Lots of great responses here.
I'll use Krathos' post as a framework, since you laid it out so nicely.
1.
... Well, I guess I've just been spoiled by MtG. I'm used to having a deck and saying "Alright, I can do this if I'm playing against a Blue/Black Denial, but if I'm playing against Ponza I'll want to do this instead, etc." I'm used to playing a game where your cards can be used in a variety of situations against a variety of opposing decks. Just to give you some idea of what I meant by my complaint about the metagame.
Of course MtG had a metagame, where certain decks were worse off against others. But there were always ways to pull off a win against your deck's weaknesses (in my experience anyway), and you still had to be on guard against decks your deck is good against. With Elements, a Momentum deck can outrush lots of stuff, but then it's got nothing against a deck with Lobo or heavy CC. (Again, kinda inexperienced here so most likely wrong
)
2, and 3 later.
Yes, all CCGs have luck. Again, I guess I'm spoiled by MtG. Bad luck in Elements can kill you much easier than bad luck in MtG. Likewise, a good hand in Elements can nearly guarantee you the game, whereas a good hand in MtG would still need some great draws behind it to have a shot at a quick victory, and even then your opponent would often have time to prevent an easy win. With MtG, I never felt that an upset was the result of luck; in my experience, what mattered more was skill and planning.
When I played MtG, I never felt screwed by luck. If I couldn't draw a card I needed, I just needed more of that card in my deck. I felt in control of what my hands and draws would look like while deck building. I suppose it's the same with Elements, but this spills over into the third part of your post. You either have a 30-card deck that can fulfill its single purpose ASAP, or a 60-card deck that can handle multiple scenarios but is likely to get rushed or shut down. If you want to make a deck that can handle most deck types, you'll need to get consistently good hands and draws just to stand a chance of winning regularly.
Also, I'm just miffed by the potential power of RNG-based cards in Elements. (Yes, mainly Dusk Mantle.)
4.
This one is obvious. You CAN make a fast deck that can handle most other decks and pack CC, PC, and enough offensive and defensive tools for almost any situation. But it's gonna be a rainbow. And as you know, the forum community doesn't really like rainbows. As it stands, however, they're the closest you'll ever get to a deck as versatile as MtG decks were.
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@Krathos: Maybe you're right, maybe I should quit.
It's just I had so much fun back when I had the money to play MtG that I'm looking for another CCG that can fill that void. My experiences:
Pokemon TCG: Never really played the card game, but played the GBC game. Enjoyed it, as even THAT let a deck stand a good chance against it's weakness.
Yu-Gi-Oh!: A pile of manure dominated by overpowered cards and deck types. Hard to believe I own 3 yugioh GBA games.
Alteil: If I could figure out why I lose all the time, it might be fun. ??? As it is, I think the whole game is engineered in such a way to force players to spend money on it before they can achieve a decent variety of cards. At least Elements doesn't force you to be stuck with your starter deck for MONTHS if you suck.
Note to self... make shorter posts.