Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Newbie Area => Tutorials => Topic started by: Damokles on March 26, 2010, 11:22:10 pm

Title: What the cards don't tell you...
Post by: Damokles on March 26, 2010, 11:22:10 pm
Hi,

i just had the idea of a Newbie-Guide in which some facts about the processes in the game, which are not described on the cards, are stated.

Thinking back, it would have helped me when i started playing  ;-)

I will give you some examples which came to my mind - facts with (?)  are not really facts...i don't know it exactly, so please correct

General/Miscellaneous
Creatures and creatures' skills:

Permanents:

Spells:


tell me what you think and please correct if theres any mistake

cheers

edit: divided it up in the sections General, Creatures, Permanents, Spells
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Bloodshadow on March 26, 2010, 11:35:27 pm
About mutants and the summoning sickness:

A creature will have the summoning sickness the first turn it enters play: it cannot use its ability.

If a creature is on its first turn in play and have the summoning sickness, when you mutate it you cannot use its ability immediately. If you mutate a creature that had already been in play for more than one turn, you can use its new ability immediately.
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Damokles on March 26, 2010, 11:42:36 pm
I didnt know that,

Thanks Bloodshadow :)
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Kamietsu on March 27, 2010, 12:11:45 am
Weapons that have been immaterialized, with protect/enchant artifact, and then Animate Weapon is used on them, the weapon will not retain it's immaterial status and become targetable.

Adrenaline gives the creature multiple turns, not just multiple attacks. This can be an effective way to take down bonewalls, generate more quanta(with creatures that generate quanta each turn) or use other abilities that are activated upon their turn/attack (puffer fish will only have a max of 2 attacks/turns, same for Devourer)

Adrenalined creatures will be affected multiple times by firewall and poison.

Adrenalined Malignant Cells will duplicate multiple times per turn.

Malignant Cells do not make an identical copy of the original cell. They make a brand new cell each turn.

Newly spawned malignant cells will also attack during the turn they were spawned.

Creatures with great than 15 attack power will not gain extra turns from Adrenaline.

Dimensional/Phase Shield does not work like Bonewall. If it is stolen or destroyed, the entire shield will be stolen or destroyed.

Fire Bolt, Ice Bolt, and Syphon Life all have a base damage. Fire Bolt has a base damage of 3, while Syphon Life and Ice Bolt have a base damage of 2. If you play those cards with just enough quanta to cast them, they will do their base damage.

Nymph's Tears can target either players Pillars/Towers and the respective player will gain the Nymph(i.e. whoever owns the pillars/tower Nymph's Tears was played on will get the Nymph)

Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Damokles on March 27, 2010, 12:22:28 am
Wow, thank you Kamietso for your corrections/new facts

I'll edit my first post
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Chemist on March 27, 2010, 10:53:48 pm
Unlike canceled spells canceled abilities are still used up (you aren't refunded the cost and can't attempt to use them again that turn).

Deja-Vu's skill can only be used once (neither copy or original have it).

Sundial vanishes at the end of your next turn once played.

Immaterial and burrowed creatures are unaffected by Rain of Fire, as well as Thundrestorm, Plague and Unstable Gas.

!* Lobotomize *doesn't* remove adrenaline status. (And no it doesn't remove gravity pull either - just skills and momentum.)
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Damokles on March 28, 2010, 10:48:37 am
Thanks for the correction
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Scaredgirl on March 30, 2010, 06:04:27 pm
Good thread. I'm moving it to "Newbie Tutorials" section.
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Damokles on March 30, 2010, 06:53:18 pm
Can anyone provide information about the new cards?

i haven't played with them yet

Damokles
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: CB! on March 30, 2010, 07:43:27 pm
From what I've noticed, Ash needs a full turn before you can resurrect the fallen phoenix.  So if you cremate a phoenix, you can revive it your next turn.  But if your opponent kills a phoenix, you have to wait a full turn to revive it.
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Glitch on March 30, 2010, 08:28:56 pm
Creatures with adrenaline go through poison many times faster, and become frozen/unfrozen many times faster.  This means they can get past turtle shield with ease.  Be careful, however, when using adrenaline to get around turtle shield.  If you play adrenaline on a creature already in stasis, it may be in stasis again four/two turns later, meaning that you may never use it's ability again.

Borrowing a creature halves its attack, rounded down.  Unborrowing a creature doubles it's attack.  This means a creature with nine attack will have four attack when burrowed, and only eight attack if unburrowed again.

Fractal doesn't replace cards in your hand with the target creature, it just fills every card slot with them.  This includes the eighth slot, so you may have to discard.

Some abilities cannot be gained through mutate.  You will never see a mutant with phoenix (or a nymph ability, I'm not sure)

The twenty damage from unstable gas can be reflected.  The one damage to all your creatures cannot.

Scarabs calculate their total HP at the end of their turn.  They do this by adding the total number of scarabs on the field to any HP gained through other spells.  In this way, scarabs that devour things still grow.  Because scarabs don't update their HP until the end of the turn, the turn you play a scarab, it will have 1 HP and it will possibly be devourable.

Reverse timing a mummy will not put it on top of your deck.

Mutating a pheonix does not turn it into an ash (not sure about this one)

Malignant cells won't be killed by flooding.

My list o' stuffs.
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Damokles on March 30, 2010, 09:30:41 pm
Some abilities cannot be gained through mutate.  You will never see a mutant with phoenix (or a nymph ability, I'm not sure)
Ok, let's collect the abilities which can be acquired with mutation:
Deja-vu, Burrow, Lobotomise, Lycantrophy, Destroy, Steal, Mutation (not "improve"), Paradox, Scavenger, Heal, Devour, Dive, Gravity Pull, Growth, Ablaze, Freeze, Poison, Hatch, Infect, Immortality, Momentum

not gainable creature skills: any Nymph Ability, Photosynthesis, generate Firefly/Scarab, Immortality ("grant Immortatlity to target"), Evolve, Vampire
edit: changes to capital letters for better reading

also, the ability cost is 1-2 of the same quantum as the creature

passive skills (graboid's burrowedness, devourer's quanta devouring, any further?) are active with a new random ability at the same time (a burrowed destroy creature is pretty awesome ;) )

any idea how to put all this in the first post?^^ maybe "Mutation and related: see post #99" ?

Mutating a pheonix does not turn it into an ash (not sure about this one)
What do you mean? Phoenix/Ash are not treated specially when hit with mutation?

Thanks for your contribution

Damokles
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Xinef on March 30, 2010, 10:37:09 pm
Parallel Universe: Copying a normal creature will copy it with all its skill and its current stats.(Remember the 'Dive' ability ;-) )
Copying a Mutant will only Copy the 'background' card - its stats will be slightly changed (how much exactly? +-3 ?) and it will get a completely new skill. Momentum will be copied
Exactly, it will be a new mutant based on that card, so it will have the base attack value of the card plus a random number between 0 and 5, the same goes for HP.

Creatures with Antimatter do not consume charges from the bonewall
In fact creatures with negative attack ignore most shield effects... I'm not sure if all shield effects, or only some of them, does anyone know for sure?
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Chemist on March 30, 2010, 11:05:55 pm
any idea how to put all this in the first post?^^ maybe "Mutation and related: see post #99" ?
I don't think you need to put the exact mechanics of every card up here. That's what the wiki is for -you can link to the relevant articles there. No need to list all Chaos Seed effects here. This guide should probably focus on giving a crash course of the more immediately relevant information ommited from the cards. I've seen quite a few fire deck users try to use Rain of Fire on my immaterial creatures and I always find it kind of sad to watch.
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Wisemage on March 31, 2010, 04:13:31 am
wait Gl1tch really, reversing a mummy doesnt put it to the top,t hen where the hell does it go.

And a little edit to your post.  Devourer/pest is not included int he burrow rule.  Their attack isnt halved (maybe its a new change but it doesnt for my fractal/pest deck)
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Damokles on March 31, 2010, 10:36:18 am
And a little edit to your post.  Devourer/pest is not included in the burrow rule.  Their attack isnt halved (maybe its a new change but it doesnt for my fractal/pest deck)
they have 0 attack, halving keeps it at 0, so...

if you hit them with blessing (+3) and then burrow, they should have 1 attack

I don't think you need to put the exact mechanics of every card up here. That's what the wiki is for -you can link to the relevant articles there. No need to list all Chaos Seed effects here. This guide should probably focus on giving a crash course of the more immediately relevant information ommited from the cards. I've seen quite a few fire deck users try to use Rain of Fire on my immaterial creatures and I always find it kind of sad to watch.
this sounds good, lets keep it as you suggest
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Wisemage on March 31, 2010, 03:32:30 pm
And a little edit to your post.  Devourer/pest is not included in the burrow rule.  Their attack isnt halved (maybe its a new change but it doesnt for my fractal/pest deck)
they have 0 attack, halving keeps it at 0, so...

if you hit them with blessing (+3) and then burrow, they should have 1 attack

I don't think you need to put the exact mechanics of every card up here. That's what the wiki is for -you can link to the relevant articles there. No need to list all Chaos Seed effects here. This guide should probably focus on giving a crash course of the more immediately relevant information ommited from the cards. I've seen quite a few fire deck users try to use Rain of Fire on my immaterial creatures and I always find it kind of sad to watch.
with eclipse they are still 2/5 underground (burowing AFTER i paly it)
this sounds good, lets keep it as you suggest
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Damokles on March 31, 2010, 05:38:04 pm
with eclipse they are still 2/5 underground (burowing AFTER i paly it)
so the bonus through eclipse is not touched, that's intersting

does this occur in other situations?
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Glitch on March 31, 2010, 08:14:00 pm
Mhm.  The card eclipse doesn't actually effect the creature's base stats.  It in fact constantly adds the effect.  So a devourer is a 0+2 from eclipse, it burrows and becomes a 0/2+2.  As opposed to a blessed devourer, which would be a 3 attack creature, and burrow to a 3/2 attack creature.
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Chemist on March 31, 2010, 10:23:34 pm
As opposed to a blessed devourer, which would be a 3 attack creature, and burrow to a 3/2 attack creature.
Sounds fine in theory, but a blessed and burrowed Devourer is 1/5. I've seen it just a minute ago against AI3. Some of these mechanics are really confusing.
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: aaandrew152 on April 07, 2010, 02:33:01 am
The second you win (I.E. the opponents health goes below 0) the game is over. So if you have an empathetic bond that will give you elemental mastery with all you creatures combined, but the first kills them then you won't get it.
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: blackpinkgoldfish on April 15, 2010, 10:15:55 am
Thank you for all this useful information :)  I'll be sure to remember it when playing the game
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: dragonhuman on April 15, 2010, 05:08:26 pm
I think copying a mutated creature makes it based of the mutated creature because ive seen a golem with 7 health no blessing

and you guys should clarify the antimatter/ vampire because it hurts the person who controls it and heals you. its hard to tell that by just reading it
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Panzuriel on April 19, 2010, 11:51:08 am
Lobotomizer will remove the Devourer/Pest ability.
Title: Re: Newbie Guide: What the cards don't tell you...
Post by: Thalas on April 19, 2010, 03:17:43 pm
don't forget the tower when you stealth it you gain the quantum, because it's like you summon it.
Title: Re: What the cards don't tell you...
Post by: Panzuriel on April 20, 2010, 08:58:03 pm
Dimension shield blocks Titan, but not creatures with momentum.
Title: Re: What the cards don't tell you...
Post by: teffy on April 20, 2010, 09:00:41 pm
Titan is blocked ? I don´t believe that. Dimensional Shield blocked creatures with momentum in early game versions.
Title: Re: What the cards don't tell you...
Post by: dragonhuman on April 21, 2010, 03:28:41 am
a creature that is muated into a pest/ devourer will devour mana in addition to its mutated ability (very convienent and annoying)
Title: Re: What the cards don't tell you...
Post by: abacus on April 24, 2010, 10:08:53 pm
A protect artifact will make the whole stack of towers/pillars untargetable.
Title: Re: What the cards don't tell you...
Post by: teffy on April 27, 2010, 05:47:45 pm
A few things I would add:

-  link to the slot wheel machine  (http://elementscommunity.org/forum/index.php/topic,590.0.html) thread

- The player who wins coin toss, gets 7 cards and doesn´t draw one.
- The player who loses gets 7 cards and draws one. ( That means first playing <-> card advantage )

- 23 skeletons normally drain 23 quanta from Dissipation Shield, not 8 ( rounded up(23/3) ).
That means the quanta drain is calculated per creature.

Gravity Pull:

-The damage of a single creature is never divided between the target creature and the player.
-That means a 1/25 Armagio can pull the full damage of a 100/100 creature once.
-As long as Grav Pull works, the shields are useless.

example:
You have a Gravity Shield and an Armagio with Gravity Pull because you want to absorb the damage of the smaller creatures, but the creatures, which would be blocked by the Gravity Shield attack Armagio, too.


- Ice Shields can´t freeze creatures with 1 (2 upped) attack.

These are the results of the interpretation of the words "attacking creatures". A creature is attacking you, if you recieve min. 1 damage from it.
- creatures with Antimatter reach you and can be blocked by Gravity Shield if they have >5 health.
(Didn´t test all other shields)

- Devourer is no exception to the "half the damage when burrowed" rule (try blessing on it!)
The exception belongs to the nightfall effect.
- Basilisk Blood does not stop auto-used abilities like "devour from devourer, bioluminescense or regenerate"
Same with Procrastination ?
And I think this important ( and sometimes annoying) rule is not added:
- Momentum ignores Gravity Pull.
Title: Re: What the cards don't tell you...
Post by: xpanterx on April 29, 2010, 05:59:07 pm
I just thought about this... When the druid mutates a creature you can also rewind it back to your hand if you have better use of the original creature, like if you get a 2/2 nymph with a not so useful ability.

Obvious to most people I'm sure, but it would be good to point this out to new players, right?
Title: Re: What the cards don't tell you...
Post by: Essence on May 04, 2010, 06:14:27 pm
Just a small and interesting note: "Infect" damage is taken off before any shield effects are taken into account.  So if you have an Emerald Dragon with Liquid Shadow on it vs. a Gravity Shield, the poison will go off, then the Dragon will slip past the shield and deal 10 damage and gain you 10 life.

One of those tiny timing tricks that a True Master (TM) ought to know.
Title: Re: What the cards don't tell you...
Post by: Jangoo on May 04, 2010, 10:46:15 pm
Another timing-hint.


The damage and healing sequence after hitting spacebar is:


Damage            Healing


Poison                   
                 |
                 v
Critters              Empathic Bonds, skills: Liquid-Shadow, Vampire, Regenerate
                 |
                 v
-                        SoGs
                 |
                 v
Weapons           Druidic Staff, Vampire Dagger


Implications:

- Poison caused by critters attacks (Pufferfish, flying Arsenic) and Arsenic (as weapon) will not damage the very same turn but next turn.

- Critters and weapons resolve the damage and healing they deal simultaneously, be the healing caused by a skill or Empathic Bonds.

- Empathic Bond-healing is cumulative with skill-healing.
(The cumulative heal-count per critter will pop up on your HP-bar. The exception is regenerate, here only the Bond-healing is shown if a Bond is in play.)

- SoGs, contrary to the card-description, do not heal you at the (very) end of your turn but shortly before the weapon attacks and (possibly) heals.

- Achieving mastery is possible via SoGs, if the finishing blow is delivered by the weapon.

Title: Re: What the cards don't tell you...
Post by: jo_jo_the_joker on May 16, 2010, 09:37:38 pm
sweet :darkness
Title: Re: What the cards don't tell you...
Post by: kyborek on May 20, 2010, 08:23:48 am
- Antimattered creature penetrates shield, if it has venom ability, it still poisons the enemy as well as heals

ADRENALINE / EPINEPHRINE stuff (should be made separate category because it IS complicated)
If you animate weapon and use epinephrine on it:
Arsenic - it attacks as normal creature would, but adds  only TWO poison counters (per turn per arsenic)
Druidic/jade staff - It heals same number of times as it attacks (3 attacks = +15hp, 4 attacks + 20hp per staff), but if damage is blocked it heals only once
discord attacks only once (bug)

i dont know all things written but here are some common:
epinephrined creature-
-has multiple actions, not only attacks
-passive ability activates with every attack
-poison efect is applied with every action
-freeze and delay counter gets down with every action
- fire shield applies with every attack

if you PU or TU mutant:
-It will be same creature type
-it will gain new random ability (possibly the same which is deadly with deja-vu)
-it will have same attack and hp as origin + new boost (every mutant has some boost), that makes chain PUing mutant so powerfull (watch out for gemini), because if you PU 10|10 mutant and repeat it three times on what you have made (allways the new copy) you will have 4 mutants with power from 10|10 up to like 20|20 (every next is stronger)

-If you use protect artifact on weapon, and then cast other weapon, new weapon will not be protected even if it would be the same, this applies for steal too.
-If you rewind animated weapon, the card you draw is not a creature but it is weapon again
-mutants can not gain venom ability
-quint does not remove delay (for example from basilisk blood)
- bone wall spells does not stack, if you have 20 bones bonewall, and cast another bone wall, then you wont have 27 bones, you will have 7 bones

EDIT: Found out new important thing that i did not have idea about before... flooding absorps three quanta each turn, but if owner does not have three quanta at end of his turn, flooding will disappear!

EDIT2: Dusk mantle and fog shield says that "attacking creatures..." but miss chance  applies to weapons too
Title: Re: What the cards don't tell you...
Post by: the dictator on June 02, 2010, 08:07:07 pm
- Antimattered creature penetrates shield, if it has venom ability, it still poisons the enemy as well as heals

(..)
But for some strange reason antimattered creatures with more than 5 hp don't attack (heal) against a gravity shield
Title: Re: What the cards don't tell you...
Post by: teffy on June 03, 2010, 10:06:20 am
The card text says: Creatures with more than 5 HP are unable to reach you which implies that the healing effect of antimatter is blocked too. most other shields refer to "attacking creature" and "damage reduced".
Title: Re: What the cards don't tell you...
Post by: tmhopper on June 06, 2010, 03:46:10 pm
This is a cheap, effective deck I made for newbies.

Code: [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i7 5ie 5ie 5ie 5ie 5ie 5ie
Title: Re: What the cards don't tell you...
Post by: xdude on June 10, 2010, 06:47:47 pm
This is a cheap, effective deck I made for newbies.

Code: [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i7 5ie 5ie 5ie 5ie 5ie 5ie
Too many pillars. Too little damage. How is that effective?
Title: Re: What the cards don't tell you...
Post by: coinich on June 10, 2010, 09:11:18 pm
That many pillars and no Ice Bolt either?
Title: Re: What the cards don't tell you...
Post by: Ge0metry v1.2 on June 11, 2010, 02:26:55 am
This is a cheap, effective deck I made for newbies.

Code: [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i7 5ie 5ie 5ie 5ie 5ie 5ie
21 Pillars? Really?
Title: Re: What the cards don't tell you...
Post by: Ant-n-ero on June 17, 2010, 09:34:45 pm
This is a cheap, effective deck I made for newbies.

Code: [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i7 5ie 5ie 5ie 5ie 5ie 5ie
21 Pillars? Really?
do -6 pillars (bringing it to 15)
and +6 abyss crawlers (or the unupgraded version if that is the upgraded one)
Title: Re: What the cards don't tell you...
Post by: Innominate on June 23, 2010, 09:04:01 am
This is a cheap, effective deck I made for newbies.

Code: [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i7 5ie 5ie 5ie 5ie 5ie 5ie
A deck that deals a maximum of 30 damage per turn and is 70% pillars? It gets completely shut down by creature control, healing and immaterial enemies, and severely hamstrung by shields and pillar denial (and, seriously, what deck has none of those?), and the best case scenario with the poison is that the enemy creature gets in 2 attacks (after being summoned and before the poison kills it), assuming you can put enough poison (max 6, limited by air quanta and number of toadfish out) on it to kill it in one turn.

It is, quite frankly, a terrible deck. I would be surprised if it could beat AI3 with any consistency. It is out-damaged, out-controlled, or out-healed or by almost every AI3 deck (http://elementscommunity.org/forum/index.php/topic,8237.0.html), and certainly all T50 non-farm decks, AI5 and FGs (if you beat a FG with this deck, you win elements forever). Even terrible PVP decks would beat this one. Avoid like the Improved Plague.

If a new player wants a good starting deck, read Deckbuilding 101: From Noob to False God Slayer (http://elementscommunity.org/forum/index.php/topic,1190.0.html).
Title: Re: What the cards don't tell you...
Post by: paidpariah on June 24, 2010, 06:40:34 pm
 ;D I love this game!
Title: Re: What the cards don't tell you...
Post by: slovenc555 on June 29, 2010, 09:18:54 am
Fahrenheit attaacks AFTER your mark produces quanta.
Title: Re: What the cards don't tell you...
Post by: Hobnob5000 on June 30, 2010, 04:20:42 pm
This is a cheap, effective deck I made for newbies.

Code: [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i7 5ie 5ie 5ie 5ie 5ie 5ie

It is, quite frankly, a terrible deck. I would be surprised if it could beat AI3 with any consistency. It is out-damaged, out-controlled, or out-healed or by almost every AI3 deck (http://elementscommunity.org/forum/index.php/topic,8237.0.html), and certainly all T50 non-farm decks, AI5 and FGs (if you beat a FG with this deck, you win elements forever).
This has made me want to try and beat an FG with the deck :L
Title: Re: What the cards don't tell you...
Post by: Ant-n-ero on June 30, 2010, 06:49:13 pm
This is a cheap, effective deck I made for newbies.

Code: [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i7 5ie 5ie 5ie 5ie 5ie 5ie

It is, quite frankly, a terrible deck. I would be surprised if it could beat AI3 with any consistency. It is out-damaged, out-controlled, or out-healed or by almost every AI3 deck (http://elementscommunity.org/forum/index.php/topic,8237.0.html), and certainly all T50 non-farm decks, AI5 and FGs (if you beat a FG with this deck, you win elements forever).
This has made me want to try and beat an FG with the deck :L
lmao, so true, if you manage to win with that then you are even cooler than SG or me
/me builds this deck and starts to grind FGs
Title: Re: What the cards don't tell you...
Post by: teffy on July 01, 2010, 07:20:17 pm
Why do you talk so much about that off-topic thing ?
Don´t answer, or we won´t get rid of that deck-building topic.
Title: Re: What the cards don't tell you...
Post by: rpkiller on August 17, 2010, 09:44:59 am
I play the game for like 2 months and i still found things i didn't know about it in this tread :) thanks alot. I didn't know alot about the adredaline with like skills and turns.
Title: Re: What the cards don't tell you...
Post by: edunavas on August 18, 2010, 12:59:10 pm
You can find more on the Elements Wiki (http://elementswiki.co.cc/basics/rules-of-the-game/)
Title: Re: What the cards don't tell you...
Post by: EvaRia on August 20, 2010, 07:50:53 pm
Weapons deal damage at the very end of your turn, after you gain quanta.
Because of this, fahrenheit will do more damage in your weapon slot than as a flying weapon.
Title: Re: What the cards don't tell you...
Post by: teffy on August 27, 2010, 12:46:19 am
- Nymph´s Tears works with pendulums. The nymph has the color of the pendulum card.
- The freeze chance of Ice Shield is 30% (old wiki, a thread in this forum)
- The mutation chances of the unupped Mutation are:
50% Abomination
40% Mutant
10% Death
(old wiki)
Title: Re: What the cards don't tell you...
Post by: TheonlyrealBeef on August 28, 2010, 09:17:23 pm
Quote
Creatures with both antimatter and liquid shadow will heal you and damage the opponent
I read this in the tutorial, but maybe it's useful to explicitly say this only works on your opponents creatures? Just a thought.
Since only Liquid shadow on your own creatures does heal you.
Hope most people read this thread earlier then I do ;) (had to figure some of this stuff out the hard way :P)
Title: Re: What the cards don't tell you...
Post by: Toranja on September 04, 2010, 12:04:09 am
I found out something today, when facing some FG that uses Eclipses and Vampires(4/3).
Enemy plays vampire(4/3).
Enemy plays Eclipse. Vampire gains (+2/+1) and goes to (6/4).
I Antimatter this vampire. It goes to (-6/4).
I destroy Eclipse. Vampire goes to (-8/3)!

Not a gamebreaking change but makes destroying those eclipses worth something. I never destroyed eclipses while the enemy had antimattered vampires, but now I know it's better and might be useful when having a hard time.

PS: I have no images, sorry. :-[
Title: Re: What the cards don't tell you...
Post by: EvaRia on September 04, 2010, 12:37:22 am
Chaos Seed and Pandemonium don't give a full list of every possible effect you can get from them, although i admit to not knowing either ><
Title: Re: What the cards don't tell you...
Post by: TheonlyrealBeef on September 04, 2010, 05:21:59 am
Chaos Seed and Pandemonium don't give a full list of every possible effect you can get from them, although i admit to not knowing either ><
Here are those I know of:

Lobotomize: remove ability
Rewind: put creature on top of deck
Sniper: deal 3 damages
Shockwave: deal 4 damages (instakills frozen creatures)
Lightning: deal 5 damages
Fire Bolt: Deal 3 damages + 3 for every 10 Fire quanta
Ice Bolt: Deal 2 damages + 2 for every 10 Water quanta, may cause freezing (for 3 turns)
Drain Life: Deal 2 damages + 2 for every 10 Darkness quanta, damage is returned to you as healing
Freeze: freezes for 3 turns
Infect: apply 1 poison damage
Gravity Pull: gain the gravity pull status (enemy attacks are directed against this creature rather than at your health)
Title: Re: What the cards don't tell you...
Post by: smuglapse on September 04, 2010, 06:41:48 am
Chaos Seed and Pandemonium don't give a full list of every possible effect you can get from them, although i admit to not knowing either ><
Here are those I know of:

Lobotomize: remove ability
Rewind: put creature on top of deck
Sniper: deal 3 damages
Shockwave: deal 4 damages (instakills frozen creatures)
Lightning: deal 5 damages
Fire Bolt: Deal 3 damages + 3 for every 10 Fire quanta
Ice Bolt: Deal 2 damages + 2 for every 10 Water quanta, may cause freezing (for 3 turns)
Drain Life: Deal 2 damages + 2 for every 10 Darkness quanta, damage is returned to you as healing
Freeze: freezes for 3 turns
Infect: apply 1 poison damage
Gravity Pull: gain the gravity pull status (enemy attacks are directed against this creature rather than at your health)
Looks like you got them all except Twin Universe (a copy of target creature is spawned on your side of the board).
Title: Re: What the cards don't tell you...
Post by: Vikingblood on September 14, 2010, 11:10:56 am
I dont know if this was mentioned before:

 :earth

-Damaged graboids evolve as shriekers with full health (8/3).

-With stone skin you can go over 100 hp..anyway you dont get an elemental master when finishing with more than 100 hp's.
Title: Re: What the cards don't tell you...
Post by: Ant-n-ero on September 14, 2010, 04:29:26 pm
I dont know if this was mentioned before:

 :earth

-Damaged graboids evolve as shriekers with full health (8/3).

-With stone skin you can go over 100 hp..anyway you dont get an elemental master when finishing with more than 100 hp's.
-With stone skin you can go over 100 hp, up to a maximum of 500 HP..anyway you dont get an elemental master when finishing with more than 100 hp's, You will only recieve an Elemental Mastery if you win with 100% HPs (anything from 100 HP to 500 HP) not by getting over 100 HP...

just to make things clearer :)
Title: Re: What the cards don't tell you...
Post by: kevchuez on September 15, 2010, 03:47:21 pm
uh, this is my first post on this forum..  ;D

about Dissipation Shield, it's vanished when our entropy quantum gets 0, it's not explained in the card.. Then poison damage to our life points can't be held by the shield..

hopes this will help.. :D
Title: Re: What the cards don't tell you...
Post by: teffy on September 15, 2010, 04:41:29 pm
That´s almost correct. The shield vanishes, when the quanta would become lower than 0.
You can have a dissipation shield and 0 Entropy quanta.
Title: Re: What the cards don't tell you...
Post by: silux on September 18, 2010, 01:50:15 pm
Pandemonium's most powerful effects are parallel universe and reverse time;
if the effects of a drain life happens while playing drain life you still gain 2 life for every 10 darkness quanta you have

Pandemonium is more effective if you have 20 darkness 10 fire and 20 water so the medium damage is 5

Phoenix is not a passive ability but an ability which triggers on death(still spawns skeletons or increase bonewall).Phoenix skill can be removed but is cost is free and not suffers from summoning sickness(playable as it comes into play)

A quinted otyough still get poison if eats a poisonous creature

Dune sorpion and deathstalker needs to be buffed to be effective

Gargoyle's stone skin can be used only once

Purify resets poison counter and adds regen counter;regen counter can be destroyed by poison counter

pro tips
you can check creature's attack order by rest the mouse on it; if the central number(also position) is 1 that creature is the first to attack
Title: Re: What the cards don't tell you...
Post by: Immolation on September 24, 2010, 11:21:27 pm
Good guide.  ;D
Title: Re: What the cards don't tell you...
Post by: greenman777 on September 28, 2010, 05:11:46 pm
Could someone provide a full lesson on targetable and nontargetable. I understand enough but i have seen where some people are totally confused.
Title: Re: What the cards don't tell you...
Post by: teffy on September 29, 2010, 01:27:38 am
I understand "targetable" this way. Needed 30 min for this (hopefully) bullet-proof definition.

A creature, weapon or permanent, which is nontargetable, is immune to all spells (with a lightning bolt ), active (or activated)skills of permanents, permanents with upkeep costs, weapons and creatures except these , which have

1) always exactly one target and
2) a target which is chosen without the red cross.

The spell , active skill and so on must be newer, than the immunity. Old spells, active ...(and so on) don´t lose their effect in most cases. Freeze is an exception (bug?).


I went through all cards, I think this rules descibes the effects of Quintessence and Enchant Artifact without exceptions ( until now )


Some explainations:
Voodoo Doll skill is passive. Weapons are not immune to it.
Shields have no active skill. Immortal creatures are not immune.
Animate weapon has one target without a cross. Weapons are not immune to it.
Untargetable creatures are immune to Rain of Fire, Pandemonium, since these cards don´t have exactly one target.
Chimera has no lightning bolt. 
Nontargetable is a skill, so Luciferin doesn´t give bioluminescense to nontargetable creatures.
Ignite is the "active skill" of "Unstable Gas" so, untargetable creatures are immune to it.
An immortal creature can hatch, because it´s one target without a red cross.
Immortal creatures can´t drown in the water. Iundation has upkeep costs.

Title: Re: What the cards don't tell you...
Post by: kevchuez on September 29, 2010, 09:28:48 am
emm, i'm not sure enough with teffy's guide about immortality in this game..
as far as i played this game, the immortal one was only defeated by my fire shield.. they're really really untargetable.. even it's my rain of chaos or lightning (don't have any red cross mark), fire bolt (with a red cross mark), reverse time, owl's what is it (air's weapon), etc..
so, many aether users complaint about the 'immortality' system, that they're beaten by the fire shield..
immortal, but can die.. :D
Title: Re: What the cards don't tell you...
Post by: TheonlyrealBeef on September 29, 2010, 12:41:01 pm
Nontargetable is a skill, so Luciferin doesn´t give bioluminescense to nontargetable creatures.
Non-targetable is more of a status when inflicted (Quint, Anubis, Aether Nymph), you might want to think Luciferin more as a rain of fire on your own side, giving Bioluminescence to all targeted creatures without abilities.

Edit: just tried giving bioluminescence to quinted photons in trainer, it doesn't work, though it clearly doesn't state it has an ability
Title: Re: What the cards don't tell you...
Post by: teffy on September 29, 2010, 06:54:16 pm
as addition to that:

Everything, what is written directly under the card image (eg. momentum, scavenger, paradox, freeze) and everything what is written in yellow letters on the left side of the info box (e.g. invulnerable, paradox, freeze) counts as skill for the Luciferin card.
Card text: All creatures without a skill gain "bioluminescense"

A voodoo doll can get bioluminescense from Luciferin, but not a quinted one. a voodoo doll with momentum can´t get bioluminescense.

Picture:
(http://imageplay.net/img/m7Gbd91887/image882.jpg)
Title: Re: What the cards don't tell you...
Post by: Murok on November 05, 2010, 01:12:48 pm
Copying Voodoo Doll will also copy the dmg. the Voodoo Doll received already. This dmg. cannot be reflected or prevented!  :darkness +  :aether

Unsing Basilisk Blood or Stone Nymphs ability on Voodoo Doll will also delay the enemy weapon slot for 6 turns ... if you steal the enemy weapon it will not be delayed anymore, but the enemy slot will still be.  :earth +  :darkness
Title: Re: What the cards don't tell you...
Post by: dragono on December 06, 2010, 10:59:29 am
if a creature is targeted with improved mutation it not only mutates but also gains extra stats then normal (for example a abominatiion will have 10/10 or 9/9 gains new skill and the skill cost is diffrent ) even parrel unverse result will be not same ( for example if a abomination of 10/10 is pareled universe and he has heal he will gain another skill and other stats )
 
Title: Re: What the cards don't tell you...
Post by: nerd1 on December 08, 2010, 11:05:34 pm
I dont know if this was mentioned before:

 :earth

-Damaged graboids evolve as shriekers with full health (8/3).

-With stone skin you can go over 100 hp..anyway you dont get an elemental master when finishing with more than 100 hp's.
-With stone skin you can go over 100 hp, up to a maximum of 500 HP..anyway you dont get an elemental master when finishing with more than 100 hp's, You will only recieve an Elemental Mastery if you win with 100% HPs (anything from 100 HP to 500 HP) not by getting over 100 HP...

just to make things clearer :)
if i misunderstood you, and you already said this, im sorry, but here goes...
in fact, if you have more than 100 hp, then you get more than 2X the money, if you had...
life points100150200
multiplying money gained2 times as much money2.5 times as much money3 times as much money



and so on.
Title: Re: What the cards don't tell you...
Post by: Monox D. I-Fly on January 13, 2011, 09:20:46 am
Btw, I want to know about passive skill. Can they be labotomized?
Title: Re: What the cards don't tell you...
Post by: suxerz on January 13, 2011, 09:47:48 am
Btw, I want to know about passive skill. Can they be labotomized?
Nope, passive skills can't be lobotomized. Some details can be found here -> link (http://elementscommunity.org/forum/index.php/topic,11691.0.html).
Quote
Passive Skills - These are traits inherent to the creature and can not be activated directly by a player.  They are not removed by lobotomize, butterfly effect, and liquid shadow.
Title: Re: What the cards don't tell you...
Post by: KimQ on February 13, 2011, 09:59:51 am
Here's one I just found by experimenting...

You cannot Parallel Universe a Chimera. Well you can try, but the original dies. I guess it would be too overpowered.
Title: Re: What the cards don't tell you...
Post by: killybob on February 13, 2011, 03:08:50 pm
i think the reason for that is chimera is, in essence, a spell, not a creature. parallel universe replicates chimera which activates it's ability to devour all the other creatures on your side and take on their stats. i have a question though, does using chimera activate death effects?
Title: Re: What the cards don't tell you...
Post by: Murok on February 16, 2011, 09:33:13 am
Catapulting a poisened creature will add the amount of poisen stacks that the creature had.

e.g.:

1. poisen your vodoodoll for 4 stacks -> enemy 4 stacks poisen + he gets 2 times dmg. for the poisen (on the doll and on himself)
2.  catapult the doll at 10 HP onto the enemy -> 4 more stacks + the catapult dmg. :-)


I think this is a combo worth playing with a little :-)  :gravity+ :death+ :darkness ... the bad thing is it is TRIO
Title: Re: What the cards don't tell you...
Post by: Murok on February 16, 2011, 09:34:20 am
i think the reason for that is chimera is, in essence, a spell, not a creature. parallel universe replicates chimera which activates it's ability to devour all the other creatures on your side and take on their stats. i have a question though, does using chimera activate death effects?
No, chimera does not trigger death effects ... this would be extreme >:D
Title: Re: What the cards don't tell you...
Post by: Monox D. I-Fly on February 19, 2011, 01:35:33 am
One thing that I realize is that freeze effect doesn't freeze a creature for 3 turns, but for 3 attacks instead. When I freeze an enemy creature which has adrenaline, the ice will melt after the third attack it released.
Title: Re: What the cards don't tell you...
Post by: edunavas on February 24, 2011, 12:59:18 pm
One thing that I realize is that freeze effect doesn't freeze a creature for 3 turns, but for 3 attacks instead. When I freeze an enemy creature which has adrenaline, the ice will melt after the third attack it released.
The same thing occurs with a poisoned creature with adrenaline.The poison hurts all attacks. Or if the opponent has a carapace shield, it can poison you several times and can kill the creature in the same attack. A good combo, play carapace shield and have adrenaline in your hand. You can use on your creatures or on the opp creatures as a Creature Control.
And if you antimmater an adrenalined creature it will heal much more. ;)
Title: Re: What the cards don't tell you...
Post by: Monox D. I-Fly on February 25, 2011, 07:08:54 am
One thing that I realize is that freeze effect doesn't freeze a creature for 3 turns, but for 3 attacks instead. When I freeze an enemy creature which has adrenaline, the ice will melt after the third attack it released.
The same thing occurs with a poisoned creature with adrenaline.The poison hurts all attacks. Or if the opponent has a carapace shield, it can poison you several times and can kill the creature in the same attack. A good combo, play carapace shield and have adrenaline in your hand. You can use on your creatures or on the opp creatures as a Creature Control.
And if you antimmater an adrenalined creature it will heal much more. ;)
Thanks for your explanation. If adrenalined creature is targetted by Basilisk Blood, what would happen then?
Title: Re: What the cards don't tell you...
Post by: edunavas on February 25, 2011, 08:08:42 pm
The same as poison, the delay time is reduced. Every atack it considers a turn. So a basilisk adrenalined creature is only delay for 1 or 2 turns.
Title: Re: What the cards don't tell you...
Post by: Monox D. I-Fly on February 27, 2011, 11:57:57 am
Now I wonder why Adrenaline effect isn't written as "Multiply any effect in a turn includes attacking" instead.
Title: Re: What the cards don't tell you...
Post by: silux on March 03, 2011, 06:58:21 pm
Permanents:

Spells:

Here I found some needed corrections/implementations[/list]
Title: Re: What the cards don't tell you...
Post by: Monox D. I-Fly on March 04, 2011, 01:04:53 am
  • Creatures with Adrenaline will trigger attack effects multiple times. Adrenaline gives the creature multiple turns, not just multiple attacks. This can be an effective way to take down bonewalls, generate more quanta(with creatures that generate quanta each turn) or use other abilities that are activated upon their turn/attack (puffer fish will only have a max of 2 attacks/turns, same for Devourer)
    Adrenalined creatures will be affected multiple times by firewall and poison.
    Creatures with greater than 15 attack power will not gain extra turns from Adrenaline.(andrenaline chart here http://elementsthegame.wikia.com/wiki/Adrenaline (http://elementsthegame.wikia.com/wiki/Adrenaline))
    Adrenalined Malignant Cells will duplicate multiple times per turn.
Ah, this is what I meant before.   ;)
Title: Re: What the cards don't tell you...
Post by: Spiraler on March 26, 2011, 10:46:17 pm
A creature with quanta generation [gnome rider, firefly, dragonfly (and upped versions of those), RoL, brimstone eater, but not devourer] generates quanta even if delayed. They won't if frozen.
Title: Re: What the cards don't tell you...
Post by: suxerz on March 26, 2011, 11:07:24 pm
A creature with quanta generation [gnome rider, firefly, devourer, dragonfly (and upped versions of those), RoL, brimstone eater] generates quanta even if frozen or delayed.
Not really accurate. It's correct that frozen quanta producing creatures do not produce quanta. But, quanta producing creatures except Devourer/Pest will still produce quanta while delayed.

On a different note, I think this thread should be updated and possibly put a better way of listing those info.
Title: Re: What the cards don't tell you...
Post by: Spiraler on March 26, 2011, 11:24:38 pm
You're right, I forgot to test frozen.
Title: Re: What the cards don't tell you...
Post by: lizard99 on July 10, 2011, 04:56:30 am
when you un burrow a creature and then replace its burrow skill in the same turn it can not use it  (the new skill, mitosis or butterfly effect) that turn

when you create a creature with mitosis it can not use its skill (unless its passive) that turn   
Title: Re: What the cards don't tell you...
Post by: dragonsdemesne on July 17, 2011, 08:29:44 pm
-Catapult/Trebuchet do extra damage if the creature thrown is frozen.  (not sure on the exact formula, but for example a frozen Pharaoh will deal more damage when thrown than a nonfrozen Pharaoh)
-Having Sanctuary prevents Silence from being used on you, even though silence doesn't modify quanta or hand
-Sanctuary prevents your Solar Shield and Dissipation Shield/Fields from working (the cards do actually say this if you read them very carefully, but it's not obvious at first, or at least wasn't to me)
-Marks (the cards won from tournaments) will make their own permanent piles, like pillars or pendulums.  An -unupgraded- mark card that is the same as your deck mark will increase the multiplier of your mark by one, and will be indestructible.  An -upgraded- mark card will make its own permanent pile, even if it matches your deck element mark.

Title: Re: What the cards don't tell you...
Post by: lizard99 on July 18, 2011, 12:17:46 am
the passive ability deadly venom (its listed as one by the official wiki) can be Lobotomized even though its passive
Title: Re: What the cards don't tell you...
Post by: teffy on July 18, 2011, 11:13:14 am
the passive ability deadly venom (its listed as one by the official wiki) can be Lobotomized even though its passive
source is here (http://elementscommunity.org/wiki/ability/deadly-venom/)
Why do they write that ? I see no reason why deadly venom should be counted as a passive ability.Poisonous is the passive ability of Deathstalker.
Title: Re: What the cards don't tell you...
Post by: dragonsdemesne on July 19, 2011, 01:06:23 am
My 'marks' explanation might not have been very good, and since I just saw an upgraded mark (two actually!) for the first time today, here's a screenshot to help explain it:

(http://img41.imageshack.us/img41/7408/airmark.jpg) (http://imageshack.us/photo/my-images/41/airmark.jpg/)

In this game, if the AI were to play an UNupgraded mark of air, it would go into a new pile.  If the AI were to play an UPgraded mark of darkness, it would go into a new pile.  If the AI were to play an UNupgraded mark of darkness, it would stack with the 2x mark of darkness and become a 3x mark, and I would not be able to destroy it.  Any other mark would start its own pile.
Title: Re: What the cards don't tell you...
Post by: lizard99 on July 21, 2011, 06:14:52 am
the passive ability deadly venom (its listed as one by the official wiki) can be Lobotomized even though its passive
i had said this as i was under the impression that passives like the devours ability to drain quanta couldn't be taken with lobo so i was surprised when the AI took deadly venom away from my death stalkers making them useless
 
source is here (http://elementscommunity.org/wiki/ability/deadly-venom/)
Why do they write that ? I see no reason why deadly venom should be counted as a passive ability.Poisonous is the passive ability of Deathstalker.


when you say Poisonous do you mean this ability (http://elementscommunity.org/wiki/ability/poison/)

because it says this is only the case if you pay quanta for the ability like you do for Chrysaora / Physalia (note you dont pay for arsenic poison but it still lists it as having this ability so i may be wrong about the ability) 
Title: Re: What the cards don't tell you...
Post by: suxerz on July 21, 2011, 07:04:38 am
the passive ability deadly venom (its listed as one by the official wiki) can be Lobotomized even though its passive
i had said this as i was under the impression that passives like the devours ability to drain quanta couldn't be taken with lobo so i was surprised when the AI took deadly venom away from my death stalkers making them useless
I think the problem is the term "passive" itself. In Elements there are 3 categories of abilities; of which I will try to describe in my own words (not official)
I think the wiki was written at a point where "passive" was considered the correct term for "innate" ability.

Quote
source is here (http://elementscommunity.org/wiki/ability/deadly-venom/)
Why do they write that ? I see no reason why deadly venom should be counted as a passive ability.Poisonous is the passive ability of Deathstalker.

when you say Poisonous do you mean this ability (http://elementscommunity.org/wiki/ability/poison/)

because it says this is only the case if you pay quanta for the ability like you do for Chrysaora / Physalia (note you dont pay for arsenic poison but it still lists it as having this ability so i may be wrong about the ability) 
This is the correct link for Poisonous "passive" ability: LINK (http://elementscommunity.org/wiki/ability/poisonous/)
Title: Re: What the cards don't tell you...
Post by: Silty on August 10, 2011, 09:42:21 pm
If you make a creature with gravity pull immortal or invulnerable, it still takes damage when it absorbs attacks.
Title: Re: What the cards don't tell you...
Post by: silux on August 12, 2011, 10:40:19 pm
healing a voodoo doll doesn't heal the opponent.

reverse time counters animate weapon.

vampire stiletto has the best quanta/damage+heal ratio.

Retrovirus's Plague ability destroys Cloak effect as the spell does.

Lycanthrope and Gargoyle's ability can be used only once(not specified on the cards)

Steal :Steal a Non-mark and Not-protected permanent(creatures aren't permanent)

Nightmare: if the target is a flying weapon the opponent will get the copies of the non-flying weapon.
If the target is a chimera the opponent will get copies of the 'spell' chimera

Tunderstorm removes Cloak

Title: Re: What the cards don't tell you...
Post by: Lord_Jadem on September 28, 2011, 03:37:39 pm
Title: Re: What the cards don't tell you...
Post by: ElementalDearWatson on November 14, 2011, 09:29:18 am
The Shard of Void reduces your life after poison has already been taken off.  So if you're poisoned for 2 HP every turn and your opponent has 2 Shards of Void, don't waste any healing as at the end of your turn you'll be at full health anyway.
Title: Re: What the cards don't tell you...
Post by: ElementalDearWatson on November 18, 2011, 07:06:48 pm
One I discovered to my cost today:

If you have a deck in the Arena and the Oracle gives you a card which is the same as the card he gave you to build your Arena deck, you can't build a new deck.
Title: Re: What the cards don't tell you...
Post by: Dengeki on November 27, 2011, 08:17:17 am
 :darkness i really like what you have done here, it is very helpfull even though by the time i got to joining forums, i have already learned all this the hard way.
 :water also flooding doesnt kill a creature that is burrowed, atleast not from my experiences.
Title: Re: What the cards don't tell you...
Post by: oblivion1212 on November 27, 2011, 10:01:21 am
Wild wall of text appeared!
(knowledge of summoning sickness = pretty important in desperate times)

maybe some here are known/said already, but it's all i remember at the moment. Hope this helps :D
>>protip for the mods: why not change this thread's title into "Random Facts About Elements"  :)) :)) :))

EDIT:
>Removed "Guard" delay stacking; it's written, didn't notice it at first XD
>Removed (IIRC), tested in trainer :))
>Removed something about discord
Title: Re: What the cards don't tell you...
Post by: Pineapple on November 27, 2011, 01:05:40 pm
Wild wall of text appeared!
  • "Muntant" status can now be lobotomized
  • You can't use abilities from newly-twinned creatures
  • Stolen permanents can't be used at the same turn they were stolen
(summoning sickness = pretty important in desperate times)
  • Bonewall works as a "stacked" permanent (maybe everyone playing knows this, but for the newbies, yeah)
  • Momentum damage doesn't "yellow-up" the HP bar (annoying, really)
  • Refreshing the oracle page will waste your oracle spin
  • If you cancel the last win you need for a special spin, you still have complete rings (i.e., say i won 3 times in plat, and BEFORE the special spin, let's say i canceled right before the special spin, i still get a special spin, provided that i win the next game)
  • A Fate Egg can hatch into a fate egg (same with rewinding skelly)
  • Giving immortality to a frozen creature removes its frozen status. Delayed creatures don't lose delay status upon immortalization (such word exist?? XD)
  • Purify heals you on the first attack your enemy does
  • Webbing a Deja Vu and using its skill will yield in an airborne Deja Vu
  • SoR + Fate Egg = one hatch, 2 creatures at once; SoR + Deja Vu = castable 2x, loses skill at second use
  • Flying a frozen weapon will remove its frozen status, but summoning sickness applies
  • On a full field, flying a weapon will remove it from its weapon slot, but it doesn't go to your field (your weapon is destroyed, in short)
  • Whatever happens to voodoo doll also happens to the opposing player --> frozen/delayed doll = frozen/delayed weapon slot
  • Discord "destroys" some quanta then "gives" quanta to the opposing player --> there are cases where the redistribution results in a loss of quanta (~1 i think)
  • Replacing a frozen/delayed weapon will result in a new frozen/delayed weapon --> the weapon slot is affected, not the actual weapon
  • Stealing a sundial will reset its turn count
  • Neurotoxin stacks with other poison
  • Frozen creatures deal more damage when catapult'ed. Poisoned creatures apply poison to the enemy when catapult'ed. Catapult can't be reflected.
  • Twinning a chimera will pull your creatures together into a chimera
  • Chaos Power's buff range is between  +0|+0 and +5|+5 (IIRC) and favors hp over attack
  • Improved Mutation results in a "Chaos Power-ed" version of the resultant creature
  • Infection damage (creature poison), freeze, acceleration, and delay count creature turns, not actual turns, that is, creature attack; putting adrenaline on a frozen 1|2 :life scorpion will unfreeze it and allow it to attack (since 5 attacks as compared to 3 frozen turns). This is a good way to kill creatures quickly (if you have a :life nymph, because you will want to adrenaline your creatures in most cases). Also, for each attack there seems to be a pattern as to the application of poison/quanta steal (devourer) skill, every other attack (IIRC)
  • /obvious Flying a weapon will give it "airborne" /obvious
  • Stealing a Cloak resets its turn counter
  • Butterfly Effect and Mitosis causes summoning sickness to the target creature
  • Twinning a poisoned voodoo doll doesn't double the poison counters on the opposing player
  • Targeted spells can only be reflected once
  • Pandemonium and Chaos Seed don't buff (blessing/basilisk's blood/rage potion/etc.)
  • Stealing a Dim Shield doesn't reset its turn count
  • "Guard" skill delay stacks (IIRC)
  • Chuck Norris' pet lizard was renamed into :fire Ruby Dragon (not sure if it was ruby or light)

maybe some here are known/said already, but it's all i remember at the moment. Hope this helps :D
>>protip for the mods: why not change this thread's title into "Random Facts About Elements"  :)) :)) :))
protip: Check everything in a list so that the things that aren't wrong sound credible..
Title: Re: What the cards don't tell you...
Post by: pvpmister on December 15, 2011, 07:45:10 pm
helped ty  ;D
Title: Re: What the cards don't tell you...
Post by: teffy on December 16, 2011, 05:32:17 pm
[...]
-SoR + Fate Egg = one hatch, 2 creatures at once; SoR + Deja Vu = castable 2x, loses skill at second use
Not now, Deja Vu only creates one copy. Fate Egg still creates 2 creatures
[...]
-Chaos Power's buff range is between  +0|+0 and +5|+5 and favors hp over attack
Where have you read that Chaos Power favors hp over attack ?
-Butterfly Effect and Mitosis causes summoning sickness to the target creature
 I tried it and can falsify that. If you use Mitosis or Butterfly Effect on a creature , which shouldn´t have summoning sickness (2nd turn), it can use the skill immediately
[...]
Title: Re: What the cards don't tell you...
Post by: dragonsdemesne on December 16, 2011, 05:45:13 pm
Isn't Chaos Power's minimum buff +1/+1, not +0/+0?
Title: Re: What the cards don't tell you...
Post by: oblivion1212 on December 16, 2011, 08:49:36 pm
Isn't Chaos Power's minimum buff +1/+1, not +0/+0?
[...]
-SoR + Fate Egg = one hatch, 2 creatures at once; SoR + Deja Vu = castable 2x, loses skill at second use
Not now, Deja Vu only creates one copy. Fate Egg still creates 2 creatures
[...]
-Chaos Power's buff range is between  +0|+0 and +5|+5 and favors hp over attack
Where have you read that Chaos Power favors hp over attack ?
-Butterfly Effect and Mitosis causes summoning sickness to the target creature
 I tried it and can falsify that. If you use Mitosis or Butterfly Effect on a creature , which shouldn´t have summoning sickness (2nd turn), it can use the skill immediately
[...]
Stand corrected. Twice. Like a boss. To whoever read my huge wall of text, listen to the corrections, they're right  :D :D

>on the dejavu, that's a pretty sad change :|
>yea, chaos power's minimum is +1|+1, it'd be pointless if you can get +0|+0, chaos power's hp>attack is pretty noticeable if you try buffing a spark/gemfinder a few times..
not totally sure about it, but it seems like that's the case
>sorry about mitosis, but the BE, i'm still pretty unsure if AI just doesn't use it OR it really causes summoning sickness..

once again, thank you for pointing out errors  :-* :-*
Title: Re: What the cards don't tell you...
Post by: silux on December 17, 2011, 10:58:30 am
About chaos power you can't say that gives more attack than defense from a few experiments.
All the combinations are 5*5, and after that you must prove that attack is greater than defense in the 56% of the cases.
If you don't have a computer do it for you, you can still ask the exact formula to Zanzarino.
Each result has the same scientifical evidence.

Edit
Title: Re: What the cards don't tell you...
Post by: teffy on December 17, 2011, 01:14:37 pm
Quote
All the combinations are 5!*5!
No. only 25=5*5.
Because of simplicity of programming I assume that zanz uses a function like Math.random() for Chaos Power ,which creates uniformly distributed numbers.
Title: Re: What the cards don't tell you...
Post by: Stealth5208 on December 24, 2011, 01:01:35 am
Thank you, this really helps!
Title: Re: What the cards don't tell you...
Post by: Cheesy111 on December 30, 2011, 09:50:49 pm
It was slightly unclear in the guide, so unless it's already been mentioned, if you reverse time/eternity a mutated creature the card that goes on top of your deck or their deck will be the card the mutant appeared to be with normal stats.
Title: Re: What the cards don't tell you...
Post by: Grote on January 04, 2012, 06:24:20 am
Paying 1,500 coins to upgrade a card, ONLY upgrades a SINGLE CARD, not copies of the same card.

I upgraded my Gnome Rider to Gnome Gemfinder(no cost) to replace all my Earth pillars with them but NO DICE. :-[
I thought I could cut space out of my deck like this...but no...that would make too much sense...
Title: Re: What the cards don't tell you...
Post by: furballdn on January 04, 2012, 06:32:36 am
Paying 1,500 coins to upgrade a card, ONLY upgrades a SINGLE CARD, not copies of the same card.

I upgraded my Gnome Rider to Gnome Gemfinder(no cost) to replace all my Earth pillars with them but NO DICE. :-[
I thought I could cut space out of my deck like this...but no...that would make too much sense...
More grind time!
Title: Re: What the cards don't tell you...
Post by: Absol on January 04, 2012, 08:18:50 am
Paying 1,500 coins to upgrade a card, ONLY upgrades a SINGLE CARD, not copies of the same card.

I upgraded my Gnome Rider to Gnome Gemfinder(no cost) to replace all my Earth pillars with them but NO DICE. :-[
I thought I could cut space out of my deck like this...but no...that would make too much sense...
Upgrading is the "cash gate" of the Elements. The unofficial fence between new players and veterans.
So go grind some more.
Title: Re: What the cards don't tell you...
Post by: Grote on January 05, 2012, 10:25:19 pm
My Gnome Gemfinder just took 4 Reverse Times(in a row) so I could play Otyugh with a Blessing & Momentum. ;D

If I could replace half the Stone Pillars with Gnome Gemfinders, that would provide a better means of getting a giant Otyugh so I can eat dragons! Sometimes there aren't enough creatures to eat to get big, so I eat my own Gaurdian Angels too. 60-card, (majority of colors in this order)  :gravity :earth :light
Title: Re: What the cards don't tell you...
Post by: Cheesy111 on January 06, 2012, 06:36:49 am
Also, there's an Elements chat available on the main game page - it's useful for asking simple questions or getting to know the forum community more.
Title: Re: What the cards don't tell you...
Post by: Chapuz on January 10, 2012, 07:48:46 pm
I don't know if this has been posted before. UG does the creature damage before dealing the 20 damage to the oponent. So, if you have 1 HP and the oponent has 1-20 HP and a voodoo doll in play, if you trigger an UG you will loose  :P
Title: Re: What the cards don't tell you...
Post by: Chapuz on January 10, 2012, 07:53:27 pm
Isn't Chaos Power's minimum buff +1/+1, not +0/+0?
[...]
-SoR + Fate Egg = one hatch, 2 creatures at once; SoR + Deja Vu = castable 2x, loses skill at second use
Not now, Deja Vu only creates one copy. Fate Egg still creates 2 creatures
[...]
-Chaos Power's buff range is between  +0|+0 and +5|+5 and favors hp over attack
Where have you read that Chaos Power favors hp over attack ?
-Butterfly Effect and Mitosis causes summoning sickness to the target creature
 I tried it and can falsify that. If you use Mitosis or Butterfly Effect on a creature , which shouldn´t have summoning sickness (2nd turn), it can use the skill immediately
[...]
Stand corrected. Twice. Like a boss. To whoever read my huge wall of text, listen to the corrections, they're right  :D :D

>on the dejavu, that's a pretty sad change :|
>yea, chaos power's minimum is +1|+1, it'd be pointless if you can get +0|+0, chaos power's hp>attack is pretty noticeable if you try buffing a spark/gemfinder a few times..
not totally sure about it, but it seems like that's the case
>sorry about mitosis, but the BE, i'm still pretty unsure if AI just doesn't use it OR it really causes summoning sickness..

once again, thank you for pointing out errors  :-* :-*
Could anyone please explain me what summoning sickness is? O_O
Title: Re: What the cards don't tell you...
Post by: willng3 on January 10, 2012, 07:55:31 pm
Isn't Chaos Power's minimum buff +1/+1, not +0/+0?
[...]
-SoR + Fate Egg = one hatch, 2 creatures at once; SoR + Deja Vu = castable 2x, loses skill at second use
Not now, Deja Vu only creates one copy. Fate Egg still creates 2 creatures
[...]
-Chaos Power's buff range is between  +0|+0 and +5|+5 and favors hp over attack
Where have you read that Chaos Power favors hp over attack ?
-Butterfly Effect and Mitosis causes summoning sickness to the target creature
 I tried it and can falsify that. If you use Mitosis or Butterfly Effect on a creature , which shouldn´t have summoning sickness (2nd turn), it can use the skill immediately
[...]
Stand corrected. Twice. Like a boss. To whoever read my huge wall of text, listen to the corrections, they're right  :D :D

>on the dejavu, that's a pretty sad change :|
>yea, chaos power's minimum is +1|+1, it'd be pointless if you can get +0|+0, chaos power's hp>attack is pretty noticeable if you try buffing a spark/gemfinder a few times..
not totally sure about it, but it seems like that's the case
>sorry about mitosis, but the BE, i'm still pretty unsure if AI just doesn't use it OR it really causes summoning sickness..

once again, thank you for pointing out errors  :-* :-*
Could anyone please explain me what summoning sickness is? O_O
The state where your creatures cannot activate abilities which require manual activation on the turn they are played/summoned.  Examples:  Otyugh, Lycanthrope, Forest Spirit cannot activate their abilities on the turn they are played.
Title: Re: What the cards don't tell you...
Post by: Chapuz on January 10, 2012, 08:46:49 pm
Isn't Chaos Power's minimum buff +1/+1, not +0/+0?
[...]
-SoR + Fate Egg = one hatch, 2 creatures at once; SoR + Deja Vu = castable 2x, loses skill at second use
Not now, Deja Vu only creates one copy. Fate Egg still creates 2 creatures
[...]
-Chaos Power's buff range is between  +0|+0 and +5|+5 and favors hp over attack
Where have you read that Chaos Power favors hp over attack ?
-Butterfly Effect and Mitosis causes summoning sickness to the target creature
 I tried it and can falsify that. If you use Mitosis or Butterfly Effect on a creature , which shouldn´t have summoning sickness (2nd turn), it can use the skill immediately
[...]
Stand corrected. Twice. Like a boss. To whoever read my huge wall of text, listen to the corrections, they're right  :D :D

>on the dejavu, that's a pretty sad change :|
>yea, chaos power's minimum is +1|+1, it'd be pointless if you can get +0|+0, chaos power's hp>attack is pretty noticeable if you try buffing a spark/gemfinder a few times..
not totally sure about it, but it seems like that's the case
>sorry about mitosis, but the BE, i'm still pretty unsure if AI just doesn't use it OR it really causes summoning sickness..

once again, thank you for pointing out errors  :-* :-*
Could anyone please explain me what summoning sickness is? O_O
The state where your creatures cannot activate abilities which require manual activation on the turn they are played/summoned.  Examples:  Otyugh, Lycanthrope, Forest Spirit cannot activate their abilities on the turn they are played.
I thought no creature can do it, except of course if you use SoR.
Title: Re: What the cards don't tell you...
Post by: RagidyRock on January 10, 2012, 09:10:49 pm
Isn't Chaos Power's minimum buff +1/+1, not +0/+0?
[...]
-SoR + Fate Egg = one hatch, 2 creatures at once; SoR + Deja Vu = castable 2x, loses skill at second use
Not now, Deja Vu only creates one copy. Fate Egg still creates 2 creatures
[...]
-Chaos Power's buff range is between  +0|+0 and +5|+5 and favors hp over attack
Where have you read that Chaos Power favors hp over attack ?
-Butterfly Effect and Mitosis causes summoning sickness to the target creature
 I tried it and can falsify that. If you use Mitosis or Butterfly Effect on a creature , which shouldn´t have summoning sickness (2nd turn), it can use the skill immediately
[...]
Stand corrected. Twice. Like a boss. To whoever read my huge wall of text, listen to the corrections, they're right  :D :D

>on the dejavu, that's a pretty sad change :|
>yea, chaos power's minimum is +1|+1, it'd be pointless if you can get +0|+0, chaos power's hp>attack is pretty noticeable if you try buffing a spark/gemfinder a few times..
not totally sure about it, but it seems like that's the case
>sorry about mitosis, but the BE, i'm still pretty unsure if AI just doesn't use it OR it really causes summoning sickness..

once again, thank you for pointing out errors  :-* :-*
Could anyone please explain me what summoning sickness is? O_O
The state where your creatures cannot activate abilities which require manual activation on the turn they are played/summoned.  Examples:  Otyugh, Lycanthrope, Forest Spirit cannot activate their abilities on the turn they are played.
I thought no creature can do it, except of course if you use SoR.
You'd be right; however, there are exceptions to summoning sickness.  Mutants being the primary example, even though that only applies if their predecessor did NOT use an ability that turn.

Certain alchemy cards, like Butterfly Effect and (I think) Mitosis, can 'avoid summoning sickness' as well, if used on a creature that has NOT used an ability already AND if the creature wasn't immediately summoned (mutants, again, if they haven't used an ability, I believe can use said alchemy cards that turn... although I'm not sure why you'd use the alchemy card on a mutant :P )

Passive abilities, like Vampire/Venom/Neurotoxin/Quanta-Generation/etc., are exempt from summoning sickness because they are not manual triggered.
Title: Re: What the cards don't tell you...
Post by: furballdn on January 11, 2012, 01:05:27 am
Isn't Chaos Power's minimum buff +1/+1, not +0/+0?
[...]
-SoR + Fate Egg = one hatch, 2 creatures at once; SoR + Deja Vu = castable 2x, loses skill at second use
Not now, Deja Vu only creates one copy. Fate Egg still creates 2 creatures
[...]
-Chaos Power's buff range is between  +0|+0 and +5|+5 and favors hp over attack
Where have you read that Chaos Power favors hp over attack ?
-Butterfly Effect and Mitosis causes summoning sickness to the target creature
 I tried it and can falsify that. If you use Mitosis or Butterfly Effect on a creature , which shouldn´t have summoning sickness (2nd turn), it can use the skill immediately
[...]
Stand corrected. Twice. Like a boss. To whoever read my huge wall of text, listen to the corrections, they're right  :D :D

>on the dejavu, that's a pretty sad change :|
>yea, chaos power's minimum is +1|+1, it'd be pointless if you can get +0|+0, chaos power's hp>attack is pretty noticeable if you try buffing a spark/gemfinder a few times..
not totally sure about it, but it seems like that's the case
>sorry about mitosis, but the BE, i'm still pretty unsure if AI just doesn't use it OR it really causes summoning sickness..

once again, thank you for pointing out errors  :-* :-*
Could anyone please explain me what summoning sickness is? O_O
The state where your creatures cannot activate abilities which require manual activation on the turn they are played/summoned.  Examples:  Otyugh, Lycanthrope, Forest Spirit cannot activate their abilities on the turn they are played.
I thought no creature can do it, except of course if you use SoR.
Using SoR on a creature only gets rid of summoning sickness if it's :time.
Title: Re: What the cards don't tell you...
Post by: black rat on January 24, 2012, 05:18:22 pm
if the enemy plays a vampire (4 atk), then eclipse it gets plus 2 attack (6atk). if you antimatter the vamire (-6) and after that destroy the eclipse, he looses two atk (-8)
Title: Re: What the cards don't tell you...
Post by: Chapuz on January 24, 2012, 08:54:30 pm
if the enemy plays a vampire (4 atk), then eclipse it gets plus 2 attack (6atk). if you antimatter the vamire (-6) and after that destroy the eclipse, he looses two atk (-8)
Yeah, but that's absolutely logic.
Title: Re: What the cards don't tell you...
Post by: black rat on January 24, 2012, 09:11:24 pm
it is!
as is "Reverse timing a mummy will not put it on top of your deck." or other facts, which makes them not less helpful
but i didnt think it would work this way (never really pondered about it), but saw it in a game today and thought there may be other, who didnt know
Title: Re: What the cards don't tell you...
Post by: OdinVanguard on January 24, 2012, 10:00:18 pm
Awesome thread! There are a lot of cards and abilities with effects / side effects that aren't explained completely. Wish I had seen some of these when I first started playing. I've found a few things out that weren't mentioned in the original post.
-Apologies for lacking organization as in the original post. Trying to do so got a bit too confusing-
*Voodoo will affect weapons that are immaterial (morning glory or weapons w/ protect artifact). This makes voodoo dolls very useful against such weapons.
*When copying a voodoo doll, if the doll being copy is damaged the one that is made will also be damaged. Interestingly this results in dealing corresponding damage to the opponent. This damage is based on the difference between the dolls current and maximum life. E.g. if you hit a doll w/ basalisk blood, and zap it down to 1 hp then copy it, the copy will do 35 damage! (20 +15)
*Spells w/ effects based on remaining quanta will subtract quanta FIRST then calculate the effect (so if you cast firebolt w/ 10 quanta it only sees 7 since it costs 3)
*Rage potion says it causes +5/-5, but it doesn't actually change max hit points, it just does damage. You can heal the creature back to full if it survives. Same for accelerate.
*Lobotomize will remove the momentum effect but not the adrenaline effect.
*Animate weapon and flying weapon will give different weapons different numbers of hitpoints. Titan and pulverizer are the two toughest. Vampire stilleto and daggers are the weakest... there's probably a table out there somewhere. It's worthwhile looking this up if you plan on using the spell a lot in a deck.
*Catapults will deal extra damage for frozen creatures... but for some reason this doesnt seem to work right on creatures hit with congeal, the upped version
*Pheonix will turn into a malignant cell instead of ash due to alfatoxin.
*Creatures that deal negative damage (due to antimatter) bypass shields and gravity pull. They also will still trigger venom when doing so. I.e. a scorpion with -1 damage acts as if it has momentum.
*The guard ability on vanadium warriors will actually heal creatures if the warden has a negative damage value.
*Devourer's devour ability is affected by adrenaline but only a max of 2 times even if it attacks more than that. Dito for venomous creatures.
*Devour cannot be removed by lobotomize. It can however be stopped by freezing or delaying the devourer.
*A Copy of a creature that has doubled its damage with dive will be treated as if it had the upgraded damage as its normal damage. This can be used to successively double damage. This doesn't seem to work with sky blitz however, in fact, if you arent careful it can undo all your hard work.
*Timing butterfly effect is tricky. The creature can use the destroy ability immediately providing that:
  1) It has not already used an ability this turn
  2) It was not just cast this turn
  3) It has not been lobotomized (I'm not sure on this but I think it will have to wait even if lobotomized several turns ago)

Title: Re: What the cards don't tell you...
Post by: suxerz on January 24, 2012, 10:26:49 pm
Most are true, but there some are not quite right. My notes in yellow below.

*Animate weapon and flying weapon will give different weapons different numbers of hitpoints. Titan and pulverizer are the two toughest.
It has nothing to do with Animate weapon or Flying weapon; all weapons have their own specific HP.  ;) You can check the wiki for the details.

*Catapults will deal extra damage for frozen creatures... but for some reason this doesnt seem to work right on creatures hit with congeal, the upped version
It should not. Frozen or congealed creatures will deal the same damage when flung by catapult. The bonus is 50%. If you are sure it doesn't happen with Congeal, take a screenshot and post it in the Report a bug section. >_<

*Creatures that deal negative damage (due to antimatter) bypass shields and gravity pull.
Not all shields. Specifically three shields behave differently: Dimensional shield (all antimattered creatures), Wings (if the antimattered creature is not airborne) and Gravity shield (if the antimattered creature has more than 5 HP). My explanation is probably flawed, it's better that you test them in the trainer.

*The guard ability on vanadium warriors will actually heal creatures if the warden has a negative damage value.
Technically, it increased the target creature's max HP. But yeah, it heals them.

*Timing butterfly effect is tricky. The creature can use the destroy ability immediately providing that:
  1) It has not already used an ability this turn
  2) It was not just cast this turn
  3) It has not been lobotomized (I'm not sure on this but I think it will have to wait even if lobotomized several turns ago) Yep, you only have to wait for one turn. This behaviour also applies to Mitosis.
Title: Re: What the cards don't tell you...
Post by: OdinVanguard on January 24, 2012, 10:45:04 pm
Most are true, but there some are not quite right. My notes in yellow below.

*Creatures that deal negative damage (due to antimatter) bypass shields and gravity pull.
Not all shields. Specifically three shields behave differently: Dimensional shield (all antimattered creatures), Wings (if the antimattered creature is not airborne) and Gravity shield (if the antimattered creature has more than 5 HP). My explanation is probably flawed, it's better that you test them in the trainer.

You are right on grav shield, but I just tried dim shield in trainer and it does indeed get bypassed. I believe wings will too since it uses the same "miss" mechanic to prevent damage. This is also true for dusk mantle and fog shield which also convert attacks to misses (i've seen this in action many times using a dusk mantle / antimatter / liquid shadow half blood hunter deck). All shields that convert an attack to a miss get bypassed by antimatter.

Congeal does seem to work right w/ catapult on trainer... must've been smokin something the other day. Sorry 'bout that.
Title: Re: What the cards don't tell you...
Post by: suxerz on January 24, 2012, 11:04:34 pm
Most are true, but there some are not quite right. My notes in yellow below.

*Creatures that deal negative damage (due to antimatter) bypass shields and gravity pull.
Not all shields. Specifically three shields behave differently: Dimensional shield (all antimattered creatures), Wings (if the antimattered creature is not airborne) and Gravity shield (if the antimattered creature has more than 5 HP). My explanation is probably flawed, it's better that you test them in the trainer.
You are right on grav shield, but I just tried dim shield in trainer and it does indeed get bypassed. I believe wings will too since it uses the same "miss" mechanic to prevent damage. This is also true for dusk mantle and fog shield which also convert attacks to misses (i've seen this in action many times using a dusk mantle / antimatter / liquid shadow half blood hunter deck). All shields that convert an attack to a miss get bypassed by antimatter.

I'll see if I can confirm congeal / catapult on the trainer and in game. If I'm right i'll post up a snapshot.
Hmm... I'm pretty sure I'm right; unless there were changes in the recent patch, you did something wrong or there's a bug.. again. Unfortunately I don't have the time to test this now. Here (http://elementscommunity.org/forum/index.php/topic,1484.msg167714#msg167714) is a post with screenshots related to what I'm trying to explain.
Title: Re: What the cards don't tell you...
Post by: OdinVanguard on January 25, 2012, 10:17:43 pm
Most are true, but there some are not quite right. My notes in yellow below.

*Creatures that deal negative damage (due to antimatter) bypass shields and gravity pull.
Not all shields. Specifically three shields behave differently: Dimensional shield (all antimattered creatures), Wings (if the antimattered creature is not airborne) and Gravity shield (if the antimattered creature has more than 5 HP). My explanation is probably flawed, it's better that you test them in the trainer.
You are right on grav shield, but I just tried dim shield in trainer and it does indeed get bypassed. I believe wings will too since it uses the same "miss" mechanic to prevent damage. This is also true for dusk mantle and fog shield which also convert attacks to misses (i've seen this in action many times using a dusk mantle / antimatter / liquid shadow half blood hunter deck). All shields that convert an attack to a miss get bypassed by antimatter.

I'll see if I can confirm congeal / catapult on the trainer and in game. If I'm right i'll post up a snapshot.
Hmm... I'm pretty sure I'm right; unless there were changes in the recent patch, you did something wrong or there's a bug.. again. Unfortunately I don't have the time to test this now. Here (http://elementscommunity.org/forum/index.php/topic,1484.msg167714#msg167714) is a post with screenshots related to what I'm trying to explain.
weird, I tried something similar with dune scorp + chaos power + AM vs dim shield. Waited to play anything till comp put shield up. Poison went through so it had to work... I will see if I can catch a screenshot this time.
Title: Re: What the cards don't tell you...
Post by: OdinVanguard on January 25, 2012, 10:48:21 pm
I got a screenshot of it. Clearly shows the AM'ed scorpion bypassing phase shield. Image attached.
Title: Re: What the cards don't tell you...
Post by: suxerz on January 25, 2012, 10:49:28 pm
Ooh! You're right. I just tested it as well. It seems that zanz has changed this in the recent patch. So, right now the only shields unaffected by AM are Wings (if non-airborne) and Gravity shield (if >5 HP). On the other hand, I'm not sure whether this is intended or not... But I do like this change on the dim shield. :D
Title: Re: What the cards don't tell you...
Post by: Higurashi on February 01, 2012, 07:24:26 pm
That's what I thought too, but this actually seems to be a field-related bug. In other words, your creatures will bypass opponent's Dims, but not the other way around. Like so:

(http://i.imgur.com/BLREn.jpg)
Title: Re: What the cards don't tell you...
Post by: suxerz on February 01, 2012, 07:39:49 pm
ugh... It's a bug... again. >_>
Mind creating the thread then? Also, is this AI related or not? I wonder what happens in PvP.
Title: Re: What the cards don't tell you...
Post by: OdinVanguard on April 26, 2012, 08:02:15 pm
I realize this topic is old, but with the addition of a slew of new cards (the new rare shards to be specific), I think it warrants being revitalized. To start us off, here is what Shard of Patience doesn't tell you (and iridium wardens too)
Adrenaline overcomes the "Do Not Attack" feature in both iridium warden and shard of patience. Only the first attack will be prevented allowing subsequent attacks to go right through. However, in the case of shard of patience, the attack bonus is still only applied once per round.
Title: Re: What the cards don't tell you...
Post by: dragonsdemesne on April 26, 2012, 09:16:55 pm
Creatures buffed with shard of wisdom will bypass any nonreflective shield completely.
Title: Re: What the cards don't tell you...
Post by: OdinVanguard on May 01, 2012, 01:46:16 am
Shard of patience will affect immaterial / immortal creatures
Title: Re: What the cards don't tell you...
Post by: larsix on May 09, 2012, 06:11:01 pm
if you play more than one Supernova in a single turn, you will be the sad owner of "Singularity" (-7/5). Do not do this unless you have a plan.
Title: Re: What the cards don't tell you...
Post by: nickis200 on May 10, 2012, 12:30:06 am
thanks this helped alot   :rainbow ftw
Title: Re: What the cards don't tell you...
Post by: OdinVanguard on May 18, 2012, 09:35:48 pm
Immaterial creatures with vampire will no longer steal life when damage is converted to spell damage by shard of wisdom
Title: Re: What the cards don't tell you...
Post by: Chapuz on May 20, 2012, 03:08:07 am
Immaterial creatures with vampire will no longer steal life when damage is converted to spell damage by shard of wisdom
Isn't that a bug?
Title: Re: What the cards don't tell you...
Post by: AP579 on May 20, 2012, 03:37:20 am
Immaterial creatures with vampire will no longer steal life when damage is converted to spell damage by shard of wisdom
Isn't that a bug?

No, it's intended. I think so that it won't intrude on Drain Life's ground, and the fact that vampires are associated with physical damage. (You don't extract the life from something using a thunderbolt. That'd be quite strange.)
Title: Re: What the cards don't tell you...
Post by: bearclaw on June 01, 2012, 08:39:23 pm
thanks, im a newb and this actually really helped me. just started playing yesterday
Title: Re: What the cards don't tell you...
Post by: ARTHANASIOS on July 20, 2012, 01:11:02 pm
I don't know if the community already knows about it, however an Adrenalined flying Hammer, if you have an :gravity or :earth mark, attacks 4 times and deals 4 x 4 = 16 damage per turn, instead of 4 x 3 = 12 damage of a Adrenalined creature with 3 attack. Same goes with an Adrenalined flying Shortbow, if you have an :air mark.
Title: Re: What the cards don't tell you...
Post by: dragonsdemesne on July 20, 2012, 01:21:15 pm
Yeah, any bonuses the weapon gets from mark, etc, are added to the attack to determine how adrenaline behaves.  For instance, if you have a flying Fahrenheit, 75 fire quanta, and adrenaline on it, it will attack 1 time, not 3 times; it doesn't use the base 5 attack to calculate adrenaline, it uses 5 + fiery, or in the case of dagger/hammer/short bow, the +1 for the matching mark.
Title: Re: What the cards don't tell you...
Post by: Absol on July 20, 2012, 05:42:23 pm
Erm. For Hammer and Short Bow, the base attack is used for Adren attack multiplier. For Fahren, the total attack is used. Even though both bonus attack comes from their active ability.
Title: Re: What the cards don't tell you...
Post by: furballdn on July 20, 2012, 06:23:17 pm
Erm. For Hammer and Short Bow, the base attack is used for Adren attack multiplier. For Fahren, the total attack is used. Even though both bonus attack comes from their active ability.
dirk, dagger, gavel, and long bow too.
Title: Re: What the cards don't tell you...
Post by: bob8willie on September 17, 2012, 01:00:49 am
you didnt explain nuerotoxins
Title: Re: What the cards don't tell you...
Post by: choongmyoung on September 17, 2012, 02:17:50 am
Add: Using Animate Weapon with no weapon will pop the message up and the card is not used - however the cost is gone.
Title: Re: What the cards don't tell you...
Post by: DsLink on February 08, 2013, 09:12:32 am
Dissapation shield & solar shield dont work with santuary, creatures with gravity pull are unaffected by creatures with momentum, catapulting a creature thats posioned will posion the opponent, cremating singularity will not give you quanta, you cannot surpass your life point limit with heal, playing shard of readiness on fate egg will give you two of the same creature spawned, nightfall cannot be stacked, if cloak is stolen by you or your opponent it will reset its time counters to 3
Title: Re: What the cards don't tell you...
Post by: Gandora on February 08, 2013, 09:17:16 am
if cloak is stolen by you or your opponent it will reset its time counters to 3

iirc, unless you steal your own cloak.
Title: Re: What the cards don't tell you...
Post by: Absol on February 08, 2013, 09:36:30 am
if cloak is stolen by you or your opponent it will reset its time counters to 3
iirc, unless you steal your own cloak.
I believe this is a bug.
Title: Re: What the cards don't tell you...
Post by: choongmyoung on February 08, 2013, 01:54:41 pm
There were few changes about card itself like Bond heals at permanent's turn now, and some description in these are obvious.
Will these ever corrected?
Title: Re: What the cards don't tell you...
Post by: omgman999 on February 09, 2013, 11:28:36 pm
WOw these are some very helpful and insightful posts; i didn't actually know about half these things.
Title: Re: What the cards don't tell you...
Post by: oblivion1212 on April 03, 2013, 01:39:47 pm
I may be wrong, but from experience,

1.]
While :water purified, and one charge left, if hit with :time neurotoxin, you lose a point of purify your charges, and still receive neurotoxin card-play-induced poison.
i.e.

1. i have +1 charge of :water purify
2. opponent hits me with :time neurotoxin
3. i lose my last :water purify charge
4. every card i play will make me receive a :time neurotoxin charge even though it doesn't display

(probably a visual bug; highly unlikely intended but possible)

2.] :aether Immaterial creatures don't drown
3.] For clarification, :darkness Cloak resets counter when stolen
4.] :water Shard of Patience stops only the first attack of a creature with :life adrenalin
5.] :gravity Catapulting a :death poisoned creature transfers poison counters to your opponent. (not sure if only a % of the poison counter is transferred)
6.] newly spawned :death malignant cells can attack even under the effects of :water Shard of Patience, before they gain the +2|+2  bonus
Title: Re: What the cards don't tell you...
Post by: dragonsdemesne on April 03, 2013, 04:33:31 pm
5) Catapulting poisoned creatures transfers poison counters at a 1:1 ratio, i.e. a creature with 5 poison counters gives 5 to the opponent.
6) Never seen that come up before, but it's almost certainly a bug.  I'm guessing that SoP processes to delay/grow stuff and then the cell is spawned and attacks.
Title: Re: What the cards don't tell you...
Post by: WexMajor on April 12, 2013, 01:04:12 pm
You don't need to actually use the ability of a SoFoc, to make it grow in hp. Just activate and cancel.
Why do you need such a thing? To gravity pull an enemy with no permanents.  :gravity
Title: Re: What the cards don't tell you...
Post by: Absol on April 12, 2013, 02:31:12 pm
5.] :gravity Catapulting a :death poisoned creature transfers poison counters to your opponent. (not sure if only a % of the poison counter is transferred)
Catapulting a purified creature gives poison counters equal to purify counters. And yes, the counter transferred is 100%.
Title: Re: What the cards don't tell you...
Post by: Chapuz on April 12, 2013, 02:42:25 pm
5.] :gravity Catapulting a :death poisoned creature transfers poison counters to your opponent. (not sure if only a % of the poison counter is transferred)
Catapulting a purified creature gives poison counters equal to purify counters. And yes, the counter transferred is 100%.
New SoSa+reflective counter: Pury + Catapult. Wat.
Title: Re: What the cards don't tell you...
Post by: Absol on April 13, 2013, 03:00:24 am
5.] :gravity Catapulting a :death poisoned creature transfers poison counters to your opponent. (not sure if only a % of the poison counter is transferred)
Catapulting a purified creature gives poison counters equal to purify counters. And yes, the counter transferred is 100%.
New SoSa+reflective counter: Pury + Catapult. Wat.
Actually, it's like the purify counter on the creature turns into poison counter the instant before it was catapulted. Still doesn't counter SoSa.
Title: Re: What the cards don't tell you...
Post by: atless on July 19, 2013, 05:58:29 pm
Hi all this is my first post, as I just started 2 weeks ago.

I don't think these 2 were mentioned:

Dune Scorpion:
Cards played by opponent ONLY, will raise the poison damage.

Stone Skin:
Raising your life to or above 100 BUT not 'having' 'Max' life at the time of a victory will NOT result in the 'Elemental Master' bonus. (Not sure if this is working as intended...)

Had a few more but they are evading recollection atm...

Happy gaming.
-atless
Title: Re: What the cards don't tell you...
Post by: dragonsdemesne on July 19, 2013, 06:19:36 pm
The stoneskin thing is working as intended.  You will get more electrum for winning with, say, 156/157 hp than for having 99/100, but it won't be on par with an EM.  An EM will double your electrum.  I forget exactly how it worked, but I think every 4hp (current, not max) you have over 100 earns another 1% electrum or something like that.  Winning with 99/100 hp is the same as winning with 99/500 hp.  Also, 500hp is the most you can have ever.  (same with AI) 
Title: Re: What the cards don't tell you...
Post by: bripod on July 19, 2013, 08:58:39 pm
Disclaimer: This applies to AI games and I have no idea if PvP1&2 are the same as I do not play PvP1 or 2.
Someone else can use this to see if it applies.

Ok, from what I've seen in my study of >100hp games, I can deduce (to the best of the 100's of games I've played and took notes on) there are 2 multipliers that can come into play.

First off, we have to look at Electrum earned in a match. AI1-5 and Arena have a Base Payout (AI3 for example has a BP of 20 :electrum at 100hp's)
You earn a percentage of that BP depending on how many HP's you have left at the end of the game.

From here, multiplier #1 kicks in. I call this the Hit Point Multiplier (HPx)

Hit Points     Multiplier
100              1x
200              1.5x
300              2x
400              2.5x
500              3x

The multiplier actually can be inbetween these as a direct percentage of HP's that fall between the given numbers.
So ending the game with 360 HP's will be between 2x and 2.5x (to tired to do the math right now so do it yourself)

After this the Second Multiplier kicks in, the Elemental Master Multiplier (EMx). 
If you finish with 100% of your HP's you get an additional 2x multiplier. Nothing more, nothing less. It's a yes or no type situation.

Score gained from an AI win is 1/2 of the Electrum earned.
(and for some reason I wanna say that it's the score before the EM bonus but it's been a while since I did this study so I'm not too sure of that.)

At any rate, that's what I've gathered so far. Maybe this will help someone gain further insight on this matter.
Title: Re: What the cards don't tell you...
Post by: patrickmaier on July 28, 2013, 03:28:47 pm
bonewall is rival by adrenaline,adrenaline and poison are rivals.
vampire and adrenaline are friends
adrenaline is friend with 3 hp and 8 hp

Title: Re: What the cards don't tell you...
Post by: Blacksmith on July 28, 2013, 03:33:13 pm
Someone schould gather all the things again. There are serveral things missing in the main post.
Title: Re: What the cards don't tell you...
Post by: AlexQ on July 16, 2014, 03:01:36 pm

  • Fate egg can turn into any creature - even a fate egg ;-)
  • Malignant Cells do not make an identical copy of the original cell. They make a brand new cell each turn.
    Newly spawned malignant cells will also attack during the turn they were spawned.

  • Empathic Bond will heal you for every creature on your side, even if its frozen, poisoned,... You will be healed as your creatures attack.

  • The damage inflicted by Fire Lance,Drain Life, Ice Bolt is calculated before the actual cost for the spell is subtracted. They have base damage and for the calculations of  the additional damageyour quanta amount will rounded down
  • Creatures with Adrenaline will trigger some effects multiple times. Adrenaline gives the creature multiple turns, not just multiple attacks. This can be an effective way to take down bonewalls, generate more quanta(with creatures that generate quanta each turn) or use other abilities that are activated upon their turn/attack (puffer fish will only have a max of 2 attacks/turns, same for Devourer)
    Adrenalined creatures will be affected multiple times by firewall and poison.
    Creatures with great than 15 attack power will not gain extra turns from Adrenaline.
    Adrenalined Malignant Cells will duplicate multiple times per turn.

Respectively

EDIT: Higurashi explained below the calculation for damage from Ice / Fire Bolt & Drain Life:
Base damage plus extra damage for each 10 quanta accumulated makes sense but is not what is sounds like based on the card text. My equivalent way of thinking about it (which came from reading card text & experience) is that it deals damage equal to your amount of quanta divided by 10, always rounded up. The only exception to my rule is when the quanta is a multiple of 10, where it hits one more time than I expect. Either way works, it's just a matter of how you want to think about it.
Title: Re: What the cards don't tell you...
Post by: Higurashi on July 16, 2014, 03:17:23 pm
Bond healing order was changed a while back as part of a bug fix revolving around Poison damage and Antimatter healing. When you're responding to a post from 2010, some things are bound to have changed x)

Drain Life and Ice Bolt do 2 base damage and add 2 per 10 accumulated quanta. Ice Bolt's chance of freezing is a base 30% with +5% per point of damage. This means a 2 quanta Ice Bolt has 40% of freezing a weapon or creature, a 10 quanta Ice Bolt has 50% and a 60 quanta Ice Bolt will have 100% chance. Fire Bolt has a base damage of 3 and adds 3 per 10 quanta.

The creature exceptions in the Adrenaline equation perform their abilities on the first and last turn only.
Title: Re: What the cards don't tell you...
Post by: MasterofPun on February 24, 2016, 03:41:58 pm
You misspelled "consumed" in the permanents area. Great post! Lots of things I wish I had known when I started!
Title: Re: What the cards don't tell you...
Post by: OneManJack on October 04, 2016, 05:37:59 pm
This guide is an excellent help to newcomers, but there's a specific interaction that I've run into that multiple times that wasn't on the list...

1. There's a difference between a monster Buff and a monster Effect. Things like Divine Blessing, which alter the creature's stats, are buffs that can stack. Gravity Pull, Momentum, Immortality, and Adrenaline are all buffs, in the sense that they all stack. Monster effects however, work a bit differently. A creature can only have 1 effect/skill at a time, and if a creature already has a creature effect, giving it a new effect will remove the old one.

Examples. In a life deck, you have the scorpion, whose effect is to inflict poison on each attack. Giving the Scorpion Adrenaline will cause him to inflict multiple poison counters per turn. Giving a Scorpion the "Mitosis"ability will remove its venom effect (New scorpions made through mitosis will still have poison though.)

In a gravity deck, a Gravity shard destroys permanents to gain +0/15. Giving the shard the "Acceleration" effect will remove the ability to destroy permanents and heal itself (Though, a 0-30 with acceleration is a force to be reckoned with.) On the other hand, giving the shard Gravity Pull will -not- remove its health increase/destruction effect, allowing you to have a meatshield that heals for 15 damage per turn whilst stripping the enemy's field of all permanents (Both are useful.) Similarly, Ortyugh's "Devour" skill is unaffected by Momentum or Gravity pull, but will be removed by Acceleration.
Title: Re: What the cards don't tell you...
Post by: Higurashi on October 04, 2016, 09:24:44 pm
Aye, older players tend to differentiate between active abilities, activated abilities, statuses and symbol statuses. A single card can have all of these conditions.

- Active abilities are written out under the creature and apply without player input. They can be lobotomized, which means they can also be replaced by some other active abilities. Among spells, only Acceleration and Liquid Shadow have a lobotomizing effect and therefore have double use as creature control spells against creatures like Phoenix. They can also be used as a last ditch effort to remove abilities like Queen on Firefly Queen or Scarab on Pharaoh.

- An activated ability is a type of active ability. This requires the player to click the card to activate and sometimes select a target as well. These are sometimes written out under the creature like a proper active, sometimes not. Can be lobo'd.

- Statuses can be viewed on the "back" of the card by moving your cursor over it. It includes statuses like frozen, delayed and immaterial. Only some of these can be removed, and only by unique means (Quint removes frozen, Adrenaline helps with delayed).

- Symbol statuses are only visible thanks to a symbol on the creature. Adrenaline, Momentum, Immaterial, wise, infected and purified. These are treated uniquely.
Adrenaline can't be removed without removing the creature and isn't visible either as an active ability or a status.
Momentum adds an active ability upon play that can be lobo'd.
Immaterial is both a status symbol and a status that is applied when a creature is given the active ability either upon being played (Immortal, Phase Dragon) or by playing Quint on the creature. As such it's actually a three-part condition that could be lobo'd if the creature could be targeted.
Wise can only be applied to immaterial creatures and changes the nature of the attack from physical to spell type. This means on-hit effects like vampiric cannot be applied with the attack of a wise creature, however the creature doesn't lose the vampiric active ability. An Antimattered wise creature still heals the opponent since it applies negative damage rather than a kind of on-hit effect.
Infected can only be removed by Purify.
Purify can only be removed by infection.

In addition to these conditions, a card can also have a passive ability that you can view on its back. These are abilities like ranged and airborne, which allow the creature to bypass Wings. Currently there's only one interaction here; airborne can be removed with the activated ability Web.
Devourer is also a passive ability, so lobotomizing a Devourer only removes its activated ability Burrow. Devourer, like the poisonous abilities, only apply on the first and last turn of a creature which is a way of balancing the way they interact with Adrenaline. The difference is that the poisonous abilities are active abilities and therefore can be lobotomized.
Title: Re: What the cards don't tell you...
Post by: FancyPants on October 23, 2016, 05:24:59 am
Thanks this was a good read!

Is it wise to just go after buffing up one with multiple buffs or spreading out the buffs across other cards?
Title: Re: What the cards don't tell you...
Post by: Higurashi on October 23, 2016, 06:53:17 am
That depends on what you're up against. An Air deck may be packing Shockwaves which gives you an incentive to put creatures above 4 HP (or more in case of Thunderstorm). An Aether deck may be packing Lightning, which puts the threshold at 5 HP. Fire may pack Fire Bolts, which gives you increments of 3 (6 damage at 10 :fire and so on). Time, Earth, Gravity, Water and Entropy may pack Reverse Time, Basilisk Blood, Gravity Pull, Freeze or Antimatter, which makes you want to spread the buffs out and/or consider using burrow.

Regardless of these conditions, it's natural to want to increase the HP of low-HP high-attack creatures like an evolved Graboid (Shrieker), or of especially valuable creatures like Mind Flayer if you're up against Pharaoh or Firefly Queen. Or maybe you got an early Forest Spirit in a Nova rush deck and you get the best reason to use Improved Blessing instantly.

Immortals and Phase Dragons are unique in that Shard of Wisdom doesn't just increase attack but also allows them to bypass shields. This means you usually want to spread the Shards out since this lessens the effect of damage reduction shields and creature control shields (Fire Shield, Thorn Carapace and Skull Shield). That said, you can often count out your turns to win and find out you'll win faster by stacking the shards on one Immortal/Phase Dragon. Or maybe you're up against a Light or Life deck and you want to stack the shards because you could still win with your unbuffed creatures if your opponent played a reflective shield.
Title: Re: What the cards don't tell you...
Post by: Monox D. I-Fly on October 24, 2016, 06:15:03 am
- Symbol statuses are only visible thanks to a symbol on the creature. Adrenaline, Momentum, Immaterial, wise, infected and purified. These are treated uniquely.
Adrenaline can't be removed without removing the creature and isn't visible either as an active ability or a status.
Momentum adds an active ability upon play that can be lobo'd.
Immaterial is both a status symbol and a status that is applied when a creature is given the active ability either upon being played (Immortal, Phase Dragon) or by playing Quint on the creature. As such it's actually a three-part condition that could be lobo'd if the creature could be targeted.

Does it mean that a creature can have both Adrenaline and Momentum at once?
Title: Re: What the cards don't tell you...
Post by: Espithel on October 24, 2016, 06:20:33 am
- Symbol statuses are only visible thanks to a symbol on the creature. Adrenaline, Momentum, Immaterial, wise, infected and purified. These are treated uniquely.
Adrenaline can't be removed without removing the creature and isn't visible either as an active ability or a status.
Momentum adds an active ability upon play that can be lobo'd.
Immaterial is both a status symbol and a status that is applied when a creature is given the active ability either upon being played (Immortal, Phase Dragon) or by playing Quint on the creature. As such it's actually a three-part condition that could be lobo'd if the creature could be targeted.

Does it mean that a creature can have both Adrenaline and Momentum at once?

Yep. Upped Chargers are also in one of the adrenaline sweet spots, too.
Title: Re: What the cards don't tell you...
Post by: Higurashi on October 24, 2016, 06:49:05 am
And it's also why Unstoppable Adrenastaffs is quite a thing to behold (and quite a thing to lobotomize). 2 statuses and an ability, Adrenaline, Momentum and regenerate working in tandem. At both 2 and 3 attack the Staff gets 4 attacks, and attacks are the same thing as turns for each individual card. That's why you don't upgrade the Staff if you're planning on using Adrenaline on them. In addition, as we all know, 3 attack is where Adrenaline adds the most amount of damage, proportionally speaking.
Title: Re: What the cards don't tell you...
Post by: Monox D. I-Fly on October 24, 2016, 06:56:35 am
Okay, now...

In addition to these conditions, a card can also have a passive ability that you can view on its back. These are abilities like ranged and airborne, which allow the creature to bypass Wings. Currently there's only one interaction here; airborne can be removed with the activated ability Web.
Can we have any way to see the card's back when we are in the Manage Deck menu? I made a Wind Guardians deck consisted of Phoenixes, Vultures, and Cockatrices then someone pointed out that Cockatrice couldn't fly, something couldn't be checked unless the card in question is on the field.
Title: Re: What the cards don't tell you...
Post by: Higurashi on October 24, 2016, 07:20:38 am
Not in-game, however the Wiki should have info of that nature.
Title: Re: What the cards don't tell you...
Post by: CactusKing on June 16, 2017, 12:09:49 pm
sorry about the bump, but I found an error in the original post.
Malignant cells won't be killed by flooding.
Malignant cell is the only neutral creature, and the flooding card says neutral creatures are immune to it's effects. So the cards do tell you after all.
Title: Re: What the cards don't tell you...
Post by: dragtom on June 16, 2017, 01:23:34 pm
Malignant cell is the only neutral creature
flying weapons.
blarg: