Offensive Methods
All have ", Deckout (the free method)" implied but there is no deckout accelerating tools yet.
| Melee (2 variants Phase Dragon or Phase Recluse) Swarm (1.5 variants Fractal+Spark or Fractal+Phase Recluse) |
| Melee (3 variants Wyrms, Dragons or Animated Owl's Eyes. Skyblitz Augments) |
| Melee (2 variants Dragons or Gargoyles. Eclipses Augments) Spell (1 variant Drain Life) |
| Melee (5 variants Dragons, Mummys, Vultures or Recluses) Poison (2 variants Poison or Arsenic) |
| Melee (2 variants Shriekers or Dragons) |
| Melee (2 variants Abominations or Dragons. Chaos Power Augments) |
| Melee (4 variants Phoenixes, Dragons, Fire spirits or Farhenheit) Spell (1 variant Fire Lances) |
| Melee (3 variants Chargers, Dragons or Acceleration) |
| Melee (3 variants Frogs, Cockatrices or Dragons. Adrenaline Augments) Swarm (1 variant Mitosis. Adrenaline augments) Poison (1 variant Forest Scorpion. Adrenaline augments) |
| Melee (3 variants Dragons, Archangels or Crusader. Blessing Augments) |
| Melee (2 variants Dragons or Ghosts) Swarm (2 variants Pharaoh or Scarabs) |
| Melee (3 variants Abyss Crawlers, Dragons or ToadFishes|Pufferfishes) Spell (1 variant Ice Bolt) Poison (1 variant Pufferfish)
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I did not include any weapon without scaling damage or Animate Weapon in element. If you disagree then there would be +1 variant for melee.
Death also has a swarm ability through Boneyard and Aflatoxin. However, they are not as convenient to use as Mitosis or Fractal.
Also, how does Time have 2 swarming cards in Pharaoh and Scarab? Shouldn't it just be Pharaoh? Scarabs can't swarm without some other card like Pharaoh, Fractal, or Mitosis. If it had a second swarming card, it might be Deja Vu (though I wouldn't count it as one).
Quintessence (Negates targeting defense)
Lightning (Negates creature-type defenses)
Lobotomize (Negates creature-based defenses)
Unstable Gas (Bypasses non-reflective Shields)
OE (Negates creature-based defense)
Shockwave (Removes creature-based defense)
Steal (Steals Permanent defenses and uses them against the original owner)
Drain Life (Bypass non-reflective Shields)
Parasite (Removes Creature based defense)
Poison (Bypasses non-reflective Shields)
Plague/Virus (Removes Creature based defense)
Warden (Negates creature-based defense)
Basilisk Blood (Negates creature-based defenses, Negates targeting damage defense)
Butterfly Effect (Destroys Permanent type-defense)
Chaos Seed/Pandemonium (Removes Creature based defense)
Explosion (Destroys Permanent-type defense)
RoF (Removes Creature based defense)
Fire Bolt (Bypasses non-reflective Shields)
Rage Potion (Increased attack to bypass DR shields, Removes Creature based defense)
Fire Shield (Removes some Creature based defense)
Momentum (Bypasses Defensive shields)
Gravity Pull (Removes Creature based defense)
Jade Shield (Counters Bolt-type cards)
Thorn Carapace (Removes some Creature based defense)
Holy Light (Removes a few creatures defense sources....)
Reflective Shield (Counters Bolt-type cards)
Blessing (Increased attack to bypass DR shields)
Guardian Angel (Negates targeting damage defense)
Reverse Time (negates Creature removal status effects)
Ice Bolt (Bypasses non-reflective Shields)
Purify (Counters Poison (Bypass))
Working on this.
I think that all Poison damage (Arsenic, Poison, Scorpions, Pufferfish, Chrysaora) straddles the Offensive and Evasive characteristics. It's one of the draws of this kind of damage. Although poison damage is less than direct creature damage, it is cumulative (at least creature-based ones) like growth and evasive in that once applied, it cannot be blocked by any shield (or sundial). Also, Dune Scorpion is a Counter-defensive card in that it mitigates the opponent player from playing his cards freely (a kind of soft hand-control).
Edit: I suppose Chrysaora, Deathstalker, and Dune Scorpion may not be counted under the current restrictions since they require a second element to use them.
I know you all have been only looking at Mono quanta usage to balance the completeness of an element, but I think that Duos should also should be considered some. I guess it's dependent on what you think the baseline is for playing and balancing the game. But there are a lot of cards that Zanz has put in the various elements that help multiply their strategic arsenal when combined with a second element (Air gains swarming, Earth gains PC, Water gains a growing/evasive card plus various kinds of CC, etc.). They probably should not be held up to the same level as in-elemental-quanta cards, but I'm not so sure about discounting them completely.