Procrastination, just to let you know... ;)
Already working on the Time Trials?
Good Luck then.


I chose deja vu, because it just....works.


Already working on the Time Trials?
Good Luck again.
Title: Re: Weekly Featured Cards poll - Air
Post by: smuglapse on December 07, 2010, 08:47:04 pm
The new Time poll is now up! ^_^

SPECIAL NOTICE: I am currently working on articles for Fate Egg, Sundial, AND Procrastination, just to let you know... ;)
Already working on the Time Trials?
Good Luck then.


I chose deja vu, because it just....works.


Already working on the Time Trials?
Good Luck again.
Bah.  That joke's as old as the hills, er... sand dunes to be specific.  <rimshot>
Title: Re: Weekly Featured Cards poll - Time
Post by: lukce on December 07, 2010, 08:53:36 pm
Precognition for Time :D
Title: Re: Weekly Featured Cards poll - Time
Post by: Higurashi on December 08, 2010, 07:50:22 am
Fate Egg, because it's gotten buffed. I actually use it in a monotime rush, now. Most interesting would be to see some percentages, but that's asking a lot, heh.
Title: Re: Weekly Featured Cards poll - Time
Post by: nilsieboy on December 08, 2010, 02:13:35 pm
voted for dune scorpion, it opens a lot of new options for time :).
Title: Re: Weekly Featured Cards poll - Time
Post by: Colloray on December 09, 2010, 05:38:08 am
I votd Deja vu. i mean, wat r the strategys  4 usin them othr than putin a lot out a once?
Title: Re: Weekly Featured Cards poll - Time
Post by: Higurashi on December 09, 2010, 09:13:34 am
^Buffing and using Parallel Universe = extreme rush. Deja Vu's are pretty epic.
Title: Re: Weekly Featured Cards poll - Time
Post by: geekz_always_win on December 12, 2010, 07:54:36 pm
Eternity won, I guess.

Title: Re: Weekly Featured Cards poll - Time
Post by: willng3 on December 12, 2010, 07:59:03 pm
Voted Scarab, it's just so darn cuddly and useful :)
Title: Re: Weekly Featured Cards poll - Time
Post by: Ant-n-ero on December 12, 2010, 09:18:33 pm
whoops, forgot I needed to post at least once so this would show up in the list of threads peoople replied on >_<
...and voting's ended for time atm, oh well :/
Title: Re: Weekly Featured Cards poll - Time
Post by: Kuroaitou on December 14, 2010, 06:56:36 am
Sorry for the delay (had a rough weekend...): here's the article for Eternity! :)


As one of the most sought out weapons in game, Eternity is the prime rare weapon from the Time element. Its ability is a repetitive use of the Reverse Time | Rewind card allowing you to target a Creature, which is returned to the top of its owner’s deck. Despite its weak damage potential, Eternity is a renowned weapon for preventing deck-out and providing unique draw manipulation in various decks.

For 6 :time quanta (5 :time upgraded), Eternity can be played into the player’s weapon slot to deal 4 damage per turn. While the damage itself isn’t impressive, the ability is a powerful mechanic – after the player selects a target with Eternity’s ability, the creature will be rewound (or placed back) into their master’s deck as the next card drawn, making it an effective CC tool for denial and hand manipulation. The most popular use of this card is for preventing deck-out. As players often have to worry about the sizes of their deck (speed vs. stalling tactics), Eternity can assist in situations where the opponent has more cards than the player. By using Eternity continuously on a cheap creature such as a Skeleton (from Boneyard), one could infinitely play a match-up as long as the creature card can be replayed and rewound over and over again.

Conversely, instead of using it one’s own creature, players can also use Eternity’s skill on the opponent’s creatures, making it an effective tool for creature denial. Although the enemy may replay the creatures if they have adequate quanta, the strategy of controlling their draws comes into play instead. Rather than progressing through their deck, a player will be forced to draw the same creature over and over again. Smarter opponents will generally withhold their creatures and play them all at the same time to overcome Eternity.

Most importantly, the rewind ability of an Eternity can be beneficial to use on creatures that have major buffs or status effects applied to them, as such improvements (or detriments) can be removed upon being rewound. An Otyugh that was poisoned after eating a Chrysaora, for example, can be rewound via Eternity and replayed as if it was never poisoned to begin with. Voodoo Dolls inflicted with Gravity-Pull can be rewound to effectively waste a two-card combo for the enemy opponent. Even creatures with other beneficial buffs such as Adrenaline or Momentum or powerful stats from improvements such as Chaos Power and Blessing can also be reset to their original stats, nullifying strategies that rely on special buff cards to work right. In either case, Eternity can technically refresh any creature on the field to their original state.

Because Eternity can be used to ‘reset’ a creature to its original status before being played, the Fallen Elf’s Mutate ability can truly wreck havoc on the opponent’s creatures with Eternity. If the mutated creature is of another element the enemy can’t play (depending on their quanta), using Eternity would effectively ‘kill’ the creature by making it impossible to play the non-mutated creature. In other words, if a Fallen Elf mutated a Photon into an Abomination, but the player had no :entropy quanta to play it, then rewinding it back into the player’s deck will basically force them to draw a dead card that can’t be used.

Several other important cards that can also combine well with an Eternity weapon are Mummy, Mind Gate, and Dune Scorpion. Mummy’s passive ability requires a transformation into the Pharaoh card via a ‘Rewind’ effect, which the Eternity weapon can provide easily and repeatedly – instead of having a Rewind card for every Mummy in a deck, Eternity can settle that issue easily, shortening the deck (and allowing easier access to the rare Pharaoh cards). Mind Gate can allow one to steal creatures or other cards based on the opponent’s next draw – by using Eternity on a creature, one could then use Mind Gate’s ability to generate that very same creature in their hand, allowing the player to potentially use that creature’s skills before the opponent can. Eternity can also be used after Mind Gate in case one finds another card that the opponent will draw next (such as a Steal), in order to deny them while preparing another counter-strategy. Even Dune Scorpions can become lethal given the correct buffs – if Neurotoxin is applied, rewinding creatures against the A.I. will cause them to stack the poison counter even higher (since the A.I. will generally play their creatures given enough quanta).

Many more cards can also be used with Eternity in order to fully reap its ability for either denial, deck control, and general creature displacement, but players should always note that the rewind cost (3 :time) can be fairly expensive if the player doesn’t have a steady source of quanta to use the ability constantly. Because of this, players who use Eternity generally have their mark set to Time in order to ensure some form of :time quanta generation in rainbow decks. Regardless, Eternity is a very precious weapon that is often protected by players due to its endless potential to survive and manipulate the battlefield as needed.

Quick Facts:
Eternity deals 4 damage per turn as a weapon.
Its ability is based off the Reverse Time | Rewind cards, and costs 3 :time quanta to cast.
Eternity’s ability will effectively send a targeted creature back to the top of the owner’s deck, meaning it’ll be the next card they’ll draw on their turn.

Use This Card Together With:
Fallen Elf | Fallen Druid
Mind Gate | Mind Gate
Dune Scorpions | Dune Scorpions

Decks Using This Card:
The-Compeltely-Unoriginal-but-Semi-Original FGBow (http://elementscommunity.org/forum/index.php/topic,1748.0.html)
Inception (http://elementscommunity.org/forum/index.php/topic,15156.0.html)
Dune Scorpions killing FGs (http://elementscommunity.org/forum/index.php/topic,11131.0.html)


Darkness polls are now up! ^_^
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Korugar on December 14, 2010, 03:03:07 pm
I love my Vampire Dagger....
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Ant-n-ero on December 14, 2010, 03:43:55 pm
'Steal' is hands down the most annoying Darkness :darkness piece of.. [*Error* - Program terminated due to innapropriate content]....


P.s. 666'th post  :-\
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Falcon4415 on December 14, 2010, 06:56:07 pm
Can I haz Cloak? :P

Voted for Nightmare (wow it's leading!). As a fairly useful, yet situational, card, I feel it is underrated. Fix it with one of your epic articles!
Title: Re: Weekly Featured Cards poll - Darkness
Post by: ddevans96 on December 14, 2010, 08:14:16 pm
People voting photon just for the lulz is ridiculous. Can we change the poll back to 'Choose the card that you think is the best to be featured next week' to stop this from happening again?

Probably not going to happen because it was changed once, but having cards like photon being featured because people think it's funny is just wrong.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: EvaRia on December 14, 2010, 08:39:45 pm
Photon was featured because they thought RoL was awesome, and rightfully so, not because they thought it was funny.

But Nightmare I don't see the reasoning behind.


Anyways, I voted voodoo doll, it's funness is too much to ignore ^^
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Kuroaitou on December 15, 2010, 01:42:13 am
I also voted for Voodoo Doll - even though it's new, a few strategies have come around it AND I think it has some decent potential in regards to synergies.  :)

People voting photon just for the lulz is ridiculous. Can we change the poll back to 'Choose the card that you think is the best to be featured next week' to stop this from happening again?

Probably not going to happen because it was changed once, but having cards like photon being featured because people think it's funny is just wrong.
Photon actually wasn't a hard article to write about, because its free cost and versatility in both non-upped and upgraded decks are actually worth mentioning. Hard cards to write about are generally the dragon cards (most of them at least), because they're bland creatures, or any creature for that matter that doesn't have an ability of some sort (looking at you Abyss Crawler T_T).

Also - I won't put Cloak in the polls because it's not in the game yet. Nonetheless, here's to hoping that Voodoo will win! ^^;
Title: Re: Weekly Featured Cards poll - Darkness
Post by: TheCrazyMango on December 15, 2010, 01:43:18 am
haxx shield FTW. i cant count the number of times its saved my life
Title: Re: Weekly Featured Cards poll - Darkness
Post by: PlayerOa on December 15, 2010, 02:09:01 pm
Vooooooodoooooooo :darkness Doll ;)
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Colloray on December 16, 2010, 02:24:50 am
voodoo doll - its new, an it is usful but cant realy find how to use it for the best it can do
Title: Re: Weekly Featured Cards poll - Darkness
Post by: DrunkDestroyer on December 16, 2010, 04:46:20 am
Mine was the only vote for bloodsucker?
Come on guys, it's not that bad...
It synergises with Nightfall since you have to use those two elements anyway.
It works surprisingly well with voodoo doll.
And I just won one off an FG, so maybe I'll learn something even I didn't know (which shouldn't be very hard)
Title: Re: Weekly Featured Cards poll - Darkness
Post by: EvaRia on December 16, 2010, 08:41:32 am
Mine was the only vote for bloodsucker?
Come on guys, it's not that bad...
It synergises with Nightfall since you have to use those two elements anyway.
It works surprisingly well with voodoo doll.
And I just won one off an FG, so maybe I'll learn something even I didn't know (which shouldn't be very hard)
Which is part of the reason why everyone else chose to vote Voodoo Doll :D

Seriously though, voodoo doll has been one of my favourite cards since I made my voodoo deck.

Sadly though, it may not work properly after the fractal nerf =[
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Higurashi on December 16, 2010, 10:26:16 am
Mine was the only vote for bloodsucker?
Come on guys, it's not that bad...
Part of the point, actually. Many vote for Nightmare because it sucks.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: nilsieboy on December 16, 2010, 05:37:12 pm
voted for vampire, can work as small adrealined attackers or heavy healers.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: geekz_always_win on December 17, 2010, 07:06:46 am
Voodoo Doll FTW. Or FTL for that matter.

All of its bugs and mishaps during war are definitely praiseworthy and makes a semi-interesting article.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Kuroaitou on December 19, 2010, 02:57:00 pm
Voodoo Doll FTW. Or FTL for that matter.

All of its bugs and mishaps during war are definitely praiseworthy and makes a semi-interesting article.
Heh, not gonna mention bugs here, as Zanz fixed them in the last update. ;)

Here's the article!


Voodoo Doll is a tricky Darkness card with an odd passive skill. If Voodoo Doll survives any damaging or otherwise negative effect (from spells, permanents, or creatures), the damage/debuffs are immediately transferred to the opponent or the opponent’s weapon depending on what type of effect was inflicted upon the Voodoo Doll.

Voodoo Doll’s passive skill, ‘Voodoo’, is an unusual passive skill that can’t be lobotomized off. Whenever Voodoo Doll survives the damage or debuff effect of any mechanic, the effect is also delivered to the opponent simultaneously (if it’s damage) and their weapon (if it’s a non-damage effect). A special thing to note is that none of the damage done via Voodoo Doll can be reflected, so spells (like Fire Lance or Drain Life) can bypass reflective shields when used on the doll. Since it only costs 2 :darkness, Voodoo Doll is cheap to play, but has no attack power aside from cards that can increase its stats. Its HP on the other hand (16 non-upped, 20 upgraded), is high enough so that damage and stuns can be delivered to the doll repeatedly to whittle down your opponent.

It’s important to note that killing effects (such as Immolation on a Voodoo Doll) will not cause any damage to your opponent whatsoever. This means that any ability that doesn’t cause damage (Paradox, Devour, etc.) won’t affect the doll. Also, while damage passes, the opposite doesn’t – healing the doll will not heal the opposing player, so increasing or recovering its HP will not help the enemy.

Many people have developed numerous tricks to make Voodoo Doll one of the most devious creatures to fight against. One particular spell, Gravity Pull, is a notorious card to use with Voodoo Doll – as Gravity Pull redirects damage away from the player and onto the target instead, the creatures will then attack the doll, triggering the Voodoo. This will then redirect damage to the enemy player (assuming that the doll survives the attacks). In a sense, Gravity Pull then acts as a way to reflect creature damage back to your opponent, countering adrenaline-affected creatures or creature-spam decks.

Rage Potions also have fantastic synergy with Voodoo Doll – unlike most buffing spells, such as Blessing or Chaos Power, which improves both stats to help the creature survive and output more damage, Rage Potion effectively has a double-dipping effect with Voodoo Doll. When used, the Rage Potion will deal 5 (6 upgraded) damage to the doll, hurting the opponent – and because of the positive attack, the Voodoo’s attack will then deal up to 5-6 damage again as the turn ends. In this case, Rage Potions help improve the combination of :fire and :darkness cards with high offensive potential, rather than defensive potential (via Gravity Pull).

Voodoo Doll can also transfer poison counters to the opponent with the right cards. Aflatoxin for example can be applied to the Voodoo Doll (inflicting the opponent with two poison counters), and upon ending the turn, the doll will receive 2 damage (thus, the opponent takes 4 damage total from their own poison and the doll’s poison damage). Because of this, Parasites (or Bloodsuckers) are extremely useful as poison-applicators. Their ability for 1 :death quanta, ‘Infect’, can be used repeatedly on a Doll to accumulate poison quickly on an opponent; combined with other Death cards (Arsenic, Deadly Poison, Deathstalkers with Eclipse), and the opponent will then have to deal with various poison afflictions on your field and within your deck.

Finally, stun effects can hinder your opponent in another, unique way. If your opponent has a weapon, freezing a Voodoo Doll will also cause the weapon to be frozen for the corresponding amount of turns. Freeze as well as Basilisk Blood are both effective stun cards that can help disable (not destroy) the opponent’s weapon, meaning that the weapons cannot damage you nor can they be used for their unique abilities (like Eternity or Trident). Basilisk Blood is used more often than Freeze though, due to the fact that it increases the HP pool (by 20) of Voodoo Doll, allowing it to absorb more damaging effects. Applying multiple Basilisk Blood alchemy cards on the same Voodoo Doll can be both very risky and also rewarding depending on the combination of cards you use alongside the more durable doll. Conversely, using Adrenaline will not make the opposing weapon attack multiple times (again, similar to the healing factor mention above).

Voodoo Doll isn’t completely unstoppable though. An early Quintessence on a non-buffed Voodoo Doll can actually render it completely useless, as there are no ways to effectively damage it via spells or other effects (shields included, as the Voodoo Doll has no attack unless you have Nightfall or Eclipse on the field). Rewinds often remove the buffs and damage accumulated from a doll, which can make strategies revolving around high-HP Voodoo Dolls futile, as the doll would be reset to its original stats. Various other cards (Mutation, Flooding, etc.) can also cause the doll to be nothing more than a waste of quanta, so it’s important to notice that effects that do not damage or delay Voodoo Doll will actually counter it effectively.

There are also a couple of secrets and tricks regarding Voodoo Doll. For example – because of it has no attack, Butterfly Effect can be applied to it, making it an incredibly dangerous creature to handle; reusable permanent control on a creature with fairly high HP that will deal damage back to the enemy if damaging creature control is used. Another surprise is Twin Universe. Using Twin Universe on a damaged Voodoo Doll will also reapply that same amount of damage (HP missing) from the second doll to the opponent again – with enough damage done to a Voodoo Doll (with multiple applications of Basilisk Blood), one could deal a massive hit by using Twin Universe on a doll, which can often score a victory for the player. However, these secrets are very specific and require precise timing to use properly, as it can backfire if you don’t manage to pull off the right card combinations in time.

No matter how a Voodoo Doll is used, the creature is a true symbol of indirect affliction – pain done to it, shall be done unto the foe.

Quick Facts:
All damage dealt to a Voodoo Doll from spells, permanents, or other creatures will be afflicted to the opposing player, as long as the Voodoo Doll survives the damage

Poison applied to a Voodoo Doll will also be applied to the opponent

If the Voodoo Doll is stunned, the opponent’s weapon will also be stunned (or frozen), making the weapon incapable of dealing damage or using its ability

Healing and buffing spells have no effect on the opposing player

Use This Card Together With:
Gravity Pull | Gravity Force
Rage Potion | Rage Elixir
Basilisk Blood | Basilisk Blood

Decks Using This Card:
Karma - Quit hitting yourself (http://elementscommunity.org/forum/index.php/topic,11228.0.html)
My Voodoo Doll Is On Fire! (http://elementscommunity.org/forum/index.php/topic,9870.0.html)
Shak’ars Revenge (http://elementscommunity.org/forum/index.php/topic,14435.0.html)


Aether polls are now up!
Title: Re: Weekly Featured Cards poll - Aether
Post by: smuglapse on December 19, 2010, 10:08:55 pm
Not that this article isn't long enough already, ;), but a mention of un-upped Pandemonium might be necessary since one of the new AI3s uses that combo.

Good work, as always.

Edit: Oh, and vote PU | TU.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Kuroaitou on December 20, 2010, 11:02:28 am
Not that this article isn't long enough already, ;), but a mention of un-upped Pandemonium might be necessary since one of the new AI3s uses that combo.
Hm. True, but I'm not sure where I can squeeze it in... perhaps I could fit it in the second-to last paragraph regarding a 'nifty' trick, but Pandemonium is somewhat situational. It could also just apply the Rewind effect (nullifies the Voodoo Doll), Lobotomize (no effect), or a basic damage spell (Ice Bolt, Siphon Life, Fire Lance, etc.) that doesn't do much since most people don't have high amounts of that quanta type.

That said, I agree with Twin Universe being a good article to write about. :)
Title: Re: Weekly Featured Cards poll - Aether
Post by: PlayerOa on December 20, 2010, 02:26:56 pm
One more vote for Twin Universe ;) | One more vote for Twin Universe ;)
Title: Re: Weekly Featured Cards poll - Aether
Post by: chum3 on December 20, 2010, 05:53:38 pm
Hm. True, but I'm not sure where I can squeeze it in... perhaps I could fit it in the second-to last paragraph regarding a 'nifty' trick, but Pandemonium is somewhat situational. It could also just apply the Rewind effect (nullifies the Voodoo Doll), Lobotomize (no effect), or a basic damage spell (Ice Bolt, Siphon Life, Fire Lance, etc.) that doesn't do much since most people don't have high amounts of that quanta type.
I like the idea of adding Pandemonium. Putting it in the second-to-last paragraph is also a good idea; perhaps a sentence after Butterfly Effect. Maybe something like:

Quote
There are also a couple of*  secrets and tricks regarding Voodoo Doll. For example – because it starts with no attack, Butterfly Effect can be applied to it, making it an incredibly dangerous creature to handle; reusable permanent control on a creature with fairly high HP that will deal damage back to the enemy if damaging creature control is used. Voodoo Dolls can also be used in conjunction with unupgraded Pandemonium; while providing mass creature control against your opponent, it is possible to damage the opponent's HP with whatever damage afflicts your Voodoo Dolls. Another surprise is Twin Universe.
* "couple of" would be changed to "few," as there are now more than two examples in this paragraph.
** You don't have to use that sentence exactly, but it's a starting point if you want to add that Pandemonium bit.
Title: Re: Weekly Featured Cards poll - Aether
Post by: nilsieboy on December 21, 2010, 07:28:29 pm
voted for the mindgate (shouldn't silence be in this now 1.26 is out?)
Title: Re: Weekly Featured Cards poll - Aether
Post by: Ant-n-ero on December 21, 2010, 07:31:30 pm
voted for the mindgate (shouldn't silence be in this now 1.26 is out?)
and how much would you have to write about it? not very much, you don't know what it's good (synergies) with or anything MUCH atm...

so new cards are usually left out till the next time....
Title: Re: Weekly Featured Cards poll - Aether
Post by: Ele124 on December 21, 2010, 09:40:02 pm
Ah, dimensional shield. Perhaps not the most creative card in my deck, but you can have (almost) complete peace of mind for 3 turns. Easily deserving of its own article.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Ant-n-ero on December 21, 2010, 11:04:46 pm
Looks like it's between PU/TU and Mind Gate...
and seeing as I think MG is a piece of rubbish I voted for TU

(sorry lobo, but you weren't going ta make it :'( )
Title: Re: Weekly Featured Cards poll - Aether
Post by: EvaRia on December 22, 2010, 09:31:17 pm
Not that this article isn't long enough already, ;), but a mention of un-upped Pandemonium might be necessary since one of the new AI3s uses that combo.
Hm. True, but I'm not sure where I can squeeze it in... perhaps I could fit it in the second-to last paragraph regarding a 'nifty' trick, but Pandemonium is somewhat situational. It could also just apply the Rewind effect (nullifies the Voodoo Doll), Lobotomize (no effect), or a basic damage spell (Ice Bolt, Siphon Life, Fire Lance, etc.) that doesn't do much since most people don't have high amounts of that quanta type.

That said, I agree with Twin Universe being a good article to write about. :)
http://elementscommunity.org/forum/index.php/topic,13420.0.html :D

Anyways, I voted Spark | Ball lightning, they are just so cool to use in soooooo many decks.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Kuroaitou on December 26, 2010, 03:59:54 pm
Mind Gate article now up! Also, please vote for your featured Entropy card ~ (for the New Year! :D)


Quick Facts:

    * The use of Duality (Mindgate’s skill) costs 2 :aether to use, and can be used once per turn
    * Mindgate only generates copies of the opponent’s next card in your hand, and cannot be used if you have a full hand
    * Cards that you copy via Mindgate do not disappear from the opponent’s deck (they will still draw the copied card the following turn, excluding certain effects)

Use This Card Together With:

    * Eternity | Eternity
    * Dimensional Shield | Phase Shield
    * Nova | Supernova

Decks Using This Card:

    * Mind Riot
    * Mirage Deck
    * The Neutralizer

There are numerous cards in the game that allow a player to effectively steal and/or copy cards from the opponent’s field. Only one, however, allows them to take cards directly from their deck: Mindgate.

Mindgate is an Aether permanent (5 :aether unupped, 4 :aether upgraded) that, when used, allows the player to basically generate the opponent’s next drawn card. Mindgate’s ability, Duality, can be used only once per turn. Duality costs 2 :aether for both card versions, but it does not steal the card from your opponent’s deck – it only adds a copy to your hand, meaning that your opponent will still draw that card the following turn (excluding a few counters). Note that Duality’s effect is useless if the opponent has no cards left in their deck, or if you have a full hand.

However, the usage of Mindgate can allow the player to outmaneuver their opponent as they can figure out how to counter upcoming cards (or even play them) to deny certain strategies. For example, assuming a player with Mindgate has generated enough :darkness quanta by duplicating the opponent’s pillars, they can counter the effects of Steal by using the duplicated Steal card on their own stolen permanent. A duplicated Antimatter via Mindgate can help reverse the debuff effect immediately if it’s played on one of your creatures. Even a duplicated Gravity Pull can be used to redirect damage from one of your creatures to another (assuming it’s still alive by the end of your opponent’s turn). Many other cards can be copied to give the player another way of effectively negating the use of certain control cards, including various creatures.

From the last statement, the power of Eternity becomes wonderful to use in combination with Mindgate. Since Eternity places a target creature back into the owner’s deck (as the next drawn card), one could use Eternity’s ability to rewind certain creatures to either Mindgate them (making it an alternative copying effect to Twin Universe). The other tactic is to use Mindgate before rewinding a creature, allowing one to gain another type of card rather than the creature (which can be useful if it’s something involving permanent or creature control). One could also achieve a similar effect by using Nightmare on any non-playable creature (allowing them to be unable to draw their next card), but in either case, both of these tactics don’t work as well against those who have increased drawing techniques (Hourglasses).

Dimensional Shield becomes another great candidate for synergy with Mindgate. Against opponents who lack permanent control, having a Dimensional Shield can allow a player to stall and deny all creature damage dealt to them while they continue copying the opponent’s deck – the fact that they both cost moderate amounts of :aether quanta also makes it viable strategy in Mono-Aether decks. However, because Mono-Aether decks are generally limited in outside quanta generation (compared to Immolation), Dimensional Shields can also provide additional turns to hopefully draw the opponent’s pillars or pendulums for non- :aether quanta generation.

To counter the situation above, Nova (or specifically Supernova) assists with Mindgate’s quanta issues. Depending on the opponent’s deck and variety in cards, Supernova greatly eases the problems of having a certain quanta type to play the creature, permanent, or spell that was copied from Mindgate. In various rainbow decks, Supernova is a favorite for fast quanta generation to play as many different card types as possible, and with Mindgate, one could turn the opponent’s own deck against them fairly quickly without waiting turns for pillars and pendulums to trigger.

All in all, Mindgate is one-of-a-kind (for the time being); while many other cards from Aether and other elements allow one to technically take and copy cards from the opponent’s field, Mindgate goes beyond and duplicates cards from the opponent’s deck, making it a versatile card to counter the enemy with their own cards. Aside from permanent control, one should think carefully when facing an opposing Mindgate – depending on what card you draw next, your opponent might have the same (dis)advantage…
Title: Re: Weekly Featured Cards poll - Entropy
Post by: nilsieboy on December 26, 2010, 05:55:50 pm
i'd love to see an article about discord, look what it did this war :P
Title: Re: Weekly Featured Cards poll - Entropy
Post by: icecoldbro on December 26, 2010, 09:11:17 pm
nova- snova for me, base of an incredible amount of rainbows, one of the most OP cards and so much fun to use
Title: Re: Weekly Featured Cards poll - Entropy
Post by: PlayerOa on December 30, 2010, 03:08:27 pm
Nova have fewer votes than I thought.
Whatever, I voted Nova/SNova
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Kuroaitou on January 04, 2011, 03:23:38 am
Ooof... holidays are quite stressful. ^^;; Here's the article for Discord:




Discord (the rare weapon for Entropy) is both a fascinating and frustrating weapon to see on the field. For 3 :entropy quanta, Discord will not only deal damage to the opponent, but will also disrupt the opponent’s quanta pools, redistributing quanta from one element to another.

Discord is an incredible weapon to use against various decks that have limited quanta generation techniques, and is especially effective against mono or duo decks (ones that require only 1-2 specific types of quanta to function correctly). Upon dealing damage to the opponent, Discord will potentially affect up to 10 random quanta and reallocate them to other elements, acting as a form of denial. Mono and duo decks can be heavily interrupted in playing cards due to a lack of their main quanta resource, as Discord will often times remove their most important quanta type. In rainbow decks (where all or most of the elements are used), especially ones that use Supernova, Discord has a much less noticeable effect, as the quanta spread is generally unaffected by Discord (in a few cases, it might help the opponent). Regardless of whatever deck one goes up against, an early Discord on the battlefield is generally more effective than one in the later part of the game, as the quanta scrambling effect is weakened when the opponent has more quanta.

The best cards to combine with Discord in a deck are ones that also disrupt your opponent’s quanta. Black Hole definitely carries the most synergy with Discord, because it removes scrambled quanta and keeps your opponent’s main elemental quantum supply low, allowing Discord to continue its punishment. Given enough Black Holes, one could swing a battle due to the quanta destruction and healing provided from the alchemy spell – having a Gravity Nymph alongside multiple flown Discords, for example, could shut your opponent out of playing any cards due to pure quanta denial.

Earthquake is another great card with Discord. Given the limited amount of pillars or pendulums in some decks, being able to both destroy multiple pillars as well as scrambling the leftover resources can aggravate many players. Of course, this strategy doesn’t work as well if they use creatures or spells (Cremation or Firefly spam, for example) to generate the quanta they need.

Lastly, Devourers and Discords improve the synergy between Darkness and Entropy cards. While Discord scrambles, Devourers (or the upgraded Pests) will slowly absorb the remaining quanta, fueling you with :darkness quanta while depriving the opponent of theirs. Although this strategy can be fairly risky to pull off (as Devourers are relatively frail and may not absorb the right quanta to deny your opponent), this card combo can help you play some of the most expensive cards revolving around :darkness and :entropy quanta, including the two alchemy cards, Liquid Shadow and Antimatter.

It’s important to note that Discord does have counters aside from rainbow decks. Since it’s a weapon, various shields (Bone Wall, Wings, etc.) can block the damage that Discord deals, preventing its Scrambling ability. Permanent control such as Deflagration is often brutal against Discord; since Deflagration only costs 2 :fire (1 :fire upped), trying to remove the entire opponent’s :fire quanta to avoid that result is difficult and fairly unreliable. If you’re using a mono-Entropy deck with Discord, having it stolen and used against you can be equally detrimental. Even when a Discord is turned into a creature via Flying Weapon, its stats (3 HP and 4 (6 upgraded) attack) make it prone to practically every form of damaging creature control available, including the Maxwell Demon’s Paradox ability. In very rare situations, certain opponents may actually benefit from Discord to exchange quanta to give them access to off-element abilities of cards. Using a Discord against Seism, for example, may allow him to use the Pulverizer’s “Shatter” ability against your permanents, which normally doesn’t occur because he cannot generate :gravity. Because of this, Discord isn’t used as often in False God decks (for that reason, and for the fact that they generate too much quanta to Scramble usually).

Some players see it as an incredibly dangerous (but unstable) weapon, while others perceive it as a minor nuisance. With these issues and tips in mind, one must always be wary about what type of deck one faces with Discord, as the deck will generally determine its effectiveness.

Quick Facts:
Discord will scramble up to 10 random quanta from the opponent’s pools, meaning that their quanta can be random placed into other elements
Discord’s Scramble ability requires a direct hit in order for it to take effect
Generally has a lesser effect the more quanta the opponent has

Use This Card Together With:
Black Hole | Black Hole
Earthquake | Quicksand
Devourer | Pest

Decks Using This Card:
Dis-Chargers Revisted: Drag-ords (http://elementscommunity.org/forum/index.php/topic,8895.0.html)
Entropy/Earth Quanta Control (http://elementscommunity.org/forum/index.php/topic,5902.0.html)
Pesty Lycans with Scrambling Daggers! (http://elementscommunity.org/forum/index.php/topic,15956.0.html)


Death polls will be up soon once the article is posted on the wiki. :)

Death polls are NOW up! :D

...also, new cards will -not- be in the polls until Janurary 21st, according to this post: http://elementscommunity.org/forum/index.php/topic,17535.msg245485#msg245485
Title: Re: Weekly Featured Cards poll - Entropy
Post by: smuglapse on January 04, 2011, 07:30:26 am
Good article.

Small suggestion:
Regardless of whatever deck one goes up against, an early Discord on the battlefield is generally more effective than one in the later part of the game, as the quanta scrambling effect is weakened when the opponent has more quanta.
To some one new to the game, I think the word 'weaken' may be construed as the mechanic changing somehow due to more quanta in play.  I would suggest changing to 'less noticeable', or 'not as important'.


I pick Mummy for Death.  Soul Catcher needs more play before voting for the high cost Death cards. ;)
Title: Re: Weekly Featured Cards poll - Death
Post by: EvaRia on January 04, 2011, 08:19:29 am
Arsenic, it's just so great to have in a large variety of decks.
Title: Re: Weekly Featured Cards poll - Death
Post by: Ant-n-ero on January 04, 2011, 12:24:08 pm
Poison, By-passes all shields instantly, it's like momentum, but you don't need a creature too, so there is NO CC to stop it, just a single effect (purify) which is quite rare imo...
Title: Re: Weekly Featured Cards poll - Death
Post by: PlayerOa on January 04, 2011, 05:58:46 pm
Poison, the signature card of :death
Title: Re: Weekly Featured Cards poll - Death
Post by: Higurashi on January 04, 2011, 07:10:21 pm
Deathstalker, the most fun card of Death. Poison is quite superior, but this baby is a lot more fun.
Title: Re: Weekly Featured Cards poll - Death
Post by: Bloodthorn on January 05, 2011, 02:59:57 am
Deathstalker, simply because with a CP its an arsenic on roids.
Title: Re: Weekly Featured Cards poll - Death
Post by: nilsieboy on January 06, 2011, 02:11:33 pm
poison, if i think of death i think of poison :P
Title: Re: Weekly Featured Cards poll - Death
Post by: TheIdioticIdiot on January 06, 2011, 10:12:26 pm
cmon ppl!! vote for death nymph!!!
it just got updated!!!
Title: Re: Weekly Featured Cards poll - Death
Post by: ddevans96 on January 06, 2011, 11:40:14 pm
The day a nymph is featured is the day I throw my bike off a cliff :)
Title: Re: Weekly Featured Cards poll - Death
Post by: willng3 on January 06, 2011, 11:44:57 pm
Voted Deathstalker.  Strategically speaking, it has plenty of combos to go around.
Title: Re: Weekly Featured Cards poll - Death
Post by: icecoldbro on January 06, 2011, 11:47:27 pm
Vote skellie if u like to troll and annoy people!!!
Title: Re: Weekly Featured Cards poll - Death
Post by: Kuroaitou on January 07, 2011, 08:30:47 am
Vote skellie if u like to troll and annoy people!!!
And this is why your voting choice will probably fail hardcore. ^^;

On a side note folks; remember that when you're voting, consider the types of decks the card is usually inserted into, and more importantly, how good (tested) and popular those decks are. If we can't find a deck to place a card into, how is there going to be a good Featured article for it?


Food for thought.  8)
Title: Re: Weekly Featured Cards poll - Death
Post by: ddevans96 on January 08, 2011, 03:51:23 pm
Vote skellie if u like to troll and annoy people!!!
Yeah don't even go there.
Title: Re: Weekly Featured Cards poll - Death
Post by: Kuroaitou on January 09, 2011, 12:22:13 pm
And now for all you poison lovers, Arsenic~

NOTE: Thank you to coinch to writing part of the article during the first Trials. :)


The rare Death card, Arsenic, is a dangerous card. Compared to the other weapons, it does a small amount of damage (either 2 damage unupped or 4 damage upgraded), but where it shines is its ability. In addition, Arsenic also adds 1 poison counter to the opponent upon hitting the enemy, making it a potent device when it comes to applying poison.

Arsenic is a specialized weapon for dealing damage over time, compared to some of the other tougher weapons, such as Titan or Fahrenheit, which deal huge chunks of damage upon being played. When Arsenic manages to successfully deal damage to the opponent directly, its Venom ability applies one poison counter on the opponent. The next turn, the opponent takes 1 more damage from the poison. This doesn’t seem like much initially, but the impact of the poison can become a crippling effect if your opponent is unable to remove Arsenic or continuously heal to counteract the poison. Since poison is cumulative, Arsenic can rack up several poison counters on an opponent if played early, which will slowly chip away at the enemy’s health if they’re not quick enough. Even if Arsenic gets destroyed or stolen, the poison damage is still in effect. Also, the cost is incredibly efficient; 2 :death to play either version (non-upgraded or upped). Because of that, having multiple Arsenics in a deck can annoy an opponent with limited permanent control (PC), as Arsenic is generally cheaper than most PC (Steal, Pulverizer, and Butterfly Effect).

Its major weaknesses besides permanent control are shields that are defensive enough to block the attack completely (Bone Wall, Dissipation Shield) or having it completely miss (Dusk Mantle, Improved Fog). If Arsenic cannot hit the opponent, another poison counter can’t be applied. Also, Purify (a Water spell that costs 1 :water) can utterly negate all of the poison damage by removing all of the poison counters. However, not every deck carries such shields or that specific spell.

One of the most common uses for Arsenic is in a Speed Poison type deck, where the goal is to put as many poison counters on the opponent as fast as possible. In most cases, players tend to assume that the enemy cannot remove the poison counters by packing a Purify in the deck, so they try to place as many poison-related cards in the deck. Obviously, the Poison (or Deadly Poison) cards are incredibly cheap spells that help rack poison counters on the opponent, so in most poison-decks, Arsenic and Poison are often paired up together.

Chrysaoras or Physalias are incredibly cheap creatures (1 :water) with the ‘Poison’ ability, which can help load poison counters on the opponent quickly alongside an Arsenic. Puffer Fish (not the non-upgraded Toadfish) can also apply poison using their ‘Venom’ ability; both of these creatures create a specialized synergy between Death and Water via the use of poison and slow damage over time to control the battlefield. Scorpio, the False God, uses these strategies to overwhelm players.

Lastly, Flying Weapon is another effective card with Arsenic – by having multiple Arsenics on the field (Flying Weapon turns the weapon into a creature), you can have multiple applications of poison while also ignoring nasty permanent control; Arsenic has 7 HP in both forms, making it fairly resistant towards most damaging creature control effects. In addition, it also has the ‘poisonous’ passive, giving it some resistance towards Otyugh and Scarab decks that tend to Devour creatures (if a creature consumes the Arsenic, they’ll be infected with poison as well).

With various creatures, spells, and permanents that can apply poison to your enemy and/or their creatures, it’s important to note that poison often takes time to whittle down your opponent. Because of its slow nature, many players usually combine Arsenic in decks as supplemental damage (rainbows) or focus on Arsenic as the main fighter with stalling cards (Sundial, Miracle, Bone Wall). Despite having a couple of hard counters, Arsenic is an iconic weapon for Death due to its toxic gift, and one that is loved and hated by anyone who knows the nature of poison.

Quick Facts:
Arsenic deals 2 damage (or 4 damage when upgraded), and afflicts one poison damage (adds a poison counter) to the opponent; the poison can only be applied if Arsenic manages to hit the opponent
The poison damage from the weapon can be stacked with all other poison effects, and can be reapplied each turn upon attacking
Has the ‘Poisonous’ passive ability

Use This Card Together With:
Poison | Deadly Poison
Chrysaora | Physalia
Flying Weapon | Animate Weapon

Decks Using This Card:
Mummies Riding Toxic Spiders (http://elementscommunity.org/forum/index.php/topic,10074.0.html)
Got Poison? (http://elementscommunity.org/forum/index.php/topic,365.0.html)
Divine Arsenics Praying for a Miracle (http://elementscommunity.org/forum/index.php/topic,8506.0.html)


Gravity polls are now up! :)
Title: Re: Weekly Featured Cards poll - Gravity
Post by: nilsieboy on January 10, 2011, 03:06:43 pm
voted for the chimera this time, not one of the 'stronger' gravity cards but i love the fact it can be game breaking on different ways, sometimes as a hard attack but sometimes as a living shield.
go chimera 8)
Title: Re: Weekly Featured Cards poll - Gravity
Post by: PlayerOa on January 10, 2011, 03:31:13 pm
Chimera just got an additional vote.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Alyzia on January 10, 2011, 04:30:29 pm
First and only vote for Momentum... I feel so special!  :P
Title: Re: Weekly Featured Cards poll - Gravity
Post by: TheIdioticIdiot on January 10, 2011, 09:50:55 pm
omg, look at the chimera love!!!
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Ajit on January 11, 2011, 01:23:44 am
Voted for dat Sapphire Charger.  Soo cool.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: EpicFirestorm on January 13, 2011, 06:23:57 am
I voted Gravity Shield. Why? Because I could.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Time_lord_victorius on January 15, 2011, 10:14:53 pm
i would have voted chimera if i had been on the forum earlier this week lol

chimera= daddy of otyughs. why, they nom all creatures in one big bite lol
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Kuroaitou on January 16, 2011, 01:38:42 pm
...1000 words... ugh. Chimera is too complicated. :(


With the quickest potential of reaching the maximum attack and HP threshold for creatures, Chimera is an amalgamation creature that combines all of your current creatures into one monstrous entity upon being summoned. In addition, it’s the only creature that can only be on its side of the field one at a time.

Chimera is a specialized ‘creature’ that actually merges all of the creatures on your side of the field for 7 (or 6 upgraded) :gravity quanta. Upon being played, all of your creatures become 'fused' together (they do not die, nor do they trigger any death effects), and the new Chimera gains stats equivalent to the total current stats on the field. Thus, it has no specific attack power or HP; its stats are truly dependent on what you’re fighting your opponent with. Because a Chimera will always absorb all other creatures on the side of the field it’s being played on, playing multiple Chimeras have no effect, as new Chimeras will reabsorb the old ones, preventing a person to have multiple Chimeras on the field at once. From that, Fractal and Twin Universe have absolutely no benefit on this card, as multiple Chimeras nullify one another.

More importantly, it has two additional effects upon being summoned: Momentum and Gravity Pull. Thus, with a lot of high HP creatures (found in the Gravity element for example), Chimera becomes an increasingly difficult target to kill, and a potential ‘tank’ for the player to absorb incoming damage from multiple creatures. Conversely, with a lot of high-attack creatures, it can be used to serve as a finishing blow against an opponent with a powerful shield. The fact that it can be used both ways makes it an incredibly versatile tool to be reckoned with, and one that can be presented as a major surprise for the opponent if they’re not paying attention to what creatures are being played.

Note that Chimera only gains the combined stat totals of the creatures, not abilities or status effects. For example, if there were several creatures afflicted with numerous status affects (Poison, Adrenaline, Freeze, Delay, etc.), none of them would be transferred to the Chimera upon it being played. Active abilities (Burrow, Infect, Bioluminescence) and passive skills (Mummy, Voodoo, etc.) are also not transferred. With this, Chimera is unaffected by previously played creature control, with the exclusion of stat-reducing effects.

One highly synergetic card to combine with the Chimera is Pharaoh. Pharaohs are rare Time creatures that have the ability, ‘Scarab’, which generates a Scarab (or Elite Scarab upgraded) for only 2 :time. While the Scarabs themselves are weak initially, given enough set-up time, their health will gradually increase with multiple Scarabs on the field due to their ‘Swarm’ passive. A full field of Elite Scarabs, for instance, would have 23 HP each, thus giving the Chimera the maximum amount of HP at 499 (if there was no HP limit in the game, the correct total would be 529 HP), and 69 attack power (or more if the Scarabs devoured other creatures). Because of this, Chimera serves as a wonderful finisher and tank once the field is filled with several Scarabs, and strengthens the synergy between the Time and Gravity elements.

Liquid Shadow also has a fun use with Chimera – granting easy Elemental Masteries. As Liquid Shadow grants a creature the ability, ‘Vampire’, placing a Liquid Shadow on a Chimera (which is guaranteed to always hit because it has Momentum on it also) can oftentimes recover the player’s HP to their full amount. Although Liquid Shadow poisons the creature with the ability, most Chimeras will often have enough HP that the poison will have very little effect.

Also, Armagio’s often serve two major uses alongside a Chimera; due to their HP, they can help increase the Chimera’s HP stat when they’re on the field before the Chimera, or if the Chimera is already out, an Armagio can redirect the Gravity Pull effect away from the Chimera onto themselves, thus keeping your Chimera safe from creature attacks.

In addition to the above cards, any stat increasing effect will oftentimes improve the effectiveness of the Chimera, especially ones that give off a high increase of either stat for multiple creatures (Eclipse and Sky Blitz).

Despite being a huge powerhouse though, several ‘soft’ forms of CC can oftentimes ruin the creature’s potential. Antimatter can counter Chimera directly (by placing it on the Chimera, which will heal the opponent for large amounts instead of dealing damage) or indirectly (placing it on high-attack creatures for the Chimera to absorb – positive and negative attack ratios are calculated when Chimera comes into play). Sundials can be a huge setback – playing a Chimera while one is out will often give your opponent an opportunity to stun, lobotomize, or otherwise negate its damage somehow. Above all though, Rewind is the most lethal counter. If a Chimera is rewound back into the deck, then it will be effectively useless even if you have the quanta to replay it again, as the creatures on your field have already been absorbed. Because of these cards, one should carefully calculate how much damage a Chimera can deal before being played, as in most cases, Chimeras are often finishers for a duel.

All in all, Chimera is a majestic and unique creature because of its highly variable stats, adaptability, and having its own foil art (which appears as relics in the spins) via donating.

Quick Facts:
Chimera absorbs (does not kill) all creatures on the side of the field it’s been played on
Gains variable stats; its attack and HP are the cumulative total attack and HP stats of the creatures on the field it has absorbed
Has both Momentum and Gravity Pull upon being played; it cannot absorb abilities or creature statuses
Two or more Chimeras cannot exist on the same field

Use This Card Together With:
Pharaoh | Pharaoh
Liquid Shadow | Liquid Shadow
Armagio | Elite Armagio

Decks Using This Card:
Stalling Scarab Amalgamation (http://elementscommunity.org/forum/index.php/topic,19400.0.html)
Dragon-Bow Speed AI5 EM (http://elementscommunity.org/forum/index.php/topic,18603.0.html)
Super Chimera (http://elementscommunity.org/forum/index.php/topic,16270.0.html)



Earth polls are now up!
Title: Re: Weekly Featured Cards poll - Earth
Post by: volkers on January 16, 2011, 02:04:38 pm
voting for heavy armor because this card seems like the one with most obscure usage
Title: Re: Weekly Featured Cards poll - Earth
Post by: $$$man on January 16, 2011, 02:39:02 pm
Voted for stone/granite skin. Love that card and is amazing for stalls. Miracle-ing with 400+ HP, Yes Please. :D
Title: Re: Weekly Featured Cards poll - Earth
Post by: ddevans96 on January 16, 2011, 02:43:23 pm
Voted for Basilisk Blood. I love cards with double usages :)
Title: Re: Weekly Featured Cards poll - Earth
Post by: nilsieboy on January 16, 2011, 02:46:46 pm
granite skin, awesome stall and ragequit card :P
Title: Re: Weekly Featured Cards poll - Earth
Post by: RavingRabbid on January 16, 2011, 03:04:38 pm
Steel Golem, more awesome than he shows.
Title: Re: Weekly Featured Cards poll - Earth
Post by: Higurashi on January 16, 2011, 03:18:33 pm
Stone Skin. It went from powerful to omgwtf. I'm currently 40-0 in PvP 1 with my Stone Skin deck, and it's not slow. :>
Title: Re: Weekly Featured Cards poll - Earth
Post by: Alyzia on January 16, 2011, 06:32:17 pm
If they give cards such awesome names like "Pulverizer", they just leave me no choice but to vote for them...

Though as a BE fan I must of course insist that the name of the upgraded version should be changed so that it becomes "Pulverizer | Pulveriser".
Title: Re: Weekly Featured Cards poll - Earth
Post by: PlayerOa on January 17, 2011, 05:20:04 pm
The Pulvy gets my vote.
Title: Re: Weekly Featured Cards poll - Earth
Post by: TheIdioticIdiot on January 17, 2011, 06:14:29 pm
why doesn't anyone vote for shrieker...
Title: Re: Weekly Featured Cards poll - Earth
Post by: Chaotic Elitist on January 20, 2011, 01:48:06 pm
More people need to vote for Heavy armor. C'mon people, with how many people seem to love Otyguh's with this, it needs more than two votes, myself included. D:<
Title: Re: Weekly Featured Cards poll - Earth
Post by: Kuroaitou on January 24, 2011, 05:22:21 am
Sorry if this article is a tad bit short - I've been pretty busy these past few days, so I'm sorry about that. ^^;


Pulverizer is the rare weapon for Earth. Like its name, the weapon is renowned for its ability to demolish the opponent’s possessions, namely their permanents.

Whether the weapon is non-upped or upgraded, Pulverizer costs 4 :earth quanta to play into the weapon slot. Dealing 5 damage per turn, Pulverizer is a pretty decent weapon for attacking the opponent, but where it shines is its ability. For 3 :gravity (or 2 :gravity in its upped form), Pulverizer can ‘shatter’ (or Destroy) a targeted permanent on the field, removing it and all of its effects from the user’s access. Unlike Earthquake, Pulverizer can target any permanent; whether it’s a pesky shield, game-turning weapon, or even a pillar from a stack of pillars, being able to continuously destroy the opponent’s permanents makes Pulverizer one of the best forms of permanent control (PC) available in game. The other two forms of reusable PC, Butterfly Effect and a mutated creature with either ‘Steal’ or ‘Destroy’ have several more limitations than Pulverizer. However, Pulverizer does require both :earth and :gravity in order to work to its full potential, but at the same time, it also strengthens the synergy between the Earth and Gravity elements in various ways.

Note that the Destroy ability can be somewhat devastating on Pulverizer for quick-clicking users. Many players with jittery fingers can accidentally destroy the Pulverizer using its own ability; one should be very careful about what they target with the Pulverizer, or they might find themselves disarmed!

For Earth, Earthquake is a no-brainer combo card that works well with Pulverizer. Since both cards utilize :earth quanta and deal with permanent control, a player can remove several pillars or pendulums from the opponent’s field to deny them of quanta, while Pulverizer can also remove other vital permanents (shields or Shards of Gratitude). The combination of these two can often ruin any person who relies heavily on such permanents, and especially those who have no other source of quanta generation besides pillar and pendulum stacks.

Enchant Artifact is also perfect with Pulverizer; given the cheap cost of the spell (2 or 1 :earth), one could have an unstoppable weapon of destruction, shattering permanents left and right. As Pulverizer can be destroyed by PC effects (Explosion, Steal, etc.), having Pulverizer protected and nullify those cards and abilities with ease. Note though that Voodoo Doll can still ‘stun’ a Pulverizer if it becomes afflicted with certain delaying-status effects (Freeze), so a protected Pulverizer can still be stopped (although not destroyed).

As Pulverizer is great for reusable PC, many rainbow decks often include one or two copies of this weapon in their decks against False Gods, as Pulverizer can be integral to removing dangerous or otherwise frustrating permanents that are heavily used by some of them (Feral Bonds from Ferox or Phase Shields from Gemini). Mono-Earth and Duo-earth decks often use Pulverizer to heighten the synergy between Earth and Gravity, especially as many of their cards are great for permanent and creature control and protection. Given the desirability of permanent removal, Pulverizer is one of the most used rare weapons for a reason – and one that should never be overlooked when one spots heavy amounts of both :earth and :gravity quanta in the opponents pools.

Quick Facts:
Pulverizer deals 5 damage per turn, and has 12 HP when flown
Has the ability to Destroy other permanents; costs 3 (or 2 when upgraded) :gravity quanta to use

Use This Card Together With:
Earthquake | Quicksand
Enchant Artifact | Protect Artifact

Decks Using This Card:
Too big for your boots (http://elementscommunity.org/forum/index.php/topic,6085.0.html)
Heavy Quintet (http://elementscommunity.org/forum/index.php/topic,7008.0.html)
CC? Why bother? (http://elementscommunity.org/forum/index.php/topic,9545.0.html)


LIFE polls are now up!

Title: Re: Weekly Featured Cards poll - Life
Post by: Higurashi on January 24, 2011, 08:07:24 pm
Gogo Rustler, pepopower \m/ >_< \m/
Title: Re: Weekly Featured Cards poll - Life
Post by: nilsieboy on January 24, 2011, 08:27:53 pm
go druidic staff, hooray for SoG on a stick ;D
Title: Re: Weekly Featured Cards poll - Life
Post by: TheIdioticIdiot on January 24, 2011, 08:51:55 pm
hey nilsie, u like water right?
so... why not vote for forest spectre?
Title: Re: Weekly Featured Cards poll - Life
Post by: Wonder on January 24, 2011, 08:54:32 pm
I voted for Heal
Title: Re: Weekly Featured Cards poll - Life
Post by: willng3 on January 24, 2011, 11:09:49 pm
Voted for the Frogs.  Most awesome creatures in the game, if anyone asks me :P
Title: Re: Weekly Featured Cards poll - Life
Post by: PlayerOa on January 25, 2011, 02:29:32 pm
Rustler got another vote :)
Title: Re: Weekly Featured Cards poll - Life
Post by: Hyroen on January 25, 2011, 03:50:29 pm
Pepo will be proud.
Title: Re: Weekly Featured Cards poll - Life
Post by: Higurashi on January 25, 2011, 03:58:24 pm
I miss her. :<
At least an article would help a bit.
Title: Re: Weekly Featured Cards poll - Life
Post by: Kuroaitou on January 25, 2011, 05:58:32 pm
Pepo will be proud.
On a side note: If Rustler | Leaf Dragon DOES win, there's a high chance that I won't be removing anything from the current article here: http://elementswiki.co.cc/cards-life/rustler-leaf-dragon/ - pepokish has done a pretty awesome job in terms of the analysis, so the only modifications to the article are possibly a few edits to the overall 'layout' (intro and conclusive paragraph), and maybe a credit to pepokish's artwork for Leaf Dragon. :)
Title: Re: Weekly Featured Cards poll - Life
Post by: Tea is good on January 25, 2011, 11:38:15 pm
Forest Spectre: surviving fire bucklers since turn 1
Also, the theme fits so well.
Title: Re: Weekly Featured Cards poll - Life
Post by: icybraker on January 27, 2011, 11:11:52 pm
Pepo's gone? D:

Oh, and Staff all the way. Flying adrenalined staves are pretty intimidating.
Title: Re: Weekly Featured Cards poll - Life
Post by: Higurashi on January 27, 2011, 11:15:57 pm
Nah, just a bit inactive right now. Lotsa IRL werk.
Title: Re: Weekly Featured Cards poll - Life
Post by: Korugar on January 27, 2011, 11:17:29 pm
Woah, wait, Icybraker? Woohoo!
Title: Re: Weekly Featured Cards poll - Life
Post by: xdude on January 28, 2011, 07:50:45 am
Spine ftw. One of the better shields.
Title: Re: Weekly Featured Cards poll - Life
Post by: Kuroaitou on January 28, 2011, 07:53:35 am
Pepo's gone? D:

Oh, and Staff all the way. Flying adrenalined staves are pretty intimidating.
Agreed on the latter statement, but the first one regarding pepo is false. She's still here, floating in the clouds. :3

...and oh my god. Icybraker has returned! :o
Title: Re: Weekly Featured Cards poll - Life
Post by: Chaotic Elitist on January 28, 2011, 01:39:55 pm
It's sad that the Rustler is beating what I consider to be one of the best nymphs in the game. Go Life Nymph. D:
Title: Re: Weekly Featured Cards poll - Life
Post by: Kuroaitou on February 02, 2011, 08:01:20 am
Here's the article for Rustler | Leaf Dragon. With SG being missing, I thought I could wait for Pulverizer to be put up into the Featured Card article 'box', but it's okay. :)

MAJOR credit to Pepokish; I (Kuroaitou) actually didn't write much of this article, as pepokish had done an already fantastic job with the wiki information on this guy already. I made a few tweaks here and there (mostly the small intro/SoR/conclusion paragraphs, and the tibit on Ray of Light), but for the most part, its really pepokish's work. :D Thank you and <3 to pepo! ^_^


As one of the most adorable Life creatures, the Rustler (and its upgrade, Leaf Dragon), can convert :light quanta into :life quanta repeatedly in a turn, making it one of the most efficient quanta transformers in the game.

The Rustler opens up many windows of opportunity for Life-Light synergy. It can serve many purposes, from being a simple way to balance extra quanta, to being the absolute lynchpin of a deck. Rustlers work by giving 2 :life quanta per 1 :light quanta upon activating its ‘Photosynthesis’ ability, and the player can use this ability more than once every turn, which is particularly important for this card.

One special thing to note is that Shard of Readiness (a rare 'Other' card obtained by donating to the game) will allow a player to generate 2 :life quanta for free if the spell is used on a Rustler or Leaf Dragon, but it will prevent the player from activating the skill multiple times. This is to prevent situations where players can generate near-infinite amounts of :life quanta without any other requirement, and would throw off game-balance if it could.

Rustlers are a great way to quickly gain a lot of life quanta. They work quite nicely with unupgraded Fireflies, as fireflies produce light quanta, which can be turned back into life quanta by the Rustlers. One excellent example of this is a basic variation on the Firefly Queen Deck. As the Rustler transforms the :light quanta emitted from the Fireflies into :life quanta, the Firefly Queen uses the same :life quanta to produce additional Fireflies on the field. Sadly with only 1 HP, the Rustler is fairly weak in comparison to many other creatures, making it vulnerable in those deck archetypes to strong CC. However, the upgraded version (the Leaf Dragon) has a total of 3 HP. Though this +2 HP may not seem like much, it certainly makes a difference against certain CC cards such as Plague and Thunderstorm, which will oftentimes kill a Rustler upon being played. With the addition of Blessing (another Light card), Leaf Dragons and Rustlers become much more stable, and can become decent attackers as well as impressive quanta-exchangers.

By the same token, Rays of Light (the upgraded form of Photon) also works well with the Rustlers – as ‘free-costing’ cards, Rays of Light can be played at any time, and also generate :light quanta each turn similar to the Firefly. While the Rays of Light are weaker than the Fireflies (1|1 (Ray of Light) vs. 3|2 (Firefly) in regards to Attack & HP ratios), many consider the two cards to be an effective strategy of gaining additional :life quanta faster, and are another combo that demonstrates the synergy between the Life and Light elements.

Finally the Rustler also works well in combination with Miracle. Because Miracle requires a lot of quanta quickly, you may often find yourself with much more light quanta then you actually need. All of the excess quanta will typically go to waste, as Miracle consumes all leftover :light quanta after played. The addition of a Rustler will end this dilemma, by turning your extra light quanta into life quanta, which can then be used to quickly turn out dragons, adrenaline-affected frogs, etc. Thus, if you are generating excessive amounts of :light quanta to play expensive Light cards like Miracle, Rustlers become perfect for calculating and transforming quanta to ensure that nothing is squandered.

Because quanta can be a scarce and difficult resource to accumulate throughout matches, cards like Rustler can be wonderful to have as a back-up plan to strategize your quanta, and should never be overlooked in regards to the Life-Light synergy.

Quick Facts:
Rustler's ability, 'Photosynthesis', exchanges 1 :light for 2 :life upon activation.
Rustler’s ability can be used more than once per turn.
Shard of Readiness can remove the :light activation cost of the Rustler's skill, but it will prevent the player from using the skill multiple times.

Use This Card Together With:
Firefly Queen | Elite Queen
Blessing | Blessing
Miracle | Improved Miracle

Decks Using This Card:
Hope + Unupgraded FFQ (http://elementscommunity.org/forum/index.php/topic,4026.0.html)
The Creation of Life (http://elementscommunity.org/forum/index.php/topic,9542.0.html)
Pepoker (http://elementscommunity.org/forum/index.php/topic,15361.0.html)


(Note: I know there are no decks in the above that use Miracle, but whatever)

Fire polls will be up soon.
Title: Re: Weekly Featured Cards poll - Fire
Post by: TheIdioticIdiot on February 02, 2011, 10:26:26 am
come on ppl!!!
vote for RoF/firestorm
it's the single best CC (if your opponent has a lot of creatures out)
Title: Re: Weekly Featured Cards poll - Fire
Post by: Jappert on February 02, 2011, 10:32:04 am
There isn't much to know about firestorm really, it kills creatures. Period.

I'm much more interested in different Rage pot/Fire Nymph tactics.
Title: Re: Weekly Featured Cards poll - Fire
Post by: Higurashi on February 02, 2011, 12:07:33 pm
The multitude of uses for Firestorm are the most prominent in a stallbow, where it's used to fuel Bone Wall, get you Skeletons from Bone/Graveyard to mutate, and for Otyugh to devour, as well as lower the HP of the enemy creatures so that your Otyugh can devour them as well. It's also an excellent counter to many Fractal decks. There are many uses for it for sure, but Rage Potion is a more interesting card in that it can be used as a buff as well.

Notably, as a side note, it was quite exciting to watch the Master's Tourney duel between kevkev and xdude, where a Fire Buckler and Fire Nymphs were able to kill off even Archangels, solely because kev had upped those Nymphs.
Title: Re: Weekly Featured Cards poll - Fire
Post by: Jappert on February 02, 2011, 12:12:44 pm
Yeah I have all of my nymphs (including that one fire nymph) upgraded aswell, wich could have been a mistake I read elsewhere. In the decks where I use it I mainly rage my own nymph and fire queen, but buffing it might decrease the overall opportunities to use it at all (as a buff), I'd like to read about that if rage pot or fire nymph turn out on top. To upgrade or not to upgrade.

And you're obviously right about the firestorm, but my vote stays :D
Title: Re: Weekly Featured Cards poll - Fire
Post by: TheIdioticIdiot on February 02, 2011, 12:53:48 pm
Yeah I have all of my nymphs (including that one fire nymph) upgraded aswell, wich could have been a mistake I read elsewhere. In the decks where I use it I mainly rage my own nymph and fire queen, but buffing it might decrease the overall opportunities to use it at all (as a buff), I'd like to read about that if rage pot or fire nymph turn out on top. To upgrade or not to upgrade.

And you're obviously right about the firestorm, but my vote stays :D
upping nymphs is a mistake if you participate in PvP events regularly, since you don't, it's not a mistake
Title: Re: Weekly Featured Cards poll - Fire
Post by: ddevans96 on February 02, 2011, 04:19:36 pm
Firestorm is good in one other place - when you know your opponent is using a lot of low HP creatures. Quite a few of the games in the Oracle event between :fire and :fire seemed to be decided by who got the fire storm earlier. I know a couple of mine were.

That said, I voted for Rage Potion. I love cards that have double uses, and rage potions are one of those versatile cards that can be used as CC or as a buff for your creatures.
Title: Re: Weekly Featured Cards poll - Fire
Post by: PlayerOa on February 02, 2011, 04:43:47 pm
The Rage Pot got my vote - double uses is always cool 8)
Title: Re: Weekly Featured Cards poll - Fire
Post by: Alyzia on February 03, 2011, 04:39:15 pm
And you got to love it when both of the two uses can be activated at once - rage on a voodoo doll (your own, preferably).
Title: Re: Weekly Featured Cards poll - Fire
Post by: Wonder on February 03, 2011, 09:50:28 pm
Rage Potion ^^b
Title: Re: Weekly Featured Cards poll - Fire
Post by: icybraker on February 03, 2011, 09:59:56 pm
Fire Buckler needs more love. I find it one of the most interesting shields in the game. ;)
Title: Re: Weekly Featured Cards poll - Fire
Post by: TheIdioticIdiot on February 03, 2011, 10:18:15 pm
funny how no one is advertising for lava destroyer... yet it has the most votes...
Title: Re: Weekly Featured Cards poll - Fire
Post by: ZephyrPhantom on February 03, 2011, 10:23:43 pm
funny how no one is advertising for lava destroyer... yet it has the most votes...
^that's because the strongest cards don't need to be advertised, since they're so well used and known.

"A truly well-known store has no need for advertisements." - Unknown
Title: Re: Weekly Featured Cards poll - Fire
Post by: DrunkDestroyer on February 04, 2011, 04:53:59 am
Damn! I need to be able to change my vote! I went for Fire shield, since it's awesome and is...awesome, but I saw Lava Destroyer in the lead by one vote!
Please add a change vote option so I can bring down this golem before it grows too strong!
No seriously, why are people voting for such boring and overused cards?
Title: Re: Weekly Featured Cards poll - Fire
Post by: Hyroen on February 04, 2011, 05:46:45 am
Fire Bolt | Fire Lance simply because it's an amazing card that has a good, strong place in focused, often unupgraded FG Killer decks.
Title: Re: Weekly Featured Cards poll - Fire
Post by: icecoldbro on February 04, 2011, 05:58:16 am
crim dragon holds a place in my heart, DRAGONPOWAAA.
Anything here is great vote really fire is amazing element overall
Title: Re: Weekly Featured Cards poll - Fire
Post by: Kuroaitou on February 05, 2011, 10:01:13 am
Looks like Fahrenheit won by one vote. Congrats! ^^;;

...before I begin writing the article, does anyone happen to have a 'table' of the damage-quanta ratio's for the weapon (:fire quanta-damage) by chance?
Title: Re: Weekly Featured Cards poll - Fire
Post by: Malignant on February 05, 2011, 10:42:43 am
Fire Quanta rounded down to nearest 5 divided by 5. Answer + Fahrenheit's damage = Total Damage.

So...

Fire QuantaBONUS Damage
0~40
5~91
10~142
15~193
20~244
25~295
30~346
35~397
40~448
45~499
50~5410

Nice enough?
Title: Re: Weekly Featured Cards poll - Fire
Post by: Kuroaitou on February 06, 2011, 03:35:36 am
Thanks Malignant for your help!  :D

Here's the article for Fahrenheit:


The brighter the flame, the hotter the fire; Fahrenheit is an extreme weapon that gets stronger the more :fire quanta the player has. Because of its scalability, Fahrenheit is the only weapon capable of dealing major double-digit damage on a single hit, invoking the unforgiving power of the Fire element.

Fahrenheit only costs 3 :fire for either version (upgraded or not), making it fairly efficient as a damage dealer. While it may not have any unique abilities compared to the other rare weapons, Fahrenheit focuses on one crucial tactic: damage. If a player has Fahrenheit out without any additional :fire quanta in their pool, Fahrenheit does 4 (upgraded, 5) damage – a decent amount compared to many of the other weapons at the level. Eventually, given enough :fire-generating pillars, pendulums, and other cards, the damage begins to increase steadily based on the quanta you have, dealing more damage each turn. For every 5 :fire quanta the player has within their quanta pool, Fahrenheit will also deal an additional point of damage. With 24 :fire for example, a player would be dealing an additional 4 damage that turn, boosting the weapon to have up to 8-9 damage total. Given enough :fire-generating cards, Fahrenheit can easily become a relentless tool to wither the opponent’s health away.

One of the main cards Fahrenheit is usually paired up with is Fire Bolt. Since the damage from Fire Bolt scales with :fire quanta as well, both cards can be paired together to deliver a deadly one-hit (where all the damage is dealt within a single turn) K.O., although this type of damage requires some thoughtful calculations in order to ensure that enough damage can be dealt within that turn. The following table provides a basic list of values for how much damage Fahrenheit will deal given certain amounts of quanta:

Fire QuantaBONUS Damage
0~40
5~91
10~142
15~193
20~244
25~295
30~346
35~397
40~448
45~499
50~5410
Brimstone Eaters (the upgraded form of Ash Eaters) are also incredibly synergetic with Fahrenheit. While the non-upped form of the creature can serve as Cremation fodder to quickly generate :fire, Brimstone Eater’s ability will trigger and generate 1 :fire each turn (as long as it isn’t frozen or delayed) after attacking. Although these creatures are extremely delicate (1 HP), they often can shave off modest amounts of HP (2 ATK each turn) from the opponent in conjunction with Fahrenheit, while empowering it at the same time.

Crusaders and Flying Weapon are also two other cards that can allow players to deal absurd amounts of damage with the Fiery skill alone – because both of these cards allow one to theoretically have multiple Fahrenheit weapons on the field at once, the amount of damage dramatically increases for both of these cards, although shields and rewind counter these strategies easily.

Because of its nature, Fahrenheit is generally suited for decks that focus on accumulating :fire quanta as quickly as possible, and thus, is a staple in many mono-fire decks or duos that focus on the Fire element. If you find yourself fighting one, it’s advised that you either remove it as quickly as possible before the heat becomes overwhelming to deal with.


Quick Facts:
Fahrenheit will deal 4 (5 upgraded) damage as a minimum
Its ability, ‘Fiery’, scales with :fire quanta – for every 5 :fire quanta one possesses, the weapon deals an additional point of damage
Fahrenheit has no limit into how much damage it can deal

Use This Card Together With:
Fire Bolt | Fire Lance
Ash Eater | Brimstone Eater
Crusader | Crusader

Decks Using This Card:
Fire Stall (http://elementscommunity.org/forum/index.php/topic,6515.0.html)
Mindless Ruby Dragons (http://elementscommunity.org/forum/index.php/topic,11593.0.html)
The Fire Burns Bright into Their Eyes (http://elementscommunity.org/forum/index.php/topic,17268.msg234784#msg234784)


WARNING: The next week's poll will be a non-elemental (special) version of some of the other cards. In other words, generic articles for one or more of the following cards (Pillars, Pendulums, All Nymphs, SoR, SoD, and SoG) may be written and put up instead. ;)
Title: Re: Weekly Featured Cards poll - BONUS
Post by: ZephyrPhantom on February 06, 2011, 05:05:28 am
Bonus cards, eh? Well, I think the pendulums need some love. We already know what Dragons and Nymphs are thank you very much. :P
Title: Re: Weekly Featured Cards poll - BONUS
Post by: astraldragoon on February 06, 2011, 06:47:31 am
dragon's up here  ;D ;D
Title: Re: Weekly Featured Cards poll - BONUS
Post by: Higurashi on February 06, 2011, 12:52:22 pm
Shards would be cool, but since they're not an option; pendies. This time I'll look on the article as an educational tool, and spreading knowledge of this nifty tool would be beneficial.
Title: Re: Weekly Featured Cards poll - BONUS
Post by: Korugar on February 06, 2011, 07:00:56 pm
Vote dragons!
Title: Re: Weekly Featured Cards poll - BONUS
Post by: Bloodshadow on February 07, 2011, 01:31:38 am
Bonus card, eh? That wasn't a part of my original idea, so I don't know what you should put on the front page. Do you put a random Nymph/Dragon or something?

Pillars and Pendulums are fine, Dragons are meh, but Nymphs... I think each Nymph is unique enough to deserve its own article. Unless you write a generic article about the rarity of Nymphs or something, but that wouldn't fit in the idea of weekly featured cards.
Title: Re: Weekly Featured Cards poll - BONUS
Post by: Kuroaitou on February 07, 2011, 02:16:22 am
Bonus card, eh? That wasn't a part of my original idea, so I don't know what you should put on the front page. Do you put a random Nymph/Dragon or something?

Pillars and Pendulums are fine, Dragons are meh, but Nymphs... I think each Nymph is unique enough to deserve its own article. Unless you write a generic article about the rarity of Nymphs or something, but that wouldn't fit in the idea of weekly featured cards.
Actually, NONE of the these cards are going to be featured. Two reasons why:

1. These articles may have decks and general synergy cards that go well with them, but they will be so short that they aren't really worthy of being front page. Pillars and Pendulums are practically straight-forward; Dragons are fairly easy to talk about, given that most have the same non-upped (or upgraded) stats. Nymphs might be the most 'unique', but for the most part, a link will provided to the alchemy spell in question to give the reader more accurate details of their skill.

I figure that I need a 'short break' from writing all these intense articles without them even being featured. The front page of the wiki is still on Chimera, and we're already on Water cards. That's pretty far down the list, so when SG (or someone) comes back and redoes the front page code to allow easier editing for the featured cards/main articles, the featured cards will start off again. ^^;
But yeah, this wasn't really 'part of the plan', but oh well. Sorry about that Blood. ^^;

Shards would be cool, but since they're not an option; pendies. This time I'll look on the article as an educational tool, and spreading knowledge of this nifty tool would be beneficial.
If there was another bonus poll (...possibly sooner than one would think), All shards would be an option. ;)
Title: Re: Weekly Featured Cards poll - BONUS
Post by: Bloodshadow on February 07, 2011, 03:25:53 am
Quote
But yeah, this wasn't really 'part of the plan', but oh well. Sorry about that Blood. ^^;
Oh well, it's not like I have a say in this anymore. You've officially taken over the project, so you can do whatever you want. You're doing a good job.

Hm, I might write an article or two sometimes if I feel like it. Not now though... Still feeling lazy depressed.
Title: Re: Weekly Featured Cards poll - BONUS
Post by: DrunkDestroyer on February 07, 2011, 06:48:08 am
Nymphs wouldn't be a good option for the article IMO.


Unless...
Nymphs are rare. Very rare. Want one? Spin the oracle. Didn't get one? Try again the next day.
"Yes but can I just get one from..." No.
"I got that but" No.
"I heard something about tournament wins!" Yes. But for you, no. Unless the rest of the worlds internet crashes. In that case, hurrah!
"Zanz should make them T50 farmable so even the casual players can get them!" No.

If you have ever bought a lottery ticket, played a slot machine IRL, please do not complain about the nymph mechanism.
This article has nothing to do with the fact that I have 20.

Please enjoy your stay
And seriously, even my one sucked. So vote for those unloved dragons!
Title: Re: Weekly Featured Cards poll - BONUS
Post by: chum3 on February 07, 2011, 04:29:36 pm
I think Dragons are unique enough to have an individual feature for each of them. I'd agree that Pillars and Pendulums aren't interesting enough to each have their own feature, and Nymphs can be directed to their respective alchemy card for reference, but each Dragon has its own talking points and strategies.
Title: Re: Weekly Featured Cards poll - BONUS
Post by: PlayerOa on February 07, 2011, 05:16:19 pm
Pendulums unique mechanic needs a featuring ;)
Title: Re: Weekly Featured Cards poll - BONUS
Post by: Bloodshadow on February 08, 2011, 05:31:13 am
I think Dragons are unique enough to have an individual feature for each of them. I'd agree that Pillars and Pendulums aren't interesting enough to each have their own feature, and Nymphs can be directed to their respective alchemy card for reference, but each Dragon has its own talking points and strategies.
Some of the Dragons have their own unique characteristics (e.g. Ruby Dragon for rushing, and Phase Dragon is immortal), but most of the other Dragons are pretty similar... I wouldn't feature each Dragon individually.
Title: Re: Weekly Featured Cards poll - BONUS
Post by: Chaotic Elitist on February 09, 2011, 02:12:10 pm
It's about time the nymphs I love so much get a chance to shine. I've yet to see one win, my life nymph being beaten out by Leaf Dragon.|| Last time I looked anyways, I haven't been around much. ||

Go Nymphs.
Title: Re: Weekly Featured Cards poll - BONUS
Post by: Kuroaitou on February 24, 2011, 08:29:13 pm
...okay.

I'm really sorry about this, but I've been -very- busy these past few days with real life things popping up (mainly school, blargh), but I managed to get 3/4 articles done for the BONUS poll. Each of these articles will be posted as a 'generic' article for the card sets in question (nymphs, dragons, etc.), and they won't be featured anymore or be placed onto the poll, as they barely provide any analytical usage compared to the more diverse creatures, spells, and permanents found in-game.


Nymphs; as one of the most rare set of cards to obtain in the game, nymph cards are mainly known by their rarity. While some people have managed to obtain one or two of these creatures, very few have managed to obtain an entire set (one from each element) – because of this, Nymphs are generally cherished by their owners, and are rarely sold by players (except by the lucky handful who have more than 12 copies of a certain Nymph).

While the Alchemy spells can be commonly bought, their effects are generally limited to 6 uses within a duel (the maximum number of times a card can be played). However, Nymphs can allow a player to repeatedly use an alchemy effect (for cheaper, generally), and can be incredibly potent when the ability is spammed. Despite their vulnerability to CC, most nymphs have a higher HP pool to counteract damage (excluding a couple with potentially exploitable active skills). Likewise, their skill costs are some of the highest given the effects, but a Shard of Readiness can instantly remove that hindrance.

Nymphs are generally won through the lucky spin of the Oracle, but some PvP Events, Tournaments, and the PvP Leagues can also reward in-game ‘codes’ that can be refunded for a Nymph as well. No matter how you obtain one though, be sure to hold onto it, as it’s a treasure that you may not obtain for a very long time.

Specifically, the ______ Nymph has the ______ skill. (Click on the Alchemy Spell to learn more information on its uses)

* = Note the blanks in here can be filled with the respective name and ability of the Nymph in question.

Dragons are generally the brute force behind the element, oftentimes characterized by having fairly high stats (double-digit ATK or HP values). These cards are powerful damage dealers in most cases, but they are all incredibly expensive (usually costing at least 10 quanta of a specific elemental type).

The upgraded versions of these cards often have slight improvements to the ATK stat, with varying changes to the HP (most dragons gain small or significant boosts to the HP stat, while others have no change or lose HP to counterbalance the boost in ATK). Most dragons are strong against basic damage-reducing shields (as their ATK can still chip away the opponent’s health indiscriminately), but some shields can still block them completely (Gravity Shield, Hope, Dimensional Shield, and others). The Wings card has no effect on Dragons, as they are all have the airborne passive skill.

In most cases, the Dragons are often used in mono-decks to provide hard-hitters within a deck, and are always included in the starting deck for a new player. Most Dragons are generic and don’t have any special abilities or noteworthy stats, except the Phase Dragon (which is immaterial upon entering play, allowing it to be immune towards targeting effects), and the Massive Dragon (whose HP is one of the highest in-game, making it ideal for cards such as Acceleration or Gravity Pull).



Pillars are the staple of basic quanta generation in game; they are free to play (they require no quanta to place onto the field), and are considered to be the practical backbone of almost every deck in game.

Because of the requirements to play the various creatures, spells, and non-pillar/pendulum permanents in-game, pillars (and their upgraded form, towers) are essential for any player to generate a steady flow of quanta. Also, pillars are one of the few single-card permanents to create a stack upon being played (pendulums being the other permanent to stack on cards similar to itself). While this saves space on the permanent field, certain cards (Earthquake) can demolish the stacks of pillars very quickly as a form of quanta denial, so one should be careful about how and/or when they play these free cards when fighting certain opponents.


Since the front page of the Wiki can't really be modified, we'll just continue on with the Water polls and resume schedule as of now. Please provide comments or suggestions on these 'generic' summaries if you can; while the cards won't be featured, they'll still serve as an overall rundown on the card 'set' in question. :)
Title: Re: Weekly Featured Cards poll - Water
Post by: wizelsnarf on February 24, 2011, 09:43:24 pm
On the nymphs you have:

"specifically the _______ nymph's ability is _______ ...."


Can we get a sentence like that added to each dragon? You kind of started with phase dragon and gravity dragon.


For example: Ruby Dragon - highest initial attack in the game. Very weak to CC.
Obsidian Dragon - Well rounded and packs an extra punch if you can play an eclipse

et cetera....


Overall I think this will be nice to add to the wiki as the general information is helpful (with a couple specific tips).
Title: Re: Weekly Featured Cards poll - Water
Post by: Hyroen on February 24, 2011, 09:49:04 pm
Gotta love 'em Ice Bolts, especially with their cool new synergy with Shockwave!! And now that they can freeze weapons!!
Title: Re: Weekly Featured Cards poll - Water
Post by: Higurashi on February 24, 2011, 09:58:55 pm
It's time the creature that got me my first two upped decks gets its time in the spotlight. Chrysaora of Speed Poison, step up!
Title: Re: Weekly Featured Cards poll - Water
Post by: TheIdioticIdiot on February 24, 2011, 10:02:14 pm
cmon ppl, vote for them steam machines
they created humanity you know? (actually no, but they are the start to all this technology we have today to play elements)
in other words, if it wasn't for steam machines, we won't have the game
Title: Re: Weekly Featured Cards poll - Water
Post by: pikachufan2164 on February 24, 2011, 10:06:21 pm
Steam Machines <3

It's the perfect win condition for a stall deck -- once your opponent can't do much to stop its amazing steam-powered growth, you can essentially chalk up a win.
Title: Re: Weekly Featured Cards poll - Water
Post by: Kuroaitou on February 24, 2011, 10:17:59 pm
On the nymphs you have:

"specifically the _______ nymph's ability is _______ ...."


Can we get a sentence like that added to each dragon? You kind of started with phase dragon and gravity dragon.

[snip]

Overall I think this will be nice to add to the wiki as the general information is helpful (with a couple specific tips).
You got it. :) I can probably do something simple like this:

"The ______ Dragon is _______________ ...", where the first blank is the name, and the second should be no more than 1-2 sentences making any notable stats changes or synergies for the non-upped and upgraded versions.

That said, I voted for Puffer Fish, as it's the only creature in game to have two different abilities between the non-upped and upgraded version (Firefly also have two different abilities, but they both revolve around the same mechanic). ^^;
Title: Re: Weekly Featured Cards poll - Water
Post by: willng3 on February 24, 2011, 10:42:55 pm
Chrysaora.  Dirt cheap and the upped is a force to be reckoned with.  Fits into several deck types.
Title: Re: Weekly Featured Cards poll - Water
Post by: Wynden on February 25, 2011, 02:03:47 am
Mind Flayer. Dirt cheap soft CC - of a sort.
I see Chrysaora & Steam Machine are really going at it. Looks like it's gonna be one of those two.
Title: Re: Weekly Featured Cards poll - Water
Post by: icecoldbro on February 25, 2011, 03:26:33 am
Physalia gets my vote.
Hopefully not a wasted vote.
Title: Re: Weekly Featured Cards poll - Water
Post by: TheIdioticIdiot on February 25, 2011, 03:50:46 am
icb always goes against me...
sure we both like phoenix, but his is cold and blue, while mine is hot and red...
and here he votes for physalia instead of steam machine
*sigh*
Title: Re: Weekly Featured Cards poll - Water
Post by: chum3 on February 25, 2011, 05:20:22 pm
For the nymphs blurb, you can mention that most people keep their Nymphs unupped because most PvP events on the forum use unupped cards.

Go Chrysaora!
Title: Re: Weekly Featured Cards poll - Water
Post by: nilsieboy on February 26, 2011, 12:02:22 pm
voted for steam machine, lots of hp and strong against cc, can gain high attack and has a very cool art.
also my big metal friend from the phoenix who liked a glass of water :).
Title: Re: Weekly Featured Cards poll - Water
Post by: PlayerOa on February 26, 2011, 03:24:27 pm
Flooding is cool enough to deserve an article.
Maybe not so strong, but cool 8)
Title: Re: Weekly Featured Cards poll - Water
Post by: EpicFirestorm on February 28, 2011, 09:19:43 am
I reckon steam machine.
Title: Re: Weekly Featured Cards poll - Water
Post by: Aves on March 01, 2011, 02:21:37 am
Why not Ulitharid? Lobo for :aether.
Title: Re: Weekly Featured Cards poll - Water
Post by: Monox D. I-Fly on March 01, 2011, 05:18:24 am
I got shocked when I saw none of those dragons here. But I will go with Ice Bolt. This one really saves me when I was facing the aether deck.  ;D
Title: Re: Weekly Featured Cards poll - Water
Post by: Metoropolice on March 01, 2011, 06:43:51 am
 i've voted for congeal.. its Cool
Title: Re: Weekly Featured Cards poll - Water
Post by: Kuroaitou on March 04, 2011, 11:45:45 pm
Here is the Featured Card article for Steam Machine!


Steam Machine is a creature that combines two opposite elements (in this case, Water and Fire) to increase its damage. However, its ability has a slight drawback; every turn, it always loses 1 ATK from the Steam ability, until it reaches 0.

The Steam Machine is an odd creature; aside from the Anubis, no other creature requires quanta of the opposite element to utilize its ability on the field, which makes Steam Machine somewhat tricky to use in any deck that has emphasis on Water cards. The ability, ‘Steam’, grants counters (which is equivalent to ATK) to the creature, gaining 5 ATK upon use. However, these counters fall off one at a time (the Steam Machine loses 1 ATK at the end of the turn). The reason for this is that Steam increases its Current attack, rather than the Full attack, meaning that unless the Full attack is raised (via stat buffing cards) to the Current amount, the ATK drops. Without a constant source of steam (or 2 :fire quanta, to be specific), the Steam Machine will slowly lose its entire offensive prowess and become pacified. However, because of its high growth potential, a player who has a steady flow of :fire quanta can increase the Steam Machine’s offense to levels that will bypass many shields (including the infamous 23-damage reduction shield, Hope).

There are several important facts about the Steam Machine: one of which is that regular buffs that increase its ATK will not be diminished by the Steam ability. For example, if Blessing was applied to the Steam Machine (before or after the ability was used), the Steam Machine will always retain the +3 ATK boost, making it impossible for the ‘counters’ to reach ‘0’ (they’ll stop at 3 ATK). Also, applying Antimatter to a Steam Machine will cause its counters to be unable to drop any further (a Steam Machine with a –7 ATK will only gain counters until it reaches above 0, where the counters will be removed one at a time like normal). Also, stunning effects will still cause the Steam Machine to lose counters.

If the steam ability is removed from being lobotomized, the Steam Machine will retain its current ATK (without the Steam ability, ‘counters’ won’t be removed). Finally, Adrenaline causes it to lose its counters at a rapid pace. The following tables provide the general growth-rate of Steam Machine (given constant :fire quanta and that it always attacks that turn without being delayed), as well as a fluctuating ATK when Adrenaline is applied to Steam Machine (given different ATK values):


ATK #1    1    2    3    4    5    6    7    8    9    10    11    12    13    14    15
# of attacks    4    4    4    4    4    3    3    3    3    2    2    2    2    2    2
ATK #2    0    1    2    3    3    4    4    5    6    3    4    4    4    5    5
ATK #3    0    0    1    2    3    2    2    2    3                   
ATK #4    0    0    0    1    2                               
Total damage    1    3    6    10    13    12    13    15    18    13    15    16    17    19    20
While main buffs can grant the Steam Machine a ‘permanent’ amount of attack, Rage Potion combines well with this creature, especially the upgraded version. Unupped, Steam Machine only has 6 HP, which allows it to survive most attacks. In its upgraded form though, the mechanical beast has a whopping 15 HP; given the apparently synergy of :water and :fire, Rage Potion can act as an opening boost to the Steam Machine. Although it’s generally advised to only use one Rage Potion on the machine to avoid being killed by the alchemy spell, certain defensive cards may prompt players to use additional Rage Potions (i.e. – as a way to bypass Gravity Shield’s effect by decreasing the Steam Machine’s HP).

One main creature that helps the Steam Machine is the rare Arctic Squid. In some Water-oriented decks, the Arctic Squid provides cheap CC in the form of Freeze (Congeal in its upgraded form), locking the opponent’s field down while your offense is continuously being boosted. While it has little offensive prowess, the Squid’s ability can greatly increase your chance of survival against hard-hitters and creatures with nasty abilities, all the while improving your usage of both :water and :fire quanta in a deck.

And for those who don’t enjoy the idea of having to use the Steam Machine’s ability due to the Fire-combo restriction, Shard of Readiness can alleviate that issue. Shard of Readiness (or ‘SoR’) will remove the cost of Steam, making it free to use without any :fire quanta. Because of this, SoR is generally used in those mono-water decks as a great way to bypass the opposite-element requirement, allowing Steam Machine to easily be paired up with other cheap and expensive water cards.

Despite its somewhat clunky nature, Steam Machine can be a brutal powerhouse if left alone, and is one of the most unique growth creatures (or technically, machines) found in game. With the various effects that can alter or stabilize its eccentric ATK stat, players should try their best to remember when and what cards can cripple or strengthen the Steam Machine.



Quick Facts:
Steam Machine’s ability, ‘Steam’, uses 2 :fire quanta to raise its ATK temporarily by 5, but will decrease by one at the end of every turn, even when stunned.
Lobotomizing the Steam Machine will make it unable to lose any attack
The Steam ability’s ATK reduction will not bring the Steam Machine below 0 (even when afflicted by Antimatter); it will also not be reduced when stat-buffs are applied to the creature
Adrenaline triggers the Steam Machine’s ability multiple times.

Use This Card Together With:
Rage Potion | Rage Elixir
Shard | Shard of Readiness
Arctic Squid | Arctic Octopus

Decks Using This Card:
Rage Against the Machine (http://elementscommunity.org/forum/index.php/topic,8197.0.html)
EM Machine (http://elementscommunity.org/forum/index.php/topic,19625.0.html)
Need a Parka? (http://elementscommunity.org/forum/index.php/topic,12200.0.html)


NOTE: 1.27 cards will not be included in the poll until April 3rd, based on this post - http://elementscommunity.org/forum/index.php/topic,20703.msg302200#msg302200

Light polls are now up! (Sanctuary is not included because of the above note)
Title: Re: Weekly Featured Cards poll - Water
Post by: Wonder on March 04, 2011, 11:47:45 pm
Wow Steam Machine got first!
No surprise there.
It's such a powerful card, especially with it's buff.
Title: Re: Weekly Featured Cards poll - Light
Post by: TheIdioticIdiot on March 05, 2011, 02:17:08 am
it would take a miracle for miracle to lose
(tho I suppose crusader might win)
Title: Re: Weekly Featured Cards poll - Light
Post by: Hyroen on March 05, 2011, 02:34:02 am
No Sanctuary?
Title: Re: Weekly Featured Cards poll - Light
Post by: Higurashi on March 05, 2011, 03:38:08 am
Tsk tsk.. I know you know to read, Hyroen.
NOTE: 1.27 cards will not be included in the poll until April 3rd, based on this post - http://elementscommunity.org/forum/index.php/topic,20703.msg302200#msg302200

Light polls are now up! (Sanctuary is not included because of the above note)
I think I'll vote for Angel this time. It's been my favourite Light card for so long. Crusader is a step in the right direction for Light, to give it that cool image that it was lacking. Once we get a Zealot, I'll be pleased. :>
Title: Re: Weekly Featured Cards poll - Light
Post by: willng3 on March 05, 2011, 04:01:27 am
Crusader has been my new toy lately; it's a ton of fun in all kinds of decks.  So...+1 for Crusader.
Title: Re: Weekly Featured Cards poll - Light
Post by: Kuroaitou on March 05, 2011, 04:50:17 am
Everyone -ALWAYS- seem to vote for the new cards, regardless of how many strategies revolve around it.  ::)

But anyway, I personally voted for Guardian Angel | Archangel, not because it would be fun to write about, but also because I think it's underestimated nowadays in Light's arsenal of creature cards. People have already forgotten its uses and or tactical synergies, and I always feel bad for the 'veteran' creatures that were implemented earlier... :P
Title: Re: Weekly Featured Cards poll - Light
Post by: Metoropolice on March 05, 2011, 07:43:47 am
Crusader  of  :light
Title: Re: Weekly Featured Cards poll - Light
Post by: PlayerOa on March 05, 2011, 08:23:41 am
Well... Not the "coolest" or "most powerful" vote, but Luciferin gets a vote from me.
Title: Re: Weekly Featured Cards poll - Light
Post by: Chaotic Elitist on March 05, 2011, 05:59:41 pm
I don't get this. How can no one, aside from me, vote for the single best weapon, in my opinion, weapon? It's absolute damage, and seven of it. All the other weapons are nice, but they're prone to PC. MG just says no to every other weapon's flaw. C'mon people. D:

Crusader decks are yawn. --; So, poo on the rest of ya'. 
Title: Re: Weekly Featured Cards poll - Light
Post by: Falcon4415 on March 05, 2011, 06:12:56 pm
No love for Pegasus? Seriously?
For. Shame.
Title: Re: Weekly Featured Cards poll - Light
Post by: xdude on March 05, 2011, 06:28:17 pm
Voted for. The. BEST. SUPPORT. CARD. EVER.
Title: Re: Weekly Featured Cards poll - Light
Post by: Korugar on March 05, 2011, 07:07:46 pm
I don't get this. How can no one, aside from me, vote for the single best weapon, in my opinion, weapon? It's absolute damage, and seven of it. All the other weapons are nice, but they're prone to PC. MG just says no to every other weapon's flaw. C'mon people. D:
And Titan says no to MG's flaw: shields ;)

Voted for. The. BEST. SUPPORT. CARD. EVER.
I'm sorry, not being a light elemental, I don't know which card you're referring to...
Title: Re: Weekly Featured Cards poll - Light
Post by: Wynden on March 05, 2011, 08:34:01 pm
I'm going with Solar Shield; it's a nice "new" card that seems worth investigating.
Crusader would've been my second choice, but it's quite obvious what it does and how to use it - for the most part.

About the Steam Machine post: no mention of Skittles (http://elementscommunity.org/forum/index.php/topic,12134.0.html)?  :o
Title: Re: Weekly Featured Cards poll - Light
Post by: Kuroaitou on March 06, 2011, 06:28:30 am
I'm going with Solar Shield; it's a nice "new" card that seems worth investigating.
Crusader would've been my second choice, but it's quite obvious what it does and how to use it - for the most part.

About the Steam Machine post: no mention of Skittles (http://elementscommunity.org/forum/index.php/topic,12134.0.html)?  :o
I was on the fence about that one. I -could- have put it into the Featured Card article, but the decks I chose have the synergy cards within them; I could probably change (add?) the Skittles deck later if you like, but personally I always try to find decks that include the featured card and combo cards together to show how they work.

Thanks to the changes to Solar Shield and Luciferin, I would be glad if one of those were also voted highly on as well. ^^;
Title: Re: Weekly Featured Cards poll - Light
Post by: nilsieboy on March 06, 2011, 08:00:18 pm
voted luciferin, nice support card and with the new buff i'd like an article about it :).
Title: Re: Weekly Featured Cards poll - Light
Post by: Funkyvenom on March 10, 2011, 03:52:32 am
only blessing voter?!?!?!?
Title: Re: Weekly Featured Cards poll - Light
Post by: PlayerOa on March 10, 2011, 04:18:23 pm
Voted for. The. BEST. SUPPORT. CARD. EVER.
Hey, it's no time cards in the poll :P
Title: Re: Weekly Featured Cards poll - Light
Post by: Kuroaitou on March 12, 2011, 12:07:44 pm
...Oh good grief. +1.6k words, and that's -WITH- trying to make the article more concise than intended. >_<


As a ‘sister’ card to the Flying Weapon card, Crusader is a flexible Light creature with the Endow ability. For 3 (or 2 upgraded) :light quanta, Crusader can Endow a weapon, increasing its ATK by an amount equal to the weapon in question, while also gaining the weapon’s abilities.

Unlike the Flying Weapon card, Crusader doesn’t need to have a weapon in the weapon slot for it to be played. For 5 :light, the Crusader card is a relatively frail card in regards to stats (2|4 or 3|5 upped). However, its true prowess comes with its ability, Endow. After Endow is triggered and the player targets a weapon, the Endow ability is replaced with the weapon’s skill, and the Crusader gains 2 HP and ATK equivalent to the weapon’s full attack. In other words, one could theoretically have multiple ‘weapons’ on the field at once via Crusader; sometimes with the added benefit of having additional ‘weapon damage’ applied with the skill. Another special thing to note is that Crusader can target any weapon on the field; whether the weapon is flown or within the weapon slot, or on the enemy’s or the player’s side, Endow can basically give the Crusader any weapon ability that is visible and targetable, making it extremely adaptable to practically any situation.

Since the weapon needs to be targeted in order for Crusader to gain the ability of it, Morning Star (the rare Light weapon) doesn’t work with the Endow ability, as it’s immaterial (i.e. – cannot be targeted directly). Although the Crusader is relatively vulnerable, facing an opponent with heavy permanent control can be frustrating if you rely on certain weapon abilities (Eternity or Pulverizer, for example). From that, it could be said that the Crusader can double the effectiveness and reliability of your weapon (instead of immortalizing it via Protect Artifact), as the copying of the weapon skill can act as a failsafe against PC-oriented opponents.

A secret regarding the Crusader’s Endow ability is that the ATK gain from the weapon in question can be further modified by the use of ATK-changing spells on the weapon (if flown). For example: if a player uses a Blessing on a flown Vampire Dagger, increasing the Vampire Dagger’s stats to 9|7, a Crusader will gain 9 ATK rather than the usual 6 from the ATK boost. Likewise, if a Flying Titan is afflicted with Antimatter, a Crusader using Endow on the Titan will receive –8 attack (as well as the momentum ability).

Also, abilities given to flying weapons can also be transferred to the Crusader (i.e. – a Dagger given the ‘Destroy’ ability via Butterfly Effect will also transfer to the Crusader as well). Status effects (Adrenaline, spell-buffed Momentum, Infection counters, etc.) cannot be given to the Crusader though.

As there are 16 unique weapons in total, each of the weapons will be analyzed separately with the Crusader card:

Dagger 2/1 | Dirk 4/1 – Poor
While the Dagger itself is fairly weak (even with a Darkness or Death mark to boost its attack by 1), a very secret combo using Dagger, Animate Weapon, and Butterfly Effect can be used to give Crusader a useful ability; overall though, Dagger is generally avoided.

Short Sword 3/2 | Long Sword 6/2 – Poor
Again, the Sword cards aren’t very useful to pair up with Endow, but they are a semi-decent ATK boost.

Hammer 3/4 | Gavel 6/6 – Medium
Crusaders will gain the ‘Hammer’ ability, which means in addition to their attack, they’ll also deal 1 additional damage if the player has an Earth or Gravity mark. The Gavel can give a Crusader a fairly meaty amount of attack.

Short Bow 3/3 | Longbow 6/4 – Medium
Similar to the Gavel except it grants the ‘Bow’ ability instead (bonus with an Air mark). However, the Short Bow | Longbow also the passive ability, ‘Ranged’, which transfers to the Crusader when Endowed. Thus, this is the cheaper (and more ‘accessible’) weapon of getting around the Wings shield, compared to Air’s rare weapon.

 :aether Lobotomizer 5/4 | Electrocutor 5/4 – Good
While Mind Flayers themselves require two elements to play, the synergy between Light and Aether is much stronger than what most people give credit for. Crusaders with Lobotomize can be quite annoying to deal with, although the Lobotomize ability becomes easily redundant when you have multiple Crusaders in a deck.

 :air Owl’s Eye 5/7 | Eagle’s Eye 7/7 – Very Good
The relatively high ATK and impressive abilities (from the ‘ranged’ passive skill to the Snipe ability) makes the Eagle’s Eye an incredibly strong weapon to use Endow on. In addition to increasing the amount of CC available in a deck, Crusaders can also gain a huge boost in attack and overcome the Wings shield – Light and Air synergies can be greatly and further expanded on using these weapons in conjunction with Crusaders, and are an overall strong choice to pair up with them.

 :darkness Vampire Stiletto 4/4 | Vampire Dagger 6/4 – Excellent
With additional access to other cheap Darkness cards like Steal and Cloak, Vampire Dagger is one of the top weapons to Endow; because of the weapon’s synergy with buff effects such as Blessing and Eclipse (if the weapon is flown), the Crusader can reap the additional benefits of the increased ATK, and thus drain life for even higher amounts from the opponent.

 :death Arsenic 2/7 | Arsenic 4/7 – Excellent
In addition to gaining the ‘poisonous’ passive skill to counter cards like Otyugh or Scarabs, Crusaders gaining the Venom ability can be incredibly devious. One could say that unlike Puffer Fish, which can be blocked by Diamond Shield, Crusaders can bypass the shield with the additional ATK granted from Arsenic. Because Arsenic is also incredibly cheap (and requires very little maintenance to apply the poison), the combo between Crusaders and the rare weapon can be easily pulled off. From this, potent poison-stall decks revolving around Death-Light combinations can be designed for a very dangerous offensive.

 :earth Pulverizer 5/12 | Pulverizer 5/12 – Medium
While Pulverizer may seem beneficial on a Crusader, the card combo requires three elements to perform optimally, making it less efficient than if the Pulverizer was used alone (or if Butterfly Effect was used on a vanilla creature). This combo can be useful if used on an opponent’s Pulverizer (assuming one has the :gravity quanta to use the permanent control), but otherwise okay.

 :entropy Discord 4/3 | Discord 6/3 – Good
Similar to the article on the Flying Weapon, multiple Crusaders that Endow Discord can be a frustrating combo. However, if one attempts to also use Black Hole in addition to the effects of Crusader + Discord, the combination becomes a trio, which is much harder to pull off in comparison to the Flying Discord + Black Hole combo.

 :fire Fahrenheit 4/5 | Fahrenheit 5/5 – Excellent
In regards to damage, Crusader’s given Fahrenheit’s ‘Fiery’ ability can rack up damage extremely fast; if Fire Bolts or Fire Lances are unable to be used, having multiple Crusaders with the Fiery ability can slice your opponent’s health in pieces after a few turns. In a duo-Light/Fire deck with high emphasis on :fire generation, Crusaders can be the perfect fit for dealing damage akin to a Fire creature, but with much more resilience to CC effects.

 :gravity Titan 7/50 | Titan 8/50 – Good
Despite the massive ATK gain from either version of Titan, the effect of ‘momentum’ can be given to the Crusader beforehand. Thus, using Endow on a Titan can act as beneficial bonus damage, but can be generally considered as a lost potential when compared to the capabilities of the other weapons.

 :life Druidic Staff 2/7 | Jade Staff 4/7 – Very Good
The healing from the Staff can be great for Endowing, and the synergy between the two cards is very valuable. While you can reap the benefits of major healing if you place Adrenaline on the Crusader with the Druidic Staff’s ability, you can simultaneously deal moderately high damage (higher than a flying Druidic or Jade Staff), especially against tough defenses such as Permafrost Shield.

 :light Morning Star 7/7 | Morning Glory 8/4 – Useless
Because the Endow ability must have a weapon to target, Light’s own rare weapon cannot be coupled with the Endow ability, as Morning Star is immaterial. Thus, it’s important to note that Crusader is technically a duo-deck card rather than a mono-deck card.

 :time Eternity 4/8 | Eternity 4/8 – Very Good
With Time and Light, having additional Rewinds for CC can be fun, but also really expensive. However, some Light-Time duo decks often rely on the Rewind ability for various reasons (as a stalling option with Blessed Dune Scorpions, for example), and the card advantage with additional rewinds can be great.

 :water Trident 4/9 | Poseidon 4/9 – Medium
Unless a player manages to balance the usage of :light, :water, and :earth generation, a Crusader using Endow on a Trident can be very limiting, as the damage from Trident and Poseidon isn’t strong, and the ability itself being overshadowed by a few Earthquake spells.

With that said, Vampire Stiletto, Arsenic, and Fahrenheit are some of the best weapons to combine with Crusader, given the right setup and combinations with those cards. Ironically, one can counter a Crusader-using enemy by protecting the opponent’s weapon of choice (via Protect Artifact), or by not playing weapons/destroying them when possible. No matter what though, Crusader is an amazing utility creature that can be incredibly fun to use, no matter what weapon you (or the enemy) choose to wield.

Quick Facts:
Crusader gains the ATK (not HP) and the ability of the weapon it targets with the Endow ability
The Crusader’s ATK and Endowed ability are affected by weapon modifications (increased or negative ATK can be added to the Crusader; lobotomized flown weapons won’t transfer their ability)
Crusader’s Endow ability can work on all targetable (non-immaterial) weapons, regardless of which side they’re on or if they’re a creature (flown) or a permanent (slotted).

Use This Card Together With:
Vampire Stiletto | Vampire Dagger
Arsenic | Arsenic
Fahrenheit | Fahrenheit

Decks Using This Card:
Vader Sader (Vampiric Dagger + Crusader duo) (http://elementscommunity.org/forum/index.php/topic,18038.0.html)
Literal Firearms (http://elementscommunity.org/forum/index.php/topic,18062.0.html)
Toxic Sun (http://elementscommunity.org/forum/index.php/topic,20841.0.html)


EDIT: Air polls are now up!
Title: Re: Weekly Featured Cards poll - Air
Post by: PlayerOa on March 13, 2011, 10:09:57 am
Shockwave gets my vote. Interesting combo-card that needs more love :)
Title: Re: Weekly Featured Cards poll - Air
Post by: Hyroen on March 13, 2011, 12:34:40 pm
Unstable Gas: Hard-Counter or lose.
Title: Re: Weekly Featured Cards poll - Air
Post by: Jappert on March 13, 2011, 12:41:54 pm
Unstable Gas: Hard-Counter or lose.
I was in doubt between voting UG or Sky Blitz. The reason you stated above is the reason I voted Sky Blitz :D

It's a versatile spell, wich costs alot. I always have trouble deciding if the cost is worth it in a rush.
Title: Re: Weekly Featured Cards poll - Air
Post by: Funkyvenom on March 13, 2011, 01:13:33 pm
WYRM!!!
Title: Re: Weekly Featured Cards poll - Air
Post by: Monox D. I-Fly on March 14, 2011, 02:33:27 am
I go with Owl's Eye, the most frightening weapon (the only one who is able to kill creatures).

*looks like I'm too often using the term "most frightening" in this forum  :-X "
Title: Re: Weekly Featured Cards poll - Air
Post by: willng3 on March 14, 2011, 02:34:13 am
Damselfly:  The improved Ray of Light.  Fractal it and turn some heads.
Title: Re: Weekly Featured Cards poll - Air
Post by: Higurashi on March 14, 2011, 02:37:18 am
Yeah, another one for OE. It's the most fun Air card. :>
Title: Re: Weekly Featured Cards poll - Air
Post by: TheIdioticIdiot on March 14, 2011, 02:45:53 am
first to vote for wings...
where art thou, humanity!!!
Title: Re: Weekly Featured Cards poll - Air
Post by: icecoldbro on March 14, 2011, 04:37:34 am
Sky Blitz.
Makes Air usable with every element great buff to its own element also.
Title: Re: Weekly Featured Cards poll - Air
Post by: Falcon4415 on March 14, 2011, 03:01:50 pm
Looks like haxx shield is so awesome that everybody seems to hate it... oh well, I guess it'll be just me then.
Title: Re: Weekly Featured Cards poll - Air
Post by: Kuroaitou on March 20, 2011, 07:17:42 am
Despite there being a tie between Dragonfly (ugh) and Unstable Gas, I realized that Dragonfly would probably require the featured article more than Unstable Gas, not to mention I could use a challenge in regards to writing these things. ;)


Dragonfly is another small critter creature that packs a tiny punch. While it has the same stats as a Photon (1|1), its ability to generate 1 :air quanta each turn, regardless of whether it’s upgraded or not can help supplement decks that often focus on playing Air cards quickly and efficiently.

The Air element generally relies on its pillars, towers, and pendulums to gain :air quanta, but that’s where the Dragonfly comes in. While the Dragonfly requires 1 :air to play, as long as it doesn’t die that turn, one :air quanta will also be generated. From this, Dragonfly technically replenishes the cost needed to use it; its upgraded form Damselfly requires no quanta to use however, allowing it to act as an offensive pillar that can’t be targeted by Earthquake or other permanent control. Damselfly also has 2 ATK in comparison to its unupped counterpart, but both versions are still vulnerable towards all CC.

Because of its potential in a mono-deck, Damselfly is often paired up with various Air cards, especially those that have expensive abilities. The Wyrm, for example, is a decent attacker that uses a lot of :air quanta in order to use its ability, Dive. Having multiple Dragonflies or Damselflies on the field can help players use the Dive ability more often due to the quanta generation, while also simultaneously dealing modest damage to opponents. Likewise, the rare weapon for Air, Owl’s Eye, requires :2 air per turn in order to use its Snipe skill, which can often drain users quickly depending on the durability of the enemy’s creatures. Having a few Dragonflies in any mono-Air deck can significantly speed up the deck and often ease up the stress on :air quanta for such abilities.

Sky Blitz is one of the most potentially expensive cards to use in a deck with airborne creatures, especially as it drains all :air quanta. However, Dragonflies work well with Sky Blitz in two ways. Firstly upon playing Sky Blitz, Dragonflies can help refuel :air quanta to the player; the second is that the creatures also benefit from Sky Blitz as they are also airborne (like all of the other Air creatures, excluding the Nymph). With several upped Damselflies in the field, a Sky Blitz can double the damage from two ATK to four, making them incredibly potent attackers worth their cost, and that’s not including any other buffs used on them beforehand.

To add on a surprise tactic, one could use Immolation on a Damselfly in order to reap a large amount of :fire quanta for Fire creatures (like a Lava Golem or Phoenix) and abilities (Unstable Gas). The same tactic could be theoretically used on a Dragonfly, but because Dragonfly is not free, the combo can be considered a bit slower than the upped format. In either case though, Air and Fire have numerous synergies within their cards, and in this case, as both of these provide near-instant quanta, Cremation and/or Damselfly can help fuel an Air-Fire duo-deck easily.

Dragonfly can be a highly overshadowed card due to its low stats, but what it lacks it damage and durability is compensated by a nifty ability that often helps many :air-heavy decks within the game.

Quick Facts:
Generates one :air quanta per turn when in play (both forms).
Dragonfly’s upgraded form, Damselfly, does not require any quanta to play and has double the ATK in comparison.

Use This Card Together With:
Wyrm | Elite Wyrm
Sky Blitz | Sky Blitz
Immolation | Cremation

Decks Using This Card:
Powerful Wyrms (Air Rush) (http://elementscommunity.org/forum/index.php/topic,12895.0.html)
Damseltal Blitz (http://elementscommunity.org/forum/index.php/topic,23190.0.html)
Damsels in Distress: The Best of Both Wyrms (http://elementscommunity.org/forum/index.php/topic,21928.0.html)


Time polls now up!  :)
Title: Re: Weekly Featured Cards poll - Time
Post by: TheIdioticIdiot on March 20, 2011, 11:18:06 am
um... where is GotP
it won me a tournament...
so I really would like to vote for it...
Title: Re: Weekly Featured Cards poll - Water
Post by: Kuroaitou on March 20, 2011, 11:50:32 am
um... where is GotP
it won me a tournament...
so I really would like to vote for it...
I would like to reiterate a post that I made in the past (no pun intended):

NOTE: 1.27 cards will not be included in the poll until April 3rd, based on this post - http://elementscommunity.org/forum/index.php/topic,20703.msg302200#msg302200
The reason I stated this is because of the fact that new cards need to be given a leeway time (I said a month just so that it'd be easier for counting) for multiple strategies, counters, and decks to be created around the card, as well as a deep analysis by the community on what works best with it. Also, people should remember that you shouldn't just vote for the new cards because they're new. You should vote for cards that you'd like to see information about (whether it'd be new or old combos and synergies, as well as the complete analysis of the mechanics of the card in question), since the information is going to be provided on the wiki.
Title: Re: Weekly Featured Cards poll - Time
Post by: TheIdioticIdiot on March 20, 2011, 11:57:30 am
*facepalm*
precognition it is...
Title: Re: Weekly Featured Cards poll - Time
Post by: PlayerOa on March 20, 2011, 02:14:47 pm
Dune Scorpion is epic.
But Rewind is more cool, and deserves an article 8)
Rewind +1
Title: Re: Weekly Featured Cards poll - Time
Post by: Funkyvenom on March 20, 2011, 02:17:35 pm
pharaoh is the best!
Title: Re: Weekly Featured Cards poll - Time
Post by: Falcon4415 on March 20, 2011, 09:04:25 pm
Voted for one of the most game-changing cards in PvP, even if it is severely looked down upon by most people.
Title: Re: Weekly Featured Cards poll - Time
Post by: RootRanger on March 20, 2011, 09:13:38 pm
Same. For me, it was reverse time. Priceless against graboids, nova, and immolation. Great against stat boosting cards. Decent against cards with abilities to slow them down. Even against vanilla creatures it slows their draw by one turn.
Title: Re: Weekly Featured Cards poll - Time
Post by: Bhlewos on March 21, 2011, 12:56:57 am
Picked Dune Scorpion, it's a really fun card to play with (though not to play against...).
Title: Re: Weekly Featured Cards poll - Time
Post by: Monox D. I-Fly on March 21, 2011, 10:28:06 am
I voted for Pharaoh, which produces Scarab. A really annoying combo.   >:D
Title: Re: Weekly Featured Cards poll - Time
Post by: Funkyvenom on March 22, 2011, 11:19:00 pm
another pharaoh fan!
Title: Re: Weekly Featured Cards poll - Time
Post by: ffun on March 23, 2011, 04:55:33 pm
Another vote for Rewind - great, flexible card with so many uses, and often underrated by players.
Title: Re: Weekly Featured Cards poll - Time
Post by: Kuroaitou on March 26, 2011, 07:48:31 am
Here's the article for Reverse Time!

It kinda feels like a deja vu (no pun intended), since I remember re-writing the Eternity article long ago...


While Reverse Time (commonly abbreviated as ‘RT’) may seem limited in comparison to the rare weapon Eternity, RT is a nifty spell that can swiftly turn the tide of the battle. When used on a (non-Mummy or non-Skeleton) creature, RT places that creature in the owner’s deck, forcing them to redraw the card again the next turn.

Reverse Time is a unique support card. While one can only have up to six potential Reverse Time (or Rewind when upgraded) cards in their deck, their cost is fairly cheap; 2 (or 1 upgraded) :time quanta to cast. Unlike Eternity, which can often suck players dry of :time quanta when tossed into the permanent slot and then used for its ability, certain situations may only require one or two uses of the Reverse Time effect. Thus, what RT lacks in tenacity (repetitive use in deck-out/continual creature denial), it compensates with speed and surprise (can’t be countered by permanent control). Although RT doesn’t kill or even damage a creature, it acts as a form of creature control by manipulating the opponent’s deck and hand, forcing them to replay it. In many cases, RT can grant a one or multiple card advantage if used properly as a denial tactic.

In general, RT is incredibly strong against decks that use flying weapons, buff-based creatures, and creature rushes; the first two being vulnerable because of the multiple card synergies required to pull off the combos, while the last tactic (rushes) can be slowed down considerably by a single RT. Also, if your creatures are afflicted by negative status effects, a quick Reverse Time can be used to 'refresh' the creature if you have a Precognition or Golden Hourglass on the field, as you could basically negate the poison/antimatter/negative status ailment completely while also maintaining your draw.

Earthquake is a powerful card when it comes to quanta denial. Paired up with Reverse Time, Earthquake can be amplified to an even greater extent, especially when this combo is used during the early rounds of a match. As Earthquake removes the main source of quanta generation for the opponent, Reverse Time follows to force the opponent to draw (and replay) any creature on their field, which can be trouble if the affected creature has an expensive cost. While decks with both pillars and pendulums can somewhat offset the effect of the Earthquake and Reverse Time combination, the synergy between these two cards is strong enough to often cripple and slow various decks down.

Nightmare, another denial card, can also be used alongside Reverse Time. While Nightmare can be used on a card that the opponent can’t play (i.e. – Ghost of the Past for the opponent with no :time quanta), Reverse Time can then be used on one of their actual creatures. With this combo, the opponent may be forced to discard one of their key cards instead of the Ghosts, while also being denied of the opportunity to draw the creature you rewound to begin with. Repeatedly using Nightmare and Rewind can put the opposing enemy in a near lockdown state, assuming of course you have the required cards. Nonetheless, this strategy is harder to pull off, but also very fun when done at the right time.

In either case, many of the cards that can be combined for fun or for special synergies with a single Rewind are numerous; some of them based off of special passives (Skeletons and Mummies, which can also be used against Reverse Time for the same reason), others, based on hand control (Mind Gate, Precognition, and Dune Scorpions). Ironically, Eternity can also be used in conjunction with Rewind, as the spell can offer a quick removal of a frustrating creature on the field, while the permanent comes into play to ensure that it doesn’t get to cause any further trouble.

No matter where a Rewind card is placed (from simple mono-time decks to rainbow decks that need a form of CC), many players often have to adjust their strategies greatly when this card is used; players should never undervalue the power of a lost draw, as it can effectively make or break a battle.

Quick Facts:
Reverse Time will send a targeted creature back to the top of the owner’s deck, meaning it’ll be the next card they’ll draw on their turn.
Has a cost of 2 :time quanta (1 :time quanta upgraded).

Use This Card Together With:
Earthquake | Quicksand
Nightmare | Nightmare

Decks Using This Card:
Five Minutes ‘til Lockdown (http://elementscommunity.org/forum/index.php/topic,20152.0.html)
Bad Memory – Haunted by your Past (http://elementscommunity.org/forum/index.php/topic,22588.0.html)
Rush Be Gone (http://elementscommunity.org/forum/index.php/topic,16499.0.html)



EDIT - Darkness polls are now up! GO DRAIN LIFE! :D
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Higurashi on March 26, 2011, 01:57:24 pm
Liquid Shadow for the win. It's probably the Darkness card I use in the most different kind of decks, which is a testament to its versatility. Plus, it's really fun. LS that Phoenix or LS my Obsidian Dragon and PU it...
Title: Re: Weekly Featured Cards poll - Darkness
Post by: TheIdioticIdiot on March 26, 2011, 02:32:11 pm
liquid shadow is cool and fun
but let's think for a minute, which one is more fun?
LS? or cloak?

I vote for cloak
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Bhlewos on March 26, 2011, 05:55:17 pm
Liquid Shadow and Nightmare are my two favorite, both are cards that require creativity in deckbuilding. But I voted for LS in the end since I use it more.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: PlayerOa on March 26, 2011, 05:59:39 pm
LS is cool.
Triple-use; lobotomizing, poison a creature or using on your own for HP.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Funkyvenom on March 26, 2011, 11:31:55 pm
improved dusk=WIN
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Monox D. I-Fly on March 27, 2011, 02:42:51 am
I vote for Vampire.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: icecoldbro on March 27, 2011, 02:57:43 am
LS it just has many different fun uses.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: funerallaughter on March 27, 2011, 03:00:35 am
Let's talk about the under appreciated Gargoyle ;O
Title: Re: Weekly Featured Cards poll - Darkness
Post by: willng3 on March 27, 2011, 03:07:37 am
Let's talk about the under appreciated Gargoyle ;O
Okay.  Gargoyle isn't as awesome as Liquid Shadow ;D
Title: Re: Weekly Featured Cards poll - Darkness
Post by: icecoldbro on March 27, 2011, 03:12:59 am
Let's talk about the under appreciated Gargoyle ;O
Okay.  Gargoyle isn't as awesome as Liquid Shadow ;D
Seconded.
Also Id like to add Gargoyle is in no way bad has a great damage, can be buffed easily with Eclipse to a collosal 9/4 and has a useful ability which can combo very nicely with LS.
But on the other side we have LS, nuff said.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: funerallaughter on March 27, 2011, 03:42:13 am
Nvm, Gargoyle was cool enough to get its own feature already :P
Title: Re: Weekly Featured Cards poll - Darkness
Post by: chum3 on March 27, 2011, 04:56:20 pm
Nvm, Gargoyle was cool enough to get its own feature already :P
Actually, Gargoyle hasn't been featured yet.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Kuroaitou on March 27, 2011, 05:11:07 pm
Nvm, Gargoyle was cool enough to get its own feature already :P
Actually, Gargoyle hasn't been featured yet.
You know chum3, you -can- be a bit honest about your contributions as a featured card article writer as well. :) You deserve credit for writing the articles on Drain Life, Gargoyle, Black Dragon, Pegasus, Butterfly Effect, and a few others. ;)

...not to mention, it would save me some writing time when your awesomeness was featured instead of mine. XD
Title: Re: Weekly Featured Cards poll - Darkness
Post by: chum3 on March 28, 2011, 01:32:35 am
You know chum3, you -can- be a bit honest about your contributions as a featured card article writer as well. :) You deserve credit for writing the articles on Drain Life, Gargoyle, Black Dragon, Pegasus, Butterfly Effect, and a few others. ;)

...not to mention, it would save me some writing time when your awesomeness was featured instead of mine. XD
Or I can continue ghostwriting/writing under anonymity. ;P

Fire Bolt and Ice Bolt can be added to that list. Surprised you mentioned Pegasus (as that was written in the last 24 hours). Is there an edit history I'm unaware of?

Also, you're more than welcome to add/subtract from the articles should they ever be featured. At the very least, I figure what I've written could be a good starting point for the cards (it's better than a blank page, anyway).

And tough-luck having one of the things I've written topping the polls. Most of what I've freelance-written has been cards that get the least votes (I write about whatever happens to interest me; said interests don't seem to be popular among others). Although at this rate, I might meet you halfway, with you doing all the popular cards and me doing whatever else fancies me. :))
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Chaotic Elitist on March 29, 2011, 11:22:38 am
Vampire Stiletto is one of my favorite weapon cards. Decent damage and healing, for a measly 2/3(?) darkness quanta. Granted, it's healing capacity is shield dependent, but I'd not turn in it down.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Kuroaitou on March 31, 2011, 08:18:25 pm
Okay! Here's the Featured Card article for Liquid Shadow~


The Darkness alchemy card, Liquid Shadow, is a multi-functional spell with various uses. After targeting a creature with the spell, Liquid Shadow removes any previous skills from the creature and replaces it with the ability, ‘Vampire’, but also infects it with one poison counter.

Liquid Shadow is an alchemy spell with several twists and mechanics all weaved into it. As a ‘triple-threat’ card, it can do three things: provide immediately healing to the player if they use in on a creature that will guarantee damage that turn via the Vampire ability, remove a creature’s ability by replacing it with the Vampire effect, and the affliction of poison to that creature. Since all of these mechanics can serve different purposes, some players may find it difficult to adequately find the right cards to use properly with Liquid Shadow, as its constraints and benefits are a true double-edged sword when used on either your opponent’s or your own creatures.

One simple technique regarding Liquid Shadow’s lobotomizing mechanic is to use it on creatures that have a nasty ability, such as an Otyugh. Because the Otyugh has no attack with a fairly strong ability (Devour), replacing the CC skill with a healing-on-attack effect can nullify the creature completely.

Creatures with a high amount of HP and defensive abilities against creature control, such as Phoenix, can also be removed. Because Liquid Shadow removes the ‘rebirth’ effect from the Phoenix (so that it can’t turn into Ash to resurrect back again) while simultaneously poisoning the bird, the Phoenix automatically dies the turn after, negating its ability to be survive CC. Growth creatures such as Lava Golem and Forest Spirit can also be killed within a few turns (if applied early) as well by poisoning them and preventing them from further growth. In both cases though, as Liquid Shadow grants the Vampire ability as exchange for removing the previous active skill, players should be careful if the HP swing is worth the destruction of the creature itself.

From the above, Antimatter becomes a perfect card to use alongside Liquid Shadow; both of these alchemy cards are a deadly combination against enemy creatures. While Liquid Shadow grants the opposing creature, ‘Vampire’ (allowing it to heal the foe), Antimatter reverses the effect, instead healing you while damaging the enemy instead. Instead of worrying about the healing swing, your opponent must either remove the ability off their own creature somehow (so that they don’t take damage) or remove the creature from the field entirely to prevent the healing effect altogether. Although this combination is somewhat expensive, it can be a very interesting play to pull off, especially if it’s used on a once valuable creature.

Of course, Liquid Shadow’s main characteristic (healing via Vampire) is the skill that’s focused on more. Various creatures can combine well with Liquid Shadow, although the strongest ones are with high HP values to reap the long-term benefits of the healing. Gargoyle, for example, can ‘Harden’ itself to increase its maximum HP by 20, allowing it to resist a majority of damaging effects applied to it. Applying Liquid Shadow after it has used its ability will grant the player several turns of reliable healing (excluding some CC), all the while being in the Darkness element. By the same thought, Black or Obsidian Dragons also have the same potency to swing health points from the enemy to you, but at a greater damage-healing ratio for fewer turns. Other non-Darkness creatures that can also go well with Liquid Shadow often have high HP (Chimera).

A minor tactic that expands on the use of the infection part (which is generally considered the restraint of the card) is to use Liquid Shadow on a Voodoo Doll – the poison damage afflicted onto the Voodoo Doll will be transferred to the opponent; if the doll has a high ATK via use of Acceleration, Chaos Power, or Rage Potion (see Hecate for details), the doll will heal you while also being damaged by the poison as a double dipping effect. Other players however, generally use cards such as Guardian Angel to heal creatures afflicted by the poison from Liquid Shadow, in order to extend their duration on the field.

Because it has three different uses (lobotomization, healing, and creature poison), users need to note all of the benefits and consequences of using Liquid Shadow on a particular creature, and more importantly, how to counter all of its three effects.

Quick Facts:
Replaces the target creature’s ability (if they have an active ability) with that of ‘Vampire’, and also infects it with one poison counter
Creatures with the ability ‘Vampire’ will instead heal the opposing player and damage the owner if they have negative attack

Use This Card Together With:
Antimatter | Improved Antimatter
Gargoyle | Gargoyle
Black Dragon | Obsidian Dragon

Decks Using This Card:
Liquid Antimatter (http://elementscommunity.org/forum/index.php/topic,11074.24.html)
Daywalker (http://elementscommunity.org/forum/index.php/topic,17641.0.html)
Get that phoenix out of here! (http://elementscommunity.org/forum/index.php/topic,16493.0.html)


Aether polls will be up shortly!

EDIT: Aether polls are now up!
Title: Re: Weekly Featured Cards poll - Aether
Post by: Higurashi on March 31, 2011, 08:40:02 pm
Yeah, it's PU time. Versatile cards get face time, and this is the best one as far as I'm concerned. <3
Title: Re: Weekly Featured Cards poll - Aether
Post by: PlayerOa on March 31, 2011, 08:42:59 pm
Twin Universe, absolutely! Epic, fun card.
Title: Re: Weekly Featured Cards poll - Aether
Post by: TheIdioticIdiot on March 31, 2011, 08:44:28 pm
just because you are the almighty lady/master of aether, doesn't mean I don't get to have my own propaganda re: aether...

Ball Lightning...
Title: Re: Weekly Featured Cards poll - Aether
Post by: ZephyrPhantom on March 31, 2011, 08:46:22 pm
This may sound stupid, but Phase Shield. It is a key card in the world of stalls and Mono-Aetherism.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Jappert on March 31, 2011, 08:47:22 pm
Silence and TU are the most interesting and tactical of the bunch. I went with silence since I am less familiar with it.
Title: Re: Weekly Featured Cards poll - Aether
Post by: willng3 on March 31, 2011, 09:22:19 pm
Parallel Universe for sure.  I love watching the opponent cringe with pain as some gigantic creature comes and beats them into the ground TWICE in one turn.
Title: Re: Weekly Featured Cards poll - Aether
Post by: TheForbiddenOracle on March 31, 2011, 09:42:49 pm
Dim. Shield because of all the annoyance it has (attempted to) caused me throughout T50 farming, and I respect that.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Kuroaitou on March 31, 2011, 09:50:19 pm
WARNING:

The original poster holds the right to veto any vote if there are no good decks which use the card.
Title: Re: Weekly Featured Cards poll - Aether
Post by: willng3 on March 31, 2011, 10:36:24 pm
WARNING:

The original poster holds the right to veto any vote if there are no good decks which use the card.
I am willng3 and I approve of this message :p
Title: Re: Weekly Featured Cards poll - Aether
Post by: icecoldbro on March 31, 2011, 10:37:12 pm
Blight, it defines Mono Aether rush for me, also it can create havoc if your opponent isn't ready for it.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Jappert on April 01, 2011, 07:35:45 am
@Kuro

You mean Silence has no chance of winning? Then why submit it to the poll?
Title: Re: Weekly Featured Cards poll - Aether
Post by: willng3 on April 01, 2011, 11:22:43 am
@Kuro

You mean Silence has no chance of winning? Then why submit it to the poll?
Because he thought it was obvious it wasn't as awesome as Parallel Universe :p
Title: Re: Weekly Featured Cards poll - Aether
Post by: Kuroaitou on April 05, 2011, 10:02:36 pm
@Kuro

You mean Silence has no chance of winning? Then why submit it to the poll?
If silence DOES win, I hope that people know of some popular/well-tested decks that center around Silence, as this information is going to be put on the wiki, THUS, needs to have a pretty good quality article regarding the decks that use it.

If you can provide me links to decks using Silence (not necessarily your own, either) should it win, then the vote won't be vetoed. ;)


EDIT: Silence article has been written (thank god). ^^;;; Here it is folks!

(Please note that all featured articles will have a much more unique formatting from now on, due to the changes in the wiki cards).


Overview
Silence is a relatively cheap control card in the Aether element. For the cost of 3 :aether (or 2 :aether when upgraded) quanta, a player can place a one-turn ‘lock’ on the opponent’s hand, preventing them from playing any card from their hand onto the battlefield.

General Use
Quick Facts:
Whereas cards such as Reverse Time or Nightmare control the opponent’s drawing ability by making them draw the same creature (or outright stopping their draw completely), Silence only affects their hand for a single turn. Despite its simple mechanic, the timing of using Silence can be critical in any duel, especially if the opponent has specific counters or cards that can overturn the deck.

Because Silence prevents any card from being played that turn, there are three main ways to use it throughout a match. The first is to use it whenever one can starting from the opening hand – in an upgraded format, one can generate enough :aether quanta from Aether Towers and Pendulums to play Silence on the first turn. Assuming that the opponent has several key cards in their hand alongside their forms of quanta generation, an early Silence can often ruin the opponent’s momentum of playing their key cards later on. Secondly, one can save a Silence near the end of the match; should the enemy have key healing or support cards (Miracle, Steal, etc.) that can easily turn the tide of the match, playing Silence will prevent any form of last-second recovery. The last technique is to use it whenever you suspect they might be setting up a combo (or for you to set up one easier). For example, if you don’t have enough quanta to play Quintessence on a vital creature, and you know that the enemy has enough CC (in their hand) to kill it, playing Silence can provide you leeway into getting the card combination you need.

Note that Sanctuary is a hard counter to Silence; if Sanctuary is on the opponent’s field, Silence will have absolutely no effect on the enemy. Also, Silence doesn’t negate any cards already on the field; permanent and creatures with active abilities can still be triggered despite being silenced by the spell.

Synergies
Precognition | Precognition is a perfect card to assist the usage of Silence. As Precognition allows a person to look at the opponent’s hand, the player can determine whether the use of Silence should be warranted that turn; if they see that the enemy player has certain key cards ready to play, Silence can then halt that strategy immediately, delaying the foe’s combo. Also, because Precognition draws another card for the player, one could speed through their deck to find another Silence card to chain accordingly. Both of these cards are relatively cheap together, and are fun to include in any deck that splashes both the Time and Aether elements.

Given an early lockdown, Discord | Discord can also be brutal when used alongside Silence. While an early Silence can prevent pillars and pendulums from being played in the early turns, Discord will scramble the later accumulated quanta, making it frustrating for the opponent to play anything at all as the game goes on. If one carefully calculates what types of cards the opponent could play with their current quanta pool, the player can choose to either let the Discord ruin their ability to play such cards (thus, forcing discards), or simply use Silence to force the discard anyway. Thus, Discord and Silence can also create the discarding effect in an efficient manner.

Other Cards With Synergy
Because Silence is a form of denial, several cards that negate quanta generation (Devourers, Earthquake, and Black Hole) can be greatly beneficial into halting the opponent’s momentum. Nightmare and Reverse Time are also fun cards to use alongside Silence, as they can also force discards on the enemy if they play their creatures recklessly. Even Mindgate can be vastly useful; by predicting what cards the opponent will draw next via Mindgate’s ability, Silence can follow if the card you duplicate from their deck is extremely potent.

Conclusion
While quick card playing or the Sanctuary permanent can counter Silence, Silence is still a fun denial card to include in various decks from simple mono-Aether decks to full-fledged Rainbows (using Supernova). Unless you can bust out an early Sanctuary or get the first coin toss, being on the other end of a Silence chain can spell the quiet end of you.

Popular Deck
Evil Flash Fire (http://elementscommunity.org/forum/index.php/topic,20637.0.html)
Code: [Select]
5f2 7di 7dp 7dp 7dp 7dp 7dp 7dp 7dq 7dq 7dq 7dq 7ds 7ds 7ds 7qb 7qb 7qb 809 809 809 809 809 809 80k 80k 80k 80k 80k 80k
Other Decks
Mess You Up (http://elementscommunity.org/forum/index.php/topic,17293.0.html)
Rainbow Wraiths (http://elementscommunity.org/forum/index.php/topic,20258.0.html)


Entropy polls will be up shortly! Comments/suggestions on these articles are always welcome. :)
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Higurashi on April 05, 2011, 10:38:24 pm
Chaos Power is one of the cards I've had the most fun with, ever. Mutation comes close as well, but I rarely get a chance to use it upped. Chaos Seed is also fun, and very good in certain Immo decks for an average of 3.2 creature damage for 1 :entropy. Unfortunately a bit obsolete in other decks ever since Pande came along, but my vote stays.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: ZephyrPhantom on April 05, 2011, 11:02:43 pm
I voted Nova. It is one of the most interesting cards in the game and the only one that can generate all 12 quantum at once. Because of it we have a lot of great rainbow decks.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: TheForbiddenOracle on April 05, 2011, 11:18:39 pm
Nova because it has caused a revolution of new decks for AI3, T50, HB, and FG alike
Title: Re: Weekly Featured Cards poll - Entropy
Post by: nerd1 on April 05, 2011, 11:21:49 pm
voted abomination because that card  :-*just needs some luuurrrveeeee :-* ;)
Title: Re: Weekly Featured Cards poll - Entropy
Post by: willng3 on April 05, 2011, 11:23:31 pm
Chaos Seed/Chaos Power.  For me, it's one of the most versatile cards in the game.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Bhlewos on April 06, 2011, 12:14:37 am
Nova came a close second to Schrodinger's Cat for me, which is more "fun" to play with. The Schrodinger's/Graveyard combo is especially fun to play, especially along with a Pandemonium for all the Skeletons it generates.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: TheIdioticIdiot on April 06, 2011, 12:24:16 am
is it even possible for nova to not win?
Title: Re: Weekly Featured Cards poll - Entropy
Post by: willng3 on April 06, 2011, 12:27:59 am
Chaos Seed/Power is one vote behind.  I'd say it's very possible.  Not to mention it's lost several times in the past.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Hyroen on April 06, 2011, 07:19:35 am
I like turtles.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: funerallaughter on April 06, 2011, 08:41:56 am
MARIPOSA! OI!
Title: Re: Weekly Featured Cards poll - Entropy
Post by: PlayerOa on April 06, 2011, 12:44:09 pm
Dissipation Field is a fun, alternative card with an extra vote from me.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Falcon4415 on April 06, 2011, 03:37:59 pm
(http://www.timemachinego.com/linkmachinego/wordpress/wp-content/uploads/2010/12/schrodingers-cat-is-alive-dead.jpg)
Awesome creature is awesome.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: PlayerOa on April 06, 2011, 03:40:22 pm
(http://www.timemachinego.com/linkmachinego/wordpress/wp-content/uploads/2010/12/schrodingers-cat-is-alive-dead.jpg)
Awesome creature is awesome.
In Norway we actually have a TV Show named Schrödingers Katt (cat) :P
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Funkyvenom on April 07, 2011, 02:04:48 pm
Dissipation sheild is awesome! (even though I hate it)
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Higurashi on April 07, 2011, 02:06:26 pm
is it even possible for nova to not win?
Haha.. *looks at poll*
Title: Re: Weekly Featured Cards poll - Entropy
Post by: laykaka on April 07, 2011, 06:13:46 pm
To top it tight. :o
Title: Re: Weekly Featured Cards poll - Entropy
Post by: laykaka on April 07, 2011, 06:17:41 pm
Thank you very much.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Kuroaitou on April 13, 2011, 10:37:51 am
Okay, now that the forums are back on, I'll make a couple of things: first off, the layout of these Featured Card articles will be changed; if you guys haven't been keeping up with some of the wiki card articles, the following paragraphs (with headline titles to separate posts, lists, etc.) will be implemented for all articles overtime. I'll try to update old featured articles in the same layout accordingly. :)

That said, here's the article for Chaos Seed (mostly Chaos Power)! ^^;





Overview:
Chaos Seed is an unorthodox spell that upgrades into a completely different spell card, Chaos Power. Whereas Chaos Seed can oftentimes damage or remove creatures off the field, Chaos Power provides a variable buff to a creature’s ATK and HP stats. Because of these two completely unrelated mechanics, both cards are often separated in nature, and are rarely used together (non-upped and upped) within a deck.


General Use:
Quick Facts
Both of these spells only cost 1 :entropy – for such a cheap cost, one can either unleash a random creature control effect (Chaos Seed) or increase the stats of a creature (Chaos Power). Below is the list of effects that can be produced by Chaos Seed against enemy creatures:

Note that this list also applies to the list of effects that Pandemonium can trigger.

Known for its luck factor, Chaos Seed’s CC effect can be substantial (applying rewind on a highly buffed creature) or completely useless (lobotomizing a creature without any abilities). Thus, Chaos Seed is perceived as a very difficult card to revolve any deck around due to its unpredictable nature, and thus, is mostly used as support in non-upped rainbow or other decks that lack a direct (and possibly more expensive) CC.

Chaos Power, on the other hand, is where the card truly shines. Unlike Blessing and Momentum, which provide static and equal amounts of ATK & HP, Chaos Power can provide up to a whopping 5 ATK & HP for a target creature (Upgraded Rage Elixirs provide 6 ATK, but damage the creature for 6 HP). Of course, it also has the potential to provide the bare minimum of only 1 attack and HP, but in either case, the uses of Chaos Power are extremely beneficial to a variety of creatures that rely on their ATK to deal nasty effects or cause massive damage.


Synergies:
Dune Scorpion is an extremely fun card to use with Chaos Power, for the simple purpose of applying a deadly amount of poison (that builds overtime based on your opponent’s actions). Although Chaos Power might not be as strong compared to Momentum against shields (i.e. – Chaos Power only awards a +1 ATK boost to the scorpion, which won’t get past things like Skull Shield), this strategy opens up a unique synergy between upgraded Time-Entropy duos, especially with other Entropy cards that serve as healing (Antimatter) alongside Time cards for CC (Eternity).

Wyrms are another fantastic card to use with Chaos Power – because of their Dive ability, any spell or ability that increases their ATK will cause the Wyrm to be that more potent as a damage-dealing creature. From that, Chaos Power has the highest potential to award the Wyrm up to 16 ATK (20 attack for the Elite Wyrm) after using the Dive skill ((3 base attack + 5 bonus attack) * 2 = 16 ATK). Applying multiple Chaos Power buffs to a single Wyrm can force its ATK power to insane levels, although the amount of luck required to exploit this trick is rare.

Finally, a more fun combination is to apply Chaos Power onto a Spark. Sparks have a stat of 3|0, meaning that they will die at the end of the turn (after dealing damage). However, because Chaos Power boosts the HP of a creature, the spell can basically cause a Spark to live on after attacking. The numerous tricks to use with a stable Spark on the field are numerous; using Fractal on the surviving one to provide a one-time burst effect, granting the Spark an ability like Mitosis so that it can slowly generate more Sparks to deal damage/trigger death effects, and so forth. Because Sparks are free, the two cards barely use any quanta at all, although it does require upped cards for it to be viable in a deck.

Other Cards With Synergy:
Other cards that require ATK in order to improve the quality of their abilities (Deathstalker, Iridium Warden, Pegasus) also work well with Chaos Power. Maxwell’s Demon works with both cards, as its Paradox ability can only be used on creatures with an ATK higher than the HP (Chaos Power can grant more ATK than HP at times, while Chaos Seed can simply lower the HP for the Maxwell Demon to take it out afterward). Voodoo Doll can also combine well with Chaos Seed, assuming that a damaging CC effect from the Seed is used.


Conclusion:
Both Chaos Seed and Chaos Power are fun luck-based cards to use, and represent Entropy as two of the most unusual spells in game. Players should always remember that both the non-upped and upgraded versions are drastically different, especially in environments that restrict or allow one or both forms of these spells in question.

Popular Deck:

Eternal Chaos (http://elementscommunity.org/forum/index.php/topic,20173.0.html):
Code: [Select]
6rn 6rn 6rn 6rn 6rn 6rn 6u2 6u2 6u2 6u7 6u7 6u7 6u8 6u9 6u9 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q5 7q5 7q5 7q8 7q8 7q8 7qd 7qd 7qd 7ri 7ri 7ri 7ri 7ri 7ri 7ri
Other Decks:

Powerful Wyrms (Air Rush) (http://elementscommunity.org/forum/index.php/topic,12895.0.html)
Chaos Lightning (http://elementscommunity.org/forum/index.php/topic,12796.0.html)
Newb Entropy Deck (AI2 Farmer) (http://elementscommunity.org/forum/index.php/topic,20487.0.html)






Death polls will be up shortly... hopefully the polls will have those 'bars' up soon as well. ^^;
Title: Re: Weekly Featured Cards poll - Death
Post by: PlayerOa on April 13, 2011, 12:56:06 pm
Boneyard.
I WANT MAH SKELETONS!
Title: Re: Weekly Featured Cards poll - Death
Post by: willng3 on April 13, 2011, 01:59:13 pm
Second attempt to get Deathstalker featured.  So many fun combos with those guys.
Title: Re: Weekly Featured Cards poll - Death
Post by: Jappert on April 13, 2011, 02:03:30 pm
You got me Will, voted stalkers aswell.
I hardly ever use 'em, and the few times I did it was a fail. (think it was vs Nap in the draft where I didn't draw my momentums!)

And to top it off, my star sign is scorpion :D
Title: Re: Weekly Featured Cards poll - Death
Post by: Funkyvenom on April 13, 2011, 02:19:51 pm
to know what I voted for, follow these steps:

1. look at my avatar

2. make a random guess

congratulations! now you know.
Title: Re: Weekly Featured Cards poll - Death
Post by: Tiko on April 13, 2011, 03:45:57 pm
I'd like to see an article about Soul Catcher (it seems unlikely, though..), I think it's one of the most ignored/underused cards from all..
Title: Re: Weekly Featured Cards poll - Death
Post by: funerallaughter on April 13, 2011, 05:16:27 pm
My Graveyard needs attention!! D:
Title: Re: Weekly Featured Cards poll - Death
Post by: xdude on April 13, 2011, 05:26:48 pm
Mummy ftw.
Title: Re: Weekly Featured Cards poll - Death
Post by: Time_lord_victorius on April 13, 2011, 05:45:50 pm
skull shield deserves the card of the week award because it went pretty far from being less than useless to being pretty good since the last patch. it deserves to be mentionned
Title: Re: Weekly Featured Cards poll - Death
Post by: DrunkDestroyer on April 14, 2011, 05:45:46 am
Deadly poison will end up with a reall lame featured article, despite the fact that I think the card is amazing.

Give Virus|Retrovirus some love here people.
Or Soul Catcher, but I think if death does as well as I'm expecting (top 4 at least), it'll make its own way up.
Title: Re: Weekly Featured Cards poll - Death
Post by: Bhlewos on April 14, 2011, 07:40:09 am
Boneyard ftw. It's so fun to see most of my field full of Skeletons.

On another note, why isn't Bone Shield an option?
Title: Re: Weekly Featured Cards poll - Death
Post by: Kuroaitou on April 14, 2011, 07:45:55 am
On another note, why isn't Bone Shield an option?
If you haven't been paying attention, Bone Wall (http://elementscommunity.org/forum/index.php/topic,16848.0.html) has already been featured by the original poster of the original thread, BloodShadow. :) It was the first card voted on by the community actually. ;)
Title: Re: Weekly Featured Cards poll - Death
Post by: Kuroaitou on April 20, 2011, 05:22:52 pm
Sorry for the late article all! ^^;; Been a bit lazy busy these past few days. :) Let's go Skull Shield!



Overview
Although not the most reliable source of protection, Skull Shield is a nifty defensive permanent that can turn hostile creatures into frail bones. In addition to reducing all physical damage by 1, attacking creatures have a small chance of transforming into a Skeleton.


General Use
Skull Shield is another shield for the Death element (the other being Bone Wall). For 3 :death quanta (2 :death upgraded), Skull Shield will reduce all physical damage from creatures by 1. In addition, the shield’s skill will also cause any non-momentum affected creature that attacks through the shield to have a small chance of becoming a skeleton. The following equation and table below provide the details of Skull Shield’s chance of ‘killing’ off enemy creatures – note that the higher a creature’s health pool is, the less likely they’ll be affected by Skull Shield’s ability:

Equation: 50%/Current creature HP

Current creature HP12345678910...50X
% Chance of Conversion
(approximated)
502517131087665...150/X
Note that Skull Shield’s ability will trigger death effects when an enemy creature is converted into a skeleton; creatures with less than 2 ATK (their entire damage is blocked) aren’t affected by shield’s ability. One small detail about the Skull Shield is that previous effects (immateriality, burrowed, poison, etc.) on creatures will still remain on that creature when it transforms into a Skeleton from the shield. So in other words, an Elite Immortal can easily become an Elite Skeleton with the immortal status effect, or a burrowed Shrieker can turn into a Skeleton that’s burrowed into the ground (but unable to burrow itself out).

While Bone Wall can absorb hits better than Skull Shield can, Skull Shield has unique strengths that Bone Wall cannot provide. Creatures rushes (ones that involve either the spamming of cheap creatures or extremely strong, yet frail, ones) can often overwhelm a Bone Wall unless the player has mass CC – creatures with Adrenaline tear down the counters of Bone Wall faster. However, a Skull Shield can put a halt to a majority of these creature-spam decks. Fire-rushes (ones that often use Lava Golems or Phoenixes) can be stopped dead cold by a single Skull Shield by dramatically reducing the offensive monsters into bones. Mono-life decks that use Adrenaline on Horned Frogs simply give the shield more chances to turn each multi-attacking Frog into a Skeleton on each hit. As most creature-rush decks are based on cheap creatures with moderate or high ATK and low HP, Skull Shield can slow or even put a stop to the creature rush on the first turn its played, assuming its not destroyed in the process.


Synergies
Rain of Fire | Fire Storm can often sweep a field clean of creatures, but in other cases (if the opponent is using more durable fighters), the spell can serve as a softener to make such creatures more vulnerable to Skull Shield. Using Rain of Fire on a field of Toadfish, for example, can increase the chance of converting the creatures into skeletons by 37%! Of course, not all creatures (see Gravity) can be affected by a Rain of Fire spell, but even then, Rain of Fire can also serve as a way of getting rid of the opponent’s skeletons to trigger more death effects…

…and because the death trigger is integral to many of Death’s strategies, Boneyard | Graveyard also becomes a favorite to use alongside Skull Shield. Because of the death trigger from turning your opponent’s creatures, a player can reap these benefits by also generating Skeletons of their own to deal further damage to the opponent. If the opponent doesn’t have a shield, playing a last-minute Nightfall can greatly boost the damage of the Skeletons of the player (although the damage boost also applies to the enemy’s Skeletons as well).

While Skull Shield can be a chancy form of CC, it can also serve as a lockdown mechanic when coupled with the right denial cards. In this case, Aflatoxin | Aflatoxin has wonderful synergy with Skull Shield. Because Aflatoxin poisons a creature, creating a Malignant cell upon its death, the opponent’s field can slowly be infested with Malignant Cells via Aflatoxin and Skeletons from the shield, reducing their damage from creature sources significantly.

Other Cards With Synergy
Cards such as Flooding, Plague, and other CC can double the number of death effects to trigger alongside Skull Shield. Condor and Soul Catcher can also benefit from the Skull Shield procs. The usage of Eternity can also be a major benefit, as one could rewind the shield’s Skeletons into random creatures, then rewound again into your opponent’s deck to deny them a draw (unless the opponent has the quanta to play that creature). Finally, Otyughs and Scarabs can also eat the enemy skeletons as well.


Conclusion
Even though the Death element has a more reliable shield that can block more damage given steady CC, Skull Shield is a much cheaper shield for Death that can halt rush decks and also provide a fun way of killing creatures on the enemy’s field.


Popular Deck
CBS (Crusaders busting skulls) (http://elementscommunity.org/forum/index.php/topic,20644.0.html)

Code: [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u8 715 715 717 74b 74b 77i 77i 7do 7do 7k5 7q0 7q5 7q5 7q5 7q7 7q8 80h 80h
Other Decks


Gravity Polls will be up soon... anyone have a third deck that uses Skull Shield (at least twice and has 10 or more replies on the deck?)? ^^;
Title: Re: Weekly Featured Cards poll - Death
Post by: PlayerOa on April 20, 2011, 07:28:34 pm
Gravity Pull, no doubt. Creative card here me comez :D
Title: Re: Weekly Featured Cards poll - Death
Post by: Onizuka on April 20, 2011, 07:52:43 pm
Showing some love for Gravity shield.
Title: Re: Weekly Featured Cards poll - Death
Post by: Higurashi on April 20, 2011, 07:55:09 pm
I use Chargers and Titans a lot, but Acceleration as much, and it's a bit more fun. Versatile as well.
Title: Re: Weekly Featured Cards poll - Death
Post by: TheForbiddenOracle on April 20, 2011, 08:14:29 pm
Momentum, the only way to permanently stop it is to lobo or kill the creature, and it makes many shields that would normally block out tons of damage useless
Title: Re: Weekly Featured Cards poll - Death
Post by: Monox D. I-Fly on April 21, 2011, 01:48:08 am
Armagio for sure. 25 damage prevention, and if there are 6 of them, means 150 damage prevention!  :-X
Title: Re: Weekly Featured Cards poll - Death
Post by: icecoldbro on April 21, 2011, 01:52:12 am
Title needs to be changed to Gravity...
On to my vote:
Sapphire Charger, as it fills Gravity's damage needs, has an active Momentum and 7 / 5 stats, pretty amazing to consider its relatively low cost.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Kuroaitou on April 26, 2011, 10:32:16 pm
Here is the article for Acceleration! :D



Overview
To further capitalize on high HP creatures within the Gravity element, Acceleration grants a creature up with a unique active (auto-triggered) ability: every turn the creature gains 2 (or 3, upgraded) ATK, but loses 1 HP each turn. For creatures with decent health points, this will slowly turn them into deadly damage-dealers.


General Use
Acceleration and its upped version Overdrive are spell cards that provide a slow but fun growth mechanic for a variety of creatures in game. For 3 :gravity quanta (4 :gravity quanta for Overdrive), a player may choose to bestow the Acceleration ability to a creature, which causes it to gain +2/-1 (gaining 2 ATK, but losing 1 HP in the process) each turn before it attacks. Overdrive grants 3 ATK instead of the normal 2, thus justifying the increased cost as the upgrade. In a way, Acceleration can be very similar to Rage Potion, except the increase in ATK occurs over a slower period of time, but often rewards creatures with high HP in the long run.

Because Acceleration replaces any active ability of the target creature, the spell can be used as a form of (risky) lobotomization, similar to the Liquid Shadow alchemy spell. Thus, the spell can be used as a form of CC on weak creatures that have small amounts of health – for example, just like Liquid Shadow’s effect, applying Acceleration on a Phoenix will remove its Phoenix ability with that of Acceleration, causing it to die on the next turn (provided it deals additional damage when it does attack).

It’s important to note that if Acceleration (or Overdrive) is removed from the target creature by directly lobotomization or the addition of a new ability (Mitosis, Butterfly Effect, Liquid Shadow, etc.), the creature will retain its current stats. At times, this can be incredibly annoying, as the creature may not have reached its full potential for damage output. Cards such as Reverse Time, Electrocuter, and even Antimatter can negate the effects of Acceleration easily, unless you have another Acceleration in your hand. Conversely, some abilities that replace the creature’s acceleration/overdriven ability can become quite tricky to fight against.



Synergies
While many Gravity cards can work well with an Acceleration, the Armagio | Elite Armagio is an optimal choice due to its high HP and relatively cheaper cost compared to the other Gravity creatures. With at least a whopping 25 HP, Acceleration can turn the Armagio’s damage output equivalent to a Colossal Dragon in 3 turns, while still having more HP than the dragon as well. In addition, having multiple Armagio cards out on the field can help deflect damage from enemy creatures with their Gravity Pull ability, to give the main Accelerated one a chance to grow and cause serious dents in your opponent’s health.

Voodoo Doll | Voodoo Doll can also work wonders with Acceleration. Because of its similarity to Rage Potion, Acceleration can basically deal two forms of damage when coupled with the creature; first, by increasing the Doll’s damage directly via the ATK boost, and secondly by decreasing its HP by 1 every turn. Note that compared to Rage Potion, Acceleration is much slower in terms of racking up quick damage against an opponent. However, if you manage to keep the Voodoo Doll alive and active (i.e. – not lobotomized), the total damage done by a single Voodoo Doll can be much higher than spamming Rage Potions on the dolls.

Other Cards With Synergy
In addition to various high HP creatures such as the Massive Dragon, Scarabs (when you have multiples of them on the field), and Gargoyle (after using Harden), some spells can also go well with the Acceleration card. Heavy Armor can provide up to 12 (18 Overdriven) damage for a creature, while also be extremely cheap to boot, while already having synergy between Earth-Gravity cards. For further HP gain, Basilisk Blood can provide a 20 HP boost (although stunning the creature for 6 turns), making Acceleration last even longer on the affected creature. If you’re not too keen on increasing a creature’s HP to increase the effects of Acceleration, Guardian Angels can simply heal the damage, potentially providing a more efficient way of growing damage.


Conclusion
Although it may put your creature a little bit closer to death, Acceleration is a slow yet steady form of damage growth for high HP creatures, while being another form of CC for creatures that don’t have the HP to support the speed.


Popular Deck
Voodoo Overdrive  (http://elementscommunity.org/forum/index.php/topic,23663.0.html)

by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
6rs 6rs 74d 74d 74d 74i 74i 74i 74i 74i 75m 75m 75m 75m 75m 75m 75m 7t9 7t9 7t9 7te 7te 7te 7tg 7tg 7tg 7tg 7tg 7th 7th 8pt


Other Decks


Still need more decks for damn Acceleration, but I'll post up the Earth polls anyway.

Earth polls now up!
Title: Re: Weekly Featured Cards poll - Earth
Post by: TheForbiddenOracle on April 26, 2011, 10:59:38 pm
Dam, this is tough without graboids or pulvies... I choose BB because it's widely used in almost all Voodoo decks, and it stops any non-immortal creature for 6 turns (not wise to use against an Otyugh though when up against a stall deck :P)
Title: Re: Weekly Featured Cards poll - Earth
Post by: Higurashi on April 26, 2011, 11:02:53 pm
Ah, SS. One of the most fun cards around, period.
Title: Re: Weekly Featured Cards poll - Earth
Post by: PlayerOa on April 30, 2011, 09:11:59 am
Basilisk is cool.

EDIT: Didn't saw your [desc] before after posting, Kuro :P
Title: Re: Weekly Featured Cards poll - Earth
Post by: Kuroaitou on May 03, 2011, 08:28:21 am
Basilisk is cool.

EDIT: Didn't saw your [desc] before after posting, Kuro :P
Subtle persuasion then? ;)

Here's the article for Basilisk Blood folks!



Overview
Basilisk Blood is a specialized CC with the function of stalling a creature in exchange for increasing its defenses. Upon application, Basilisk Blood will delay (or stun) a creature for 6 turns, while also increasing the creature’s health by 20 HP. Using this spell can either be extremely beneficial or detrimental for a creature, depending on what mechanic you’re emphasizing.


General Use
Basilisk Blood is fairly cheap (2 or 1 :earth quanta depending on whether it’s upgraded or not); although it’s incapable of actually killing enemy creatures (conversely, making them more immune to damaging attacks), its stalling potential is noted. A six-turn stun when used on the right creature can be incredibly devious to players, especially those that have high damage output or special abilities. Thus, what Basilisk Blood (or ‘BB’ for short) lacks in pure offensive control is compensated by the stalling capabilities of BB.

The other mechanic of BB is the health increase. While cards like Plate Armor and Blessing can increase a creature’s HP by decent amounts, BB increases a creature’s HP by a whopping 20 points – arguably making BB an incredibly tool to strengthen vulnerable creatures with. Of course, players should be weary about what cards they choose to apply BB to, as the effect can still be reversed by other forms of CC (Reverse Time and Mutation). Despite these risks, if a player is able to stall the enemy long enough to take advantage of the HP boost, then the creature will be more durable to damage-based CC effects.

Note that the HP bonus of Basilisk Blood stacks, but the actually delay effect does not. In other words, using multiple Basilisk Blood spells on the same creature serves as a better tactic for raising the creature’s HP, rather than delaying it indefinitely (as the delay will always be placed at 6 turns maximum).



Synergies
One prime candidate for using BB with is Voodoo Doll | Voodoo Doll. Because of the Voodoo passive skill, Voodoo Doll can grant two special effects when used with BB – the first is that upon being delayed for 6 turns, the opponent’s weapon will also be delayed (i.e. – ‘stunned’ in that the player can’t use the weapon or attack with it). Against weapons such as Pulverizer or Eternity, tossing a Basilisk Blood on a doll can halt the weapon’s damage while also preventing the use of the abilities. The second bonus is that by increasing the doll’s HP, you can also deal more damage to the doll to transfer to your opponent (i.e. – if the doll is Gravity Pulled, it’ll absorb more damage for you from the BB’s HP bonus, and redirect it back to the enemy).

For players who don’t enjoy the idea of having to use three elements (Voodoo Doll :darkness, Basilisk Blood :earth, & Gravity Pull :gravity), Armagio | Elite Armagio can be a great substitute for applying BB to. Because the Armagio already has Gravity Pull as its ability, one can use the alchemy spell after the Armagio has started redirected damage to itself. For 6 :gravity and a splash of :earth quanta, one can theoretically gain over 100 points of damage absorption from the Armagio. While it may not ‘reflect’ damage back to the enemy, it ties well with the various Earth-Gravity synergies already available in game, and allows more room for different tactics to deal damage to your opponent.

Gravity Shield | Gravity Shield also serves a fun combo; if you choose to use BB for enemy creature control (stalling), the additional HP bonus will also prevent that enemy creature from penetrating through the shield (unless they have momentum). This strategy can be further improved by having an Enchant Artifact spell placed on the shield so it cannot be destroyed by PC, or by having Heavy Armor within the Earth-Gravity duo-deck (Heavy Armor also increases the HP of the target creature like BB by a decent amount).


Other Cards With Synergy
Other cards that revolve around the benefit of gaining HP (despite being stunned) are Trebuchet (more HP = more tossing damage), Chimera (simply combines the added HP into the final creature), and Rage Potion (coverts the excess HP into ATK). Otyugh can also be a decent creature to pair up with BB as it requires high health pools in order to consume major creatures, but this will require a lot of setup time to execute properly, as a 6 turn stun in trade for being able to Devour (practically) any creature on the field can be a challenge. Reverse Time can also work wonders, as sending a creature (that has broken free of the stun) back to the player’s deck will also prolong the enemy’s offensive prowess.


Conclusion
All in all, Basilisk Blood is still a situational spell when it comes down to ‘soft’ creature control or as an HP boost; but when it’s used right, you can stupefy the foe right in their tracks.


Popular Deck
Shak'ars Revenge (http://elementscommunity.org/forum/index.php/topic,23663.0.html)

Code: [Select]
6u3 6u3 6u3 6u3 6u3 74d 74d 74d 77l 77l 77l 77l 77l 77l 7tg 7tg 7tg 808 808 808 808 808 808 808 80b 80b 80b 80b 80b 80b
Other Decks


Life polls are (almost) up! ^^;
Title: Re: Weekly Featured Cards poll - Life
Post by: Higurashi on May 03, 2011, 08:34:25 am
Well, surely Mitosis is the most interesting out of this bunch. :>
Title: Re: Weekly Featured Cards poll - Life
Post by: Jappert on May 03, 2011, 09:46:11 am
Agreed Higs,

I'm a big fan of Spine Carapace though and I'm still looking for a good way to implement it into some stalls.
Title: Re: Weekly Featured Cards poll - Life
Post by: willng3 on May 03, 2011, 12:23:02 pm
Would have voted for Mitosis, but as I'm in the strong opinion that it needs a cost reduction, I won't vote for it yet :>

Frogs.  Adrenaline rushes and USEM have been my favorite decks for a long, long time.
Title: Re: Weekly Featured Cards poll - Life
Post by: ddevans96 on May 03, 2011, 12:51:32 pm
What Jappert said. Thorn Carapace is a fairly underrated card.
Title: Re: Weekly Featured Cards poll - Life
Post by: PlayerOa on May 03, 2011, 01:06:19 pm
Simple, yet cute Heal gets my vote :)
Title: Re: Weekly Featured Cards poll - Life
Post by: TheForbiddenOracle on May 03, 2011, 08:12:53 pm
Heal, just plain EM maker
Title: Re: Weekly Featured Cards poll - Life
Post by: Kuroaitou on May 09, 2011, 06:31:56 am
I feel so bad for all the older cards that are being left behind... ^^;

Oh well. Here's the article for Mitosis!



Overview
While similar to the Fractal spell, Mitosis provides an alternative way of generating multiple creatures from the Life element. After applying Mitosis to a creature, the owner can use the Mitosis ability to procure an original copy of the creature, based on the creature’s cost.


General Use
Mitosis is one of the many game mechanics that focus on creature swarming tactics. For 4-5 :life quanta, using the spell on a creature will replace its ability with the new active skill, Mitosis, which generates a non-modified version of the targeted creature when activated. It’s important to note that while Mitosis (the card) has a specific quanta value when used, the skill varies upon what creature you target. Using the Mitosis skill on a Photon will be free (Photon has no cost to play), whereas attempting to use the skill on a Crimson Dragon will require 10 :fire quanta. Thus, the skill is only as efficient as the creature’s cost, similar to how Fractal works, but it doesn’t clog up your hand (or consume all :aether).

It’s important to note that Mitosis cannot generate exact copies of the creature you’ve targeted. For example – using the Mitosis skill on a mutated Abomination with increased stats will only allow you to generate regular Abominations (without any abilities). Thus, Mitosis often works well with creatures that are mainly used for their cost-efficient stats. It’s also vital that you know what skill you’re replacing with Mitosis – some creatures may have more useful that will prevent them from being hurt easily from CC or attacks that can help you in the short-term. Because of that, Mitosis can’t be used as a ‘burst’ maneuver to rush your opponent with creatures, but more of a gradual skill that becomes deadly as you keep making more daughter creatures.

One major tip is to never apply Mitosis to a creature that you’ve just played onto the field (unless you’re very sure the creature cannot be targeted). The reason for this is that by using the spell immediately on the creature played, the creature will still have to wait the one-turn rule to use the Mitosis skill, leaving it defenseless against the enemy’s CC, unless you have certain ways to prevent the creature from being killed.

In addition to all of the above, please note that flying weapons cannot be affected by Mitosis. Finally, in some unusual cases, applying Mitosis to an enemy AI creature can create innovative tactics, depending on what creature you use the spell on.



Synergies
While many Life creatures can work well considering their costs, Horned Frog | Giant Frog is one of the top candidates to use with Mitosis, considering its extremely cost-efficient damage. For essentially 7 :life (or less), one can begin spawning hordes of frogs that will slowly overwhelm your opponent, unless they have numerous CC cards to counter them.

And from the above, Quintessence | Quintessence is also a major support card. Many creatures that are cheap often have low HP, which renders them vulnerable to spell and creature-based CC from the opponent. Applying Mitosis to these creatures simply paints a bigger target on their head, but this simple alchemy spell can help prevent your main spawning creature from being trumped by a single Lightning or Rewind.

While many other creatures are great candidates for Mitosis as well as Frogs, Devourers | Pests are perfect in that their main mechanic isn’t overwritten by the Mitosis skill. Devourer, the ability, is a passive skill that triggers automatically each turn (while ‘Burrow’ is an activated ability). Because of this, Mitosis will keep the Devourer’s main quanta-draining technique while replacing their (potentially not so useful) Burrow ability, allowing you to produce swarms of the lecherous beings to deny your opponent of playing anything. Throw in a Nightfall, and the combination of damage and quanta denial will be quite a fight for you opponent to deal with, but again, Mitosis is much slower than Fractal, so it’s important that you time this combination carefully.

Other Cards With Synergy
Other free cards, such as Gnome Gemfinder, Dragonfly, and Photon can all work as an alternative to quanta generation, given that they don’t die immediately to CC or other effects. Sparks (when buffed to have more than 0 HP) can provide a new way of causing death-trigger effects, although the number of elements required to make that strategy work varies greatly. Other relatively cheap cards, such as Minor Phoenix, Crusader, and Vampire also work well given their abilities, but need an equally decent setup time for them to be useful. Empathic bond works wonders with the creature generator, improving the synergy for the Life element with any other creature. Finally, a rare (but very useful) card to have with Mitosis is the Shard of Readiness. By reducing the skill's cost down to 0, any creature (regardless of their cost) can be mass-produced for free over time; Dragons and Nymphs (creatures with the highest card costs in the game) can have an incredible synergy with this combo.


Conclusion
All in all, Mitosis is an alternative way of mass-producing creatures (beyond the 6-card rule) compared to Aether’s equivalent, and as such, is a great way to also surprise your opponent. Who knew that ‘an army of one’ could exist?


Popular Deck
Dark Purple Rain (http://elementscommunity.org/forum/index.php/topic,25226.0.html)

Code: [Select]
6rq 6rq 6rq 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 77f 7ap 7h0 7h0 7h0 7h0 7k0 7n0 7t4 7t4 7t4 7t9 80h 80h 80h 80h
Other Decks


Time to turn up the heat folks! ;)
Title: Re: Weekly Featured Cards poll - Fire
Post by: Higurashi on May 09, 2011, 06:38:34 am
While Rage Potion has more uses, I can't deny my Golems a vote. They're so staple and so powerful, I think it's their time.
Title: Re: Weekly Featured Cards poll - Fire
Post by: PlayerOa on May 09, 2011, 01:34:09 pm
Rage Pot, once again.
Title: Re: Weekly Featured Cards poll - Fire
Post by: Jappert on May 09, 2011, 02:29:23 pm
I'm gonna go with rage pots here also.

I love the "surprise" value they have. It's a great attack boost for it's cost, while being great CC aswell. This diversity is what makes it an awesome card with lots of synergies in a wide variation of decks. Good stuff!
Title: Re: Weekly Featured Cards poll - Fire
Post by: ZephyrPhantom on May 09, 2011, 03:53:39 pm
Lava Golem, where would the vNG be without them?
Title: Re: Weekly Featured Cards poll - Fire
Post by: Shantu on May 09, 2011, 03:59:13 pm
Fire Spirit! So underestimated.
Title: Re: Weekly Featured Cards poll - Fire
Post by: TheForbiddenOracle on May 09, 2011, 07:48:32 pm
Lava Golem, used in many fire rushes
Title: Re: Weekly Featured Cards poll - Fire
Post by: ddevans96 on May 09, 2011, 10:17:01 pm
Or, we could have people vote for Rage Potion and wait until August to do that :P
Title: Re: Weekly Featured Cards poll - Fire
Post by: Time_lord_victorius on May 10, 2011, 03:15:25 pm
i disagree ddevans, i think fire golem deserves to be spotted on the wiki since it's incredibly powerful, useful and a major powerhouse for may decks, including CCYB.
also, i just like the card because it allows :fire / :earth duo to work like peanutbutter and jelly.
Title: Re: Weekly Featured Cards poll - Water
Post by: Kuroaitou on May 14, 2011, 07:28:47 am
A true favorite among :fire fans. :) Here's the article for Lava Golem!



Overview
While most creatures that have growth-based (stat-increasing) abilities are offensive in nature, Lava Golem outshines them all with its high starting ATK. For 5 :fire quanta, a player can command a Lava Golem to deal major damage (given supplemental :earth quanta as well).


General Use
Lava Golem, like many of the other Fire creatures, is centered around one concept: damage. Its upgrade, Lava Destroyer, gains two ATK in comparison (7|1 upped vs. 5|1 non-upped). Although its HP is fairly low, Lava Golem is the only creature capable of surviving CC based effects after using its ability Growth, gaining two more ATK and HP when activated. In other words, Lava Golem becomes stronger and more durable upon each activation of its skill, and from that, Lava Golem can easily become a powerhouse if played early in the game (and against opponents that lack CC).

It’s important to note that although Lava Golem’s ability requires :earth quanta to operate, a single Stone Pillar (or even changing one’s mark into Earth) can fuel the Lava Golem’s skills. The very fact that Growth can be used repeatedly over the course of a battle is incredible; unless the opponent has an arsenal of cards to take down a Lava Golem when it has grown several times, very few cards are capable of stopping it.

Unfortunately, a Lava Golem isn’t completely immune to all forms of attacks (unless it is immortalized and affected by Momentum). The ability, Paradox, can be devastating to a Lava Golem (and most Fire creatures for that matter), as its CC effect is based on how high the creature’s ATK is compared to its HP. Antimatter can only halt the offensive growth for a short time, but cards such as Liquid Shadow and Acceleration can both lobotomize its Growth ability while slowly killing it (or outright killing it if it’s applied right after coming onto the field). Various spells and effects can help protect the Lava Golem if a player feels unsure about the opponent’s CC capabilities.



Synergies
Because of it’s relatively moderate cost, Immolation | Cremation is a near perfect card to use alongside Lava Golem. From the quick burst of :fire quanta (and 1 additional :earth quanta as well), a player can set up very fast yet simple card combos that involve sacrificing cheap creatures (such as Photon) to play the Lava Golem as quickly as possible. In both upped and non-upgraded deck formats, this synergy can be unforgiving to enemy players due to the speed of the combo (assuming you get the required cards of course).

Surprisingly, while Lava Golem is a strong creature that can hold its own in a deck, Phoenix | Minor Phoenix has an almost symbiotic relationship with the Lava Golem. While the Phoenix is also capable of dealing decent damage, its main use is to also serve as additional Immolation fodder (to help generate more :fire quanta), while also luring enemy CC onto it. With its ability to revive itself given one :fire quanta (and cheap cost to play when upped), Phoenix is the ‘wingman’ to the Lava Golem, providing additional damage and quanta generation when combined with Immolation. These three cards are used so often in Fire-based decks that they are also known as Fire Rushes when placed together correctly, and can be incredibly efficient in taking down unsuspecting opponents.

Finally, Lava Golem can be very frail when it hits the field – a single Fire Shield can shut it down outright, while various other cards can kill it when one ends their turn. In this case, Plate Armor | Heavy Armor can grant the necessary health for your Lava Golem to survive a few extra hits or become immune to certain effects (such as Paradox and Devour). Because Plate Armor is from the Earth element, and is incredibly cheap (1 :earth), this combo is straightforward and helps bind the Earth-Fire synergy closer together.

Other Cards With Synergy
Various other creatures can work well in any deck that uses a Lava Golem, especially Graboids (which can use up excess :earth & :time quanta (for Evolve)) and Sparks (Immolation fodder to generate the quanta for Lava Golem). Stat boosting effects such as Chaos Power or shield penetration from Momentum are also good spells to pair up with a Lava Golem, given its frail nature. And because Lava Golem is a high-priority target for many CC attacks, Quintessence is often used on the beast, and the Golem can gain absurd amounts of HP and ATK to obliterate your enemy’s HP down to zero. Support cards such as Earthquake and Explosion can also be used to help get rid of nasty shields/pillars that can affect the Lava Destroyer's ability to, well, destroy.


Conclusion
Lava Golem is one of the top creatures for dealing damage quickly and efficiently, and is one of the most loved (and despised) Fire creatures for its ability to melt the competition away. If you find yourself fighting against someone with multiple Lava Golems on the field, you should expect the game to end fast for you...


Popular Deck
CC? Why Bother? (1.24) (http://elementscommunity.org/forum/index.php/topic,9545.0.html)

Code: [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 77f 77f 7dq 7dq 7gp 7gp 7k2 7n3 7q5 7q5 7q5 80h 80h 80i
Other Decks



Water polls are now up! :D
Title: Re: Weekly Featured Cards poll - Water
Post by: Jappert on May 14, 2011, 07:33:13 am
War has proven, Toadfishez are ze bomb!

And yes, we can provide useful decks ;)
Title: Re: Weekly Featured Cards poll - Water
Post by: CPU24/7 on May 14, 2011, 09:00:40 am
love arctic squids
Title: Re: Weekly Featured Cards poll - Water
Post by: PlayerOa on May 14, 2011, 10:57:35 am
Wat 'bout Flooding?
Get's my vote.
Title: Re: Weekly Featured Cards poll - Water
Post by: Higurashi on May 14, 2011, 12:00:01 pm
I have a feeling I've voted for Physalia before with the reasoning that it was the first card I upped for my Speed Poison.. but here it goes again.
Title: Re: Weekly Featured Cards poll - Water
Post by: TheForbiddenOracle on May 14, 2011, 12:56:24 pm
Mind Flayer, lobomizer without the lobomizer
Title: Re: Weekly Featured Cards poll - Fire
Post by: ddevans96 on May 14, 2011, 02:17:07 pm
i disagree ddevans, i think fire golem deserves to be spotted on the wiki since it's incredibly powerful, useful and a major powerhouse for may decks, including CCYB.
also, i just like the card because it allows :fire / :earth duo to work like peanutbutter and jelly.
That's all it does, is attack and gain more attack. Rage Potion on the other hand can be used both as a buff and control. But that's in the past now :)

For this week, Fishes ftw!
Title: Re: Weekly Featured Cards poll - Water
Post by: nilsieboy on May 14, 2011, 07:23:25 pm
toadfish, winged toadfish is still my favorite deck :) (and still deadly).
Title: Re: Weekly Featured Cards poll - Water
Post by: Time_lord_victorius on May 15, 2011, 08:33:40 pm
i voted for trident because it need to be shown as a card that needs to be reworked
Title: Re: Weekly Featured Cards poll - Water
Post by: Jappert on May 15, 2011, 08:40:00 pm
i voted for trident because it need to be shown as a card that needs to be reworked
Nothing wrong with Trident if used right!
Title: Re: Weekly Featured Cards poll - Water
Post by: Time_lord_victorius on May 15, 2011, 08:44:54 pm
i voted for trident because it need to be shown as a card that needs to be reworked
Nothing wrong with Trident if used right!
i still think it's UP
Title: Re: Weekly Featured Cards poll - Water
Post by: johannhowitzer on May 15, 2011, 09:32:40 pm
Trident is extremely powerful against opponents who rely heavily on renewable or slow quanta: mono-Aether, Dissipation shields, any deck that relies on quantum pillars, Earth/Miracle stalls, Fractal decks, Bolt sudden-killers, fat Time decks.  It is powerful enough to be useful against most other pillar-based decks, provided you draw it early.  Earth decks can run it off Water mark alone.

Its weaknesses are decks that use low-cost cards, decks with burst quantum sources like Immolation, pillarless decks, and of course, cheap permanent destruction unless you pack Enchant Artifact.  Immolation/Nova decks being so popular, Trident does see very limited use in some areas, but I'm of the opinion that it's grossly underrated.
Title: Re: Weekly Featured Cards poll - Water
Post by: Higurashi on May 15, 2011, 09:57:12 pm
I've seen it in action a lot. It's not as bad as most would claim, perhaps, but it's still very inferior to EQ. Very rare are the situations where you need renewable EQ, so it mostly sees use in restricted deck-building like War. It's not as powerful against quanta-heavy decks as one might think, since it takes two kinds of quanta and an additional turn to be used compared to EQ. Monoaether, for instance, can pummel a Trident deck to death before the denial hurts.
Title: Re: Weekly Featured Cards poll - Water
Post by: Kuroaitou on May 19, 2011, 10:37:17 am
Here you poison lovers~ the article for Toadfish is now done. :)



Overview
As one of the few cards that have a completely different mechanic while upgraded, Toadfish provides creature control in the form of Inflate. However its upped form, Puffer Fish, applies that poison onto the player via Venom. Because of the differing mechanics between the two creatures, they are hardly used together (non-upped and upped) within the same deck.


General Use
Toadfish and Puffer Fish have one central theme in common; poison. Despite their similar costs (5 :water quanta) and stats, their mechanics of utilizing that poison are completely different from one another. The Toadfish can shoot a nasty barb at a creature (Inflate) with one poison counter provided a little :air quanta, which often serves as a slow but nifty form of CC for the Water element. Puffer Fish instead ignores dealing with creatures, and applies the poison directly to the player upon a successful attack (i.e. – an attack does damage, including ‘negative’ damage).

In the Toadfish’s case, while it may not accumulate poison onto the player directly, it can still serve as a monitor for the enemy’s creatures if they aren’t paying attention. Given the synergy between Air and Water cards, the Inflate skill can often be used repeatedly over the course of a battle to wither the majority of the opponent’s creatures down. Its HP is only one less than the Puffer Fish, making it fairly durable against several AOE CC effects, and its ATK is double that of the upped version, making it a very strong mid-range attacker.

For the Puffer Fish though, many cards that involve dealing poison damage to the opponent work better with it. Its HP can survive a Shockwave, and its damage (while only half of its counterpart) is more lethal in the long run, as the poison damage can stack up pretty quickly against non-shield-wielding enemies. While the major loss of ATK and bare increase in HP seems like a terrible tradeoff, the Puffer Fish’s skill is not only deadlier, but also non-reliant on any element to work (i.e. – Inflate requires :air, while Venom can be used in any deck).

Regardless of which version of this creature is used, both of them are considered poisonous, making them somewhat resistant towards devour-based creatures such as Otyugh and Scarab, and other mutants with the Devour ability.



Synergies
Because the Toadfish has a fairly slow CC effect, cards that often ‘stun’ or stop the creature from attacking (while being dealt poison damage) pair up well. The Arctic Squid | Arctic Octopus is another Water creature with the capacity to Freeze (or Congeal) enemy creatures for 3-4 turns. While the creatures are still frozen, they are still vulnerable to targeting effects, and thus, a Toadfish can slowly infect the creatures while the Squid can refreeze them for a continuous lockdown. In upped environments, Puffer Fish cannot serve the same CC effect, so the Squids can help lock down nasty creature abilities while the Puffer Fish deal the damage to the enemy.

Shockwave | Shockwave also works well with the Toadfish and Pufferfish creatures, alongside Water’s arsenal of freezing techniques. Shockwave can deal instant damage against creatures that have relatively low HP (or lowered via Toadfish), to deliver a killing blow easier. Also, depending on how many cards are capable of freezing enemy creatures (or the enemy’s weapon!), Shockwave can instantly destroy such cards in a single stroke. Shockwave is a cheap :air card that helps reinforce the Water-Air synergy in various duos, and shouldn’t be ignored if you use Toadfishes of Puffer Fish exclusively.

Finally, Chrysaora | Physalia is wonderful to add if the deck is focused mostly on poison techniques. While the combination of three elements may be hard to pull off (:water, :air, :death), using the upped versions of these cards can create a very annoying but fun duo-Water/Death deck (from the Puffer Fish and Physalia). In most cases, Physalia can act as support damage while the Toadfish (or Puffer Fish) becomes the main star in dealing damage.


Other Cards With Synergy
The other two Water spells, Freeze & Ice Bolt can serve as alternate ways to stall your opponent’s creatures on the field, and are great when used with any of the above aforementioned cards as well. Adrenaline can be fairly beneficial on the Puffer Fish, which can help it deal 12 raw damage and apply 2 poison counters during its attack (unless certain shields are up). Ice Shield can be a great defensive counter towards creatures with moderate ATK & HP for your Toadfish to take down, while Owl’s Eye can act as the offensive counterpart. Finally, it’s important to note that Toadfish can actually apply its poison ability directly to the enemy via the use of a Voodoo Doll, although this combo is extremely rare in game.


Conclusion
All in all, Toadfish and Puffer Fish are two unique sides of the same coin. Poison the creature, or the player? No matter how that last question is answered, players should always remember the strengths and weaknesses of the version they’re using.

Popular Deck
Arctic Infection (http://elementscommunity.org/forum/index.php/topic,10302.0.html)

Code: [Select]
4tb 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i8 5i8 5i8 5i9 5i9 5ib 5ib 5ib 5ie 5ie 5ie 5ie 5ie 5ie 5on 5on
Other Decks




Let there be light. ;)
Title: Re: Weekly Featured Cards poll - Light
Post by: Higurashi on May 19, 2011, 11:23:43 am
Hm.. Luci has the most strategical options. Stuff like Deja Hope, Monolight stall and even any deck with vanilla creatures (http://elementscommunity.org/forum/index.php/topic,24811.msg339574#msg339574) is not yet entirely expected in PvP, and surprisingly powerful. :>
Title: Re: Weekly Featured Cards poll - Light
Post by: Time_lord_victorius on May 19, 2011, 12:39:40 pm
cmon on pêople, show morning glory some love!!!
Title: Re: Weekly Featured Cards poll - Light
Post by: Jappert on May 19, 2011, 12:53:43 pm
I simply love Pegasi and Wyrms. Love those air/light rush combinations and utilizing buffs like blessing to beyond their full potential. Especially with the newly released Sky Blitz, they're awesome! Bless + Dive + Blitz....

Pegasus get's my vote!
Title: Re: Weekly Featured Cards poll - Light
Post by: coinich on May 19, 2011, 12:58:14 pm
Gonna have to go for Miracle.  No other card has defined Light's card-supply for so long.  Especially in the days of the old Heal, only Miracle could rival and potentially beat Shards for sheer practical healing power.
Title: Re: Weekly Featured Cards poll - Light
Post by: PlayerOa on May 19, 2011, 01:05:22 pm
Angel is a card that needs some love (although UP).
Voted for it, I think it's an interesting card :)
Title: Re: Weekly Featured Cards poll - Light
Post by: ddevans96 on May 19, 2011, 01:28:00 pm
  • Flowing Reflection (http://elementscommunity.org/forum/index.php/topic,21448.0.html)
:)


As for this month, I basically agree with Higs - Luci is a fun little card that no one ever expects, and since the buff it's been placed in a few different PvP decks. +1 from me.
Title: Re: Weekly Featured Cards poll - Light
Post by: TheForbiddenOracle on May 19, 2011, 08:05:53 pm
Tough choices... in the end it was down to Archangel or Pegasus, which after thinking very closely I chose Archangel
Title: Re: Weekly Featured Cards poll - Light
Post by: Raptor6789 on May 19, 2011, 08:07:34 pm
From now on, is it possible to automatically feature cards that are newly released?
Title: Re: Weekly Featured Cards poll - Light
Post by: Bhlewos on May 19, 2011, 08:19:13 pm
Sanctuary. Overpowered, maybe, but I'm not complaining. Really useful against some of the FGs.
Title: Re: Weekly Featured Cards poll - Light
Post by: Kuroaitou on May 20, 2011, 12:45:56 am
From now on, is it possible to automatically feature cards that are newly released?
No, because personally there might be people who believe that the older cards (like me) deserve the article moreso than the newer cards, due to the fact that strategies that used them are either neglected or easily forgotten about in the community. In some cases, I would rather have all of the 'new' cards be featured much later than the older ones, but that's just personal taste. ^^;

Sanctuary is in the lead, but you never know what might happen...
Title: Re: Weekly Featured Cards poll - Light
Post by: Monox D. I-Fly on May 20, 2011, 03:15:08 am
I can't believe that Sanctuary beats Miracle here.  :o
Title: Re: Weekly Featured Cards poll - Light
Post by: ddevans96 on May 20, 2011, 03:07:28 pm
Come on Luci, one more vote and we're tied ~.~
Title: Re: Weekly Featured Cards poll - Light
Post by: PlayerOa on May 20, 2011, 04:52:09 pm
Come on Luci, one more vote and we're tied ~.~
It's almost that I change vote to Luci, just so Sanc doesn't become feautured instead of Luci/Angel :)
Title: Re: Weekly Featured Cards poll - Light
Post by: Korugar on May 20, 2011, 04:53:51 pm
It's almost that I change vote to Luci, just so Sanc doesn't become feautured instead of Luci/Angel :)
Heh, I did :)
Title: Re: Weekly Featured Cards poll - Light
Post by: Kuroaitou on May 29, 2011, 08:55:24 pm
Sorry about the long wait folks. Real life likes to get in my way. ^^;; Here's the featured article for Sanctuary, although it is not complete (it requires more Sanctuary-based decks):



Overview
Sanctuary is a powerful healing permanent with capabilities to help keep Light-users safe from a variety of denial techniques. In addition to healing 4 HP per turn, Sanctuary also protects the owner from enemy attacks that affect their quanta pool or their hand.


General Use
While the Light element has various cards to recover HP, Sanctuary is special in that it comes with an added benefit. For 4 (or 3 upped) :light quanta, a player can recover a decent 4 HP each turn a Sanctuary is out on the field. Having multiples of them will stack the healing effect (up to a total maximum of 24 HP with 6 Sanctuaries in a deck), but the unique benefit doesn’t come from the healing. Instead, Sanctuary has a special mechanic that prevents opponents from distorting a player’s quanta pool or their ability to play and draw cards into their hand. The following cards are completely shut down by the Sanctuary card due to their effects:

Note that the first three cards (Black Hole, Discord, and Devourer) are quanta-denial cards, whereas the latter two (Nightmare and Silence) are hand-manipulation cards. In either case, when an enemy player attempts to use one of these cards, Sanctuary simply blocks the effect. Even when Sanctuary is stolen or destroyed, the protection is still there for an additional turn (the Sanctuary icon still remains on the player’s hand until his next turn arises). Because of these bonuses, Sanctuary is a hard counter towards several types of denial decks, given enough time to be set up on the field properly.

Sanctuary does have a few drawbacks, however. As the card states that a player’s quanta pool cannot be altered during the opponent’s turn, certain shields are affected by Sanctuary’s protective qualities. Solar Shield, for example, coverts absorbed damage from enemy creature attacks into :light quanta. However, when a Sanctuary is on the same field as that shield, the damage is still absorbed, but the player won’t receive any additional :light quanta from the prevented damage via Solar Shield (their quanta pool cannot be altered). Similarly for Dissipation Shield, the quanta used to block all damage from the opponent’s creatures is negated completely while Sanctuary is out. Thus, the abilities of Dissipation Shield are completely removed, and cannot block any damage while Sanctuary is up. Finally, if an enemy’s creature dies on their turn, a player with Sanctuary and Soul Catcher will not receive the :death quanta.


Synergies

Miracle | Improved Miracle is well known for its massive healing and game-turnover capabilities; combined with Sanctuary, the recovery options are boundless. While Sanctuary can provide small healing over time to help a player survive their setup (or stall out the other enemy), Miracle can work as an instant refresher to one’s HP. A Miracle can assist the player in getting elemental masteries easier, while the Sanctuary can help protect :light quanta in using the expensive spell. Combining these two cards only improves Light’s own recovery skills in game, and re-strengthens the Light element as a whole.

Surprisingly, Fire Shield | Fire Buckler has a fun synergy with Sanctuary. Although Fire Shield cannot block any damage, enemy creatures receive damage upon attacking, which in some decks, can be devastating (unless the creatures have high HP). Sanctuary will then recover the HP slowly, and if Fire Shield kills the creatures, a player can survive with the shield and Sanctuaries on the field. This strategy is very prone to copious amounts of permanent control cards like Steal and Deflagration, but if the opponent doesn’t have enough PC to stop the healing and creature-reactive damage, their deck may be unable to kill a player with the combo.

Other Cards With Synergy

Because Sanctuary can be a prime candidate for removal by PC effects, Protect Artifact is a good consideration to include in an Earth-Light deck alongside Sanctuary. An untargeted Sanctuary will nullify any deck that uses the major denial cards listed above. Various other healing cards like Heal, Purify, and Stone Skin can further bolster one’s healing skills in battle, although the redundancy is better used in stall decks to prevent losing rather than giving a direct way to win.


Conclusion
While many players see Sanctuary as the non-rare version of Shard of Gratitude, Sanctuary is a key component to fighting against various quanta and hand denial decks. With the added healing and a fair cost, Sanctuary is great for filling in any deck that uses :light, and can be a major asset against some of the most difficult False Gods in game.

Popular Deck
Unupped Fire Stall (http://elementscommunity.org/forum/index.php/topic,23347.0.html)

Code: [Select]
5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f5 5f5 5f5 5f6 5f6 5f6 5f7 5f7 5f7 5lm 5lm 5lm 5lm 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq
Other Decks




Head up in the clouds...
Title: Re: Weekly Featured Cards poll - Air
Post by: Higurashi on May 29, 2011, 09:00:20 pm
Blitz is by FAR the most fun Air card, and makes charge decks so much better. Very flexible, unexpected and just pro,
Title: Re: Weekly Featured Cards poll - Air
Post by: Shantu on May 29, 2011, 09:05:08 pm
Unstable Gas gets my vote. My favorite from Air.
Title: Re: Weekly Featured Cards poll - Air
Post by: TheForbiddenOracle on May 29, 2011, 09:34:01 pm
Fog Shield, UG, and OE/EE are definitely my favorites (along with maybe wings). In the end I have to chose Fog because in nova+cremation rushes they are the only defensive card that will pretty much ever be considered to add
Title: Re: Weekly Featured Cards poll - Air
Post by: Onizuka on May 29, 2011, 09:59:33 pm
OE comes in close second, but right now I'm feeling blitzy.
Title: Re: Weekly Featured Cards poll - Air
Post by: Hyroen on May 29, 2011, 10:55:34 pm
Wings lets :air Air elementals brush the land-bound off their shoulders and rise above them. <3
Title: Re: Weekly Featured Cards poll - Air
Post by: Bonestorm on May 29, 2011, 11:15:03 pm
Unstable Gas is formed by unstable amounts of pure awesome. True story.  :-*

Just don't ask Air Nymph where she gets it from.  :-X
Title: Re: Weekly Featured Cards poll - Air
Post by: YawnChainHow on May 30, 2011, 03:58:38 am
Unstable Gas indeed.
Title: Re: Weekly Featured Cards poll - Air
Post by: Jappert on May 30, 2011, 05:17:26 am
Wanted to vote for wyrm, but after I saw how close this vote was I changed to Unstable Gas ;)

Very fun card that requires specific counter strategies, it's a very important card to keep in mind when playing team Air for example.
Title: Re: Weekly Featured Cards poll - Air
Post by: PlayerOa on May 30, 2011, 01:51:14 pm
Shockwave and it's double-use is too good to not be featured.
Title: Re: Weekly Featured Cards poll - Air
Post by: ddevans96 on May 30, 2011, 05:35:16 pm
Shockwave <3

But seriously, it's not as bad as a lot of people think it is (in comparison to lightning, especially) and there's enough decks that utilize it.
Title: Re: Weekly Featured Cards poll - Air
Post by: nilsieboy on June 01, 2011, 05:29:49 am
sky blitz of course, awesome card for real or some fun decks :P.
Title: Re: Weekly Featured Cards poll - Air
Post by: Monox D. I-Fly on June 01, 2011, 10:07:36 am
Vote for Bird's Eye, the only one creature-killing weapon.
Title: Re: Weekly Featured Cards poll - Air
Post by: Kuroaitou on June 06, 2011, 08:42:36 am
Here's the article for Unstable Gas...

Just letting you all know, the ability for me to write these articles may (and possibly will) decrease in quantity within the next few days/weeks due to an unseen internet connection disturbance with my computer. Polls will unfortunately be extended to a week until I can figure out how to fix my problem. Thank you for understanding this, and I deeply apologize for that - please keep on voting though! ^_^



Overview
As the only permanent that can deal damage to every enemy (and ally) creature on the field and the opposing player at the same time, Unstable Gas (also known as ‘UG’) is a one-use alchemy card that will deal 20 damage to the enemy player and 1 damage to all targetable creatures on the field.


General Use
While the majority of player-targeted cards are spells (Lightning, Fire Bolt, etc.), Unstable Gas is a unique one in that it also simultaneously targets all creatures on the field at the same time. For 6 (5 upgraded) :air quanta, players can play the Unstable Gas on the field, then use 1 :fire quanta to Ignite (or destroy) it to set off the damage. Destroying the card via other means (like Deflagration) will not trigger the Ignite ability. It’s important to note that Unstable Gas requires at least one turn to use its ability, acting as a pseudo-‘bomb’ for the Air element.

What players should remember is that the damage from Unstable Gas can stack quickly; multiple Unstable Gases played onto the field in the same turn can be a literal OHKO (one-hit KO) the following turn if the opposing player has no means to stop or suppress the incoming damage. For 20 damage a pop, 5 Unstable Gases can take any regular enemy from 100 HP to zilch given the right amount of :fire quanta if detonated back-to-back. Of course, such a setup can be difficult to pull off due to various PC like Steal and Deflagration, but careful planning and card combos can make this strategy viable against stall decks or ones with intensive healing capabilities.

Unstable Gas has some notable disadvantages compared to damage-dealing spells however. As a permanent, the 1 turn wait can give an opponent time to counter the UG with again, permanent control or healing effects. In addition, UG has no special bypass around reflective shields like Emerald Shield. A player can target his or her own reflective shield to bypass the opponent’s reflective shield with a spell such as Thunderbolt, but Unstable Gas only targets the opponent, making it a dead card. In addition, it also damages the player’s creatures as well as the enemy’s – frail critters with low HP might be killed or brought down to frail levels if multiple Unstable Gases are set off. Thus, players need to account for these small details to ensure that the Unstable Gases are used as effectively as possible.


Synergies

Deflagration | Explosion can be potent in many UG decks that only include a Mark of Fire for the :fire quanta generation. Unless there are other Fire cards being used, the spell can be effective in getting rid of weapons or other troublesome permanents. In most cases, Deflagration can help use up some of the excess :fire quanta a player would accumulate if they don’t get the Unstable Gases on the field early enough.

In other cases, the speed in getting the UG cards out is the most important aspect. Precognition | Precognition is the cheapest Time card that can instantly speed up a deck while also providing the player insight on the enemy’s hand – in case the enemy has PC, a player can then choose to withhold their Gases or even bait the PC with a weapon so that their Gases remain untouched, all the while going through their deck to get the explosive punch in time. Although this card turns a deck into a trio, Precognitions are only worth 1-2 :time quanta, and thus can be fueled by a few pillars or pendulums, or even the mark depending on the deck composition.

Other Cards With Synergy

The Elite Firefly can be a great way to merge the Air and Fire elements together, as it can easily produce :fire quanta for the Ignite ability. Other cards, such as Quintessence or even Cloak, can help protect ally creatures from being hit by the explosion, or sacred permanents from being hit by Explosion. Other cheap or useful cards that can work well with the UG damage include Boneyard (skeleton fodder), Bone Wall, Minor Phoenix, and even Mirror Shield or Jade Shield, as the UG (if stolen) can’t be used against the player that owns them.


Conclusion
For any player that enjoys the occasional boom in a deck, Unstable Gas is perfect to include for setting up the OHKO or even a quick burst of damage. However, the Blue Nymph would be the perfect gift for those who prefer to use a limitless amount of the volatile bottle, and serves a ongoing joke about the dangerousness of one’s expelled gases…


Popular Deck
Anti rainbow rainbow (http://elementscommunity.org/forum/index.php/topic,5923.0.html)

Code: [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 7dm 7dm 7dm 7dm 7dn 7do 7do 7ds 7ds 7ds 7ds 7ds 7ds 7gp 7gq 7gs 7n5 7n6 7n6 7n6 7n6 7n6 7n6 7q8 7t9 7t9 7t9 80d 80d 80d 80d 80i 80i 80i 80i
Other Decks
Countdown OTK (http://elementscommunity.org/forum/index.php/topic,22903.0.html)
A faster air deck?  (http://elementscommunity.org/forum/index.php/topic,5794.0.html)



Tick... tock...
Title: Re: Weekly Featured Cards poll - Time
Post by: YawnChainHow on June 06, 2011, 08:48:26 am
Sundial. Oh yes, Sundial!
Title: Re: Weekly Featured Cards poll - Time
Post by: Higurashi on June 06, 2011, 10:41:01 am
Pharaoh and Dune Scorp used to be my fav cards from Time, and HG is the most powerful, but Ghost was the best thing to happen to Time in the history of time. It really needed more mono offense, and the ability makes for some dangerous strategies too.
Title: Re: Weekly Featured Cards poll - Time
Post by: willng3 on June 06, 2011, 01:44:46 pm
Yep.  Ghost is easily my fave this time around.
Title: Re: Weekly Featured Cards poll - Time
Post by: PlayerOa on June 06, 2011, 02:05:00 pm
Yep.  Ghost is easily my fave this time around.
Thirded.
Not often I vote for the new cards, but this one is great.
Title: Re: Weekly Featured Cards poll - Time
Post by: TheForbiddenOracle on June 06, 2011, 07:39:05 pm
Faves were Dune Scorp, GotP and precog. Ultimately in the end attack pulled through
Title: Re: Weekly Featured Cards poll - Time
Post by: Bhlewos on June 06, 2011, 08:21:28 pm
Dune Scorp. I love the "cult"-type cards.
Title: Re: Weekly Featured Cards poll - Time
Post by: Monox D. I-Fly on June 07, 2011, 12:57:24 am
I vote for Pharaoh. The scariest  :time card ever. And I think that the most difficult opponent in AI3 is the one with Pharaoh-Scarabs deck. It's even far more harder than the  :aether one.  :-\
Title: Re: Weekly Featured Cards poll - Time
Post by: Hyroen on June 07, 2011, 03:13:57 pm
Sundial is such a classic.
Title: Re: Weekly Featured Cards poll - Time
Post by: ddevans96 on June 07, 2011, 03:22:59 pm
Since I can't pick Golden Nymph, Precognition ftw.
Title: Re: Weekly Featured Cards poll - Time
Post by: Kuroaitou on June 13, 2011, 01:12:45 pm
Had quite the crazy weekend, but thanks to my wireless being back and a night's worth of cola, the article for Ghost of the Past is now finished. :D



Overview
Ghost of the Past, commonly abbreviated as ‘GotP’, is a Time creature that has a somewhat risky ability. With an impressive attack-cost ratio, Ghost of the Past will deal 10 (or 13 when upgraded) damage to the owner if the Ghost is discarded that turn.


General Use
In terms of cost, Ghost of the Past is fairly cheap despite its high ATK stat. For 6 :time, a player can summon the creature to deal 7 damage per turn; upgraded, the cost only increases by 1 :time quanta, and damage improves by 2, making it even more efficient. The high ATK is however balanced by its lack of durability, or 4 HP (for both versions). Thus, it becomes one of Time’s major damage dealers at the price of being targeted by very dangerous CC cards such as Lightning and Shockwave.

Ghost of the Past also has a unique passive, Obsession. If a player discards Ghost of the Past, they automatically take 10 (or 13) damage based on the upgrade version. While this may make it a risky card against decks that deny the ability to play one’s cards (via quanta or hand denial), the Ghost can also be combined with a few key cards to make it a decent hard-hitter and also provide some devastating recipes for decks. It’s important to note that players who have this card in their hand should avoid discarding it at all costs unless they have more vital cards in their hand that they do not want to discard or play.

Also, Obsession is a passive ability and cannot be lobotomized or removed – thus, cards that grant abilities (Mitosis, Acceleration) can be given to it without removing the passive skill.


Synergies
Nightmare | Nightmare is one of the most devious cards to use alongside Ghost of the Past, due to the obvious synergy of clogging up one’s hand with the Ghost. Against an opponent that has no access to :time quanta, using Nightmare on a Ghost while the enemy’s hand is empty will not only guarantee a wasted turn, but will also force the foe to discard one of the Ghosts (and take the additional damage from Obsession). If used repeatedly, a player can be locked down and destroyed by this combination, as the inability to draw any new cards while taking additional damage from discarding can be easily underestimated.

To further amplify the Nightmare + Ghost of the Past combo, Reverse Time | Rewind can further add insult to injury. In certain cases, fast enemy decks can easily play 1 or more creatures on the field before being able to setup the synergy. To help alleviate that issue, Reverse Time can send one of those creatures back to their deck, so that upon using Nightmare on the Ghost, they can’t draw it on their next turn. Having an Eternity as well can provide a major lockdown against various opponents in conjunction with GotP, given that the opponent emptied their hand as much as they could on their turn.

Other Cards With Synergy
Silence can occasionally force a discard with GotP (given that the player managed to use Nightmare alongside the Ghost), although the strategy may be tricky to do with the three elements involved. Sanctuary can provide a major benefit against quanta denial cards like Discord and Devourer so that they can play the Ghosts without worry (unless it gets stolen). Finally, a full-offensive deck that doesn’t focus on the Ghosts can also use fast cards such as Precognition, Golden Hourglass, and Graboid to get fast damage onto the field.


Conclusion
Even with the potential backfire of Obsession, Ghost of the Past is a decent offensive creature for the Time element with a tricky passive skill. Most important however, is the ability for the card to play mind games on a veteran opponent – holding back cards becomes necessary against Time, rather than a haunting afterthought…


Popular Deck
Nightmares of the Past! (http://elementscommunity.org/forum/index.php/topic,22026.0.html)

Code: [Select]
5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rk 5rk 5rk 5rk 5ro 5ro 5ru 5ru 5ru 5ru 5ru 5v1 5v1 5v1 5v1 5v1 5v1
Other Decks
Bad memory (http://elementscommunity.org/forum/index.php/topic,22588.0.html)
I've GotP Time (http://elementscommunity.org/forum/index.php/topic,22028.0.html)



Dawkness mode has now been activated.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Higurashi on June 13, 2011, 01:24:56 pm
Hm.. I like a lot of cards in Darkness, but Nightfall is probably the one I've had the most fun with in a Death duo with Deathstalkers.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Jappert on June 13, 2011, 02:34:09 pm
Drain life for sure.
I'm loving Bootsza's AI 3 EM grinder and love EM's in general. ;)
Title: Re: Weekly Featured Cards poll - Darkness
Post by: TheonlyrealBeef on June 13, 2011, 02:50:34 pm
Cloak hasn't been featured yet? Hmm, then it's Cloak I vote for :P
Guess I might have to hide under it if it does get chosen ^_^
*cloaks*
Title: Re: Weekly Featured Cards poll - Darkness
Post by: TheForbiddenOracle on June 13, 2011, 03:35:30 pm
Vampire Stiletto; very flexible in any Grabbow/Immo rush
Title: Re: Weekly Featured Cards poll - Darkness
Post by: PlayerOa on June 13, 2011, 06:23:45 pm
Well, Nightmare gets my vote. Have no special feelings or something, but just like it.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Bhlewos on June 13, 2011, 09:55:43 pm
Nightmare. Not as clever as some other cards but there's some sadistic satisfaction in clogging up an enemy's hand and forcing them to discard.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Monox D. I-Fly on June 15, 2011, 04:30:24 am
I vote for Dark Bolt. Ooopsss... I mean Drain  :life . Oh no, I have to spell it right. It's Drain Life, one of the "Bolt Series" which doesn't even use the word "bolt"...  :-\
Title: Re: Weekly Featured Cards poll - Darkness
Post by: johannhowitzer on June 15, 2011, 09:46:13 am
Voted for Parasite, as it is somewhat underused and perhaps underestimated.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Kuroaitou on June 20, 2011, 04:26:13 am
Crazy week, and an even crazier upcoming weekend. ^^;;; Here's the article for Cloak:



Overview
As an ‘area-of-effect’ permanent, Cloak will conceal a player’s creatures and permanents from being affected by single-target effects for 3 turns. However, the effects of Cloak can be removed if Cloak is directly destroyed by permanent control, or if an AOE creature control spell is used to break the invisibility.


General Use
Although Cloak is not a perfect protection compared to Quintessence and Protect Artifact, its general use of obscuring one’s field and protecting all creatures and permanents from nasty abilities shouldn’t be overlooked. For three turns, Cloak will cause all other field creatures and permanents to become invisible except for the Cloak card itself. Thus, in order to directly target a creature or permanent protected from Cloak, one must destroy Cloak first instead. Again, the only cards that are concealed from the opposing player’s view are ones that are on the field; cards within the hand are still shown to both players when they are immediately played, or to the enemy if they view it via Precognition.

In terms of deck building, Cloak can sometimes clog up an enemy’s hand with specialized CC (Lightning, Reverse Time, Antimatter, etc.) and PC (Earthquake and Nymph’s Tears) cards, as the spells will be rendered useless against the invisible field. Moreover, Cloak can serve as a setup for more powerful combos that the opponent might not be able to guess at, as they may not necessarily see or remember what cards a person has played/generated while Cloak is up.

Cloak does have a few notable weaknesses though: a major one being AOE creature control spells. In addition to being removed by PC, Cloak will automatically dissipate when one of the following spells is used to damage multiple creatures:

And once a player’s Cloaked field has been hit by one of the spells, Cloak will disappear, revealing all creatures and permanents back to normal view. Cloak can be meaningless against players with reusable PC options such as Pulverizer and Butterfly Effect as well, as the card advantage given by Cloak becomes short-lived (from 3 turns of having cards being untouched to a single turn of protection). Finally, Cloak is a fairly expensive card; 4 :darkness un-upgraded or 3 :darkness upped. These costs can be pretty steep in decks that don’t necessarily focus on generating the :darkness quanta needed, or ones that don’t focus on chaining Cloaks back to back.

Having multiple Cloak cards on the field do not do anything besides provide the basic invisibility effect; an AOE CC spell mentioned above can actually removed multiple Cloak cards on a field as well, so players should be conservative on playing the card.


Synergies
Because Cloak lasts for a maximum of three turns, Dimensional Shield | Phase Shield can synchronize well with the darkness card as they both last the same number of turns. One could theoretically chain both cards at the same time against opponents with limited amounts of permanent control, making it difficult for them to destroy or penetrate through the shield.

Gargoyle | Gargoyle is another popular candidate to combine with Cloak for various reasons. One important reason is that Gargoyle is a solid attacker for 5 :darkness but lacks HP; because of this fact, various spells and abilities (Holy Light, Paradox, Snipe, etc.) can easily take it out on the first turn unprotected. Cloak however can provide immediate protection for the Gargoyle to use its Harden ability and gain the necessary HP to defend against CC.

Finally, to really confuse and startle opponents, one could use the controversial Mutation | Improved Mutation card to make several monstrosities on your field without revealing them to the enemy. Because of the randomness of Mutation, only the player with Cloak can witness what type of creatures are produced, while the enemy will have to make while guesses at what the creature is (how much damage they’re capable of doing and what skills they could have). Even with AOE CC cards, an enemy may not want to waste a Rain of Fire on a field of mutant Dragons with high HP or a Plague on a mutated Voodoo Doll.

Other Cards With Synergy
Other randomizer cards, such as Fate Egg, Fallen Elf, and Nymph’s Tears can also add some surprise to a battle if used correctly and with the right luck. Protect Artifact and Quintessence are also great synergy cards with Cloak; Cloak provides the initial setup for protecting the valued cards, while PA or Quintessence seals the deal.


Conclusion
As a veil of temporary protection, Cloak serves its purpose well and can often ruin decks that don’t have ways to remove the coverage (via PC or AOE CC). If players find themselves fighting against a Cloaked enemy, it should be noted that by carefully observing and remembering what cards they play from their hand, they could discover and prepare for oncoming combinations that are still ‘concealed’ by the Cloak.


Popular Deck
Cloaked Dragon Rush (http://elementscommunity.org/forum/index.php/topic,22364.0.html)

Code: [Select]
5op 5v2 5v2 5v2 5v2 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 711 77f 77f 7ad 7di 7gt 7q5 7q5 7q5 80d 80d 80d
Other Decks
Daywalker (http://elementscommunity.org/forum/index.php/topic,17641.0.html)



Not many Cloak decks, I know, but apparently many of them became 'broken' once a hot fix was added later on that allowed the AI to target Cloaks normally again. Anyway, Lady Aether, do your advertising. ;)
Title: Re: Weekly Featured Cards poll - Aether
Post by: Bhlewos on June 20, 2011, 05:24:13 am
Lobotomizer...one of the most useful cards in the game.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Bonestorm on June 20, 2011, 05:52:48 am
Oh, fitting as I just finished upgrading Aether :D

It was a tossup and I almost fell for Quintessence..

..but I have to go with Twin Universe, it's nothing short of amazing 8)
Title: Re: Weekly Featured Cards poll - Aether
Post by: PlayerOa on June 20, 2011, 09:27:51 am
Spark. Can be used to many things, and is the only creature starting with 0 hp.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Higurashi on June 20, 2011, 10:45:11 am
Why thank you, Kuro. This is the most difficult poll for me for good reason. In the favourite Aether card poll (http://elementscommunity.org/forum/index.php/topic,2587.0.html), I've voted Lightning and Fractal for power, and Mindgate for fun.

However, in these polls, I have voted for the most versatile cards. The ones that offer the most strategical or interesting options.

That naturally brings one's mind to Parallel Universe. This is, ironically at its 7|6 cost, the one card that can offer Aether the most speed. Be it using it on an evolved Elite Grabby, something either player has buffed to oblivion, a super-buffed Deja Vu, a Phase Recluse or Turquoise Nymph, any of the enemy's creatures, a buffed Voodoo Doll, a Crimson Dragon over and over, a Phoenix to break a stall or perhaps an Elite Charger, this card can always add the element of surprise.

When a card has that many options for usage, and is capable of still surprising even veterans of this game, we know it's truly pro. It's difficult to use and can turn a game around, just like Fractal, but unlike Fractal it has a higher surprise value. Doing the unexpected after over a year of playing the same game is what separates the inspired from the old and tired.

So with all of that exposition, you would expect me to vote for PU, right? Well, you got me. My first thought was to vote for Phase Spider because it is simply an essential mainstay card for the offensive Aether player (especially Recluse), and it kicks a ton of ass with Wings, but when have I ever voted for a trusty baseline card of an element? Maybe next time, recluse brothers.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Monox D. I-Fly on June 21, 2011, 12:46:55 am
Dimensional Shield. Enough said. The most overpowered shield ever.
Title: Re: Weekly Featured Cards poll - Aether
Post by: ZephyrPhantom on June 21, 2011, 01:10:55 am
C'mon everybody, give a lil' support for our Sparks and BLights! They cost nothing to play and work well with Fractal + Skydive, which is a badass OTK!
Title: Re: Weekly Featured Cards poll - Aether
Post by: TheForbiddenOracle on June 21, 2011, 01:16:51 am
Lobomizer... one of the most vital cards in mono-aether and Rol/Hope, and flexible in rainbows.
Title: Re: Weekly Featured Cards poll - Aether
Post by: ddevans96 on June 21, 2011, 01:43:34 am
Lobo and Phase Shield? PU!

*lol punnies.
Title: Re: Weekly Featured Cards poll - Aether
Post by: EvaRia on June 21, 2011, 03:11:49 am
As part of team aether, vote goes to our MVC Lightning =P
Title: Re: Weekly Featured Cards poll - Aether
Post by: willng3 on June 21, 2011, 03:24:14 am
As part of team aether, vote goes to our MVC Lightning =P
100x this^
Title: Re: Weekly Featured Cards poll - Aether
Post by: chum3 on June 23, 2011, 10:14:57 pm
Unstable Gas and Retrovirus (unupgraded Virus isn't mass-CC) should be added to that list for things that break Cloak.

Voted for Phase Spider.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Kuroaitou on June 25, 2011, 01:03:08 pm
Unstable Gas and Retrovirus (unupgraded Virus isn't mass-CC) should be added to that list for things that break Cloak.
Added. ;)

Gonna be a long weekend for me, but before that happens, here's the article for Parallel Universe~

NOTE: ...there were a lot of awesome decks to choose from this time around folks. :) Thanks again!




Overview
For a spell that can technically double the damage dealt by a creature or provide a player with the enemy’s army, Parallel Universe will generate an exact copy of a target creature (meaning a direct copy of its current stats and ailments) onto the player’s field.


General Use
Parallel Universe or Twin Universe (often abbreviated ‘PU’ or ‘TU’, respectively) can often turn heads within a battle because of its ability to suddenly generate massive damage or copy creature-based strategies. Like many of the other Aether spells, PU is expensive (7 :aether quanta unupped, or 6 :aether upgraded). However, its cost can be efficient if used on more expensive creatures such as the Crimson Dragon or a Purple Nymph. Because of its versatility in duplicating creatures, PU can be perfect in setting up surprise combinations or massive damage output in a single turn when used correctly, and on the right creatures. Add in the fact that players can target the enemy’s creatures, and PU becomes a unique tool for anyone to mimic opposing tactics as well.

Copying a creature exactly can be a blessing or a curse however. During battle, a severely debuffed or damaged creature becomes a fairly poor target for PU, as its stats and ailments will carry over to the copy. Thus, a poisoned Otyugh or a lobotomized Fire Spirit with little ATK are seen as targets that will give a minimal benefit to the duplicating player. On the other hand, a Puffer Fish with Momentum or a massively buffed dragon become ideal to replicate against the enemy, especially if they have shields or other cards that are hindering a player’s ally creatures.

Mutated creatures are the exception to the copying rule though. Upon using PU on a mutant creature, the duplicated creature is of the same identity (copying a mutant Ash Eater will still provide a mutant Ash Eater), but often with a new ability and increased stats. The stat boost varies between mutants, although using PU on a mutant will increase its ATK and/or HP by 0-4.



Synergies
A classic card to use alongside Parallel Universe is Voodoo Doll | Voodoo Doll. Although the doll is incapable of doing much on its own in terms of damage, a severely damaged Voodoo Doll can become a brutal target with PU. When used on a damaged doll, all the damage that was originally transferred by the first copy is dealt again. For example, a doll with 1 HP (current) out of 80 HP (full amount) against an enemy player will have already dealt 79 damage – using PU on that same doll will instantly deal that 79 damage again to the enemy player. Poisoned Dolls will also transfer that same poison when cloned, alongside any other status effects (an enemy with a frozen doll on their field will also have their weapon frozen if a player copies it). Because of these benefits, a Voodoo Doll (buffed or hindered) is a nasty card to use alongside PU, especially as a surprise finisher against unsuspecting opponents.

Another interesting card to pair up with PU is Wyrm | Elite Wyrm. The Wyrm’s ability, Dive, doubles its ATK stat during a player’s turn, making it a dangerous card when given spell-boosts to its offense. However, the real trick with PU is the timing; using PU on the Wyrm after Diving allows the duplicate to keep that boosted ATK (until it uses Dive again). In other words, repeatedly using PU on each new Wyrm after Diving doubles the latest Wyrm’s attack in an exponential manner. Within a few turns, a single (normal stats – 5|3) Elite Wyrm on the field can generate (via the use of PU) a Wyrm with an ATK and HP of 40|3. Eight times the damage seems almost impossible to fathom, but this synergy can be done if the player knows how to retain the Dive-affected ATK to exploit the ATK boosting.

Finally, Flying Weapon can open some interesting doors with Parallel Universe. While most decks can have a maximum of 6 of a certain weapon on the field (6 Flying Weapons + 6 of the weapon), PU can double that amount to 12, making certain Flying weapon strategies even more potent. A flying Titan for example is hard to get rid of (aside from using Reverse Time, which messes up all flown weapons). Mass duplicating flown Titans not only provides non-blockable damage, but can also cause enemy AI to waste CC on them. Multiplied flown Jade Staffs can provide one of the best forms of healing, and even cloned Fahrenheit decks can leave some nasty dents in the enemy. Regardless of the weapon, the important thing is that because of PU, a player can dramatically reproduce the number of flown weapons on the field, which is handy in a variety of situations.

Other Cards With Synergy
Other major cards that go along with PU are buffs. Cards such as Adrenaline, Momentum, Blessing, Chaos Power, and even Quintessence can help create deadly creatures that will overtake a field. Strong creatures such as Lava Golem, Crusaders, Pegasus, and Phoenixes also mix well with PU, given their relative durability and useful abilities. Most of all, Déjà Vu can also provide some shock value with PU; a heavily buffed Déjà Vu that is copied before being split by its ability will grant a major card advantage to the player wielding them, especially if the creature is given the right stats and status effects.


Conclusion
Whether it’s to help waste the opponent’s CC, pump out damage, or borrow enemy creatures for one’s liking, Parallel Universe is a surprising cards found in various decks nowadays. Despite its cost, it can provide a new layer of duplicity against even the craftiest of opponents because of its simple yet influential mechanic.


Popular Deck
Hourglass 1 and Only! (http://elementscommunity.org/forum/index.php/topic,23950.0.html)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 6u3 74d 74d 77l 77l 77l 77l 77l 77l 7q5 7q9 7q9 7q9 7q9 7q9 7q9 7tg 7tg 7tg 808 808 808 80b 80b 80b 8pj



Other Decks



Chaos smaos. :P
Title: Re: Weekly Featured Cards poll - Aether
Post by: Higurashi on June 25, 2011, 01:08:16 pm
I also have to present this speedbow as the perfect example of how versatile TU can be: http://elementscommunity.org/forum/index.php/topic,19406.msg291955#msg291955
TU a big Spectre or Destroyer, TU a CP'd Vader Sader, TU the Uli to get more Lobo power, or TU anything from the opponent. :>
Title: Re: Weekly Featured Cards poll - Aether
Post by: Kuroaitou on June 25, 2011, 01:12:15 pm
I also have to present this speedbow as the perfect example of how versatile TU can be: http://elementscommunity.org/forum/index.php/topic,19406.msg291955#msg291955
TU a big Spectre or Destroyer, TU a CP'd Vader Sader, TU the Uli to get more Lobo power, or TU anything from the opponent. :>
Although that deck is awesome, I believe Supernova is the main star of that deck, rather than TU. >.> *hint hint*
Title: Re: Weekly Featured Cards poll - Entropy
Post by: PlayerOa on June 25, 2011, 03:25:15 pm
Dissipation Shield, the hidden gem of Entropy.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Higurashi on June 25, 2011, 03:29:24 pm
I also have to present this speedbow as the perfect example of how versatile TU can be: http://elementscommunity.org/forum/index.php/topic,19406.msg291955#msg291955
TU a big Spectre or Destroyer, TU a CP'd Vader Sader, TU the Uli to get more Lobo power, or TU anything from the opponent. :>
Although that deck is awesome, I believe Supernova is the main star of that deck, rather than TU. >.> *hint hint*
Which is why I didn't suggest it for the article.

I kinda have to vote for Nova here. It's the one card in the game that opens up the most deck-building options, and also one of the three most powerful ones (Nova, Immo, Fractal).
Title: Re: Weekly Featured Cards poll - Entropy
Post by: chum3 on June 27, 2011, 03:35:15 am
Has there been silly vandalism on the wiki recently? The most recent featured card article is not right. (http://elementscommunity.org/wiki/cards-aether/parallel-universe-twin-universe/).

Would be appreciated if Kuroaitou/Gyrodiot could fix it (not sure how to do it myself).
Title: Re: Weekly Featured Cards poll - Entropy
Post by: TheForbiddenOracle on June 27, 2011, 04:01:31 am
Supernova is the key to many Speedbows and FGbows
Title: Re: Weekly Featured Cards poll - Entropy
Post by: willng3 on June 27, 2011, 04:22:11 am
Has there been silly vandalism on the wiki recently? The most recent featured card article is not right. (http://elementscommunity.org/wiki/cards-aether/parallel-universe-twin-universe/).

Would be appreciated if Kuroaitou/Gyrodiot could fix it (not sure how to do it myself).
0.o

Wow I'm glad we have people stalking the wiki because there's a good chance I never would have noticed that.

This week?  Orite.  Nova/Supernova:  endless possibilities, colorful explosions, and the obvious speed factor which I adore oh so much.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Kuroaitou on June 27, 2011, 08:47:23 am
Has there been silly vandalism on the wiki recently? The most recent featured card article is not right. (http://elementscommunity.org/wiki/cards-aether/parallel-universe-twin-universe/).

Would be appreciated if Kuroaitou/Gyrodiot could fix it (not sure how to do it myself).
Major thank you to pointing this out! Apparently, 6 hours after I posted the original article, a crazy person decide to type in a bunch of random stuff and let it fly loose. I've reverted it back to the previous version and hopefully no one will tamper with it again. Otherwise... :|
Title: Re: Weekly Featured Cards poll - Entropy
Post by: chum3 on June 28, 2011, 09:45:12 am
Wow I'm glad we have people stalking the wiki because there's a good chance I never would have noticed that.
Besides the occasional grind (don't do it as much nowadays), checking the wiki is one of the few things I still do that's Elements related. ;P
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Kuroaitou on July 04, 2011, 10:51:28 am
I used to have problems finding decks. This time, I didn't know which to choose.  :'(



Overview
When it comes to pure quanta generation, Nova (and its upped counterpart, Supernova) is unrivaled. Upon casting the spell, the player will generate 12 (or 24 upgraded) quanta evenly distributed between all elements (1 or 2 per element). While the amount may seem small, its resourcefulness has made it one of the most impressive cards to use in many decks.

General Use
Nova is notorious for its ability to mass-produce quanta quickly and efficiently. Unupgraded, Nova is completely free (and acts as a one-time tower for each element), meaning it has a higher chance of being placed in your starting hand due to the Mulligan rule. While it only generates 1 quantum for each element (12 total), its speed and simple mechanic can surprisingly fuel several cheap cards given the right deck setups. For the upped version, Supernova, its cost is raised to 2 :entropy unfortunately, but also provides 24 quanta (2 quanta for each element). In other words, casting Supernova will essentially refund the player’s :entropy quanta, while also conjuring the other 11 types of elemental quanta for them to spend.

Many decks often use Nova and Supernova in various trio, quartet, and rainbow decks that have multiple elements in them, especially ones that have cheap cards that require a small splash of quanta from other elements to use Other cards or non-element-specific cards to play.

In addition to all of this, Nova can be a great way to deter quanta denial cards. Devourer might not absorb the most vital quanta (say, that of a player’s mark), if that person is running a duo, while a Discord can actually scramble the various elemental quanta into the Nova-user’s favor. And Earthquake (which destroys the general source of quanta-production, pillars) can’t touch Nova at all. Conversely, a single Black Hole can absorb all of the quanta generated by either card, so players should beware of signs that the enemy might have the alchemy spell.




Synergies
In terms of fast-quanta generation techniques, Immolation | Cremation combined with Nova can provide one of the fastest ways to produce various high-attack creations on the field. A single Immolation is equivalent to a Nova’s mechanic (with more :fire quanta produced), given a sacrificed creature in return. In many rainbow speed-based decks, the combination of these two spells will often allow a person to play all (or most) of their cards in their starting hand on the first turn, resulting in a high-offensive front being laid out.

Graboid | Elite Graboid can surprisingly work well with Nova. Graboid is cheap and immune to target-based CC (as it enters the field burrowed). Costing only 3 :earth to play onto the field, the Graboid's real trick is its ability. As Graboid requires 1 :time in order to use its Evolve ability, multiple Novas alongside a player’s Earth mark will generate the required quanta to pop out the Shrieker in time. Again, this tactic is another fast and easy offense, but given other cheap non-earth cards, one could essentially mix several Graboid and Novas in a deck with other cards in order to create a powerful and versatile deck in non-upped PvP formats.

Although rare, Shard of Gratitude (SoG) is an effective card to use alongside Supernova (and its non-upped version in some cases). As an Other card, SoG uses 3 generic quanta to play, meaning that quanta from any element pool can be taken for the Shard to land. False Gods can often deal severe damage if a player lacks healing or defenses at start, but a single SoG can heal 5 damage per turn, which quickly adds up over the course of a game. Multiple SoGs on the field can be hard to pull off in regular mono and duo decks given the limited quanta sources, but a Rainbow that includes several Supernovas at the start will oftentimes lend players a hand into placing the SoG permanent as quickly as possible.


Other Cards With Synergy
It’s important to note that almost any card can work in conjunction with Nova and Supernova, assuming that the right sources of quanta production are in place. That said, cheap cards that splash multiple elements such as Sundial, Lycanthrope, Forest Spirit and Chrysaora can hit the field first and use their abilities the following turn.

When it comes down to dirt-cheap cards, Arsenic and Vampire Dagger are the most preferred weapons to use with Nova, although the non-elemental weapons and Discord can be played quickly as well. Improved Fog, Precognition, Momentum, Freeze, Protect Artifact, and Explosion only have a quanta cost of 1 for their respective elements, and can be easily inserted in any deck to counter a variety of situations.


Conclusion
No matter the deck archetype, Nova has almost become synonymous with the term ‘Rainbow’ when it comes to deck designing. While the spell might not be as useful for every deck, its versatility and cost-effective ratios are truly noteworthy, and should be expected when fighting many professional players.

Popular Deck
(1.272) Evaluation of Contemporary CCYB (http://elementscommunity.org/forum/index.php/topic,25878.0.html)
Code: [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 6u7 77f 77f 77i 7dq 7dq 7gp 7gp 7k6 7k6 7n3 7q5 7q5 7q5 80h 80h 80i

Other Decks



This topic has died a bit. :(
Title: Re: Weekly Featured Cards poll - Death
Post by: PlayerOa on July 04, 2011, 10:57:57 am
Still voting Poison, the card that represent :death to the fullest.
Title: Re: Weekly Featured Cards poll - Death
Post by: aigel on July 06, 2011, 05:05:33 am
Next time add the pillars and the Pendulums please!! ;D
Title: Re: Weekly Featured Cards poll - Death
Post by: aigel on July 06, 2011, 05:06:31 am
Next time add the pillars and the Pendulums please!! ;D
but i voted poison instead!!
Title: Re: Weekly Featured Cards poll - Death
Post by: Shantu on July 06, 2011, 08:16:53 am
Go go Soul Catcher!
Title: Re: Weekly Featured Cards poll - Death
Post by: nilsieboy on July 07, 2011, 12:26:40 pm
i'd love an article about soul catcher, so it got my vote again :P.
Title: Re: Weekly Featured Cards poll - Death
Post by: Bonestorm on July 08, 2011, 02:01:01 am
I guess if i had to choose, Death is my favourite element :D

I have to go with Poison and its raw unmitigated damage.
Title: Re: Weekly Featured Cards poll - Death
Post by: Kuroaitou on July 12, 2011, 01:18:20 pm
Simple article - too much procrastination. ^^;;; - Poison here we go!



Overview
When it comes to damage over time, the Death element is no stranger. For only 1 or 2 :death quanta, players can cast (Deadly) Poison onto the opponent, causing the enemy to lose 2-3 HP each turn.


General Use
Poison is a subtle tactic. While the majority of decks use a variety of creatures to eliminate the enemy, some players include this spell as a form of supplemental damage to whittle the health bar. A single application of the Poison (or Deadly Poison) spell only amounts to 2 (3) HP lost per turn. While this may not seem like much, if a player manages to include and use all of their Poison spells on the opponent, the enemy will take up to 12 (18) damage per turn, which heightens the pressure for the foe to finish the poison-wielder first. All poison damage is cumulative, thus all creature, spell, and permanent cards capable of applying poison can synergize together to make poison the main offensive strategy.

While useful as a form of support damage, Poison does a few hard and soft counters. Purify not only removes all the poison off the user, but also applies a healing-over-time effect that will help further suppress the poison damage (if it’s reapplied). Other healing cards, such as Shard of Gratitude, Empathic Bond, and Sanctuary can also mitigate much of the damage caused by poison. However, permanent control cards can easily destroy those healing-over-time effects. Another bonus is that both of the spells have one major benefit over all direct-damage spells – they cannot be reflected by shields such as Emerald Shield.


Synergies

For a more reliable source of repetitive poison application, Arsenic | Arsenic is the go to card for various decks. Many mono-Death decks that include Poison often have Arsenic in there as well to help increase the poison counter (as both are cheap in terms of :death quanta and are easy to play within the first few turns). They can also help counter enemy tactics – Poison ignores all shields (including reflective ones), while Arsenic can overcome Purify-users by reapplying the poison and racking up the poison count well above 18 damage per turn.

Chrysaora | Physalia is well known for its ability to slowly cripple opponents, and paired up with the spell, a variety of ‘Speed-Poison’ decks is born. The jellyfish is not only cheap (only 1 :water for either version), but also surprisingly effective against opponents without hard creature control to kill or lobotomize it. While it only applies one poison counter at a time, multiple Chrysaora or Physalia can rack up poison damage faster than most would expect if left unchecked. In some cases, using the unupped version can benefit users who are weary of damage-inducing shields (Fire Buckler).

Naturally, those who use poison often need a reliable defense for the poison to take effect appropriately. While various shields can block damage completely, Sundial | Sundial is an underestimated card in regards to defense. Although creatures are unable to attack for either user while a Sundial is in play, weapons and poison damage still go through. In this case, using Arsenic and Deadly Poison spells together alongside several Sundials can stop various creature rush decks for a few turns while the poison ticks away. The upped Sundial can also encourage a Death-Light duo deck that focus primarily on poison damage, stalling via Sundials (while drawing more cards using its Hasten ability), and various Light healing cards to offset any damage.

Other Cards With Synergy
Many creatures with venom-like abilities can help apply more poison along the way, including the Scorpions (Dune and Deathstalker come in mind) and the Puffer Fish. Bone Wall and Phase Shield often act as major damage-blocking shields in conjunction with Poison, especially in conjunction with Sundial. Lastly, because of its ridiculously cheap cost, Poison can sometimes be found in a rainbow deck that uses Nova to fuel the necessary :death quanta.


Conclusion
Although its main use is for support damage, Poison and Deadly Poison are a set of spells that can cause more harm than most non-attentive players would give credit for. Players who are poisoned usually have only two choices: out-heal the toxin or kill the player first.

Popular Deck
Got Poison? (http://elementscommunity.org/forum/index.php/topic,365.0.html)
Code: [Select]
710 710 710 710 710 710 710 710 710 710 718 718 718 718 718 718 71a 71a 7gl 7gl 7gl 7gl 7gl 7gl 7gn 7gn 7gn 7gn 7gn 7gn

Other Decks



Gravity polls are now up! :D
Title: Re: Weekly Featured Cards poll - Gravity
Post by: willng3 on July 12, 2011, 01:23:04 pm
Go Gravy Shield!
Title: Re: Weekly Featured Cards poll - Gravity
Post by: ddevans96 on July 12, 2011, 01:30:09 pm
Go Catapult!
^^^ Fixed :)
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Calindu on July 12, 2011, 01:31:48 pm
Catapult,especially after the buff.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Higurashi on July 12, 2011, 01:36:14 pm
With Acceleration done, my vote goes to Momentum. -The- signature card and effect of Gravity.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: PlayerOa on July 12, 2011, 01:45:33 pm
The effect of Gravity Pull is too cool to not be voted on.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: nilsieboy on July 12, 2011, 02:58:40 pm
voted gravity shield, one of the most underrated shields of the game while it can be very strong if used right.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: TheForbiddenOracle on July 12, 2011, 08:05:39 pm
Charger= Built in Momentum
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Jappert on July 12, 2011, 08:08:15 pm
voted gravity shield, one of the most underrated shields of the game while it can be very strong if used right.
Same!
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Bhlewos on July 12, 2011, 08:11:58 pm
Chargers. Ignoring shields is fun.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: ddevans96 on July 12, 2011, 08:16:07 pm
Ignoring shields is fun you say? Then throwing things AND ignoring shields must be much more fun :)
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Korugar on July 12, 2011, 09:18:56 pm
Ah, but being able to do that every turn, without losing creatures? Awesome :)
Title: Re: Weekly Featured Cards poll - Gravity
Post by: ddevans96 on July 13, 2011, 01:28:11 am
:)

Catapult has many more interesting strategies than Charger does. The latter is just a creature with momentum, nothing really exciting about it.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: parasite99 on July 13, 2011, 01:39:04 am
:)

Catapult has many more interesting strategies than Charger does. The latter is just a creature with momentum, nothing really exciting about it.
I totally agree. Also after patch it got buffed and would be nice explaining to people how to use catapults :)
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Bhlewos on July 13, 2011, 02:33:23 am
I like Catapults...but I like Chargers more.

(http://i786.photobucket.com/albums/yy150/BhlewosAQW/ElementsTheGame/chargers_ftw.png)
Title: Re: Weekly Featured Cards poll - Gravity
Post by: ddevans96 on July 13, 2011, 02:39:16 am
I like Catapults...but I like Chargers more.

(http://i786.photobucket.com/albums/yy150/BhlewosAQW/ElementsTheGame/chargers_ftw.png)
Win, this is.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Svenningen on July 13, 2011, 02:43:29 am
Absofruitly brilliant!

chargers<3
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Scaredgirl on July 16, 2011, 02:29:53 pm
I couldn't make the choice between Charger and Catapult so I chose Titan. :)
Title: Re: Weekly Featured Cards poll - Gravity
Post by: TheCrazyMango on July 16, 2011, 04:32:24 pm
@all, Y U NO choose graviton mercenary?
Title: Re: Weekly Featured Cards poll - Death
Post by: Kuroaitou on July 20, 2011, 10:17:49 am
In the event of a tie, I will -always- choose the one closer to the top of the list. ^^; Go go Sapphire Charger~



Overview
Sapphire Charger is one of the few cards in game that can ignore shields when it comes to dealing damage. As a Gravity creature, the Charger has the well-known status effect, Momentum, allowing it to ignore all shield effects and damage reductions upon attacking.

General Use
As a balanced attacker, the Sapphire Charger is a 4|5 creature that costs a respectable 5 :gravity to play. Upon upgrading the card into the Elite Charger, the cost remains the same, but it gains a delicious 3 ATK, making it a 7|5 monster. Although its HP is fairly low, its simple damage capabilities are often favored and make it a staple card in any deck that has a significant investment in generating :gravity quanta. In many cases, the Charger has an undeniable advantage against major damage-negating shields (Hope and Wings) or defensive debuffs (freezing from Permafrost and poison from Thorn Carapace).

The Charger’s “Momentum” skill can still be removed by direct lobotomization, but cards such as Liquid Shadow and Acceleration will not overwrite the Momentum status away. Instead, the new ability (Vampire for the first example) will be given to Sapphire Charger while the momentum ability still remains on the card (in the form of the icon). Two major counters to the beast are Antimatter, which (contrary to the card’s technically ‘reduces’ the ATK by inverting it to a negative number (healing the opponent that way), and Sundial, which stops all creatures (regardless of their status and abilities) from attacking for a turn.


Synergies
While shields might not be able to stop the stampeding creature, other nasty CC effects (Lightning for example) can cripple or even kill it after popping out the field. Given immortality via Quintessence | Quintessence, a player can have an unstoppable (no pun intended) creature that will be guaranteed to deal damage to the foe every turn. Sundial can still prevent immortalized Chargers from attacking, but one card (compared to dozens) makes this combination a formidable strategy in Gravity-Aether duos.

For those who enjoy swarming the enemy with multiple Chargers on the field, Fractal | Fractal can be a surprising spell. Despite their moderate costs, a single Fractal can greatly boost a player’s damage output when used on an Elite Charger, especially against swarm-countering shields. However, this tactic works best when a player can accumulate :gravity and :aether quanta reliably, and thus won’t work well against quanta denial tactics.

Other Cards With Synergy
Because of Momentum, buff cards such as Blessing, Chaos Power, and even Adrenaline can help further the damage potential of a Charger against shield users. In some cases, having applying Mitosis to a Charger can be just as menacing as using Fractal (although it does make the Charger more vulnerable to CC if not protected via Quintessence).


Conclusion
As a core card of any Gravity-based deck, the Charger is no stranger at pummeling away the opponent’s health. Although the unupped version may be overlooked at its somewhat steep cost, players should never underestimate a creature that can penetrate through even the toughest of defenses, given the popularity of various shields.


Popular Deck
Double-time!: Inertial Healing (http://elementscommunity.org/forum/index.php/topic,7817.0.html)
Code: [Select]
5c5 5c5 5c5 5c5 5c5 744 744 745 745 745 745 745 74a 74a 74a 74a 7an 7an 7an 7an 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7n2 7n2 7n2 7n2

Other Decks



Mother Earth needs your vote!
Title: Re: Weekly Featured Cards poll - Earth
Post by: Higurashi on July 20, 2011, 02:45:48 pm
lulz, top of the list...

In Earth, the most versatile cards are Warden and Gnome Rider, especially Gemfinder. EA and Armor can be used in a couple ways too, but the free quanta generator creatures are just the best when it comes to flexibility.
Title: Re: Weekly Featured Cards poll - Earth
Post by: Jappert on July 20, 2011, 04:41:07 pm
lulz, top of the list...

In Earth, the most versatile cards are Warden and Gnome Rider, especially Gemfinder. EA and Armor can be used in a couple ways too, but the free quanta generator creatures are just the best when it comes to flexibility.
Even though I agree with Higs on this one, I voted for Steel Golem. Hard choice though considering earth is my favorite element.

It's rushing capabilities and massive HP are so underestimated,  it definately needs some love!
Title: Re: Weekly Featured Cards poll - Earth
Post by: Higurashi on July 20, 2011, 04:59:38 pm
Pretty sure he gets enough with that package.

But yeah, Elite Antlion and Steel Golem are great creatures. It's a shame they're overshadowed by Elite Graboid.
Title: Re: Weekly Featured Cards poll - Earth
Post by: Jappert on July 20, 2011, 05:02:07 pm
Pretty sure he gets enough with that package.
Mandatory quote for future reference.

And just to get this post slightly back to topic: these guys pack steel! Vote for Golems!
Title: Re: Weekly Featured Cards poll - Earth
Post by: PlayerOa on July 20, 2011, 05:41:54 pm
Pretty sure he gets enough with that package.
Mandatory quote for future reference.

And just to get this post slightly back to topic: these guys pack steel! Vote for Golems!
And Stone Skin makes the Golems even more steely/stony whatever! Vote for Stone Skin!
Title: Re: Weekly Featured Cards poll - Earth
Post by: parasite99 on July 20, 2011, 05:44:01 pm
Voted warden, cause warden=pr0  :)
Title: Re: Weekly Featured Cards poll - Earth
Post by: TheForbiddenOracle on July 20, 2011, 07:00:44 pm
Stone Skin: My favorite way to get 500hp EMs because its the only way to get 500hp EMs
Title: Re: Weekly Featured Cards poll - Earth
Post by: Bhlewos on July 20, 2011, 07:10:41 pm
Warden is one of the most underestimated new cards out there. Voted for it because it's a lot more useful than it looks.
Title: Re: Weekly Featured Cards poll - Earth
Post by: nilsieboy on July 21, 2011, 10:03:31 am
voted warden, i totaly love that card!
used it in tourney to, earthquake + warden is a very nice combo because opponent has less quanta = less creatures and the few creatures he has will be locked for the entire game by the wardens.
Title: Re: Weekly Featured Cards poll - Earth
Post by: Bonestorm on July 22, 2011, 06:40:41 pm
Heavy Armor! I love how it makes nomming more effective, and at times more unpredictable!  :)
Title: Re: Weekly Featured Cards poll - Earth
Post by: Kuroaitou on July 25, 2011, 09:18:30 am
Looks like the Warden has his own fanbase. :) Too bad that no one actually bothers to talk to him when he comes out to party. :(



Overview
Iridium Warden is a utility creature capable of stunning and damaging enemy creatures via the Guard ability, depending on whether they are airborne and if the Warden is capable of dealing damage to the opponent (i.e. – buffed).


General Use
For only 1 :earth quanta, players can deploy the sturdy Iridium Warden (or the upgraded Vanadium Warden). Looking at its stats at first glance is a bit worrisome however. Both cards have 0 ATK, and the HP isn’t particularly spectacular for either version (3 and 6 respectively). But upon looking down further, players will definitely note its ability, Guard. For only 1 :earth quanta, the Warden can target a creature and delay it that turn, given the sacrifice of being unable to attack the opponent (the Warden is also delayed that turn as well).

Note that the delay occurs no matter if the creature targeted is airborne or not, meaning that six Wardens can technically block six enemy creatures (assuming they can be targeted and given enough quanta), making the skill a 1:1 ratio as a soft CC. Also, the Guard ability has the unique effect of delay stacking – if multiple Wardens use Guard on the same creature, the creature will be delayed for the amount of times affected by the Guard ability. Thus, multiple Wardens can lock down enemy (or ally) key creatures for an extensive period of time more than freezing effects (and the delay from Basilisk Blood).

What players should also keep in mind is that the Guard ability has other several tricks up its sleeve. Wardens can cause damage via Guard if the Warden has a positive ATK value (otherwise, they only deal the default 0 damage). Conversely, if the Warden’s ATK is negative (via Antimatter), the Guard ability will actually increase the target creature’s full HP and recover its current HP by the inverted ATK amount. In either case, Wardens cannot affect the HP of airborne creatures (the delay is only applied), and if the Warden has the Adrenaline status, all of the remaining attacks after using the Guard skill will attack the enemy player instead.


Synergies
Blessing | Improved Blessing is a perfect candidate for either Warden, as the spell increases the Warden’s durability and offensive prowess for both versions. With 3 ATK, several dangerous creatures can be killed or brought down by other means, and an upped Warden with 9 HP can be fairly resistant towards various CC effects, requiring the enemy to sling multiple attacks at the warden to take it out. In addition to this, the Blessing can set the Warden up perfectly with Adrenaline to deal damage to the enemy player after using Guard (as the status will help remove the backfire delay from using Guard).

Surprisingly, the Otyugh | Elite Otyugh can gain a major benefit while paired up with the Warden. As the Warden stuns and damages enemy creatures, Otyughs can follow up as the cleaning crew eating whatever is within their range via Devour (and if that fails, the Otyughs can also eat the Wardens as well). The combo helps reinforce the duo synergy between the Earth and Gravity elements, and can often become a nasty tag-team of creature control if the Warden and Otyugh are well protected (or highly buffed to be durable).

Although Basilisk Blood | Basilisk Blood cannot stack repeatedly on the same creature (in terms of the delay effect), the Warden’s delay can actually prolong the delay effect on the creature (increasing it to a near 7 turns of delay). Both cards can be used in a Mono-earth deck and can be set-up with very little :earth quanta (“BB” costs 2 or 1 :earth based on the version), and provide multiple tactics to stall enemy creatures while assembling an offensive.


Other Cards With Synergy
Likewise, beneficial spells such as Adrenaline, Momentum, and Chaos Power will serve either Warden well. The unupped Rage Potion can be used conservatively on the Vanadium Warden (it only deals 5 damage in exchange for a 5 ATK boost) to turn it into a pseudo-Lightning on a stick. In rare trio or rainbow decks, Flesh Spider and Phase Spider can be useful alongside the Warden as their Web abilities can help bring Airborne creatures down into the Warden’s range to help deal damage to them. And if players don’t care about the Warden’s CC skills, the card can turn into Immolation fodder.


Conclusion
For being cheap, unorthodox, and relatively tactical, players should try to explore the unique possibilities of the Warden in their decks, especially ones that provide spell-buffs or lack any type of creature control.


Popular Deck
Sadface (http://)



Other Decks





(Still looking for more Warden decks, sorry about the blank space)

Vegetarians rejoice! :P
Title: Re: Weekly Featured Cards poll - Life
Post by: PlayerOa on July 25, 2011, 10:51:28 am
Heal.
Team :life winner card, and made me win my first award (though the cake is not a lie).
Title: Re: Weekly Featured Cards poll - Life
Post by: Scaredgirl on July 25, 2011, 12:39:00 pm
I went with Forest Spirit. Not really sure why.
Title: Re: Weekly Featured Cards poll - Life
Post by: parasite99 on July 25, 2011, 12:45:53 pm
Thorned Carapace, one of the best and most underused shields out there.
Title: Re: Weekly Featured Cards poll - Life
Post by: willng3 on July 25, 2011, 01:20:52 pm
Went with Frogs.  Yes my choice was definitely -completely- random.
Title: Re: Weekly Featured Cards poll - Life
Post by: ffun on July 25, 2011, 02:33:49 pm
Thorn Carapace as well. It's a very efficient shield when used in the right deck - I'm having lots of fun with it lately.
Title: Re: Weekly Featured Cards poll - Life
Post by: Higurashi on July 25, 2011, 03:35:58 pm
Hmyep, Forest Spirit is one of the more flexible cards in Life, and the most powerful by far (imo).
Title: Re: Weekly Featured Cards poll - Life
Post by: Jappert on July 25, 2011, 04:04:05 pm
Thorn Carapace: I'm a defensive player and combining this with the healing capabilities of the :life Element is just awesome!

I'm quite fond of shields in general aswell ;)
Title: Re: Weekly Featured Cards poll - Life
Post by: MatrimKK on July 25, 2011, 06:24:29 pm
Emerald Shield | Jade Shield
probably the least used card on the poll in my gaming experience at Elements
Title: Re: Weekly Featured Cards poll - Life
Post by: Jappert on July 25, 2011, 06:27:37 pm
Emerald Shield | Jade Shield
probably the least used card on the poll in my gaming experience at Elements
It's used quite alot in CCYB variants actually.
Alot more then Spine Carapace at least.

A solid choice nonetheless because of it's reflect and immaterial skills. That's one game changing shield right there ;)

Title: Re: Weekly Featured Cards poll - Life
Post by: TheForbiddenOracle on July 25, 2011, 07:23:12 pm
Heal= Excellent EM making card
Title: Re: Weekly Featured Cards poll - Life
Post by: Aves on July 26, 2011, 01:18:13 am
What, nobody likes jade shield?
Title: Re: Weekly Featured Cards poll - Life
Post by: Jaymanfu on July 26, 2011, 01:25:41 am
Ive really been liking forest spectres in my decks recently! +1
Title: Re: Weekly Featured Cards poll - Life
Post by: Camoninja on July 26, 2011, 02:05:05 am
Thorns! Who doesn't like thorns? How about spines?
Every time I come back to this card I find a new way to use it. The problem is every time I use it I have trouble keeping up with the damage it slowly removes.
Title: Re: Weekly Featured Cards poll - Life
Post by: Qwandri on July 29, 2011, 04:33:18 am
I'm amazed at the sheer amount of people who chose spine carapace. Ludicrosity. [/notarealword]
Title: Re: Weekly Featured Cards poll - Life
Post by: Kuroaitou on August 02, 2011, 07:59:32 am
...dang trials... ^^;



Overview
In comparison to Emerald Shield, Thorn Carapace is a shield based on indirect creature control rather than pure damage mitigation. For 7 :life quanta, attacking creatures have a high chance of being infected by poison.


General Use
While not as direct as Fire Shield, Thorn Carapace is a hard-indirect form of creature control in the figure of a shield. Unlike Life’s creatures, the shield is fairly expensive for its cost, but can be one of the most destructive defense cards within the game. Poison can be healed through, but not removed, which makes its stacking potential fatal unless the enemy can somehow rewind their creatures to refresh them. The following table below provides a general perspective of how much average poison damage the enemy army would take upon attacking:

Number of attacks1
2
3
4
5
6
7
8
N
Damage dealt00.752.254.57.511.2515.7521N*N-1*3/8
Although poison damage isn’t guaranteed on every attack, 75% is a high probability for being infected, and thus, players who are facing one should switch their playing style (either being more cautious or more aggressive) when fighting against the shield, due to its cumulative effect. The upped version, Spine Carapace, also reduces damage by one. However, creatures with only 1 ATK cannot be infected as they become blocked instead.


Synergies

To improve the effectiveness of Spine Carapace’s damage reduction, Aflatoxin | Aflatoxin can serve as a field lockdown. If a player manages to use a spell on a creature that’s about to die, the enemy player will be forced to kill the offspring Malignant Cell that’s produced afterwards, or succumb to the infestation that will follow. The upped shield blocks Malignant Cells, making them unable to be killed by poison. Thus, it becomes apparent that Aflatoxin serves as a special form of CC and board control if played on the right creature.

Maxwell’s Demon | Maxwell’s Demon also works wonders with the Carapace. For 2 :entropy, players can use its Paradox ability to kill creatures that have their ATK stat higher than their HP. Unless they are immortal or momentum-affected, the poison from the shield will generally wear the enemy creatures down into the Maxwell’s range. If the Demon is killed, the poison will still continue to tick on the creatures instead.

To counteract permanent control, Enchant Artifact | Protect Artifact can be the most aggravating spell (for the enemy) to use alongside Carapace. While various other shields can be annoying while protected, Thorn Carapace is one of the few that will eventually set an enemy’s offense to 0. Because shields cannot be currently targeted by any other means (compared to weapons and Voodoo Doll), PA is the cheapest and most simple synergy players can operate between the Earth and Life elements.


Other Cards With Synergy
Other nasty AOE CC cards, such as Flooding, Rain of Fire, or Pandemonium can also work well to killing infected creatures. Lobotomizer can solve the problem when dealing with momentum. In a few cases, using Adrenaline on enemy creatures can actually kill them faster (as they’ll attack more times against the Carapace, racking up more poison), but players should be extremely careful not to use it on hard-hitting targets or ones with on-hit special abilities like venom.


Conclusion
Although infecting creatures seems more of a skill associated with the Death element, Spine Carapace flips that concept on its head. While not so effective at reducing damage initially, this shield can suppress many decks that rely on fast but weak creatures, and even hinder growth creatures better in the long run.


Popular Deck
Rage Quit Deck (http://elementscommunity.org/forum/index.php/topic,3807.0.html)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rm 6rm 6rm 6rn 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 6u7 6u7 6u7 71c 71c 71c 77i 77i 77i 7aj 7aj 7gq 7gq 7h1 7k0 7k2 7n8 7n8 7q5 7q5 7q5 7q5 7q9 7q9 7q9 7t9 7t9 80e 8pj


Other Decks



Flame on!
Title: Re: Weekly Featured Cards poll - Fire
Post by: Calindu on August 02, 2011, 08:16:52 am
Deflag or rage elixir,RNG choosed deflag for me.
Edit:Brimstone needs some love,just because brimstone thunder. :))
Title: Re: Weekly Featured Cards poll - Fire
Post by: Jappert on August 02, 2011, 10:17:01 am
Rage potion: the versatility of this card, being both a good CC and great buff card, makes it unique.
Title: Re: Weekly Featured Cards poll - Fire
Post by: Jenkar on August 02, 2011, 11:14:10 am
Rage potion: the versatility of this card, being both a good CC and great buff card, makes it unique.
+1
Title: Re: Weekly Featured Cards poll - Fire
Post by: PlayerOa on August 02, 2011, 02:00:41 pm
The Rage Pot got my vote - double uses is always cool 8)
Title: Re: Weekly Featured Cards poll - Fire
Post by: Bhlewos on August 02, 2011, 02:02:14 pm
Firestorm, because it's deeply satisfying to see your enemy's VNG/life rush wrecked by one. Though looking at the votes, I see most people disagree with me.
Title: Re: Weekly Featured Cards poll - Fire
Post by: nilsieboy on August 02, 2011, 02:39:49 pm
fire storm, looks super cool it kills so many rushes so deserved a vote.
Title: Re: Weekly Featured Cards poll - Fire
Post by: Bonestorm on August 02, 2011, 03:25:31 pm
Explosion? Fast cheap versatile PC.
Title: Re: Weekly Featured Cards poll - Fire
Post by: Onizuka on August 02, 2011, 03:28:18 pm
Brimstone eaters.
Awwwyeah
Title: Re: Weekly Featured Cards poll - Fire
Post by: Higurashi on August 02, 2011, 04:05:50 pm
I love me some Brimstone Eaters, buuut Rage Potion remains the most versatile. Gotta stick with my voting principle on here :>
Title: Re: Weekly Featured Cards poll - Fire
Post by: ddevans96 on August 02, 2011, 04:33:42 pm
Rage potion: the versatility of this card, being both a good CC and great buff card, makes it unique.
What he said.
Title: Re: Weekly Featured Cards poll - Fire
Post by: nilsieboy on August 02, 2011, 04:39:29 pm
Rage potion: the versatility of this card, being both a good CC and great buff card, makes it unique.
What he said.
what HE said?
Title: Re: Weekly Featured Cards poll - Fire
Post by: n00b on August 02, 2011, 04:47:41 pm
What's wrong with Brimstone Eater? Cheap lil guy whose uses are endless... kind of...
Title: Re: Weekly Featured Cards poll - Fire
Post by: Hyroen on August 02, 2011, 05:08:15 pm
Explosion. Bane of hundreds of decks since the beginning.
Title: Re: Weekly Featured Cards poll - Fire
Post by: TheForbiddenOracle on August 02, 2011, 09:45:59 pm
Explosion; your opponent can never know when it will appear and that pressure by itself may cause the opponent to hesitate playing Wings or Dimensional Shield, and you surprise them by playing every creature you were holding in your hand. To put simply, it makes an excellent feint :)
Title: Re: Weekly Featured Cards poll - Fire
Post by: willng3 on August 02, 2011, 09:50:06 pm
Lmao.  I think I might have a guess as to which card will be featured this week.

Rage Potion is awesome, btw.  So many fun combos come from that card.
Title: Re: Weekly Featured Cards poll - Fire
Post by: Kuroaitou on August 10, 2011, 06:24:48 pm
MSWord was being stupid. Also, sorry for all you :life players who didn't see the Thorn Carapace in the 'Featured' box in the wiki. ^^; Here's the article for Rage Potion!




Overview
Perceived as both a mixed blessing and a massive single-target creature killer, Rage Potion can benefit the user for both offensive and defensive purposes. This Fire spell will cause a creature to gain 5 (or 6 upgraded) ATK at the cost of 5 (6 upgraded) HP, unless it dies from the HP loss first.




General Use
Rage Potion is Fire’s nasty alchemy spell with a huge punch; for 3 :fire quanta, a player may cast this spell on a creature to deal 5 damage (6 damage for the upped version, Rage Elixir), but also boosting their ATK by the same number. The simple use of this card serves as another form of CC for Fire. Dealing 5-6 damage to an enemy creature will often wipe most creatures out, and if not, soften them up to other CC cards (including Rain of Fire and Fire Bolt). For most mono-Fire decks, Rage Potion will often serve as CC rather than an actual buff, due to the frailness of Fire creatures (excluding the ones with high HP, which include the Fire Nymph and a grown Lava Golem).

For other Fire-based decks, Rage Potion can serve as a risky buff to a creature’s offensive prowess. Many cards with high HP can shrug off the damage dealt to gain the offensive bonus, or even prevent further damage via healing and immortality abilities. In a few cases, some creatures may want the lowered health in order to take advantage of their passive ability or bypass certain shields (Gravity Shield).




Synergies

Voodoo Doll | Voodoo Doll is one of the few cards with an extraordinary amount of HP, but zero offensive capabilities. Given a single Rage Potion, the Voodoo Doll will gain the ATK boost while also dealing an additional 5-6 damage from its Voodoo ability; the double-dipping effect of Rage Potion on the doll can cause a serious dent in your opponent’s health if they’re not careful, and this combination is well known in many Voodoo decks (including the False God, Hecate).

Guardian Angel | Archangel is another interesting card. Unupped, Guardian Angel deals a measly 1 damage, but where it shines is its capability to heal any creature (itself included) for 5 HP. A Rage Potion can boost its attack, and its ability can help recover the damage. Likewise, Rage Elixir can be used on the upped Archangel for a whopping 6-damage boost, and it can use its Heal ability to recover it to almost full HP. In addition to this combo, Angels can also heal other creatures affected by Rage Potion, turning Rage Potion into a pure buff-based spell.

For those who plan on using this mainly as CC, Rain of Fire | Fire Storm can serve the AOE complement for creature control. Depending on an enemy’s deck, Rage Potion may be capable of taking out some hard-hitters with moderately high HP, but given the limited amount of spells one can carry, an army of creatures becomes troublesome. Thus, players are encouraged to save their Potions on more concerning targets, and save Rain of Fire (RoF) when dealing with swarms of creatures (such as Rays of Light in an RoL-Hope deck).


Other Cards With Synergy
Other creatures that can work nicely with the Rage Potion include Armagio, Steel Golem, and Steam Machine. Plate Armor can also provide some extra HP to recover the loss from Rage Potion, although the upped version Heavy Armor can completely negate the damage from even the Elixir.

In regards to the CC aspect, Fire Bolt and Fire Shield also provide more direct (or indirect) forms of damage to enemy creatures. Other users can also use other cheap CC spells such as Shockwave or Lightning to take advantage of the overall damage in a rainbow or immolation-based deck (both of those spells only cost 1 quanta of their element upped, which can be fueled by a single Cremated creature).




Conclusion
Rage Potion (or Elixir) can be the answer to a lack of offense, or a real problem-maker for enemy creatures. When it comes to aggression, Fire’s alchemy spell is a perfect match, and players should avoid getting upset if the concoction is used against them.



Popular Deck
Fire Stall (http://elementscommunity.org/forum/index.php/topic,6515.0.html)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
6rn 6rn 6rn 6rn 6rn 6rn 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dk 7dk 7dk 7dk 7dk 7dk 7dl 7dl 7dm 7dm 7dm 7dm 7dn 7dn 7dn 7do 7do 7dr 7dr 7dr 7f2 7f2 7f2 7f2 7f2 7f2 7f2 8po


Other Decks



Water polls will be up shortly.


Title: Re: Weekly Featured Cards poll - Water
Post by: Jappert on August 10, 2011, 06:37:26 pm
Arctic Puss...

As you guys might now, I love to stall and arctic pusses do a great job at that.
Admittedly it's not the best card out there but I remember some very frustrating matches vs Higs T50 deck (mass octopi + druidic staves/SoG's healing, very annoying) That's the kind of inventive deck building I like!

It has great synergy with healing cards in general, wich I like aswell!
Title: Re: Weekly Featured Cards poll - Water
Post by: RavingRabbid on August 10, 2011, 06:39:44 pm
Ice Bolt!
Title: Re: Weekly Featured Cards poll - Water
Post by: PlayerOa on August 10, 2011, 06:44:16 pm
Squid!
Title: Re: Weekly Featured Cards poll - Water
Post by: Jappert on August 10, 2011, 06:49:38 pm
Ice Bolt!
Might have been our key card last war.
Man, we owned alot of weapons back then :D
Title: Re: Weekly Featured Cards poll - Water
Post by: TheForbiddenOracle on August 10, 2011, 07:01:02 pm
Mind Flayer, excellent in rainbows even if I never used them until I tried the JMZ Classic :)
Title: Re: Weekly Featured Cards poll - Water
Post by: Calindu on August 10, 2011, 07:04:11 pm
Octopus,stop most rushes.
Title: Re: Weekly Featured Cards poll - Water
Post by: EvaRia on August 10, 2011, 07:07:19 pm
Flooding? Really?

I voted for Chrysaora. One of the best poison cards in the game.
Title: Re: Weekly Featured Cards poll - Water
Post by: Bhlewos on August 10, 2011, 07:12:57 pm
Repeatable freezes? Yes please. Arctic Squid FTW.

(http://i786.photobucket.com/albums/yy150/BhlewosAQW/ElementsTheGame/chill_bro.png)
Title: Re: Weekly Featured Cards poll - Water
Post by: n00b on August 10, 2011, 07:15:30 pm
*votes for Abyss Crawler to be unique* People don't wanna give the crawlers any love... like take me, for instance... I voted for artic squid :S
Title: Re: Weekly Featured Cards poll - Water
Post by: ddevans96 on August 10, 2011, 08:45:30 pm
Yes, really. A vote for flooding is a vote against communism.

Seriously, it's one of the most unique and overlooked mechanics in the game.
Title: Re: Weekly Featured Cards poll - Water
Post by: Higurashi on August 10, 2011, 08:47:14 pm
This was pretty difficult. Physalia is an old fav of mine since the first deck I upped was Speed Poison, but Ulitharid has been growing on me as I've been developing as a player. It's also, ultimately, the most versatile of the cards here.
Title: Re: Weekly Featured Cards poll - Water
Post by: Bonestorm on August 11, 2011, 03:45:41 am
Ice Lance, i've been playing around with waterstalls all week.  :)
Title: Re: Weekly Featured Cards poll - Water
Post by: Aves on August 11, 2011, 05:44:17 pm
Ulitharid. Water+lobo? Yes. Arctic Octopus would be my 2nd choice.
As for flooding... it's virtually useless. Sure, it helps against creature spam like Fractal/FFQ/Boneyard/Pharaoh, but its very situational- it fails against basically everything else. Unless you know your opponent's deck is based on one of the above, you're probably not going to be relying on it.
Title: Re: Weekly Featured Cards poll - Water
Post by: parasite99 on August 12, 2011, 09:02:49 pm
+1 for flooding
Let's see some uses for that one...
Title: Re: Weekly Featured Cards poll - Water
Post by: Jocko on August 12, 2011, 09:29:46 pm
Flooding needs you! 'Cause amazing field special effects are good.
Title: Re: Weekly Featured Cards poll - Water
Post by: Kuroaitou on August 27, 2011, 12:22:35 pm
School has started for me, so deepest apologies for the long wait. Here's the article for one of the three NON-series rare cards, the magnificent Squid! :D




Overview
Arctic Squid is a rare Water creature proven capable of halting entire enemy armies. Despite its low damage and health, its ability, Freeze (or Congeal when upgraded), can stop enemy creatures for 3-4 turns, making it a formidable card when it comes down to continuous creature control.



General Use
There are various creatures in game that can kill or damage other enemy creatures as forms of creature control (CC). The Arctic Squid may not be able to do that, but its potential for reducing damage to 0 for any targeted creature is still just as effect as CC. For 3 :water quanta, players can send out the Squid onto the field; it’s important to note that its stats make it an extremely vulnerable creature however, especially with only 2 HP.

Arctic Squid’s main ability is directly based off the cards Freeze and Congeal. The Squid’s ability can Freeze a creature for 3 turns, while the Octopus can Congeal one for 4 turns. Aside from the change in delay times, the ability of both versions is practically identical, as they only cost 2 :water quanta each to trigger the skill, and can only be used once per turn. That being said, players with multiple Squids on the field will generally be able to lock down the enemy’s field for multiple turns, unless they have status effects that can speed through the freezing effect (Adrenaline) or make them completely immune to it (Quintessence).



Synergies

Despite the overlap in freeze effects, Ice Shield | Permafrost Shield can be a decent complement with the Squid. In case your opponent happens to have Immaterial or Immortalized creatures, Permafrost can assist with freezing those creatures upon them attacking, while the Squid can target the non-immaterial creatures that hit the field later on. The combination of these two Water cards can often make a Water deck more potent in its capability to stall enemy damage, unless they have heavy control cards to remove or prevent the freeze effects.

Shockwave | Shockwave is an obvious combo with the Squid as well. Although the combination requires an additional turn to work (assuming the player has both cards in hand), killing any frozen creature with the Air spell is too hard to pass up. Also, in case the Squids get killed or somehow disabled, Shockwave can serve as more crucial CC against frail but noteworthy creatures.

Other Cards With Synergy
Two other creatures that can also work well with the Arctic Squid are Steam Machine, which requires stalling/ramp-up time in order to gain boisterous amounts of attack, and Toadfish (capable of slow, but damaging CC against all enemy creatures). Flooding can also be used alongside the Squid for massive creature denial and control in combination with frozen creatures, but that combination requires a notable amount of :water quanta to function comfortably.


Conclusion
While the Squid isn’t a durable assailant compared to some of the other Water creatures, the ability to stop creatures dead cold in their tracks is disregarded more often than people realize. Players who often enjoy using the Freeze spell should try to pursue this card as possible, as this chilled beast can provide an endless Winter for the most unprepared of opponents.


Popular Deck
Need a Parka? (http://elementscommunity.org/forum/index.php/topic,12200.0.html)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
6rn 6rn 6rq 6rq 6rq 6rq 6rq 6rq 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gp 7gp 7gr 7gr 7gr 7gr 7gr 7gr 7h2 7h2 7h2 7h2 8pp


Other Decks



All of the lights...
Title: Re: Weekly Featured Cards poll - Light
Post by: gumbeh on August 27, 2011, 12:37:23 pm
Solar shield is a weird card. Tell me about it!
Title: Re: Weekly Featured Cards poll - Light
Post by: Bhlewos on August 27, 2011, 12:37:38 pm
Luci - it's an underdog that almost no one ever uses (and why would they when RoLs are quicker and cheaper?), but using it as the core of a deck is actually really fun: there's nothing more satisfying than beating your opponent with an unused and out-of-nowhere tactic. Been experimenting with some of those (http://elementscommunity.org/forum/index.php/topic,30213.0.html) myself.
Title: Re: Weekly Featured Cards poll - Light
Post by: nilsieboy on August 27, 2011, 12:38:10 pm
luciferin, awesome fun card wich is kinda underrated/underused.
Title: Re: Weekly Featured Cards poll - Light
Post by: Calindu on August 27, 2011, 12:51:44 pm
Pegasus!Very good attack creature.
Title: Re: Weekly Featured Cards poll - Light
Post by: Jappert on August 27, 2011, 03:18:14 pm
I went with Pegasus aswell!
Great offensive card wich fits into alot of builds, the synergy with blessings and CP is nice too.

I loved that Team :light Pegasusnova-deck from war 3!
Title: Re: Weekly Featured Cards poll - Light
Post by: Higurashi on August 27, 2011, 03:54:58 pm
Miracle, because healing can always be used. It's also a defining card for Light; even representative.
Title: Re: Weekly Featured Cards poll - Light
Post by: Aves on August 27, 2011, 04:15:32 pm
Vote Pegasus!
Title: Re: Weekly Featured Cards poll - Light
Post by: PlayerOa on August 27, 2011, 09:27:30 pm
Tell me about Holy Light.
Title: Re: Weekly Featured Cards poll - Light
Post by: EvaRia on August 28, 2011, 08:40:13 am
Miracle. It's just such an amazing card it's hard to believe it's not featured.
Title: Re: Weekly Featured Cards poll - Light
Post by: TheForbiddenOracle on August 28, 2011, 02:43:01 pm
I voted Blessing because it makes a nice synergy with a variety of cards (Scorps, Otyugh, etc)
Title: Re: Weekly Featured Cards poll - Light
Post by: Hyroen on August 28, 2011, 05:06:11 pm
Miracle. It's just such an amazing card it's hard to believe it's not featured.
QFT. <3
Title: Re: Weekly Featured Cards poll - Light
Post by: johannhowitzer on August 28, 2011, 05:24:48 pm
Voted for Luciferin, because it has gotten a lot more attention of late, but newcomers may not fully understand how to use it well.
Title: Re: Weekly Featured Cards poll - Light
Post by: ScaredGuy on August 28, 2011, 06:24:51 pm
I voted for blessing, there are just so many places to use it.
Title: Re: Weekly Featured Cards poll - Light
Post by: PlayerOa on August 29, 2011, 03:10:22 pm
Miracle. It's just such an amazing card it's hard to believe it's not featured.
It may be a Miracle.
:P
Title: Re: Weekly Featured Cards poll - Light
Post by: Qwandri on September 02, 2011, 09:58:50 pm
I hate to mention this, but, well, you know, MAGNETS.
Title: Re: Weekly Featured Cards poll - Light
Post by: Aves on September 02, 2011, 11:53:20 pm
It's a tie???
Title: Re: Weekly Featured Cards poll - Light
Post by: willng3 on September 03, 2011, 12:02:05 am
It's a tie???
Indeed.  I think now is the appropriate time to ask, "What would Jesus do?"
Title: Re: Weekly Featured Cards poll - Light
Post by: Aves on September 03, 2011, 12:37:34 am
You mean Antagon, right?  :P
Well, I suggest:
1: Let Master Majofa decide.
2: Make another poll with only the top 2 or top 3 answers (Go, Pegasus! Go!)
3. Write 2 articles.
4. Let the Council decide.
5. Let Kuroaitou do what Kuroaitou does.
Title: Re: Weekly Featured Cards poll - Light
Post by: Bhlewos on September 03, 2011, 03:53:51 am
Last time this happened, the older (top) card was picked. Luciferin FTW!
Title: Re: Weekly Featured Cards poll - Light
Post by: PlayerOa on September 03, 2011, 01:29:57 pm
Luciferin is higher up on the poll (older) which means it will be chosen.
Title: Re: Weekly Featured Cards poll - Light
Post by: ddevans96 on September 04, 2011, 05:39:59 am
Top =/= older. Cards are listed by rarity and then age. If Kuro goes by age, then Miracle will be chosen.
Title: Re: Weekly Featured Cards poll - Light
Post by: PlayerOa on September 04, 2011, 09:23:20 am
Top =/= older. Cards are listed by rarity and then age. If Kuro goes by age, then Miracle will be chosen.
In the event of a tie, I will -always- choose the one closer to the top of the list. ^^; Go go Sapphire Charger~
Title: Re: Weekly Featured Cards poll - Light
Post by: ddevans96 on September 04, 2011, 04:40:16 pm
I know that. I was pointing out that both you and Bhlewos used 'top' and 'older' like they were the same thing. They're not.
Title: Re: Weekly Featured Cards poll - Light
Post by: Kuroaitou on September 06, 2011, 01:42:16 pm
It's a tie???
Indeed.  I think now is the appropriate time to ask, "What would Jesus do?"
Jesus would probably follow tradition instead of trying to do what he wants to avoid drama despite the difficulty in doing so.  :-X




Overview
When it comes down to quanta generation, the Light element has a varied arsenal of tools to obtain as much :light quanta as possible. Luciferin is Light’s cheap alchemy spell; upon being used, players will heal themselves for up to 10 HP, while also granting all of their own creatures without active abilities the skill, ‘Bioluminescence’.



General Use
In terms of restoring health, the Light element has a variety of ways to accomplish that task. Although it doesn’t recover as much HP as Life’s Heal card, Luciferin can often help undo some of the damage in conjunction with other healing or defensive cards. Its small heal is complemented with a very cheap cost; only 2 (or 1 upped) quanta to play. The fact that the spell doesn’t even require :light quanta allows it to be inserted into any deck without worry of needing :light quanta in order to cast it during a battle.

Ironically, despite its cost, its other mechanic helps users gain :light quanta. Creatures without any active abilities also gain ‘Bioluminescence’ when Luciferin is cast, which causes creatures to generate 1 :light quanta every time they attack. In other words, Luciferin can cause an entire army of basic creatures to become a second stack of quanta generators, and open a non-pillar duo possibility with other Light cards. Note that Luciferin cannot be applied to creatures with an active ability (passive skills such as Airborne and Obsession remain intact), nor are active abilities removed.

Like all buff-based spells though, tricks such as Lobotomization and Reverse Time can and will remove the light-generation skill if players are reckless in their Luciferin usage.




Synergies
In terms of synergy, Hope | Hope is one of the most common cards to place alongside Luciferin for its capabilities of providing light-emitting creatures. On a field of normal creatures, Luciferin will provide the :light quanta and defensive boost for the Hope shield. On top of that, unlike Rays of Light with Hope, Luciferin can be cast on a variety of tougher creatures to resist simple CC cards such as Fire Shield and Otyugh, or stronger creatures to penetrate enemy shields.

Dèjá Vu | Dèjá Vu is a fun creature to also use alongside the Luciferin. Although it requires 2 :time quanta to play and duplicate the Déjà vu, players can get two creatures with the ability and gain :light quanta twice as quickly. A major bonus with duplicating the Déjà vu is that other buff spells (such as Blessing) can also be used on the Déjà vu before they replicate, making both copies more resistant towards some CC and also equally damaging.

In other cases, the healing component of the spell is more vital to users; Miracle | Improved Miracle compliments Luciferin fantastically for two major reasons. The first is that because Miracle requires a huge amount of :light quanta in order to play, the alchemy spells fills that requirement easily (assuming it can apply its mechanic to several of the player’s creatures). If the creatures survive for several turns, Luciferin can easily supply the quanta to use multiple Miracles in a deck. Secondly, because Luciferin requires a generic amount of quanta, players often use Miracle first to heal their HP to an almost full amount, then apply the alchemy spell to top off the bar. This tactic is extremely useful in gaining elemental mastery (‘EM’) against opponents, especially against AI or enemy players where a notable amount of money/score can be obtained.



Other Cards With Synergy
While there are numerous creatures that can work alongside Luciferin, Horned Frog, Voodoo Doll, and Micro Abominations are known for their cheap costs and unique in-element synergies with the Light-element, alongside having decent stats to cause or absorb damage. Leaf Dragon can help turn the excess :light into :life quanta to play more expensive Life cards. Finally, Adrenaline and Blessing are two major buffing spells that also fare decently with Luciferase.


Conclusion
Although Luciferin is considered to be a niche spell for the Light element, its healing and :light quanta generation capacities are a nice combination to add to any deck that can use either one (or both) of its gifts.


Popular Deck
All Hail Gl1tch! (http://elementscommunity.org/forum/index.php/topic,6653.0.html)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
5bu 5bu 5bu 5bu 5bu 5bu 5cg 5lj 5lj 5lj 7af 7af 7af 7af 7af 7af 7am 7am 7am 7an 7an 7an 7an 7jo 7jo 7jo 7jo 7jo 7jo 7k4 7k4 8pn


Other Decks



May the wind be at your back.
Title: Re: Weekly Featured Cards poll - Air
Post by: Calindu on September 06, 2011, 02:21:01 pm
Another vote for wings.
Red Bull, it gives you wings.
Title: Re: Weekly Featured Cards poll - Air
Post by: Jenkar on September 06, 2011, 02:32:02 pm
Thunderstorm - because i want kuro to suffer x)
Title: Re: Weekly Featured Cards poll - Air
Post by: Higurashi on September 06, 2011, 02:40:51 pm
Hm.. it's easy to splash Wings to counter a lot of decks, but since Fog hasn't been featured yet, it needs to be. As far as Shields that actually reduce damage by a significant amount go, this is the most versatile by far due to its low cost.
Title: Re: Weekly Featured Cards poll - Air
Post by: willng3 on September 06, 2011, 02:56:44 pm
Thunderstorm - because i want kuro to suffer x)
Your assassination shall be discussed at the next Council meeting.

Fog, such a fancy, cheap yet powerful card.  Let it be featured.
Title: Re: Weekly Featured Cards poll - Air
Post by: TheForbiddenOracle on September 06, 2011, 03:01:12 pm
Sky Blitz because its a great way to OTK (usually with dragons/condors).
Title: Re: Weekly Featured Cards poll - Air
Post by: Jappert on September 06, 2011, 03:10:17 pm
I was in doubt between EE (weapons as CC rock and fit the weapon theme better then anything, EE has always been my favorite) and Fog Shield.

The fact that Fog is such a well represented card in alot of Rainbow decks proves how versatile and good it is. It's probably the shield with the best damage reduction / cost ratio and therefore deserves to be featured. It's also a card that can totally turn any tournament or war match around, that little fog shield can hax his way to victory!
Title: Re: Weekly Featured Cards poll - Air
Post by: nilsieboy on September 06, 2011, 03:17:56 pm
sky blitz, awesome air card wich gives great options to air and other elements.
Title: Re: Weekly Featured Cards poll - Air
Post by: PlayerOa on September 06, 2011, 03:41:10 pm
I'll agree with most of you and say Fog Shield.

Kuro - since you put Wings that high in the polls while it's a newer card, do you want it to be featured? :P
Title: Re: Weekly Featured Cards poll - Air
Post by: Kuroaitou on September 06, 2011, 04:33:15 pm
I'll agree with most of you and say Fog Shield.

Kuro - since you put Wings that high in the polls while it's a newer card, do you want it to be featured? :P
On the contrary - it's up that high due to how the Wiki is laid out: http://elementscommunity.org/wiki/elements/air/

Dragonfly is already featured. Pillars, Pendulums, Dragons, Mark cards, and Nymphs do not get a featured article (at least not yet ^^; ). Thus, Wyrm is first, then Fog Shield, then Wings comes in third. :)
Title: Re: Weekly Featured Cards poll - Air
Post by: DrunkDestroyer on September 07, 2011, 12:52:59 am
No point voting Fog, who cares?


Firefly.
 Hope decks, Rage potion dragons, steam machine puffer-fish trios, unstable gases, rustlers.


(I also very much approve of Sky Blitz and Owls Eye)
Title: Re: Weekly Featured Cards poll - Air
Post by: gumbeh on September 07, 2011, 08:21:52 am
Tough choice. I'd either want to know about Thunderstorm, because it never seems useful, or Sky Blitz because I never seem to use it terribly well.
Title: Re: Weekly Featured Cards poll - Air
Post by: TheForbiddenOracle on September 07, 2011, 01:26:14 pm
Tough choice. I'd either want to know about Thunderstorm, because it never seems useful, or Sky Blitz because I never seem to use it terribly well.
Thunderstorm is in the Oracle counter for Eternal Phoenix and is quite an excellent destroyer of Golem Rushes (synergizes well with Bone Wall).
Title: Re: Weekly Featured Cards poll - Air
Post by: Scaredgirl on September 08, 2011, 09:26:19 am
For me it was a choice between Sky Blitz and Wings. Both of them would make interesting articles. In the end I chose Wings.
Title: Re: Weekly Featured Cards poll - Air
Post by: Hyroen on September 08, 2011, 04:59:14 pm
Wings introduced such a signature theme of :air Air which should be included more in the future.

I chose it due to being a fan of thematic mechanics. Not to mention the airborne mechanic was one of the first to unify the element of :air Air.

Epic art to boot.
Title: Re: Weekly Featured Cards poll - Air
Post by: Bhlewos on September 09, 2011, 08:56:49 pm
Another vote for wings.
Red Bull, it gives you wings.
(http://i786.photobucket.com/albums/yy150/BhlewosAQW/ElementsTheGame/redBull.png)
Title: Re: Weekly Featured Cards poll - Air
Post by: n00b on September 09, 2011, 09:01:44 pm
Another vote for wings.
Red Bull, it gives you wings.
(http://i786.photobucket.com/albums/yy150/BhlewosAQW/ElementsTheGame/redBull.png)
D: I believe this is a variation of my failed attempt at a joke in the Humor section... Ban ban ban!
Title: Re: Weekly Featured Cards poll - Air
Post by: Bhlewos on September 09, 2011, 10:07:09 pm
lol my bad, didn't realize it had been done already. In my defense it's an easy joke to come up with independently, and mine was prompted by calindu's post.

tl;dr Vote for Wings!
Title: Re: Weekly Featured Cards poll - Air
Post by: Aves on September 10, 2011, 03:49:06 pm
Vote for the Eye!
Title: Re: Weekly Featured Cards poll - Air
Post by: Kuroaitou on September 14, 2011, 10:04:08 am
Search function being down makes Kuro a sad panda. :( I'll add decks to this article later when I have :time.




Overview
As a clever defensive mechanic, Air elemental players can thematically grow Wings to soar above their opponent (and creatures). Wings is a shield that will last 5 turns upon being deployed, and will completely block any non-airborne creature (or weapon) on the opponent’s side.


General Use
While Fog Shield may be cheap (Wings costs 4 and 3 :air respectively for its non-upped and upgraded versions), Wings has a much more reliable success rate against several deck archetypes (such as the Graboid Rush) that don’t use many or any Airborne creatures. Unlike the chancy Fog Shield, Wings will completely block all damage from a creature that lacks the Airborne passive, and can also block any non-Airborne weapon damage from striking as well.

The shield lasts 5 turns, which can end up being 30 turns total if chained properly (making it longer than using back-to-back Dimensional Shields). However, like every other shield, Wings can still be penetrated by creatures or weapons with momentum, and is also very susceptible to permanent control. For a couple of weapons (Owl’s Eye and Short Bow), rather than having the Airborne passive, they instead have ‘Ranged’, which still allows them to hit through players with Wings.

Despite these small drawbacks, Wings can make an Air player near invulnerable to damage from the opponent. While some elements have a variety of Airborne creatures to penetrate through the shield, others must solely rely on their Dragons (or other potentially weaker and/or utility based creatures) to strike.



Synergies
To help reduce the number of enemy attackers while Wings is in play, Flesh Spider | Flesh Recluse can often take out Airborne creatures by using its ‘Web’ ability. The Spider’s skill makes it one of two that can remove a passive skill (the other being the Phase Spider), and creates a powerful combo with Wings. As it deals a decent amount of damage, its skill can help reinforce the Airborne bonus of the shield, making it a noted design between the Death and Air elements.

Owl’s Eye | Eagle’s Eye can also assist with removing several Airborne creatures. With its Sniper skill, an Owl’s Eye will cause 3 damage towards a creature; the majority of dragons have 5 or less HP unupped, allowing two strikes of the bow to kill it. The downside of using Owl’s Eye in this deck, however, is that if the enemy decides to steal it, the weapon can still penetrate Wings due to the fact that it is Ranged.

Other Cards With Synergy
Shockwave, Thunderstorm, and even Unstable Gas can have their uses with a pair of Wings in a deck. Lobotomizer can also serve as a useful tool against momentum-based creatures that don’t have Airborne, as once they’re status is removed, they won’t be able to penetrate the shield.


Conclusion
Although Wings is a picky shield in terms of what it chooses to block, its opposing element (alongside a few others) will often find out that they are unable to reach the player above them with their creatures. The power of a 5 turn near-invulnerable shield can do wonders against most tactics, especially against deck archetypes that focus on rushing or non-flown weapons to do their job.


Popular Deck
The Wyrm (http://elementscommunity.org/forum/index.php?topic=27337.0)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
710 710 710 710 710 713 713 713 713 713 713 718 718 718 718 718 718 71a 71a 72i 72i 72i 72i 72i 7n7 7n7 7n8 7n8 7n8 7n8 8pr


Other Decks



Time's up! ^^;
Title: Re: Weekly Featured Cards poll - Time
Post by: nilsieboy on September 15, 2011, 03:58:15 pm
deja vu all the way, one of my favorite time cards :P.
Title: Re: Weekly Featured Cards poll - Time
Post by: PlayerOa on September 15, 2011, 04:02:54 pm
Deja Vu is a very interesting card. Deserves some attention!

Deja Vu was the first non-pillar card I played. :P
Title: Re: Weekly Featured Cards poll - Time
Post by: Calindu on September 15, 2011, 04:06:15 pm
Deja Vu or precog.

I end up choosing Deja Vu.
Title: Re: Weekly Featured Cards poll - Time
Post by: Tiko on September 15, 2011, 04:08:16 pm
You may want to fix up that Mark in the Example deck, Kuro.

Precog is my vote.
Title: Re: Weekly Featured Cards poll - Time
Post by: Jappert on September 15, 2011, 04:16:23 pm
I feel like Dune Scorps really had a big impact on :time as an element.
Just look at the people packing purifies vs Time in war. It gave a whole new dimension to time as a poisonstalling element.


Title: Re: Weekly Featured Cards poll - Time
Post by: TheForbiddenOracle on September 15, 2011, 08:16:23 pm
I'm amazed Dune Scorpion hasn't been featured yet. If you manage to play it buffed early the opponent is pretty much screwed unless they're using a rush. They are able to make the opponent hesitate and think "Should I play this card?" The only possible way to stop neurotoxin is from Purify, which makes it that much stronger.
Title: Re: Weekly Featured Cards poll - Time
Post by: Higurashi on September 15, 2011, 08:44:08 pm
Hm.. most versatile = Sundial. Deja gets the runner-up spot.
Title: Re: Weekly Featured Cards poll - Time
Post by: Camoninja on September 15, 2011, 09:07:46 pm
I voted for Sundial, because I voted for Dune Scorpion (only one vote for each! :P ) last time and I don't see Sundial used as much as I think it could be.
Title: Re: Weekly Featured Cards poll - Time
Post by: ddevans96 on September 15, 2011, 11:26:52 pm
No love for Procrastination?

Ah well, dune scorp is fun top :)
Title: Re: Weekly Featured Cards poll - Time
Post by: Rember on September 16, 2011, 03:50:13 am
I still love you, Deja, maybe next time.
Title: Re: Weekly Featured Cards poll - Time
Post by: sprtstr14 on September 22, 2011, 08:31:12 pm
Scarab ftw!
Title: Re: Weekly Featured Cards poll - Time
Post by: rgurgelles1 on September 24, 2011, 02:28:12 pm
i also like dune scorpion to be featured...:)
Title: Re: Weekly Featured Cards poll - Time
Post by: hello12 on September 25, 2011, 07:58:55 am
33.3% for the winner
Title: Re: Weekly Featured Cards poll - Time
Post by: Xenocidius on October 05, 2011, 12:08:59 pm
Since I know Kuroaitou is very busy I decided to take some pressure off his shoulders. :) He may use the article I wrote if he chooses.

Edit: Added.

Overview
This small creature may not look like much, but Dune Scorpion's powerful venom can yield deadly results. It holds an interesting and unique damage mechanism in that its damage grows each time the opponent plays a card.


General Use
Unlike most creatures, Dune Scorpion must first be buffed with a spell like Blessing before it can do anything. Once it does, however, it inflicts a special type of poison damage upon the opponent called neurotoxin. This appears as a yellow poison counter, which increases each time the Dune Scorpion attacks successfully and every time the player plays a card. Neurotoxin is cumulative with normal poison damage, meaning other poison cards like Arsenic add to the poison damage being inflicted by neurotoxin. It is interesting in that the neurotoxin status is still kept even when Dune Scorpion is killed. In other words, the opponent will still continue to gain poison counters when they play cards (although the Dune Scorpion will cease to apply more poison counters).

Although the results of neurotoxin can be devastating, it does have a hard counter in Purify. Purify removes the poison and neurotoxin status from the player while also applying a healing-over-time effect. However, should the Dune Scorpion attack again after Purify is played it will reapply the neurotoxin effect, even if the opponent is still being healed (the counter is still blue); the counter will go down (if blue) or up (if yellow) each time they play a card.



Synergies
Because Dune Scorpion has 0 attack it must first be buffed to have any effect whatsoever. And what better card to buff it with than Momentum? Because of its low cost it is easy to run off a :gravity mark, and its effect allows Dune Scorpion to completely ignore shields, guaranteeing that it will hit the opponent and apply the neurotoxin effect. It is often preferable over the cards described below for that reason.

Dune Scorpion's ability is incentive for the opponent to play as few cards as possible - so what better a card to use than Eternity? Eternity repeatedly forces the opponent to either replay their rewound creature and take more damage, or not play it and deal less. Eternity can also be used to target Dune Scorpion itself when the player runs out of cards - because the neurotoxin status remains, the Dune Scorpion can be bounced repeatedly until the opponent dies from poison damage.

Finally, one of the funner synergies is with Nightmare. This card fills the opponent's hand with multiple copies of a creature - this is especially effective against the AI, which doesn't take neurotoxin into account, and naively plays all the creatures given by Nightmare, boosting their neurotoxin damage to ridiculous proportions. Against a human opponent it can be used as an effective counter to Fractal and Golden Hourglass, even when used on the opponent's own creature - they will either refrain from playing the creatures, clogging their hand and reducing the effects of Fractal and Hourglasses, or play the creatures and take extra damage.

Other Cards With Synergy

Naturally, other buffing cards such as Blessing and Chaos Power can also be used with Dune Scorpion, although Unstoppable is preferred for its effect. Other poison cards such as Forest Scorpion and Poison can help boost the neurotoxin damage. Extra buffing spells can be played on Deathstalker to add more poison damage than Dune Scorpion would be able to on its own.


Conclusion

Dune Scorpion is a nasty card that can be hard to counter - a player that suspects that their opponent has Dune Scorpion in their deck should hurry up and kill them before they become the victim of neurotoxin. One who does become affected should play their cards wisely; each card they play could be their last.


Popular Deck

Eternal Chaos (http://elementscommunity.org/forum/index.php/topic,20173)

Code: [Select]
6rn 6rn 6rn 6rn 6rn 6rn 6u2 6u2 6u2 6u7 6u7 6u7 6u8 6u9 6u9 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q5 7q5 7q5 7q8 7q8 7q8 7qd 7qd 7qd 7ri 7ri 7ri 7ri 7ri 7ri 7ri
Other Decks
Title: Re: Weekly Featured Cards poll - Time
Post by: Kuroaitou on October 07, 2011, 09:02:22 am
Xenocidius is a god. :D Everyone should +rep him for jump-starting this project again. <=)

That said, Darkness polls now up! ^^
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Jappert on October 07, 2011, 09:41:37 am
Nightmare for me!
Key card in a few decks and very fun to play around with.

Can lock even platinum decks down and is awesome when combined with GotP's. Great card in general, sometimes even underrated a bit.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: gumbeh on October 07, 2011, 11:04:41 am
Nightmare for me!
Key card in a few decks and very fun to play around with.

Can lock even platinum decks down and is awesome when combined with GotP's. Great card in general, sometimes even underrated a bit.
It's not hard for people to undertand that nightmare IS good, and why.

A more interesting article would be one that defends Parasite and attempts to make the most of the poor little bugger.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Kuroaitou on October 19, 2011, 03:01:19 pm
Midterms suck. Here's the article for Nightmare! (fitting for the Halloween season, eh?) ;D



Overview
Two of Darkness’ main strengths come in the forms of healing and denial. Nightmare mixes these two major concepts in one hand-altering spell. Upon being cast, Nightmare will fill the opponent’s hand with multiple copies of a target creature, while healing the caster for 2 HP for every card added to the opponent’s hand.


General Use
Nightmare is very cheap when it comes down to quanta usage; 2 (or 1 upgraded) :darkness quanta are all that is needed to cast the spell. Although it may seem somewhat limited in terms of its damage and healing capabilities, the denial aspect is not to be underestimated. If a player targets a creature that the opponent cannot play with Nightmare, the opponent may be forced to discard those creatures in order to free up their hand. Smarter enemies however will typically hold back cards to play to avoid Nightmare-chaining, where one would cast Nightmare each consecutive turn in order to fill the foe’s hand with an unusable creature. Regardless of how one plays the spell though, Nightmare will inevitably prevent the player from drawing their next card automatically, which can be effective against decks that rely on speed or card accumulation (i.e. – Fractal).

There are two major counters to Nightmare though; the first, subtler one is based on the enemy’s tactics as mentioned above. If a player using Nightmare plans on forcing the player to discard key cards (because they lack the quanta necessary to play them), they must also account the fact that any cards still in the enemy’s hand while Nightmare is cast could actually ignore the denial/discard strategy altogether. The second counter is a direct one: Sanctuary. If the opponent has Sanctuary in play, Nightmare cannot fill up their hand (as Sanctuary blocks all hand-disruption effects), preventing all damage, healing, and denial mechanics.

Also, unlike the major ‘bolt’-based spells, Nightmare cannot be reflected by shields such as Jade Shield or Mirror Shield, meaning that it will always be able to deal damage assuming Sanctuary is not in play. Using Nightmare on a creature while the opponent’s hand is full will have no effect as well.


Synergies
An obvious card to pair up with this spell is Ghost of the Past | Ghost of the Past. Ghost of the Past (or ‘GotP’) is a time creature with the passive skill called ‘Obsession’, which will deal damage to the holder if they discard it. Players who fill up the enemy’s hand with GotP via Nightmare can put up a nasty form of denial; unless the player is willing to take damage, they must play or discard whatever non-Ghost cards are remaining in their hand. Over the course of the battle, using Nightmare on GotP against a player with no access to :time quanta can often become a death sentence, as the repetitive denial, healing, and damage from this combination will ruin the flow of their deck.

Reverse Time | Rewind is another card to use alongside Nightmare, effectively creating a duet of denial spells. After Rewind is used to send a creature (that the opponent has played) back to their deck, Nightmare can prevent the subsequent draw of that creature afterwards by targeting a different creature, filling their hand with dead cards. Combined with the aforementioned creature, Ghost of the Past, and it becomes clear how much of a synergy the Time/Darkness elements become.

Other Cards With Synergy
Some other interesting denial cards to pair up with Nightmare usually involve quanta denial, so as to force the player to be unable to play their key cards while discarding the ones they have no way of playing. Pests, Discord, and Earthquake are major denial cards to combine with Nightmare.

On the flip side, using cards that the opponent can play can also cause some unique strategies as well. For example; using Nightmare on a Spark while having a Bone Wall shield up will cause the enemy AI to still play those creatures (as they’re free), causing the counters of the Bone Wall to build per attack. If the AI is infected with Neurotoxin or if the player has a shield up, using Nightmare on cheap and weak creatures such as Photon will build up the poison (the AI will still play it) or fill up their field with useless creatures (shield blocks the damage) respectively.



Conclusion
When it comes to denial, Nightmare is a unique spell that has an invasive demeanor; unless protected from such hand-manipulated spells, players should try to watch out for this card, as its simple yet insidious mechanic can cripple their tactics immediately.


Popular Deck
Ghostmare (http://elementscommunity.org/forum/index.php?topic=20414.0)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q8 7qe 7qe 7qe 7qe 7qe 7qe 7qk 7th 7th 7th 7th 7th 7th 8pt


Other Decks


...SSSSSSPPPPPPPPAAAAAAAACCCCCCCCCCCCEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE...
Title: Re: Weekly Featured Cards poll - Aether
Post by: Calindu on October 19, 2011, 03:08:37 pm
Lightning, is one of the best cards, very versatile.
Title: Re: Weekly Featured Cards poll - Aether
Post by: PlayerOa on October 19, 2011, 03:08:56 pm
Immortal. My feeling says Immortal.
Title: Re: Weekly Featured Cards poll - Aether
Post by: UTAlan on October 19, 2011, 03:12:14 pm
Phase Spider/Recluse - Great card that isn't as popular as it deserves to be.
Title: Re: Weekly Featured Cards poll - Aether
Post by: EmeraldTiger on October 19, 2011, 03:22:45 pm
I would like the Phase Spider & Wings deck to be spoke of this time.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Rember on October 19, 2011, 03:29:16 pm
BL all the way, shame one of it's most popular uses is quite a bit less effective now.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Higurashi on October 19, 2011, 04:01:50 pm
Typo on Electrocutor.. I feel offended somehow! I'm honestly not sure which is more versatile: Lightning or Dim Shield, but considering the low cost of Lightning, it's a bit easier to tech into any deck or run off mark. There's a reason it's abused in speedbows, after all. Ride the lightning~
Title: Re: Weekly Featured Cards poll - Aether
Post by: willng3 on October 19, 2011, 06:07:27 pm
As part of team aether, vote goes to our MVC Lightning =P
100x this^
Times are a bit different now, but still this.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Kuroaitou on October 19, 2011, 07:07:51 pm
Typo on Electrocutor.. I feel offended somehow!
Deepest apologies Lady Aether, but as a Time servant, you know I have more important tasks to follow up on. XP

But I voted for Spark, despite the difficulty in envisioning an article for it. ^^;
Title: Re: Weekly Featured Cards poll - Aether
Post by: Higurashi on October 19, 2011, 07:12:01 pm
Okay, now I'm definitely offended. More important...
Title: Re: Weekly Featured Cards poll - Aether
Post by: ddevans96 on October 19, 2011, 09:12:05 pm
Spark. Just because a 0 HP creature seems utterly useless, and it really isn't.
Title: Re: Weekly Featured Cards poll - Aether
Post by: pikachufan2164 on October 19, 2011, 10:39:20 pm
As part of team aether, vote goes to our MVC Lightning =P
100x this^
Times are a bit different now, but still this.
Same here; all roads lead to Thunderbolt.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Contrary on October 19, 2011, 10:40:59 pm
Spark. I don't see Immortal having half as many interesting applications as Spark...
Title: Re: Weekly Featured Cards poll - Aether
Post by: Aves on October 19, 2011, 10:50:48 pm
No love for dim shield? Come on, its what made the first newbie FG farmer!  8)
Title: Re: Weekly Featured Cards poll - Aether
Post by: TheForbiddenOracle on October 20, 2011, 01:20:19 am
No love for Lobomizer? It's a great card and is the 2nd winning condition for Rol/Hope against many Fake Gods
Title: Re: Weekly Featured Cards poll - Aether
Post by: mwaetht on October 20, 2011, 04:30:39 am
Sure, Dimensional Shield and Lobotomizer are good cards, but they're not very interesting. My vote goes to Spark, though Lightning's definitely a nice card too.

With so many new shards, will there be featured card articles covering 'Other' cards?
Title: Re: Weekly Featured Cards poll - Aether
Post by: Elite arbiter on October 20, 2011, 10:37:53 am
Well, it looks like it'll probably be lightning bolt, but Dim Shield is a good card to use, and can be deceptively interesting once you look at it.

Besides, to a lot of people it is one of the most rage inducing cards. Thats sure to be worth some looking into.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Xenocidius on October 20, 2011, 10:44:45 am
I ultimately voted for Quintessence because, come on, it's incredibly versatile.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Kuroaitou on October 20, 2011, 02:22:38 pm
Sure, Dimensional Shield and Lobotomizer are good cards, but they're not very interesting. My vote goes to Spark, though Lightning's definitely a nice card too.

With so many new shards, will there be featured card articles covering 'Other' cards?
I've thought about this, and I've decided to do Shard articles, but -only- after all 12 have been implemented. Otherwise, I feel like I would be overstepping the articles; I always wait for at least 1 month (I'll extend it to two potentially) for people to create and analyze new combos with new cards, so when the final shards come out, I'll expect people to find ways to include all of the rare shards in various decks.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Scaredgirl on October 20, 2011, 02:28:17 pm
Sure, Dimensional Shield and Lobotomizer are good cards, but they're not very interesting. My vote goes to Spark, though Lightning's definitely a nice card too.

With so many new shards, will there be featured card articles covering 'Other' cards?
I've thought about this, and I've decided to do Shard articles, but -only- after all 12 have been implemented. Otherwise, I feel like I would be overstepping the articles; I always wait for at least 1 month (I'll extend it to two potentially) for people to create and analyze new combos with new cards, so when the final shards come out, I'll expect people to find ways to include all of the rare shards in various decks.
Yep, this is definitely the best way to go. It's better to first learn more about the card, then do the article.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Kuroaitou on October 29, 2011, 03:54:04 am
Okay, here's the article for Lightning - major thanks to Higurashi for pointing me in the right direction as well for the synergy additions. :D



Overview
Powerful and swift, this spell can instantly kill any creature (or even a player) if they have a low amount of HP. Lightning will send a single bolt of energy towards a player or creature target, dealing a whopping 5 damage on contact.


General Use
Out of the current arsenal of damaging spells, Lightning is the one with the cheapest cost-damage ratio (Rage Elixir does more but only for 1:2 :fire quanta) that doesn’t rely on quanta scaling (i.e. – Fire Bolt, Ice Bolt, and Drain Life). For 2 :aether (only 1 :aether upgraded!) quanta, players can cast Lightning onto a target creature or enemy player for 5 damage.

While Lightning is considered to be a bland spell, the very fact that it can take out several dangerous creatures (Elite Otyughs, various Dragons, and Shriekers) makes it a noted spell for controlling the board. Unlike other creature control cards such as Freeze or Reverse Time though, Lightning can be used on the enemy to bring them down within killing range (in case the opponent has no creatures to remove). However, shields that can reflect spell damage (Mirror Shield and Jade Shield) can throw that damage back at the caster, so it’s important for users to ensure that their opponent doesn’t have such defenses at their disposal.


Synergies
When it comes down to the killing blow, Bone Wall | Bone Wall can benefit greatly by the usage of Lightning. With a single bolt, a player can gain 2 Bone Wall counters by killing an enemy creature (while simultaneously preventing the Bone Wall counters being removed from said creature the following turn). Because of its high damage output, Lightning can kill a majority of creatures, both frail and somewhat durable, to help replenish the shield.

Ironically, Otyugh | Elite Otyugh can also benefit from Lightning. In some cases, a single Lightning will be unable to remove a creature with high HP from the field. Instead, Lightning will instead as a softener for an Otyugh to come out and Devour that creature (if Lightning pulls the enemy creature within the Devouring range).


Other Cards With Synergy
Similar to the above cards, tools to either mitigate damage (Dimensional Shield) or kill creatures easier (Maxwell’s Demon) can benefit from a single use of Lightning. In the former case, Dimensional Shield will block a majority of threats, while Lightning can attack ones with dangerous abilities (such as Destroy) or status effects (Momentum on an Elite Charger). Likewise, the latter case makes it easier for Maxwell’s Demon to kill creatures with higher ATK than their HP. In some cases, adding Poison and Lobotomizer can also make Lightning even more synergetic: the combination of poison, spell, and physical damage can overwhelm enemies if they do not have ways to suppress or counter all types of damage.



Conclusion
From the heavens above, Lightning is a powerful card that can be used interchangeably as a tool for assassinating beasts or dispatching the foe a turn earlier. Despite being a simple spell, players should note that its mechanic should not be overlooked, given its potency.


Popular Deck
Bonebolt (http://elementscommunity.org/forum/index.php?topic=28445.0)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
52o 52o 52o 52o 52o 52o 52q 52q 52r 52r 52r 52r 61q 61q 61q 61q 61q 61q 61v 61v 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 8pk


Other Decks


Back to the beginning, Entropy polls are now up!
Title: Re: Weekly Featured Cards poll - Entropy
Post by: mwaetht on October 29, 2011, 06:14:18 am
It looks like Butterfly Effect is leading in the polls!

I'm surprised, given how weak it is, but it's certainly going to be interesting to see what Kuroaitou comes up with...
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Xenocidius on October 29, 2011, 06:25:29 am
I voted for Butterfly Effect. It's a somewhat neglected card, and it should make for an interesting read.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: willng3 on October 29, 2011, 06:41:24 am
Agreed.  I myself don't think much of Butterfly Effect possibly because I hardly ever see it used.  I'd love to see inspiration come my way.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: PlayerOa on October 29, 2011, 11:21:46 am
Another one for Butterfly Effect.
Trivia: Butterfly Effect has a hidden heart in the upped description (Target a low attack power creature < 3).
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Jocko on October 29, 2011, 04:33:51 pm
Well, i used quite a lot of BE in last draft, but my vote goes for the cats.
Also, if BE ends up being featured, be sure to include matt's scrambled eggs! Im not sure if he ever posted it, but its really fun.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Higurashi on October 29, 2011, 05:43:18 pm
+1 for Pande. The most cost-effective mass-CC by far~
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Jappert on October 29, 2011, 05:48:10 pm
Voted Maxwell's demon because of it's ability to turn a game around entirely.
Even though Pandemonium really represents :entropy as an element. I have a personal favor for Maxwell's :)

I think Abom's would be a nice pick aswell because they are so different upped from unupped. It's one of the few cards that sometimes requires to be unupped in a rush.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: DrunkDestroyer on November 02, 2011, 06:53:14 am
OE should be featured in the article. Just sayin'
(Better than lightnings/RP's, shockwaves and ect)


It's a great card actually - people would be screaming OP if it was introduced to the game now.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: TStar on November 03, 2011, 12:08:27 am
Why does every element have 5 cards featured but Aether only has 4?
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Filly678 on November 03, 2011, 01:34:44 am
Why does every element have 5 cards featured but Aether only has 4?
Because Kuroaitou didn't feel like updating these featured cards?  :P
Title: Re: Weekly Featured Cards poll - Entropy
Post by: ax1997 on November 06, 2011, 03:25:45 pm
There shold be a higher chance of winning the featured card with the oracle
Title: Re: Weekly Featured Cards poll - Entropy
Post by: mesaprotector on November 06, 2011, 04:41:18 pm
Voted Maxwell's Demon, but both are great cards; the Demon destroys most rushes and BE many stalls.
Title: Re: Weekly Featured Cards poll - Entropy
Post by: Kuroaitou on November 06, 2011, 11:37:03 pm
Can't believe we're on our 6th cycle already. ^^; - Here's the article for Maxwell's Demon!



Overview
Only a few creatures within the game are capable of directly killing hard-hitters such as dragons or Lava Golems. Maxwell’s Demon is one of them. Players who control Maxwell’s Demon can use the ability, Paradox, on creatures with a higher ATK stat compared to their HP, instantly killing them.


General Use
For a moderate cost of 5 :entropy quanta, Maxwell’s Demon can be summoned onto the field by the player for either version (unupped or upgraded). Although its ATK stat is relatively low, its ability, Paradox, can be a force to reckon with. Paradox will instantly kill any creature that has a higher ATK stat compared to its HP stat. With this ability, a majority of high-powered rush creatures can be easily destroyed. The Fire element for example, has a wide range of creatures that will easily be held victim to the Maxwell’s ability due to their offensive nature, while creatures from Gravity may not fall as easily (due to their reverse in stats of high HP and low ATK). Note that regardless of how high the respective stats are (say, a buffed Jade Dragon with 24 ATK and 21 HP), as long as the creature’s ATK is higher than its HP, Paradox can target those creatures.

It’s important to note that the Demon is vulnerable to its own ability when unupped. With stats 3|2, careless players who may impatiently click (or double-click) the ability may accidentally kill the Maxwell’s Demon instead. Upgraded though, the Demon’s HP is raised to 3|5, making it immune to its own skill aside from other CC effects that could instantly bring it down to range again.



Synergies
Only a few shields are capable of damaging or permanently removing creatures off the board; Fire Shield | Fire Buckler will always cause non-momentum to take 1 damage upon attacking, making it one of the best permanents to pair up with the Demon. Fire Shield will inevitably harm attacking creatures, bringing them within range of the Paradox ability. In addition, unless the opponent has packed both copious amounts of permanent and creature control, the addition of both of these cards will often kill many types of frail monsters that hit the enemy’s field.

The other more noted shield, Thorn Carapace | Spine Carapace, will also damage enemy creatures over a longer period of time. Although this shield is more expensive (7 :life quanta vs. 6 or 4 :fire quanta), Thorn Carapace’s poison can last on multiple creatures and cannot be healed as easily (the poison builds up). In addition, unless the enemy has applied Momentum on their creatures, immortalizing poisoned creatures generally spells a death sentence. Thus, it becomes a choice for the player to either immortalize their creatures and hope they survive the poison long enough, or take their chances of trying to heal or preserve their creatures by their own targeting effects while facing a Demon’s Paradox.

In some cases, certain creatures with extreme amounts of hit points become a huge hassle to take down. Spending resources on damaging CC effects can be costly in a deck around speed; Antimatter | Improved Antimatter is the other way to get around this issue. While the Demon can take care of more frail targets, Antimatter can be used on high ATK|HP creatures that can’t be easily taken down. The fact that both of these cards belong to Entropy can create some sinister mono-Entropy combinations. The healing from Antimatter is another bonus to include it alongside the Maxwell’s.


Other Cards With Synergy
Other CC cards (Pandemonium and Chaos Seed) can sometimes help in mono-Entropy decks in case the Demon gets killed early on. Discord can serve as a powerful denial weapon to make card play incredibly difficult for enemy opponents, especially if they have to make choices in which creatures to play to avoid one’s CC cards. Adrenaline can be fun to apply to a Demon to its 3 ATK for either version (12 damage total), and for those who prefer pure domination types, the Amethyst Dragon alongside a few Demons can make a surprisingly fast deck in the upgraded environment.



Conclusion
Despite its simple ability, newer players forget how vicious the Maxwell’s Demon can be in any game, unless they have a variety of counters to protect their creatures given their stats. When it comes down to brute force, Maxwell’s Demon is a subtle card that may talk lightly with its low stats, but carries a big stick with its serious mechanic.


Popular Deck
Maxwell's Silver...Buckler (http://elementscommunity.org/forum/index.php?topic=10966.0.html)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
5if 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6ts 6ts 6tt 6tt 6tt 6u3 6u3 6u3 6u3 6u3 6u7 77f 77f 7ah 7ah 7ah 7dl 7dl 7dl 7q5 7q5 7q5 80h 80h 80h 80h 8pj


Other Decks


Death polls are now up!
Title: Re: Weekly Featured Cards poll - Death
Post by: Rutarete on November 06, 2011, 11:41:29 pm
+1 Deathstalker - my favorite :death card!
Title: Re: Weekly Featured Cards poll - Death
Post by: Aves on November 06, 2011, 11:42:13 pm
Graveyard--->Skeleton Horde. Win.
Title: Re: Weekly Featured Cards poll - Death
Post by: Camoninja on November 06, 2011, 11:43:16 pm
Soul Catcher lets you pay for that Graveyard though. I voted for Soul Catcher.
Title: Re: Weekly Featured Cards poll - Death
Post by: furballdn on November 06, 2011, 11:57:03 pm
Flesh recluse! That is a freaking awesome card with 6|3 status for only 3 :death. It works great when paired with wings, and fits into nearly every single rainbow deck.
Title: Re: Weekly Featured Cards poll - Death
Post by: Bhlewos on November 07, 2011, 01:55:22 am
Soul Catcher, just to see what comes up.
Title: Re: Weekly Featured Cards poll - Death
Post by: Xenocidius on November 07, 2011, 02:36:09 am
Boneyard is an incredibly versatile card. I'm surprised it hasn't been featured yet.
Title: Re: Weekly Featured Cards poll - Death
Post by: TheForbiddenOracle on November 07, 2011, 03:16:33 am
Mummy is a great card in unupped mono :death and is only worse than Flesh Recluse by 1 :death quanta for upped
Title: Re: Weekly Featured Cards poll - Death
Post by: EmeraldTiger on November 07, 2011, 03:18:12 am
I voted Boneyard, because i like to make skeletons and rewind them. I like to think of boneyard as "My Box of Chocolates" you never know what you'll get.
Title: Re: Weekly Featured Cards poll - Death
Post by: DrunkDestroyer on November 07, 2011, 05:05:51 am
I voted Boneyard, because i like to make skeletons and rewind them. I like to think of boneyard as "My Box of Chocolates" you never know what you'll get.
You did always remind me of the person who first said that  ;)
Title: Re: Weekly Featured Cards poll - Death
Post by: Calindu on November 07, 2011, 05:34:04 pm
Deathstalkers!One of my favorites cards.
Title: Re: Weekly Featured Cards poll - Death
Post by: PlayerOa on November 07, 2011, 05:37:49 pm
Hmm.
Hard to believe Boneyard hasn't been featured yet - let's do something about that!
Title: Re: Weekly Featured Cards poll - Death
Post by: Kuroaitou on November 17, 2011, 09:58:17 pm
Soul Catcher has now arrived. :)



Overview
Soul Catcher is a permanent from the Death element that can greatly assist players in quickly accumulating :death quanta. Whenever any creature is killed, Soul Catcher’s mechanic will then generate :death quanta for the owner.


General Use
Compared to other quanta generators, Soul Catcher has its own special niche in the Death element. Similar to Nova and Immolation, Soul Catcher is free (both non-upped and upgraded), and can be played anytime as well as having a higher chance in one’s opening hand due to the mulligan effect.

Contrary to the above two spells, Soul Catcher only provides quanta for one element, but at the same time, can be kept in play indefinitely to generate vast amounts of :death. However, its mechanic is not immediately triggered when played onto the field; players who use Soul Catcher must have a way to kill enemy or ally creatures in order for Soul Catcher to be of any use. To put emphasis on the mechanic, creatures that are removed by other means (Reverse Time) do not cause Soul Catcher to react.

One small thing to note is that multiple Soul Catchers can all trigger simultaneously when a creature is killed. In other words, the mechanic stacks; if a Otyugh devours a creature while 3 Soul Catchers are on the same field, all three will trigger, generating 6-9 total :death quanta (depending on the version of the cards) for the player, acting as a form of burst quanta-generation. In addition, if both Soul Catcher and Sanctuary is on the same field, Soul Catcher will not generate quanta on the enemy’s turn (even if creatures die), due to Sanctuary’s mechanic of preventing quanta disruption from the opponent’s side.


Synergies
No matter if you take advantage of its ability or not, Virus | Retrovirus is a cheap and effective creature that has perfect synergy with the Soul Catcher. For only 1 :death (2 :death upgraded), players can provide a frustrating proposition for the enemy; force them to waste a powerful CC card such as Lightning on the creature (triggering Soul Catcher), or allow it to use its Infect or Plague ability for free, sacrificing itself in the process and potentially killing one or multiple creatures in the process (triggering Soul Catcher multiple times). Also, because of their cheap cost, Fractal can be used on them easily to generate multiple Viruses, which can be frustrating when combined with certain shields…

And when it comes to shields, Bone Wall | Bone Wall becomes a perfect fit. Because both permanents rely on death-trigger mechanics in order to work properly, having both cards in play can cause a killed creature to double the owner’s benefits. Even when the wall is taken out, the surplus :death quanta can be used to recast another Bone Wall immediately and recycle the death mechanics to build up stacks and more quanta.

For a more consistent and repetitive form of death, Schrödinger’s Cat | Schrödinger’s Cat can fill the niche nicely due to its ability, Dead and Alive. When Dead and Alive is used, it ‘pretends’ to die by triggering all effects in play that require a creature death. Thus, with only one Cat on the field, a player may generate :death quanta fairly quickly given one :entropy quanta in exchange per turn. Although this strategy is more gradual compared to other tactics, the synergy can often be unexpected when mixed with other quanta generation cards (such as Discord), which improves the overall effectiveness of Death-Energy duo decks.

Other Cards With Synergy
Immolation and Spark are two other free costing cards that have their own unique synergy with Soul Catcher, but may cost users card advantage against stall-based decks. Fractal is surprisingly useful with the permanent; players can cast Fractal on easy to kill creatures (such as Viruses or Ball Lightnings) as sacrificial creatures, and then cast another Fractal again on more expensive creatures of the Death element (Ivory Dragons) as a final burst tactic.


Conclusion
Even with a slight vulnerability to permanent control, Soul Catcher is one of the few cards in game that can help grant any element a touch of death to its deck by the fall of a creature. Players should still avoid putting excess Soul Catchers in a deck with other free-cost cards, as the mulligan will not prevent a hand with several Catchers and no Towers/Sparks/Cremations or other key cards to set up a combo.


Popular Deck
Retro deck (http://elementscommunity.org/forum/index.php/topic,19550.0.html)
Code: [Select]
711 711 712 712 712 712 712 712 714 71b 71b 71b 71f 71f 71f 71f 71f 71f 808 808 808 808 808 808 808 808 80i 80i 80i 80i 80i
Other Decks


Gravity polls are now up!
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Jocko on November 17, 2011, 10:05:36 pm
Such a hard choice between Catapult, fire eater, gpull and armagio.
Voted for Cata since its the most unique of them.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Xenocidius on November 17, 2011, 10:06:04 pm
I decided to vote for Momentum. Such a simple card, and yet so useful, with lots of little hidden synergies.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Jappert on November 17, 2011, 10:07:57 pm
Even though I don't like the card and I don't like cata-decks at all, I voted for Catapult aswell. It's a unique and original card and opens up alot of new deck posibilities and combinations.

It's a key card and should be featured for sure. Should be fairly easy to make an artical about aswell eh Kuro? :D
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Kuroaitou on November 17, 2011, 10:09:21 pm
Even though I don't like the card and I don't like cata-decks at all, I voted for Catapult aswell. It's a unique and original card and opens up alot of new deck posibilities and combinations.

It's a key card and should be featured for sure. Should be fairly easy to make an artical about aswell eh Kuro? :D
If I can construct a table of the HP-damage ratio for catapult (alongside modifiers with freezing), I'm sure I'll be okay. But without decks...

I DEMAND DECKS.  >:(
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Jenkar on November 17, 2011, 10:10:03 pm
[23:04:53] Jenkar: VOTE GUARD JUST TO ANNOY KURO!
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Jappert on November 17, 2011, 10:10:39 pm
There are plenty Cata decks around. I'll help you out with the article when it's time to do so, just pm me!

Did I mention I hate cata-decks? :D
Title: Re: Weekly Featured Cards poll - Gravity
Post by: CCCombobreaker on November 17, 2011, 10:14:02 pm
Look through Water's war decks because they ran a few.  Drunk Yard was a fun looking (named) cata-deck.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Rember on November 17, 2011, 10:28:17 pm
If there's no catapult cat OTK in the article I will be deeply disappointed.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: ddevans96 on November 17, 2011, 10:40:39 pm
Yum, delicious gravy. Best eaten with fire bombs ;)
Title: Re: Weekly Featured Cards poll - Gravity
Post by: willng3 on November 17, 2011, 10:52:57 pm
My girlfriend's angry with me for messing with a feral cat a few minutes ago, so I feel like I'm obligated to vote Catapult.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: pikachufan2164 on November 17, 2011, 11:36:58 pm
Armedilgo :3
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Bhlewos on November 18, 2011, 06:05:13 am
Catapult. It's fun to say "I fart in your general direction!" to someone in PvP right before you deal the final blow.

EDIT: Also, post #555!
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Calindu on November 18, 2011, 01:08:56 pm
"Catapults" my Titan at Kuro!
Title: Re: Weekly Featured Cards poll - Gravity
Post by: PlayerOa on November 18, 2011, 08:08:48 pm
Hm, surprised Gravity Pull hasn't got more votes.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Higurashi on November 18, 2011, 08:23:36 pm
Le Titan~
It's the number one card that represents Gravy, and it's surprisingly versatile.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: nilsieboy on November 18, 2011, 09:51:42 pm
i love my titan, but my vote goes to catapult :)
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Pineapple on November 18, 2011, 10:28:51 pm
No love for the Shield of Gravy?
Title: Re: Weekly Featured Cards poll - Gravity
Post by: furballdn on November 19, 2011, 02:29:00 am
Let's see graviton mercenary. how could you spin that card into something good?
Title: Re: Weekly Featured Cards poll - Gravity
Post by: dr_nej on November 19, 2011, 09:02:32 pm
I have always had an interest in catapult/trebuchet... Launching armagios at your opponent sounds like fun!
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Danceman on November 19, 2011, 10:12:08 pm
wow, great stuff here
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Quabal on November 25, 2011, 06:36:08 am
Trebuchet is fascinating. I learned just the other day that throwing a poisoned creature at an opponent poisons them.
Title: Re: Weekly Featured Cards poll - Gravity
Post by: Kuroaitou on November 30, 2011, 09:37:14 am
Catapult now launching in 3... 2... 1...



Overview
Catapult is a permanent belonging to the Gravity element, focused on literally flinging damage at the opponent. This card will sacrifice an ally creature on one’s field and deal damage based on its HP to the enemy.


General Use
For 3 :gravity quanta, players can play the Catapult (or its upped version, Trebuchet). By itself, Catapult has no effect, but when coupled with a high HP creature, its ability to penetrate enemy defenses is unquestioned. For only 2 (or 1 upgraded) additional :gravity quanta, players may use its ability on a target ally creature, killing the creature in the process, but dealing damage relatively equal to the creature’s HP.

In a game where various defensive cards can either reduce or completely block all incoming armies with shields and other tricky cards (such as Sundial), Catapult can still bring on the pain given that the creature flung at the opponent is heavy enough. Unlike spells such as Lightning that can be reflected by certain shields, Catapult will ignore such effects (as its an ability, not a spell per se). In addition, creatures affected by certain status effects can also be applied directly to the opponent when launched by the Catapult, providing several unique combinations. Infected creatures, for example, will also poison the opponent based on the number of poison counters on them. Likewise, frozen creatures will deal more damage to the opponent and also freeze their weapon.

It is also important that Catapult’s mechanic will also trigger death effects, which means that cards that benefit from killed creatures will generally go well with Catapult indirectly. The following equation and table below provides a range of creature hit points translated into Catapult and Trebuchet damage:




Synergies
When it comes to overall damage output, Freeze | Congeal is a secret spell that can give out the extra push for demolishing the opponent. As frozen creatures will deal a whopping 50% more damage to the enemy while also freezing their weapon (should they have one), Freeze is a lucrative spell to include in any deck due to its cheap (1 :water) and simple damage boost. Should the frozen creature be unable to finish the enemy, having their weapon frozen can be a sneaky maneuver, especially against some of the nastier weapons that can ruin Catapult’s strategy (Pulverizer demolishing permanents and Eternity removing key creatures with buffed HP).

Another spell can also provide extra damage for the wagon to toss; Basilisk Blood | Basilisk Blood grants any creature with 20 HP while delaying them for 6 turns. Upon being applied to creatures with low single-digit HP, this spell can be just as effective for dramatically increasing the amount of damage when launched. While the unupped spell costs one more :earth quanta to cast, either spell can generally suffice for any deck with Catapults, and repeatedly using the spell on the same creature will often prepare a OHKO situation (one hit knock out).

Armagio | Elite Armagio is one of the top Gravity creatures (excluding a flown Titan) to toss with a Trebuchet, due to its relatively cheap HP-cost ratio. For 5 :gravity quanta, players can launch a creature with 25 (or 30!) HP at the opponent, excluding all status effects and HP buffs. Combined with the above spells, players can deal extreme amounts of damage in a short period of time (assuming Armagio or the Catapult isn’t removed off the field).

Other Cards With Synergy
Other users may use different creatures to buff and freeze before launching; Voodoo Doll and Schrödinger’s Cat are cheaper creatures that can be fueled by Supernova or by having a mark of Entropy respectively, and can be placed down in one turn for a final blow. Phoenixes are relatively weak creatures to throw as well, but due to their revival mechanic, can be an alternate way to deal damage against shields that may block all creatures anyway, as well as triggering death mechanics. Sundials also play a central role in many stall decks that plan on setting up the OHKO, both for speeding up one’s deck to find the key cards to preventing overall damage and (possibly) wasting the opponent’s PC against it.

Bone Wall, Condor, and Soul Catcher can be viable with decks that rely on self-replicating creatures (Phoenix, or any creature with Mitosis). Above all, an animated Titan will have a tremendous 50 HP for the player to fool around with; should the enemy find a way to somehow negate the unstoppable 8 damage from Titan, Catapult can easily smash such damage recovery with the Titan’s HP.


Conclusion
The Catapult is like a back-up battery; should the main power (creature offense, poison, spells, etc.) be cut off, it can come online immediately to temporarily (or permanently) empower the player and bypass the enemy’s defenses for a strong attack. With most decks, players should account for cards that can help the permanent last on the field against high permanent control or quick enemy offenses, as its potent skill cannot be used whimsically on any creature.


Popular Deck
CATapult OTK (http://elementscommunity.org/forum/index.php/topic,30001.0.html)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
5rp 5rp 5rp 5rp 5rp 5rp 6u3 6u3 6u3 6u3 6u3 6u3 6ua 74h 74h 77l 77l 77l 7gn 7q0 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 80b 8pj


Other Decks


Earth polls are now up!
Title: Re: Weekly Featured Cards poll - Earth
Post by: Jenkar on November 30, 2011, 09:42:28 am
Vote antlion! Annoy Kuro!

(to be serious, it's the only :earth card i haven't used yet)
Title: Re: Weekly Featured Cards poll - Earth
Post by: Xenocidius on November 30, 2011, 10:02:00 am
I'm surprised Enchant Artifact hasn't been featured yet. It's such a unique card, and a must against heavy permanent control.
Title: Re: Weekly Featured Cards poll - Earth
Post by: Jappert on November 30, 2011, 02:13:38 pm
Stone Skin.

Allows Earth to build amazing stalls. I love stalling so easy descision, who doesn't love 500 HP EM's btw?
Seriously Stone Skin, along with Earthquake, is the reason why Earth is so versatile!
Title: Re: Weekly Featured Cards poll - Earth
Post by: PlayerOa on November 30, 2011, 02:19:30 pm
Of course, Stone Skin.
A single card which has brought up lots of decks.
Title: Re: Weekly Featured Cards poll - Earth
Post by: Jenkar on November 30, 2011, 02:41:20 pm
Stone Skin.

Allows Earth to build amazing stalls. I love stalling so easy descision, who doesn't love 500 HP EM's btw?
Seriously Stone Skin, along with Earthquake, is the reason why Earth is so versatile!
Precisely.
What i see as a problem with this is that each time, a card whose uses have already pretty much been discovered and are easy to find is described. What use has it? It spares a small amount of work that can be rapidly done by anyone.
Look at less popular cards. An article on these would be SO much better, because you'd learn something. Reading the catapult article i was like... ''Yeah, yeah yeah... what's new?'' (btw, kuro, this ain't against you, your articles are high quality with good content each time =) ) The real reason i was like this is because i felt all that was obvious/easy to get to. Because there isn't something interesting about it that isn't known.
Take, for earth, this week, those cards :
-Plate Armor | Heavy Armor
-Antlion | Elite Antlion
-Hematite Golem | Steel Golem
-Shrieker | Elite Shrieker

Why would they be interesting? Because decks based around them are hard to come by. The three last ones i have only seen as backup.
And which one is leading? Stone Skin | Granite Skin. Why? Because it's used. Because it's ''easy'' to build or find decks based around it. Is that really the aim of this, detailing a well known card? In my opinion, no.
[/rant]
Title: Re: Weekly Featured Cards poll - Earth
Post by: CCCombobreaker on November 30, 2011, 04:28:11 pm
Vote antlion!  It's use is so mysterious team Earth didn't even find a way to use the 24 we started with (all converted to pends on a sad rainy night).  It's powers are so elusive I've never seen one in a BL match.  Surely there is something we are all missing here...

Enlighten us!  Show us the folly of our ways!  Sing the praises of the Antlion, and show us his power!
Title: Re: Weekly Featured Cards poll - Earth
Post by: Dengeki on November 30, 2011, 10:43:57 pm
 :darkness  :earth i would have voted for antilion, but i think it should go under some alterations, described in buff this card section. before its worthy of a feature. but i picked pro artifact, because it gets very little use.(except by me-cause 3 go in every deck). and also didnt want to pick most of the others for reason of them being already used alot and understood fairly well, they will get their time im sure.  not supprised shrieker has no votes yet.
Title: Re: Weekly Featured Cards poll - Earth
Post by: mesaprotector on December 01, 2011, 01:07:01 am
Quote
Vote antlion!  It's use is so mysterious team Earth didn't even find a way to use the 24 we started with (all converted to pends on a sad rainy night).  It's powers are so elusive I've never seen one in a BL match.  Surely there is something we are all missing here...

Enlighten us!  Show us the folly of our ways!  Sing the praises of the Antlion, and show us his power!
Just changed my vote to antlion. We can do this! :P
Title: Re: Weekly Featured Cards poll - Earth
Post by: willng3 on December 01, 2011, 02:02:37 am
Was going to go with Golems, but switched to Stone Skin seeing as how I wanted Kuro to have something to work with for once.
Title: Re: Weekly Featured Cards poll - Earth
Post by: Jocko on December 01, 2011, 05:10:48 pm
Vote for Stone Skin, bringing 500hp ems since 1.15!
Title: Re: Weekly Featured Cards poll - Earth
Post by: artise2012 on December 03, 2011, 12:50:28 am
All that makes me want to get into earth a little more than i have
Title: Re: Weekly Featured Cards poll - Earth
Post by: Avenger on December 03, 2011, 11:59:57 pm
Stone Skin.

Allows Earth to build amazing stalls. I love stalling so easy descision, who doesn't love 500 HP EM's btw?
Seriously Stone Skin, along with Earthquake, is the reason why Earth is so versatile!
Precisely.
What i see as a problem with this is that each time, a card whose uses have already pretty much been discovered and are easy to find is described. What use has it? It spares a small amount of work that can be rapidly done by anyone.
Look at less popular cards. An article on these would be SO much better, because you'd learn something. Reading the catapult article i was like... ''Yeah, yeah yeah... what's new?'' (btw, kuro, this ain't against you, your articles are high quality with good content each time =) ) The real reason i was like this is because i felt all that was obvious/easy to get to. Because there isn't something interesting about it that isn't known.
Take, for earth, this week, those cards :
-Plate Armor | Heavy Armor
-Antlion | Elite Antlion
-Hematite Golem | Steel Golem
-Shrieker | Elite Shrieker

Why would they be interesting? Because decks based around them are hard to come by. The three last ones i have only seen as backup.
And which one is leading? Stone Skin | Granite Skin. Why? Because it's used. Because it's ''easy'' to build or find decks based around it. Is that really the aim of this, detailing a well known card? In my opinion, no.
[/rant]
Yeah, i agree. I know what Stoneskin is for. I'm curious about the Antlion :)
Title: Re: Weekly Featured Cards poll - Earth
Post by: mesaprotector on December 08, 2011, 02:39:04 am
And somehow... Antlion wins. It's a crazy world we live in. :D
Title: Re: Weekly Featured Cards poll - Earth
Post by: willng3 on December 08, 2011, 02:41:03 am
And somehow... Antlion wins. It's a crazy world we live in. :D
More like the majority of the world enjoys jumping off of bridges.
Title: Re: Weekly Featured Cards poll - Earth
Post by: Rutarete on December 08, 2011, 11:43:54 pm
And somehow... Antlion wins. It's a crazy world we live in. :D
More like the majority of the world enjoys jumping off of bridges.
WEEEEEEEEEAAAAAAAAAAAAAAAAAAAHHOOOOOOOOOOOOOO----! .    .    .    .  *Slam!/Crack!*
Title: Re: Weekly Featured Cards poll - Earth
Post by: CCCombobreaker on December 18, 2011, 03:23:12 am
I think we made Kuro quit by picking antlion.    :(
Title: Re: Weekly Featured Cards poll - Earth
Post by: Higurashi on December 18, 2011, 03:47:48 am
Speak for yourself, I voted Stone Skin!
Title: Re: Weekly Featured Cards poll - Earth
Post by: ZephyrPhantom on December 18, 2011, 03:49:09 am
I think we made Kuro quit by picking antlion.    :(
Fear not, he merely has learned to burrow.  :P
Title: Re: Weekly Featured Cards poll - Earth
Post by: ddevans96 on December 18, 2011, 05:59:23 am
Look on the biright side - at least we have 12 weeks to figure out what to do with antlions :))
Title: Re: Weekly Featured Cards poll - Earth
Post by: Jocko on December 20, 2011, 05:43:14 am
I think Stone Skin is an antlion derivated product. We could hunt all those 23 antlion lovers, take their antlions and make SS with them.
Title: Re: Weekly Featured Cards poll - Earth
Post by: mesaprotector on December 21, 2011, 01:12:23 am
I initially voted Titanium/Diamond Shield, but changed my vote to antlion when I saw it had a chance of winning. :P
Title: Re: Weekly Featured Cards poll - Earth
Post by: Kuroaitou on December 22, 2011, 08:00:08 am
Look on the biright side - at least we have 12 weeks to figure out what to do with antlions :))
Funny. I don't seem to recall you guys making any progress towards Antlion decks.  :-\

Anyway, I unburrowed and managed to finish the Antlion article after several revisions... this was about as extrapolated as I could get it.



Overview
Antlion is an Earth creature that has a small bite but also with a small cost. For 2 :earth quanta, players can summon this creature onto the field; if they’re worried about it being killed however, they may also Burrow it in order to render it invulnerable to targeting effects.


General Use
Although not as powerful as the Graboid, the Antlion is a simple creature that can be used in any deck that barely splashes into the Earth element, considering its cheap cost. For only 2 :earth, players can summon a copy of this creature onto the field to deal 2 damage a turn. While the damage output appears to be low for the unupped version, the Elite Antlion does double the damage (4) for its cost, making it a fairly cost-effective damage dealer.

However, its main vulnerability is its lack of HP. To counter this though, players have the option to use its defensive ability, ‘Burrow’, to escape dangerous effects. Burrow will reduce its ATK stat in half unfortunately, but also allows it to be rendered invulnerable to targeting effects, making several devastating spells (Shockwave) and abilities (Devour) unable to affect the Antlion. In some cases, the reduced damage output from Antlion can be easily reversed via the use of several buff spells. Other times, the temporary damage reduction is best served as a final ‘surprise’ attack (i.e. – unburrowing multiple Antlions on the field in order to technically ‘double’ their damage).


Synergies
Players who have fear that their opening hands will have a shortage of :earth quanta can still create decks with powerful rushing potential. Graboid | Elite Graboid can be mixed into a deck with several Antlions (assuming the player has their Mark set to the Time element), providing cheap creatures that can swarm the field and deal steady amounts of damage. Graboid’s evolution, Shrieker, can also Burrow as well, allowing players the chance to protect their Earth creatures without the usage of Quintessence or Cloak.

Similarly, if a player decides to keep deck entirely Earth-based (with an Earth Mark), Hematite Golem | Steel Golem is a more durable mid-ranged attacker that is less susceptible to CC without the need for to Burrow. In upgraded formats, Steel Golem and Elite Antlion can also create a powerful mono-Earth rush, with the Golems acting as stronger targets to either absorb or ignore the threats of damage, while the Antlions can serve as CC bait or offensive support.

Other Cards With Synergy
Fractal can be used on Antlions to spam them in masse, but players should note that this strategy is very quanta-heavy in non-upped formats, and not as cost-effectively unless both Fractal and the Antlion are upgraded. Momentum and Adrenaline can be used on an Antlion to help its damage output (assuming it doesn’t get killed after being played), and can help it thrive even while Burrowed. Of course, buffing spells such as Blessing will have diminished effects after unburrowing (it will not return its ATK stat to the odd number it was raised to, but rather, 1 lower than its original amount).


Conclusion
In the end, the Antlion is a tiny but swift creature for many Earth elementals; with the ability to protect itself upon sensing danger, and resurfacing again to deal its full damage, it can be a dandy form of offensive support alongside tougher and more alarming Earth creatures.


Popular Deck
Antlions, Golems, Hammers, and Dragons!? MADNESS!!! (http://elementscommunity.org/forum/index.php/topic,18011.0.html)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
6rl 6rl 778 778 778 778 778 778 778 778 778 778 778 778 778 778 779 779 779 779 779 779 77a 77a 77a 77a 77a 77a 77b 77b 8pm


Other Decks


Life polls are now up! Ranting is also over.
Title: Re: Weekly Featured Cards poll - Life
Post by: pikachufan2164 on December 22, 2011, 08:47:04 am
This one's for Will:

*Rain of Frogs*
/ribbit
Title: Re: Weekly Featured Cards poll - Life
Post by: Hyroen on December 22, 2011, 09:05:13 am
First vote for Heal. ^_^
Title: Re: Weekly Featured Cards poll - Life
Post by: PlayerOa on December 22, 2011, 09:07:57 am
Heal.
War #3 made me think about Heal in a completely different way.
Title: Re: Weekly Featured Cards poll - Life
Post by: ralouf on December 22, 2011, 09:58:04 am
Staff for me this card is way underused and I like it
Title: Re: Weekly Featured Cards poll - Life
Post by: The_Mormegil on December 22, 2011, 10:53:30 am
Frog. Easily the best Life card ever, and the one that defines the element.
Title: Re: Weekly Featured Cards poll - Life
Post by: Calindu on December 22, 2011, 12:22:56 pm
Go heal!I know what to do with frogs.
Title: Re: Weekly Featured Cards poll - Life
Post by: Metoropolice on December 22, 2011, 02:37:43 pm
 forest spirit just pour water sure it will  grow  ;D
Title: Re: Weekly Featured Cards poll - Life
Post by: willng3 on December 22, 2011, 04:33:45 pm
Scary Kuro aside, go FROGS
Title: Re: Weekly Featured Cards poll - Life
Post by: UTAlan on December 22, 2011, 04:37:20 pm
Go Horned Frogs (http://en.wikipedia.org/wiki/Texas_horned_lizard)! (<3 Texas)
Title: Re: Weekly Featured Cards poll - Earth
Post by: ddevans96 on December 22, 2011, 07:29:21 pm
Look on the biright side - at least we have 12 weeks to figure out what to do with antlions :))
Funny. I don't seem to recall you guys making any progress towards Antlion decks.  :-\
If I wasn't stupid and Antlion had actually come in second like I thought, I'd thank you for proving what would have been my point.
Title: Re: Weekly Featured Cards poll - Life
Post by: ZephyrPhantom on December 22, 2011, 10:55:26 pm
Heal. As awesome and rushy as Frogs are, Heal is a nice and simple way of showing Life's not just about creatures.
Title: Re: Weekly Featured Cards poll - Life
Post by: Kuroaitou on January 05, 2012, 05:36:30 am
Credits to pepokish for writing the ORIGINAL article - many of her paragraphs are still kept (relatively) the same in the Featured Article, but I added some new information, an intro/conclusion, and a few other refinements. :)



Overview
Despite a wide assortment of creatures to choose from, Horned Frog is one of the most iconic Life creatures due to its coveted ATK-cost ratio and overall offensive prowess.


General Use
For 2 :life quanta, the Horned Frog (or Giant Frog) plays its part as one of the basic, low-cost, high-damage dealers within the Life element. At first glance, it may seem overshadowed by the slightly more durable Cockatrice, but further investigation into PvP and/or PvE grinding shows that this is not always the case.

Players may initially assume that because of its low HP, Horned Frog is a fairly frail creature highly susceptible to creature control (a Rain of Fire can take out an army of frogs). However, not all enemy decks are necessarily equipped with such creature control, and thus, Frog armies can usually deal decent damage to the opponent before dealing with shields or harmful spells. In addition, its cheap cost makes it viable in a variety of decks that primarily focus or partially splash :life quanta. Thus, its cost (cheaper than Cockatrice) expands its access to different deck archetypes.


Synergies
Combined with Adrenaline | Epinephrine, Horned Frogs can be quite deadly. Seldom should a frog go without Adrenaline, as it will essentially turn the amphibian into a dragon for half the usual quanta cost. With Adrenaline, the Horned Frog causes more damage (12 damage unupped, 11 damage upgraded) than the Emerald Dragon for only 5-6 quanta (while the Emerald Dragon costs 10). However, Adrenaline also gives the Horned Frog notable weaknesses. Because it causes the Frog to attack multiple times per turn, CC cards like Fire Buckler and Plague can destroy it. Conversely, Adrenaline can also help Frogs escape CC effects such as Freeze and Delay, and even chip away the various layers of a Bone Wall shield.

Despite its lack of health, the Horned Frog is a key card in most mono-Life Rush decks. In such decks, the Cockatrice | Elite Cockatrice can also serve alongside it for slightly more durable (and relatively quick) damage. In upgraded formats, both creatures can deal 5 damage upon attacking, making single-target CC futile against an army of fast attackers.

Additionally, its cheap cost to summon (2 :life quanta for both unupped and upped versions) allows it to be a great choice for creature-spam decks. Fractal | Fractal is an excellent card to use with Horned Frogs, as the critters can be played immediately in a turn given an abundance of :life quanta. Swarming the opponent with multiple Frogs will put the enemy on the defensive if they aren’t paying attention, and if they don’t have a way to mitigate or stop the damage outright, the Frogs can soften act as the killing blow.

Other Cards With Synergy
Frogs also work well with other Life cards, such as Emerald Dragons. The Dragons are able to take the place of an Adrenaline-affected Horned Frog when faced with high amounts of creature control. Mitosis can provide a slower, but equally troublesome creature generator for decks that may lack CC, especially if Empathic Bond is on the field to provide massive healing. Other defensive-oriented Life cards, such as Druidic Staff and Heal, compensate with healing over damage mitigation. Even in rainbow decks, Giant Frogs can provide a great source of damage (it only takes one Supernova for allow a Giant Frog onto the field).


Conclusion
Symbolizing the power of speed, Horned Frog and Giant Frog are indispensable when it comes down to the fast-damage in the Life element. Efficiency-wise, Frogs are one of the most used Life creatures and pack a decent punch for any :life-using player.


Popular Deck
Life Rush - (aka Ultimate Speed EM) (http://elementscommunity.org/wiki/decks/strategy/life-rush/)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
6rk 6rk 7ac 7ac 7ac 7ac 7ac 7ae 7ae 7ae 7ae 7ae 7ae 7ag 7ag 7ag 7ag 7ag 7ag 7ai 7ai 7ai 7ai 7ai 7ai 7bu 7bu 7bu 7bu 7bu 8pn


Other Decks


Fire polls are now up!
Title: Re: Weekly Featured Cards poll - Fire
Post by: furballdn on January 05, 2012, 05:43:23 am
Ash eater. Want to see it's article improved from "test :fire test" :P
Title: Re: Weekly Featured Cards poll - Fire
Post by: Xenocidius on January 05, 2012, 06:06:11 am
Ash eater. Want to see it's article improved from "test :fire test" :P
*Quickly edits*


I voted for Deflagration. It is the simplest and cheapest permanent control card in the game. Flexible, versatile and useful, this is one of Fire's most iconic cards, and I'm surprised it hasn't been featured yet.
Title: Re: Weekly Featured Cards poll - Fire
Post by: UTAlan on January 05, 2012, 06:07:23 am
I voted for Deflagration. It is the simplest and cheapest permanent control card in the game. Flexible, versatile and useful, this is one of Fire's most iconic cards, and I'm surprised it hasn't been featured yet.
This. Deflag is the obvious choice.
Title: Re: Weekly Featured Cards poll - Fire
Post by: Higurashi on January 05, 2012, 10:30:46 am
The two cards I find the most iconic -and- powerful for Fire are Phoenix and Fire Bolt. As Phoenix has been featured, Fire Bolt it is.
Title: Re: Weekly Featured Cards poll - Fire
Post by: nilsieboy on January 05, 2012, 11:55:40 am
rain of fire, my favorite mass cc card in the game.
Title: Re: Weekly Featured Cards poll - Fire
Post by: Calindu on January 05, 2012, 12:17:17 pm
Fire bolt, let's see if Kuro can come with more than 2 decks ^^.
Title: Re: Weekly Featured Cards poll - Fire
Post by: xdude on January 05, 2012, 01:35:20 pm
I voted for Explosion. One of the best cards in the game since 2009 (since it was made, for the young folks).
Title: Re: Weekly Featured Cards poll - Fire
Post by: PlayerOa on January 05, 2012, 03:45:17 pm
I'm also going with Deflag.
Title: Re: Weekly Featured Cards poll - Fire
Post by: Larqua on January 05, 2012, 04:38:06 pm
I think the fire spirit needs a bit of love :/


in regards to the frog post.

"the Frogs can soften act as the killing blow."

Should that be "the frogs can often act as the killing blow"?
Title: Re: Weekly Featured Cards poll - Fire
Post by: Aves on January 06, 2012, 01:06:42 am
Mass CC. Dominate.
Title: Re: Weekly Featured Cards poll - Fire
Post by: Cheesy111 on January 07, 2012, 05:44:24 am
I'm going to hand the lead to Fire Storm here - it's just too great to have mass CC in this game, especially if you stack multiple Fire Storms.
Title: Re: Weekly Featured Cards poll - Life
Post by: Kuroaitou on February 04, 2012, 08:02:37 am
Dear lord, it's been almost a whole month. >_< - Here's the beloved Fire Bolt article for all you flamers. :P


Overview
Fire Bolt has only one purpose: to do massive harm, either to a creature or the opponent. The more :fire quanta you have, the more damage the spell can deal. As such, Fire Bolts are often used to deliver the final blow against opponents who aren’t fast enough for the K.O.



General Use
Fire Bolt will deal a minimum of 3 damage no matter what. However, an extra 3 points of damage can be dealt for each 10 :fire quanta the player possesses. This is calculated before subtracting the spell cost. For example:

3-9 quanta -> 3 damage
10-19 -> 6 damage
20-29 -> 9 damage, and so on.
Using several Fire Bolts in one turn can result in an instant victory. Some decks ("sudden killers") rely on stalling, waiting for a mass production of :fire quanta, and killing the opponent in a single turn. It's important to note that this type of damage requires some thoughtful calculation in order to ensure the final blow can be dealt within a given try, else the opponent can use the opportunity to heal themselves or finish the attacker off the next turn. (For more help with calculations, jump to the end of this article.)

One small tip is that the "fire bolt effect" can be randomly summoned by Chaos Seed or Pandemonium. If either form of CC produces a Fire Bolt, the amount of damage dealt to the creature is based off the amount of :fire quanta the user possesses at the time. Below is a table of how Fire Bolts scale. The numbers given are the amount of :fire quanta needed to deal a certain amount of damage depending on the amount of bolts/lances a player can shoot off at once. NOTE: Due to the fact that quanta is capped at 75 for each elemental pool, some of the tables below prove that you cannot 'instant-kill' someone using a single Bolt.




Synergies
One of the main cards Fire Bolt is paired with is Fahrenheit | Fahrenheit. Since the damage from Fahrenheit scales with :fire quanta as well, both cards can work together to deliver loads of damage. In fire stalls, bolts can be used as creature control while the Fahrenheit can serve as the main form of damage, whittling the opponent's health away gradually.

Ash Eater | Brimstone Eater also has a simple, yet effective combo with Fire Bolt. While the unupped form of the creature can serve as Cremation fodder to quickly generate :fire, Brimstone Eater’s ability will trigger and generate 1 :fire each turn (as long as it isn’t frozen or delayed) after attacking. Although these creatures are extremely delicate (1 HP), they often can shave off modest amounts of HP (2 ATK each turn) from the opponent, thus decreasing the amount of :fire quanta needed for the final bolt blow.

As with all direct-damage spells, Fire Bolt will be reflected by certain shields when targeting the opponent's lifebar. Things can get tricky if the opponent equips one of these shields, as the immaterial shield will prevent a player from directly hitting the opponent's HP (unless the player wants the spell to boomerang back). Since the shields cannot be targeted by permanent control (e.g., Steal, Deflagration), using a reflective shield of some sort can work around the opposition's defense; if a player equips a Reflective shield | Mirror Shield and targeting themselves, the damage will bounce off them and hit the opponent instead. In this situation, Reflective Shield is often the preferred choice, as it only needs 1 :light quantum to summon, compared to Emerald Shield which requires 5 :life quanta to play.

Other Cards With Synergy
The majority of decks that use Fire Bolt or Fire Lance often use various other low-cost Fire cards to deal with major offensive and defensive threats; Deflagration can be used to remove risky weapons (like Discord, which affects one's quanta), while Rage Elixir can remove a single creature (since a majority of creatures have less than 5-6 HP). Fire Shield can also assist in indirect creature control, as attacking creatures will be damaged by your shield and more susceptible to other CC cards (or killed by the shield itself).

Players also tend to pair up healing cards when using Fire Lance as a final attack; Sanctuary as well as the elusive Shards of Gratitude and Divinity (depending on one's mark) can provide general healing over time or health boosts when needed, further increasing the difficulty of defeating a Fire Bolt spammer.


Conclusion
A quintessential example of the aggressive nature of the Fire element, Fire Bolt is a threat to any unprepared deck. If you see your opponent building loads of :fire quanta, act fast and finish them off as soon as you can, else you might find yourself finished in a single turn.


Popular Deck
Fire Stall (http://elementscommunity.org/forum/index.php/topic,6515.0.html)
by Kuroaitou
Hover over cards for details, click for permalink
Deck import code : [Select]
6rn 6rn 6rn 6rn 6rn 6rn 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dk 7dk 7dk 7dk 7dk 7dk 7dl 7dl 7dm 7dm 7dm 7dm 7dn 7dn 7dn 7do 7dr 7dr 7dr 7dr 8pn


Other Decks


Water polls are now up!
Title: Re: Weekly Featured Cards poll - Water
Post by: Xenocidius on February 04, 2012, 08:07:26 am
Flooding gets my vote, in light of its recent buff, the addition of Shard of Patience, and the fact that the card is still seldom used.
Title: Re: Weekly Featured Cards poll - Water
Post by: Calindu on February 04, 2012, 09:04:33 am
Physalia gets my vote, excellent card!
Title: Re: Weekly Featured Cards poll - Water
Post by: Rutarete on February 04, 2012, 11:20:37 pm
I'm stuck between voting for Trident and Flooding, both seriously underused.
Title: Re: Weekly Featured Cards poll - Water
Post by: MV296 on February 05, 2012, 07:54:16 am
Voted for Ulitharid.  ;)
You know he is awesome.
Title: Re: Weekly Featured Cards poll - Water
Post by: PlayerOa on February 05, 2012, 09:44:19 am
Flooding got my vote this time.
Title: Re: Weekly Featured Cards poll - Water
Post by: furballdn on February 05, 2012, 08:39:14 pm
Blue crawler. It's so unloved.
Title: Re: Weekly Featured Cards poll - Water
Post by: ZephyrPhantom on February 06, 2012, 01:29:21 am
While Flooding and Chrysaora both have pretty clear uses, I'd like to see what clever decks could be built around Ice Lance.
Title: Re: Weekly Featured Cards poll - Water
Post by: Hyroen on February 06, 2012, 02:43:03 am
+1 Purify

It is one of the most, if not -the- most unique card in :water Water's arsenal. Sure it might not be the strongest, nor would I say balanced yet, but damn is it nifty.
Title: Re: Weekly Featured Cards poll - Water
Post by: Absol on February 08, 2012, 09:06:26 am
Flooding?
Hopefully an in-depth analysis will allow players to assemble their strategy using this card better. As this is one of the most underused cards.
Title: Re: Weekly Featured Cards poll - Water
Post by: Higurashi on February 08, 2012, 11:06:00 am
It's about damn time Chrysaora gets its long deserved screen time. It was the first card I upped in the first deck I upped: Speed Poison, and it's an amazing card. I'm going to keep voting for it until it gets its due.
Title: Re: Weekly Featured Cards poll - Water
Post by: Jappert on February 08, 2012, 05:45:25 pm
Tough one.
Went with Icebolt: CC, freeze effect on both creatures and weapons. I love that card!

I agree though, Purify and Chrys are decent choices also.
Title: Re: Weekly Featured Cards poll - Water
Post by: RavingRabbid on February 26, 2012, 12:56:05 pm
This dead.
Title: Re: Weekly Featured Cards poll - Water
Post by: Calindu on February 26, 2012, 06:10:50 pm
Inundation won vs. Chrysaora, crazy!
Title: Re: Weekly Featured Cards poll - Water
Post by: Kuroaitou on July 01, 2012, 08:23:55 am
I appreciate all those who have been... patient (*coughcough*) with me for the past few months. After a forum transition, illness, school, and various other factors that impeded and/or skewered this wonderful project, I welcome you all to read:

The Flooding | Inundation article.




Overview

Flooding is unique in Elements in that it’s an automatic form of mass creature control, locking both fields in play. Upon use, both players have their fields' edges submerged in water, ensuring that a maximum of 5 non-Water and non-Other creatures can enter play without drowning in the abyss.



General Use

Compared to the soft CC delay of Freeze or the ramp-up spell of Ice Bolt as creature control, Flooding is an all-or-nothing type of mass CC card; the creatures are killed or they survive. For 3 :water (2 :water upgraded) quanta, Flooding will enter play and instantly kill all creatures on the edges of the field after they've attacked (unless they are a Water or Other creature). Note that because Flooding kills after a creature has attacked, it's considered to be a reactive form of mass CC - similar to a damaging shield, except with a guaranteed kill rate given the right conditions. However, Flooding cannot target creatures that are normally untargetable (i.e. - immortal or burrowed), and as such, players can protect their creatures within the water by quickly Immortalizing them directly (not with Cloak). Like the environmental card Nightfall, Flooding affects both sides of the field upon entering play, so players need to be careful in what creatures they choose to play if they utilize this card in their deck.

Because of its potential to lock down an opponent's playing field to 5 (possibly worthless) creatures, Flooding has an additional cost; each turn, it drains one :water quantum from the user. This means that if the Elemental does not have the required :water to feed into Flooding, the effect will fail, and Flooding will automatically destroy itself from the field. Thus, both permanent removal cards and quanta denial can effectively remove Flooding from one's field. Also, Flooding cannot stack; multiple copies of the card in play will simply consume more :water rather than occupy more spaces in the field. However, Flooding is easier to replace than the costly Ice Shield, so having extra copies in case one is removed can be a safe tactic should a tactic revolve around the watery graveyard.



Synergies

Because the first 5 creatures an opponent controls can still kill, Arctic Squid | Arctic Octopus is a good creature to halt them. While rare, one Squid is enough to freeze 3 creatures back-to-back in a cycle, and the upgraded version can keep 4 creatures in ice blocks. Because of that, 2 of either the non-upped or upgraded creature are enough to 'field lock' an opponent and prevent any creatures from dealing serious health dents (or using their abilities, for that matter). Keep in mind that this tactic will eat up :water quanta quickly, so Water tacticians should adjust their deck accordingly to compensate for the increased demand.

An alternative to 'field lock' is to exploit the condition that Other creatures can still survive in Flooding. Using Aflatoxin | Aflatoxin, a person can poison one of the creatures in the first five spots (preferably the first), to mass produce somewhat useless Malignant Cells. As the Cells have only 1 ATK, most shields can easily block the damage; if the combo occurs early enough, the foe will have their first five spots infested with the cells, and be unable to play any card without risk for it drowning. Such a combo can be expensive and difficult to pull off, but is one of the most rewarding strategies if accomplished, as without CC to remove the Cells, the challenger's deck will usually falter and be unable to do anything in the long run.

For players who are more offensive in their deck design, Shard of Patience | Shard of Patience can be used to further buff water creatures. With a flexible quanta cost, the rare permanent will slowly begin to increase the damage (and health, if it's Water) of all ally creatures. Water creatures in particular will gain 2 ATK and 2 HP each turn, despite the stun. However, Water creatures in the Flooded zones gain a whopping 4 ATK and 4 HP per turn, acting as a continual and stronger version of Blessing. Given enough time, the Water creatures on the edges will become behemoths in their own right, dealing major damage to the enemy - but only after the shard is removed. It's important to note that not every deck will have more than 5 creatures in it, and as such, Fractal or other creature-generators may be needed to take advantage of this.

Other Cards With Synergy

Ice Shield can protect the user and also freeze any creatures that survive the Flooding, given that they aren't also affected by Momentum. Enchant Artifact can also be splashed in, or to be used as a duo to fuel Trident active ability, improving the synergy between Water and Earth denial in both creatures and quanta generation (pillars). Boneyard combined with Bone Wall can provide tremendous defense should the combo be pulled off successfully, as the opponent's creatures will drown and the Skeleton produced will also drown and fuel the Bone Wall.



Conclusion

Despite its drawbacks of a constant quanta drain and restrictions to creatures of its own element, Flooding's very presence poses the question: what creatures should enter play first? Without concern to the previous question, players may be too late to change their own line-up if the tides rise up...



Popular Deck
Negative Five (N5) (http://elementscommunity.org/forum/index.php/topic,33584.msg429069.html#msg429069)
Hover over cards for details, click for permalink
Deck import code : [Select]
4vg 4vg 4vg 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u2 6u2 6u2 6u2 6u2 6u2 6u7 6u7 6u7 6u7 6u7 6u7 7h1 7h1 7h1 7h1 7h1 8pp


Other Decks




Light polls are now up!

If a person has any questions, concerns, or suggestions on how to improve the Featured Article, it is highly suggested that the person please post a response to this article, as well as vote for the oncoming article for the following element! :) Thanks again.
Title: Re: Weekly Featured Cards poll - Light
Post by: Xenocidius on July 01, 2012, 09:14:49 am
Hooray, another dead project resurrected!

My vote goes to Solar Shield, which has come from being but a neglected vanilla shield to an interesting card with various synergies.
Title: Re: Weekly Featured Cards poll - Light
Post by: Calindu on July 01, 2012, 09:48:35 am
Go Pegasus, it's time to show your rush power!
Title: Re: Weekly Featured Cards poll - Light
Post by: Higurashi on July 01, 2012, 11:55:40 am
I'm pretty flabbergasted Miracle wasn't featured first of all Light cards. It's probably the most defining, thematically strong and representative card in the game for its element.
Title: Re: Weekly Featured Cards poll - Light
Post by: Poker Alho on July 01, 2012, 12:42:12 pm
voting for pegasus, a very underused  :light card imo
Title: Re: Weekly Featured Cards poll - Light
Post by: eaglgenes101 on July 01, 2012, 04:12:17 pm
Holy light needs a bit of recognition.
Title: Re: Weekly Featured Cards poll - Light
Post by: PlayerOa on July 01, 2012, 04:45:27 pm
Miracle is surely the card I am voting for in this poll.
Title: Re: Weekly Featured Cards poll - Light
Post by: dragonsdemesne on July 01, 2012, 04:48:05 pm
Holy Flash!!! :)  Gotta love that 0-cost healing.  I remember surprising a few people with that in the halloween tourney, either healing out of nowhere or blasting their gargoyle or death dragon out of the sky :p  I'm surprised this one doesn't make its appearance in War more, given that against two opponents they are very likely to have targets for it, and upped it can be put in any deck.  I pushed for it on my team this war, but they didn't go along with my suggestion to include one or two in the vault.
Title: Re: Weekly Featured Cards poll - Light
Post by: willng3 on July 01, 2012, 04:59:12 pm
Angels.  There's quite a few interesting combinations available to them that would make for a good article.
Title: Re: Weekly Featured Cards poll - Light
Post by: furballdn on July 01, 2012, 10:41:52 pm
Solar shield. Way too underappreciated shield.
Title: Re: Weekly Featured Cards poll - Light
Post by: Rutarete on July 01, 2012, 10:51:54 pm
Voted for Pegasus. I don't recall the last time I saw then being used. Give it some love and attention with the article!
Title: Re: Weekly Featured Cards poll - Light
Post by: Jenkar on July 03, 2012, 03:17:22 pm
Solar shield. Way too underappreciated shield.
+1. Last BL it made monolight horribly resistant to denial >:D
Title: Re: Weekly Featured Cards poll - Light
Post by: Kuroaitou on July 07, 2012, 01:18:36 pm
Flying high in the sky, let's welcome Guardian Angel!




Overview

In a game filled with cards capable of demolishing a single creature or field of critters, Light's very own Guardian Angel can be a saving grace for those that manage to survive the damage. Guardian Angel can heal a target creature for 5 HP, which is usually enough to undo the damage from almost any CC effect, including Lightning.



General Use

Compared to the other Light creatures, Guardian Angel has a very specific use; ensuring that other creatures are still around to do deal damage or utilize their abilities. For 3  quanta, players can summon a fairly durable Guardian Angel into play, having health to withstand almost any damaging CC effect (save for Rage Potion, unless it's upgraded). On the battlefield, Guardian Angel will not deal as much damage compared to other Light creatures (or any other creature, for that matter) with its 1 ATK; but if one's creatures are damaged during battle, the user can activate the Angel's ability, 'Heal' to restore 5 HP to injured allies. Note that Heal cannot remove status ailments such as poison or Gravity Pull; in such cases, Heal may need to be used repeatedly in order to keep that creature from falling from such debuffs. Also, the Guardian Angel cannot heal the player (unlike the Light Nymph).

Upgraded though, Archangel's stats are quite different from its non-upped form. With a whopping 7 ATK and HP, Light elementals can call upon these winged monsters to deal impressive damage against their foes, while also having healing powers to undo damage. This significant stat boost comes with double the cost (6  quanta to summon), but can be seen as a decent trade, as the stronger angels are even more capable of ignoring CC effects and restoring HP to other angels in play.



Synergies

Because Angels can undo damage dealt to all creatures (including themselves), Rage Potion | Rage Elixir can be tossed onto the creature and healed back immediately for a free ATK boost. Unupped, the healing effect cancels out the damage completely, giving the basic Guardian Angel 6 ATK - if a player were to use Rage Elixir, however, they must also realize that the spell can only be used on an Archangel with the increased HP, so as to prevent killing their own creature. This tactic is fairly simple and easy to pull off between the Fire and Light elements, and can create a wonderful field of tough, CC-resistant creatures with high ATK. To further improve on this strategy, skilled (or lucky) elementals can use the rare Red Nymph to continuously apply the Rage Potion effect to the Angels.

Conversely, some players may prefer more healing with their deck (despite Light having several alternatives), and may combine Liquid Shadow | Liquid Shadow alongside the Angel. Although Liquid Shadow will remove the 'Heal' ability from the target Angel, it will grant the ability 'Vampire', allowing the Angel to heal its owner based upon the damage it deals. Obviously, the upped version is a stronger choice for the Liquid Shadow due to its higher ATK, but players should note that without a secondary Angel in play, the poison inflicted by the alchemy spell will wither away the Angel until its death. Thus, it becomes a necessity for the Angel's ability to be used constantly to keep the bloodthirsty angel alive, so as to provide its fully augmented potential.

Finally, for players who like to avoid being damaged altogether, they may summon the heavy-duty Armagio | Elite Armagio into play. For 1 additonal  after summoning the high-HP creature, the user may then trigger the Gravity Pull active, redirecting all creature damage to the Armagio in question. Because the damage is inflicted onto the creature then instead of the player, Angels can easily recover such damage by redirecting all their efforts onto the targeted Armagio, creating a pseudo-invulnerability to attacks using creatures instead of shields. Unfortunately, this strategy can often fall prey to hard hitting creatures that remove chunks of health at a time; against a field of dragons, an Armagio may not survive against such heavy attacks for the Angel to save it in time.

Other Cards With Synergy

In some cases, Voodoo Doll can be a tricky choice to pair up with the Angel. As Dolls take damage in order to inflict pain unto the enemy player, Angels can easily heal up that damage back up to reinstill another wave of pain. Light Dragons are one of the top in-element Light creatures to heal due to their high HP and priority of targeting when facing AI. Damage done from Acceleration can also be replenished after 5 or so turns using Angels.



Conclusion

Although many players often ditch or ignore saving their armies after being struck by devastating attacks, Guardian Angel can gently remind them that such losses may be prevented with careful (or intensive) use of the protective spirit. Despite the majority of healing cards being from Light, and the plethora of healing spells available, the Angel is one of the tried-and-true cards famous enough to heal a creature back from near-death.



Popular Deck
Supah Angels! (http://elementscommunity.org/forum/index.php/topic,1474.0.html)
Hover over cards for details, click for permalink
Deck import code : [Select]
7dp 7dp 7dp 7dp 7dr 7dr 7dr 7dr 7dr 7dr 7jo 7jo 7jo 7jo 7jo 7jo 7jp 7jp 7jp 7jp 7jp 7ju 7ju 7ju 7ju 7ju 7ju 7jv 7jv 7jv 8po


Other Decks




Air polls are now up!

Title: Re: Weekly Featured Cards poll - Light
Post by: Annele on July 07, 2012, 01:21:41 pm
^ You've still got the flooding quickfacts.

EDIT: Was fixed.
Title: Re: Weekly Featured Cards poll - Air
Post by: Higurashi on July 07, 2012, 01:23:24 pm
OE and Blitz are the most iconic for Air. I use OE a lot more, so it gets my vote.
Title: Re: Weekly Featured Cards poll - Air
Post by: Absol on July 07, 2012, 01:26:31 pm
Thunderstorm, if only because i want to see an in-depth analysis of this one often considered UP card.
Title: Re: Weekly Featured Cards poll - Air
Post by: Jenkar on July 07, 2012, 01:27:51 pm
OE awesome.
Title: Re: Weekly Featured Cards poll - Air
Post by: Poker Alho on July 07, 2012, 01:32:09 pm
thunderstorm without a doubt. i only use it on a counter deck vs eternal phoenix lol
Title: Re: Weekly Featured Cards poll - Air
Post by: Calindu on July 07, 2012, 01:58:37 pm
Go Sky Blitz!
Title: Re: Weekly Featured Cards poll - Air
Post by: willng3 on July 07, 2012, 02:22:06 pm
Owl's Eye:  I'd like to see a high quality article here.
Title: Re: Weekly Featured Cards poll - Air
Post by: furballdn on July 08, 2012, 02:42:18 am
Go firefly! Under appreciated :air card.
Title: Re: Weekly Featured Cards poll - Air
Post by: Holokausti on July 10, 2012, 10:02:26 am
Owl's Eye definitely.
Title: Re: Weekly Featured Cards poll - Air
Post by: PlayerOa on July 10, 2012, 11:28:33 am
I have to go with Owl's Eye for this one.
Title: Re: Weekly Featured Cards poll - Air
Post by: Chapuz on July 10, 2012, 01:50:02 pm
Sky blitz makes OTks. Nuff said  ;D
Title: Re: Weekly Featured Cards poll - Air
Post by: Charming on July 11, 2012, 07:41:52 am
Fog Shield of course ! An early,over-powered shield. Great counter against rushes,though.
Title: Re: Weekly Featured Cards poll - Air
Post by: furballdn on July 12, 2012, 01:20:43 am
Let's make a trolldeck that will get into the wiki. Wait, what do you mean it's a tie?!? Oh well, better do both :P
Hover over cards for details, click for permalink
Deck import code : [Select]
7ms 7ms 7ms 7mt 7mt 7mt 7mt 7mt 7mt 7n1 7n1 7n1 7n1 7n1 7n1 7n2 7n2 7n2 7n2 7n2 7n2 7n5 7n5 7n5 7n5 7n5 7n5 7oe 7oe 7oe 8pr

Actually works okay, but shockwave is a much better choice than thunderstorm for CC, but you can say that having AoE paired up with direct damage from the EE is nice too.
Title: Re: Weekly Featured Cards poll - Light
Post by: Kuroaitou on July 13, 2012, 06:17:17 pm
And now, the article for *rumblerumblerumblezapzaprumblezap (http://elementscommunity.org/wiki/Thunderstorm)*.




Overview

With the ability to zap an entire field of creatures to dust, Thunderstorm is a short and sweet CC card that deals 1 damage to all enemy creatures. Its cost is by far the cheapest out of all mass CC options.



General Use

Thunderstorm is a cheap mass creature control spell capable of removing several enemy creatures at once (depending on the creatures' HP). For 2 :air quanta (1 :air upgraded), players can cast the spell in order to deal 1 damage to all enemy creatures for free. Of course, 1 damage may not seem as much, compared to the removal of 3 HP of Rain of Fire, but its incredibly efficient cost makes it easy to use and complements many of Air's other CC cards that directly (and indirectly) target and deal damage to enemy creatures.

A small thing to note is that, like all other mass AOE CC spells, Thunderstorm is capable of removing Cloak off an enemy's field; even with multiple Cloaks, a single Thunderstorm will still hit all enemy creatures despite their invisible 'non-target' field status. Combining Thunderstorm with other major CC cards can help demolish frail creatures or wither down more durable monsters to be killed off later.




Synergies

Although an unusual pairing, Death-Air combos are fairly impressive when mixed, and the alchemy spell can do wonders with a single Thunderstorm. Aflatoxin | Aflatoxin will poison a target creature; although this may appear redundant, the resultant Malignant Cells that fill the field afterwards will serve as both lock down as well as a set up for a multitude of death triggers. Since the Cells only have 1 HP each, a single Thunderstorm can wipe them all out in a single shot, which can work wonders with cards that gain bonuses from the deaths like Vulture and Bone Wall. The amount of ATK power gained by a single Vulture (or 'charges' a Bone Wall obtains) from this tactic is phenomenal. Despite being difficult to set up, this combination creates a fun synergy between the two elements with different CC mechanics.

In mono-Air decks, Owl's Eye | Eagle's Eye may be a simpler choice due to its reusable and effective CC capabilities. The rare weapon's ability, Sniper, can deal 3 damage to a single creature. Combined with Thunderstorm, the spell and the weapon can often clear out enemy fields with a moderate requirement of :air quanta, and can wither down tough creatures such as Stone Dragon to its knees in a few turns. The two cards combine well to tactic on a variety of decks; even when fighting Cloak, Thunderstorm can remove the invisible protection, granting the player true aim to shoot at whatever was hiding underneath.

Other Cards With Synergy

Other CC cards, such as Shockwave and Unstable Gas (if a player decides to bring it for both damage and the CC component), can work alongside storms to remove a variety and armies of creatures, allowing the Air element to take on most swarm or rush decks with ease. Skull Shield can sometimes eliminate hard-hitters (Fire creatures, for example) and transform them into easy-to-shock skeletons.



Conclusion

Thunderstorm can be an overlooked card in comparison to various mass AOE CC spells and permanents found in-game. However, because of its cheap cost, players may and should consider using the spell in case they find themselves fighting against swarm or low-HP creature deck types, as the extra :air quanta can be useful in the long run.



Popular Deck
A Fog Comes Before the Storm (http://elementscommunity.org/forum/index.php/topic,10101.0.html)
Hover over cards for details, click for permalink
Deck import code : [Select]
6rn 6rn 6rn 6rn 6rn 6rn 7ms 7ms 7ms 7ms 7n0 7n0 7n1 7n1 7n1 7n1 7n1 7n1 7n2 7n2 7n2 7n2 7n5 7n5 7n5 7n5 7n5 7oe 7oe 7oe 7oe 8pr


Other Decks




Time polls are now up!
Title: Re: Weekly Featured Cards poll - Time
Post by: furballdn on July 13, 2012, 06:22:02 pm
Without a doubt, deja vu. Flying furballs are go.
Title: Re: Weekly Featured Cards poll - Time
Post by: inthisroom on July 13, 2012, 06:25:50 pm
So I'm the only one who likes Fate Eggs?
Title: Re: Weekly Featured Cards poll - Time
Post by: Calindu on July 13, 2012, 06:31:18 pm
Pharaoh for sure, this card is finally used at it's performance.
Title: Re: Weekly Featured Cards poll - Time
Post by: Absol on July 13, 2012, 07:48:53 pm
Aye, Pharaoh. Let's see Pharaoh Spam at work.
Also, good work Kuro.
Title: Re: Weekly Featured Cards poll - Time
Post by: Jocko on July 13, 2012, 09:38:03 pm
Show precog some love!
Title: Re: Weekly Featured Cards poll - Time
Post by: PlayerOa on July 13, 2012, 09:46:52 pm
Go go Fate Egg. :>
Title: Re: Weekly Featured Cards poll - Time
Post by: Poker Alho on July 14, 2012, 01:05:16 am
So I'm the only one who likes Fate Eggs?

you're not alone mate :P
Title: Re: Weekly Featured Cards poll - Time
Post by: Annele on July 14, 2012, 01:17:58 am
Go go Fate Egg. :>
Title: Re: Weekly Featured Cards poll - Time
Post by: Higurashi on July 14, 2012, 10:42:30 am
Pharaoh is definitely the most defining creature for Time.
Title: Re: Weekly Featured Cards poll - Time
Post by: thispersonisagenius on July 14, 2012, 12:30:44 pm
Pharaoh is definitely the most defining creature for Time.
That's true. However, only three time cards (as far as I can see) have synergies with other elements, and those are Anubis, Scarab and Sundial. Scarab in itself isn't too good of a card, and I felt that Sundial was too obvious to vote for. I voted Anubis, the god of the afterlife. :)
Title: Re: Weekly Featured Cards poll - Time
Post by: ddevans96 on July 16, 2012, 04:57:22 am
Deja Vu.

Can be buffed, immolated, etc. Should be a fun article to read.

Deja Vu.
Title: Re: Weekly Featured Cards poll - Time
Post by: furballdn on July 16, 2012, 04:58:23 am
Deja Vu.

Can be buffed, immolated, SoFrepi'd, etc. Should be a fun article to read.

Deja Vu.

YOU ARE A SIR, SIR.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Kuroaitou on July 20, 2012, 04:43:55 pm
We got a breakfast order; Fate Egg coming right up!




Overview

Hard-boiled or raw, these incubated monsters can hide a potential wallop in them for those who are lucky enough. Fate Eggs cost 3 :time quanta to play, and have a one-time skill called ‘Hatch’, which transforms them into another random creature in the game.



General Use

Fate Egg is a creature that may seem extremely risky to play; for 3 :time quanta unupped or upped, players may summon the frail 1 HP creature onto the field. As the Fate Egg cannot deal damage (0 ATK), most players usually play the Egg to full utilize its ability, Hatch, will will transform the Egg into a random creature upon use. However, not all creatures are part of this lottery; the following creatures below will not be hatched from an Egg, due to them being extremely detrimental to obtain, exploitable, or simply redundant from older patches (both versions of the creature listed are considered):

Ash   
Chimera
Devonian Dragon   
Fate Egg
Immortal   
Malignant Cell
Scarab   
Shard of Focus
Shard of Integrity   
Weapon 'Creatures'

Despite the few creatures that Fate Egg cannot become, the ability to generate strong attackers, such as Dragons, or highly impressive utility creatures, such as Nymphs, can be a very lucrative incentive to hatch (or kill) a Fate Egg once it's been summoned. In any case, a Fate Egg's stats are low due to the risk that both players must make; its slight quanta cost can be proved a waste if the owner winds up with an undesired attacker. Likewise, an enemy may find themselves taking on an unexpected threat if they leave it untouched by damaging CC effects or lobotomization.



Synergies

For players who don't want to risk their Egg being cracked upon hitting the field, Shard of Readiness | Shard of Readiness serves as a fast way to summon and transform the Egg into another creature. Because Shard of Readiness (SoR) automatically removes the ability cost of Hatch and allows it to be used immediately, some decks which rely on the Egg may combine these two cards to best utilize the Fate Egg. In addition, SoR will allow Hatch to be used "twice" in the sense that the Fate Egg will hatch into two creatures upon use, allowing for swarming/rush tactics and efficient creature generation.

In many cases, using Hatch will generate a creature with an active skill that requires non- quanta. To assist with using such skills, Nova | Supernova often provides Fate Egg's latter transformation the capability to use such skills, especially in Rainbow decks with multiple Quantum Pillars. Also, Nova works well with Shard of Readiness, as the quanta from a single Nova can instantly supply the random quanta needed to play the Shard.

Other Cards With Synergy

For more risky duelers, Fractal is an interesting and fun spell to use alongside the creature; a field filled with several Eggs can sometimes grant the person a chance to generate a useful creature out of the potential dozens. Cloak will not only protect multiple Eggs from single-target CC effects, but also make it harder for the opponent to see what hatched creature is damaging them and how to counter it given their cards. Shard of Serendipity also works well as a surprise factor alongside SoR for major card advantage in conjunction with the egg in a Rainbow deck.



Conclusion

While not quite reliable for any major deck strategy, Fate Egg is a fun creature to use successfully. While not always used for the most serious PvP games, Fate Egg is a polarizing card to both veteran and newcomer alike, as its luck-based creature generation can seal victory or complete failure once it hatches...



Popular Deck
Can haz moar eggz? (http://elementscommunity.org/forum/index.php/topic,16492.0.html)
Hover over cards for details, click for permalink
Deck import code : [Select]
7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q2 7q2 7q2 7q2 7q2 7q2 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 80i 80i 80i 80i 8pu


Other Decks



Darkness polls are now up!
Title: Re: Weekly Featured Cards poll - Darkness
Post by: RavingRabbid on July 20, 2012, 04:47:11 pm
Dagger screams for votes.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: PlayerOa on July 20, 2012, 05:15:57 pm
Dagger screams for votes.
It does indeed.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Higurashi on July 20, 2012, 05:25:26 pm
Nightfall being a pretty unique card and very thematically strong for Darkness earns my vote.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Absol on July 20, 2012, 05:31:24 pm
y u no love Parasite. It's a good midhitter and build-in CC (though fragile) and is in need of more synergy.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: willng3 on July 20, 2012, 05:33:46 pm
y u no love Parasite. It's a good midhitter
lolwut

Voted for Vamps.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: thispersonisagenius on July 20, 2012, 05:46:02 pm
How come no one votes for the shields, the spell cards, or the vanilla creatures? That said, I voted for Vampire Stiletto because it's a Vampire on a stick, literally. :)
Title: Re: Weekly Featured Cards poll - Darkness
Post by: bowlerdude04 on July 20, 2012, 05:52:23 pm
Nightfall being a pretty unique card and very thematically strong for Darkness earns my vote.

I picked Nightfall for this reason too.
Title: Re: Weekly Featured Cards poll - Darkness
Post by: furballdn on July 20, 2012, 06:12:51 pm
No article for vampire? Madness!
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Zaisha68 on July 20, 2012, 06:29:20 pm
Show me all that I don't know about the dagger  :P
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Poker Alho on July 20, 2012, 08:33:07 pm
also voted for parasite, so underused on  :darkness   :)
Title: Re: Weekly Featured Cards poll - Darkness
Post by: Annele on July 21, 2012, 07:33:33 am
A-a-all they seee is a Vampire Stiletto...
Title: Re: Weekly Featured Cards poll - Aether
Post by: Kuroaitou on July 30, 2012, 09:03:18 am
Sorry for the delay; here's the article on Darkness' sinister weapon, Vampire Stiletto!




Overview

As a card that provides a double edge in both healing and damage, Vampire Stiletto is the rare weapon of the Darkness element that steals life with every stab. For 1 (or 2, if upgraded) :darkness quanta, players may wield the dagger and recover life equal to the amount of damage the dagger deals.



General Use

True to its name, the Vampire Stiletto is a handy card for swinging both the opponent's and the owner's health bars, providing healing and damage in a single weapon. Its cheap cost of 1 :darkness quanta makes it easy to play off a player's mark (the upgraded version however is more expensive due to its increased damage). And although its ability is shared with many other Darkness cards, such as Vampires and Liquid Shadow, a Stiletto can sometimes be the key to swing the battle from inevitable loss to a bare victory.

Like all weapons that have damage-dependent abilities, Stiletto will not recover HP for the user if it fails to deal damage to the enemy. Thus, certain shields that completely block damage (Phase Shield) or effects that redirect the damage (Gravity Pull on an enemy creature) will nullify the ability. In addition, if Stiletto is frozen or delayed as a creature or in its weapon slot, its healing will not occur in contrast to Druidic Staff. Of course, Stiletto can heal for more than the Staff if given proper buffs when animated.



Synergies

While many weapons become twice as effective when flown in multiples, Stiletto is often one of the top choices to combine with Flying Weapon | Animate Weapon due to the impressive HP gain. Despite the weapon being susceptible to CC with its 4 HP, more cards can directly benefit the Stiletto while it's in the air. Buffing cards, such as [haos Power and Nightfall, can greatly increase the damage-healing ratio of the airborne weapons, while also giving them durability to survive damaging CC effects. However, this strategy can be completely thwarted by Antimatter, as it reverse the damage and healing dealt by vampires.

Conversely, if a player lacks multiple Stilettos, Crusader | Crusader can act as a viable alternative for high damage and healing combinations. The synergy between these Light and Darkness cards often create a powerful deck known typically as 'Vader Sader', where the Crusaders Endow the Stilettos for increased damage and healing potential. If the weapons are flown, they can also be further buffed by Blessing, which in turn further improves the damage gain when Endow is utilized. Thus, whether the player chooses to turn multiple Crusaders into life-stealing assassins or animate the weapons themselves, the combination of having multiple creatures with the Vampire ability can make enemy players feel that their attacks are only prolonging the inevitable.

Finally, because of the Stiletto's inexpensive summoning cost, Nova | Supernova becomes an idea card to pair up with the respective non-upped and upgraded versions. In various Rainbow decks, the Stiletto is the only elemental weapon capable of being brought into play with a single Nova on the first turn, making it an ideal start for fast damage dealers. Nova can likewise fuel the :air quanta necessary for Flying Weapon, and various other cards as well for the Stiletto to take advantage of in such speedbow decks.

Other Cards With Synergy

Given focus on mostly :darkness quanta, players can use additional Vampire creatures in conjunction with a Stiletto to provide both creature and permanent based healing, Dusk Mantle in order to help mitigate damage and recovery HP to full, Cloak to protect the weapon, and even Steal to remove pesky shields that may block the dagger completely.



Conclusion

Even with such a simply ability, Vampire Dagger is well known for its ability to chip away at an opponent's help early on in the game, giving the wielder each turn a chance to gain the advantage. And while the health swing may be tremendous or trivial based on how much damage is done, such a weapon (if used properly) can provide the clear cut to victory with each bloodthirsty slice.



Popular Deck
Vader Sader (http://elementscommunity.org/forum/index.php/topic,18038.0.html)
Hover over cards for details, click for permalink
Deck import code : [Select]
7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jv 7jv 7jv 7jv 7k5 7k5 7k5 7k5 7k5 7k5 7la 7la 7n2 7n2 7n2 7n2 7n2 7tb 7tb 7tb 7tb 7tb


Other Decks




Aether and 'Secret' polls are now up!
Title: Re: Weekly Featured Cards poll - Aether
Post by: ddevans96 on July 30, 2012, 09:08:01 am
Still disappointed my deja vu joke went to waste :(

Anyways, Spark.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Calindu on July 30, 2012, 09:36:58 am
Quint, I would like to see more synergies with this card. :>
Title: Re: Weekly Featured Cards poll - Aether
Post by: Chapuz on July 30, 2012, 10:23:55 am
Anyways, Spark.
Spark or TU, I voted for spark because of the funny:death decks it can make.
Title: Re: Weekly Featured Cards poll - Aether
Post by: RavingRabbid on July 30, 2012, 10:29:22 am
Psion is gud.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Higurashi on July 30, 2012, 10:51:46 am
About time Dim Shield gets an article.
Title: Re: Weekly Featured Cards poll - Aether
Post by: PlayerOa on July 30, 2012, 10:57:45 am
Torn between Psion and Dimensional Shield, but ultimately decided to vote for Dim because it has such a big impact on aether.
Title: Re: Weekly Featured Cards poll - Aether
Post by: Poker Alho on July 30, 2012, 12:30:39 pm
voted for psion, want to see an article about the most recent card :D
Title: Re: Weekly Featured Cards poll - Aether
Post by: Aves on July 30, 2012, 12:45:38 pm
Dim shield. Psion can wait.
Title: Re: Weekly Featured Cards poll - Aether
Post by: furballdn on July 30, 2012, 06:43:20 pm
Recluse!
If there are other polls then my work in other will be uselesssssss
Title: Re: Weekly Featured Cards poll - Other
Post by: Kuroaitou on August 07, 2012, 06:42:27 am
I actually wanted to wait 18 days (http://elementscommunity.org/wiki/Dimensional_Shield) before doing this article, but I think you guys would have gotten a bit fussy over that. ^^; Major thank you for Absol for doing the original article, although I had to change a few things. :)




Overview

Although its simple skill may seem easy to overlook, the Dimensional Shield is one of the most powerful stall cards this game has to offer, and is definitely one of the defining features of the element of Aether. For 3 turns, Dimensional Shield will block all physical creature attacks, granting the wielder 3 turns of near-invulnerability as long as the shield holds.



General Use

The basic jist of this card is straightforward: it gives the player 3 whole turns of immunity against a vast majority of forms of damage in this game. In comparison to other shields that reduce damage, block only certain creatures, or provide indirect creature control, Dimensional Shield is the only shield in game capable of blocking any non-modified creature attack without any drawback.

Even with a moderate cost (6 :aether or 5 :aether quanta, non-upped and upgraded respectively), players using the shield can often survive an onslaught of creatures if played in succession without interruption ("chaining"), and can essentially cause unprepared opponents to wait 18 turns before being able to do anything (in some cases, players who cannot penetrate or find ways to get around the shield with their cards are guaranteed to lose before the 18 turn mark).

While Dimensional Shield appears to be an invincible defense, it is not without counters. Spell damage, from bolts such as Lightning to Fire Lance, to alternative sources like Unstable Gas and Poison can easily ignore the shield and cause damage immediately. However, the most famous counter comes from a status effect, called Momentum. Creatures with Momentum will ignore all shield effects, thus ignoring Dimensional Shield's invulnerable defense. A similar effect occurs from Shard of Wisdom and Psion, which involve spell-based creature damage.

Basic permanent control can also become a problem, as Dimensional Shield will last 3 turns; its power is only as strong as its longevity, and two, one, or zero turns of invulnerability due to a Deflagration can become severely demoralizing. Regardless of the counter, several decks have made note of such counters, and thus either splash additional cards to maintain the shield's effect.



Synergies

Lobotomizer | Electrocutor is an effective way of removing various creature abilities that would otherwise make the creature futile. From stripping a Sapphire Charger of its momentum or rendering a mutant creature with Steal useless, the rare Aether weapon can turn any target creature into a vanilla, bland attacker incapable of doing any damage (unless they have a passive ability). Because of its cheap cost in terms of deployment and skill cost (3 :aether for the cost, 2 or 1 :aether for the actual lobotomy ability), almost any deck that utilizes multiple Dimensional Shields will usually have a Lobotomizer as the support weapon, given their mutual synergy.

Although expensive and not as strong as some of the other dragons, Phase Dragon | Elite Phase Dragon is only elemental dragon with an ability: immaterial. This dragon is incredibly difficult to remove from play unless one has indirect CC methods (such as Fire Shield), and because of that, it acts as a very reliable attacker. With 8 ATK (10 ATK upped), multiple dragons can be placed casually in play while Dimensional Shields protect the player's health. This combination may be costly, but is well known to work against various deck types that don't have enough control options to fight off the offense and defense.

Other Cards With Synergy

Cards that provide healing (Sanctuary, Shard of Gratitude, and Feral Bond) are decent choices in a stall-based shield deck, and can also seal an Elemental Mastery for the player should they find themselves unable to mitigate all damage. Sundial can extend the invulnerability period to 24 turns (excluding weapon attacks), as the permanent will stop all creature attacks. The Sundial can also provide an alternative form of drawing cards (or additional shields) in case of emergencies.

Both Cloak and Protect Artifact can serve as a way of maintaining 3 turns of invulnerable protection; as Dimensional Shield can be removed by permanent control, having an ensured way of keeping such defenses intact can be invaluable against PC heavy opponents.



Conclusion

A great addition to stall decks, Dimensional Shield can be helpful from OTK decks to Mono-Aether. With a high potential of ignoring almost all forms of damage for several turns (or throughout the entire course of a game!), players that encounter a shield must either find a way to deal alternative damage, remove it, or twiddle their thumbs at their eventual defeat.



Popular Deck
The Essential Halfblood Farmer (http://elementscommunity.org/forum/index.php/topic,3154.0.html)
Hover over cards for details, click for permalink
Deck import code : [Select]
61o 61o 61o 61o 61o 61o 61o 61o 61s 61s 61s 61s 61s 61t 61t 61t 61t 61t 61t 61v 61v 61v 61v 63a 63a 63a 63a 63a 63a 63a 8pu


Other Decks




Other polls are now up!


...what have I unleashed? T_T
Title: Re: Weekly Featured Cards poll - Other
Post by: furballdn on August 07, 2012, 06:45:02 am
I don't see any other polls up, but I think I'll go vote for shield. How can you put a positive spin on shield?
Title: Re: Weekly Featured Cards poll - Other
Post by: Kuroaitou on August 07, 2012, 07:03:51 am
EDIT: Despite what the people wanted, I've decided that such weapons/Shield can EASILY be done by any other person and are not deserving of a featured article. Shards (although rare), DO deserve a spotlight because of their value, versatility, and overall impact on the game (as frustrating as that may be for some people).

I will not write an article on Shield, Malignant Cell, Relic, etc. - those who tried to vote or complain to me about those options now have your answer. The poll has been redone to allow changing of votes and the removal of such options.
Title: Re: Weekly Featured Cards poll - Other
Post by: Rutarete on August 07, 2012, 07:32:07 am
I'm torn between SoR and SoI.
Title: Re: Weekly Featured Cards poll - Other
Post by: willng3 on August 07, 2012, 08:02:15 am
Voted SoR.  SoG and SoD seem boring to me, and I feel like we have yet to hit the tip of the iceberg when it comes to most of the newer Shards (meaning I would like to see them featured later after more decks have been created using them).

Also, I fear that an article on SoFo would need to be rewritten completely considering the rather obvious amount of discontent exhibited by the community as a whole towards the shard itself might cause it to be completely revised or removed x)
Title: Re: Weekly Featured Cards poll - Other
Post by: ARTHANASIOS on August 07, 2012, 08:28:33 am
For me, Shard of Bravery needs more 'advertising', since it can help people deal with bad, RNG-ruined draws. I voted for it. :)
Title: Re: Weekly Featured Cards poll - Other
Post by: McSod on August 07, 2012, 08:33:13 am
Concurred with Will. On almost all counts. Sor have far more varied use, than Sog an' Sod, and there's more than enough decks that make use of 'em. Everything else seems like they could use more uptime before they get written about extensively.
Title: Re: Weekly Featured Cards poll - Other
Post by: PlayerOa on August 07, 2012, 08:46:42 am
Was stuck between SoFr and SoR. After reading will's post, I decided on SoR.
sod y u no vote SoD
Title: Re: Weekly Featured Cards poll - Other
Post by: McSod on August 07, 2012, 09:03:10 am
sod y u no vote SoD

Because a commonality to my name isn't enough to make tha' damn card interesting. :p
Title: Re: Weekly Featured Cards poll - Other
Post by: Poker Alho on August 07, 2012, 01:02:59 pm
voting for SoV, a very underused shard
Title: Re: Weekly Featured Cards poll - Other
Post by: Calindu on August 07, 2012, 05:50:06 pm
Go SoBra, the shard with the best name and the shard that actually helped me to do a good(If not the best) speed deck.
Title: Re: Weekly Featured Cards poll - Other
Post by: furballdn on August 07, 2012, 05:54:22 pm
SoBe. Yeah.
Title: Re: Weekly Featured Cards poll - Other
Post by: Annele on August 07, 2012, 07:24:32 pm
Just wondering, why don't people just use SoB? There is no other shard starting with b.

Anyways, go Serendipity!
Title: Re: Weekly Featured Cards poll - Other
Post by: willng3 on August 07, 2012, 07:27:46 pm
Just wondering, why don't people just use SoB? There is no other shard starting with b.

Anyways, go Serendipity!
zanz made a joke in chat that people should call SoB SoBe and thus we followed his command.  If I can find the quote I'll edit it in.

EDIT:
Quote
[11:03:12] Onizuka: Change name to Shard of Courage! SoB is just so weird :V
[11:03:32] Malebolgia: Lol.
[11:03:36] Dandy: Maybe SoB is intentional. XD
[11:03:54] Wizardcat: There's already a SoC. I'd rather not have any more duplicates.
[11:04:35] Malebolgia: Yeah, with courage, we would need to say SoCou and SoCon...
[11:04:40] zanzarino: Use SoBe as an acronym, that way it sounds more like an energy drink
[11:05:00] Malebolgia: Lol.
[11:05:05] willng3: Heh.
[11:05:06] furballdn: oh gosh

Also, SOB is an acronym for a rather vulgar expression so people might not enjoy having SoB resemble that.
Title: Re: Weekly Featured Cards poll - Other
Post by: McSod on August 07, 2012, 07:47:43 pm
Also, SOB is an acronym for a rather vulgar expression so people might not enjoy having SoB resemble that.

I ~prefer~ it, because of that. ;)
Title: Re: Weekly Featured Cards poll - Other
Post by: ZephyrPhantom on August 07, 2012, 07:48:53 pm
Since it's results always change based on what shards you have in hand, I'd be interested in seeing an article about SoIntregity that takes advantage of that variety.
Title: Re: Weekly Featured Cards poll - Other
Post by: PlayerOa on August 07, 2012, 07:49:31 pm
Also, SOB is an acronym for a rather vulgar expression so people might not enjoy having SoB resemble that.

I ~prefer~ it, because of that. ;)
McSod in a nutshell. :)
Title: Re: Weekly Featured Cards poll - Other
Post by: Laxadarap on August 07, 2012, 08:23:15 pm
Vote Sofo, get the entire thing about how OP it is  :P
Title: And a new cycle begins...
Post by: Kuroaitou on October 09, 2012, 09:07:18 am
Shard of Readiness now posted. (http://elementscommunity.org/wiki/Shard_of_Readiness)

Overview

Shard of Readiness is a relatively cheap card for what it does. For a simple cost of 5 random quanta unupped and 3 random quanta upped, Shard of Readiness allows you to change a creature's skill cost to 0, effectively saving you quanta in the long run.



General Use

  • Shard of Readiness sets any skill cost to 0
  • Time creatures can immediately cast their skill twice when Shard of Readiness is applied to them.
  • Deja Vu's ability is not affected by Shard of Readiness

Shard of Readiness is an other card that allows for much smoother bridging between elements. If one wanted to run a Firefly Queen deck for example, but didn't want to use any  quanta, then Shard of Readiness can easily make a hard to balance duo into a very easy to balance mono. In addition to this, some creatures, such as Purple Nymph, Arctic Squid and Steam Machine often have very expensive costs to their abilities, but with Shard of Readiness, a few quanta can relive that problem for the rest of the game. In just a few turns, Shard of Readiness' ability to conserve quanta in the long run becomes apparent.



Synergies

Mitosis is a card that grants a creature a skill that can vary from no quanta at all, to 10 quanta for expensive creatures like dragons. Shard of Readiness changes that skill cost to become 0 regardless what it was before. A dragon with mitosis is pretty good, but a dragon with mitosis that costs 0 quanta is just excellent. When used with mitosis, every turn a new expensive creature can be produced. When coupled with time creatures, Mitosis and Shard of Readiness become an insane combo for fast damage.

Butterfly Effect allows small creatures to destroy permanents, but the upkeep cost is not cheap at all. Butterfly Effect requires a huge 3  :entropy each turn to keep destroying permanents. However, just like Mitosis, Shard of Readiness can make that cost instantly disappear, allowing a creature that can freely destroy permanents each turn, becoming even more powerful than Shard of Focus. When used in conjunction with cards like Deja Vu and Scarab, this combo can instantly destroy 2 of the opponent's permanents in one turn, along with continued permanent destruction after that.

Pharaoh is known for its notoriously long time to set up, with such a heavy  :time investment, and slow build up of Scarabs. However, using Shard of Readiness with Pharaohs greatly alleviates the quanta strain as well as the slowness of the deck. A Pharaoh that can create two scarabs the moment it hits the field, and new scarabs for free each time, greatly speeds up any Pharaoh deck. When used in a Pharaoh deck, Shard of Readiness can also be used on the scarabs, for quick, free, immense gobbling and devouring.

Other Synergies

Fate Egg is another slow starter, but when paired up with the shard, it allows for instant hatching of two identical creatures, allowing more than double the speed and potential of Fate Eggs. Anubis has an expensive and awkward skill cost, but Shard of Readiness can fix that as well. Perhaps one of the most deadliest combos, Golden Nymph when used with Shard of Readiness allows for a powerful creature that also allows you to speed through your deck for no cost at all. A flying Eternity also benefits greatly from this, as without any limitations, a flying ready Eternity can keep casting Reverse Time on the opponent's creatures, locking down the field and gaining control.



Conclusion

Shard of Readiness is one of those cards for players who feel the need to pack in useful creatures but have difficulty balancing their skill costs. Shard of Readiness also allows the element of time to truly live up to its name, allowing double the casting of their skills and abilities. Shard of Readiness is a powerful and variable card, and deadly when used right.



Popular Deck

Instosis (http://elementscommunity.org/forum/index.php/topic,32309.0.html)
Hover over cards for details, click for permalink
Deck import code : [Select]
6rq 6rq 6rq 6rq 6u3 6u3 6u3 6u3 6u3 6u3 74g 7ap 7n9 7q0 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 7q6 7q9 7q9 7q9 7q9 7q9 7q9 8pj


Other decks

  • Need a Parka? (http://elementscommunity.org/forum/index.php/topic,12200)
  • Silence is Golden (http://elementscommunity.org/forum/index.php?topic=35616.0)
  • Your eggs are ready, Sir! (http://elementscommunity.org/forum/index.php?topic=39974.0)
  • Ghostosis (http://elementscommunity.org/forum/index.php?topic=35756.0)
  • Eternal Gold (http://elementscommunity.org/forum/index.php/topic,40333.0.html)












In order to continue this project in a timely manner, I have personally hung up the 'featured card writer' title and passed it to furballdn.

PLEASE vote here (http://elementscommunity.org/forum/index.php/topic,43980.0.html) for your featured card(s) of the week! And thank you to all who kept this going when it did. :)

Weekly Featured Cards Poll (III):
http://elementscommunity.org/forum/index.php/topic,43980.0.html
blarg: Kuroaitou