Spark

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Spark
Spark

Edit Data

TYPE Creature
ELEMENT Aether
COST Free
ATK | HP 3 | 0
DESCRIPTION
SKILL
PASSIVES Airborne
RARITY Common
BUY/SELL 24/16
Ball Lightning
Ball Lightning

 

TYPE Creature
ELEMENT Aether
COST Free
ATK | HP 5 | 0
DESCRIPTION
SKILL
PASSIVES Airborne
RARITY Common (Upgraded)
BUY/SELL Impossible/1156


Overview

Spark is a free quick-damage creature that is most often used for death effects or sacrificing.



General Use

Quick Facts:

  • Spark will attack once before dying.
  • If you have sparks in your deck, they will often turn up in your starting hand.
  • If you increase Spark's health, it will not die.

Spark has 0 health, though it doesn't die as soon as played. It stays around until the end of your turn, allowing it to do 3/5 quick damage to the opponent. It also allows you to play a health-increasing card on it, making it a continuous threat. If you do not buff it, however, it will die at the end of your turn, which triggers some convenient death effects, such as

An effect known as the mulligan ensures you will always have a 0-cost card in your starting hand (unless you have no 0-cost cards), meaning if you have a spark in your deck, it will turn up in your starting hand about as often as not.



Synergies

As Spark is a free-cost creature, you can immolate it for the cost of two cards, nothing more. Immolation gives you a good burst of quanta, which can be used effectively in many -rainbow decks. A prime example of this is Lava Golem rush, in which sparks can be immolated to bring out a 5/1 growable Lava Golem, and many other small creatures that can quickly whittle your opponent's health down to 0.




Since Fractal drains all quanta, spark is the only creature that can be efficiently fractaled. This combo is most often paired up with Vultures and Bone Walls, as the both can grow to astounding numbers. If you first fractal Vultures, you can have about 6 of the on the field, allowing to to play all the Sparks in you hand, fractal one and BOOM. Your vultures have grown to about 6/7 each. Do this with a Bone Wall out, and you will have a shield that blocks about 18 hits. As long as you keep a Spark in your hand, you can do this again and again, allowing a 30+ defence and ~20/~21 attackers.




Sparks/Ball Lightnings by themselves do a measly 3/5 damage before dying. Any buff card can be used. though Chaos Power is the preferred as it is the cheapest buff that also increases attack. If you are not playing in an upped environment, or do not have in your deck, Blessing, Momentum and Plate Armor can also be used. This allows steady attackers that can be quinted, or just left alone to whittle your opponent's health down.








Other Cards With Synergy

You can also use a Spark to generate quanta from a Soul Catcher, or generate skeletons from a Boneyard. They can also be used in Otyugh decks, where as long as the Otyugh is alive, it is guaranteed a creature it can eat.

Conclusion

A quick attacker, and a great generator of Death Effects, Spark can be greatly used in many decks, though decks that do not need it often lag if it is added, as Spark [i]can[/i] prevent you drawing any pillars in your starting hand.

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