Part 0: IntroductionQ: What is this guide about?
A: It teaches you step by step what I would tell you if you asked me how to play this game.
The guide consists of 8 parts:
Part 1: Starting the game
Part 2: Deckbuilding
Part 3: The oracle
Part 4: The arena
Part 5: Upgraded cards and shards
Part 6: False Gods
Part 7: The forum
Part 8: Credits.
So, let's get started.
Part 1: Starting the gameHello there! You probably just started the game and you are wondering what element should you choose. I will help you to decide, here are the strengths and weaknesses of every element and cards that describe the element best, choose the one that fits your style.
First, some abreviations I will use:
CC-creature control, these are cards used to either kill or slow down opponent's creatures.
PC-permanent control, these are cards that destroy or steal opponent's permanents.
HP-health points.
strengths: Good CC (and mass CC), PC, is based on randomness.
weaknesses: Is based on randomness.
strengths: Good offense, poison, mass CC, benefits from the death of creatures.
weaknesses: Pretty fragile creatures, no direct CC, no PC, is weak against holy light.
strengths: Very sturdy creatures, very good defense, CC, quantum control, can bypass shields.
weaknesses: Doesn't have much offense, expensive creatures, no PC (except a certain rare card you'll learn about in the next steps), no direct CC.
strengths: Some sturdy creatures, quantum control, can delay the opponent, can increase max HP, can protect it's own permanents.
weaknesses: Doesn't have much offense, no PC (except a certain rare card you'll learn about in the next steps).
strengths: Cheap creatures, a lot of healing, can reflect opponent's spells.
weaknesses: No CC, no PC.
strengths: Very much offense, CC (and mass CC), PC.
weaknesses: Very fragile creatures.
strengths: Is one of the most balanced elements, can delay opponent's creatures, has a lot of synergies with other elements, CC (and mass CC).
weaknesses: Can't do a lot in mono (needs other elements' quantum do be effective), no PC.
strengths: Has some healing, good buff cards, quantum and hand control, can reflect opponent's spells.
weaknesses: No CC (except holy light on
or
creatures), no PC.
strengths: Can generate other creatures, CC (and mass CC), good shields.
weaknesses: Can't do a lot in mono (needs other elements' quantum to be effective), pretty weak creatures in terms of brute force attack, no PC.
strengths: Can draw more cards/turn, can slow down opponent's creatures, pretty good offense.
weaknesses: Can't do a lot in mono (needs other elements' quantum to be effective), no PC.
strengths: Quantum control, PC, CC, hand control, has healing, very good in mono.
weaknesses: Takes some time to set up, is weak against holy light, not very much offense.
strengths: Good CC, immortal creatures, good shield, can copy opponent's cards.
weaknesses: Expensive cards, weak offense, no PC.
Did you choose your element?
If yes, let's continue to the second part: deckbuilding.