One thing I noticed when playing MtG, and again in Elements, is that each card has at least one of the following three purposes:
Rush - The ability to deal damage quickly to your opponent.
Stall - The ability to slow down or heal your opponent's damage.
Break - The ability to get around stalling and make your damage difficult to stop.
Good examples of each type of card are Giant Frog, Thunderbolt, and Unstoppable.
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http://elementsthegame.wikia.com/wiki/Giant_Frog?image=GiantFrog-png)
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http://elementsthegame.wikia.com/wiki/Thunderbolt?image=Thunderbolt-png)
(
http://elementsthegame.wikia.com/wiki/Unstoppable?image=Unstoppable-png)
Some cards have multiple uses - for example, Rage Elixir can either be a quick buff card (Rush) or creature control (Stall). There is exactly one card which, without comboing with different cards, can be used in all three ways. (Anyone figure out what it is?
)
Categorizing decksDecks are frequently the same way. For example, Powerful Wyrms, Dissipation Shield Deckout, and Flying Morning Glories (see spoiler).
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Elite Wyrms aren't particularly sturdy attackers, and this deck has no control whatsoever, but man is it fast.
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Tons of control and virtually no damage, this deck's purpose is clearly to deck your opponent out.
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Divine Glory's deck minus the Miracles, clearly does a good job ignoring control and shields but can easily be outrushed.
This can be applied to PvP matchups as well as general knowledge about the meta. If you're facing someone who loves to rush, or you're playing in PvP1, where bad rush decks are the norm, without any further information take a stall deck.
Why is this a Rock-Paper-Scissors scenario? Well - Stall decks are based entirely on controlling and healing damage. If a control-heavy deck faces a control-less speedbow or mono rush, a couple of Maxwell's Demons, Firestorms, or Miracles will usually be enough to win. So Stall beats Rush.
Creature control and shields, on the other hand, won't help much against the slower but surer damage of Break decks (such as Bolts, Catapult damage, or Poison). Or, for that matter, the Explosions and Morning Glories of the example Break deck. So Break beats Stall.
On the other hand, Break decks don't have many ways to slow damage, which is necessary against a Rush. They'll simply get outrushed. Now Rush beats Break, and the circle is complete.
What this means for balancing cardsRush cards, generally speaking, are the easiest to balance. A simple cost/attack ratio and maybe a comparison with other cards is usually enough to tell if a card is OP or UP.
Stall cards are trickier. Comparison is again your friend here. Cards can also be balanced (especially shields), by what % of damage they will usually block in comparison to their cost.
The general rule for break cards is that they must have some counter. Immortal creatures are still affected by shields, Bolt damage is stopped by reflectives, and poison has Purify. None of these cards has a great cost/attack ratio, so they have to be judged based on their counters.
If a card has multiple purposes (like Rage Elixir), it's balanced as long as all of its uses are balanced. For example, upped RE does 6 damage for 3
(fine, even a bit weak). Alternatively, it's a situational +6 - attack buff. Improved Blessing is a +3 attack buff for 2
, but unlike RE it isn't situational and even increases a creature's HP. So, I would say that Rage Elixir is balanced, however annoying Firestalls are to play.
Hope you found this article interesting and enlightening!