OPTION I
Elements the Game
Fighting Half Bloods6rn 6rn 6rn 6rn 6rn 6rn 7dg 7dg 7dg 7dg 7dg 7dg 7dk 7dk 7dk 7dk 7dk 7dk 7dl 7dl 7dl 7dn 7dn 7dn 7f2 7f2 7f2 7f2 7f2 7f2
Deck Thread (
http://elementscommunity.org/forum/index.php/topic,19083.new.html#new)
ttw- 15.625
Win rate- 93%
EM rate- 37.5% (EM rate for only last 20 games- 55%)
Teriel- 19
Chrra- 12
Viteric- 21 EM
Pyrsa- 11
Tertis- 13
Chrra- 15
Aquaofuze- 16
Maseric- 15
Masrius- 17
Chriel- lost by 1 HP
Aethtis- 16 EM
Maseric- 14 EM
Aritis- 16
Disofuze- 16
Chres- 13
Tersa- lost to stupid Chimera (sorry GG)
Lumal- 19
Aethes- 17 EM
Disonos- 17
Disrius- 13
Aquarius- 15
Aritis- 14
Pyres- 13 EM
Moronos- 19
Moronos- 14 EM
Morra- 20
Vitcord- 14
Viteric- 12
Tereric- 14 EM
Aquacord- 13
Aethal- 12 EM
Masal- 22 EM
Disra- 14 EM
Chrsa- 15
Arisa- 16 EM
Pyrsa- 13
Ariow- 19 EM
Morrius- 18
Aethow- 18 EM
Shadal- 20 EM
Pyreric- lost (no Fire Buckler vs lots of Phoenixes)
Viteric- 12
Disofuze- 18 EM
OPTION III
Elements Article
Article WritingThe theme for Fire's skills is similar to that of a bully at the playground—make everyone's life miserable with your aggressive behavior.
With Uncontrollable Rage, a fire player can immediately start aggressively attacking people for the same cost as a normal attack for other players. This can be kind of painful for others since Fire has a pretty strong starter deck. Aether players have an out with Evasion, Death players can escape with Death March, and Earth players can increase their odds with Improved Fortify as well as Entropy with Diversion. But against everyone else, it's a pretty nice ability, especially if you have a quest-related kill to make. Plus you can Capture/Trade/Craft/Take Quest, Aggressively Attack, and then Move all in 1 turn.
Phoenix Rider is nice in that it's twice as fast as most element's fast travel while costing one less. However, it hurts you . . . somehow. I guess we'll know how much it'll be used once we know how we're hurt.
The ability to craft weapons with Weaponsmith right from the get go is nice. I imagine this might be a pretty quick way to make some dough. Plus, with Immolation decks, you can quickly add Vampire Stiletto, Arsenic, or Druidic Staff to add some extra utility to your deck.
Heretic seems pretty nasty. Destroying all of a person's relics will hurt their cash and skill abilities. There are 12 skills that use Relics. Some elements don't use them at all though.
Exploding Heart seems pretty weak to me for a Tier 2 skill. The skills that are most like it are Tier 1 skills in other elements (Critical Strike, Shiver, Tend Wounds, Low Point of Gravity, Rotting Disease, Backstabbing). It fits the theme but is in need of a buff.
Not sure how strong Bombardment is. It's nice that you're not only taking their wall down, but also their NPC defense decks too. And since those are all upgraded cards, it means if you time it right, you don't have to worry about dueling fully upgraded decks at all. This means that Fire can start sieging places earlier in the game than other teams.
Not sure how useful Build a Forge is until I know why I want Forges. You'll need an item to boost your AP usage for a turn since you only get 3 by default. Hope it's worth the extra cost and Tier 2 skill.
Destroy seems pretty nice except for the fact that there is only 3 elements that can build improvements (Water-Water Mills, Earth-Mines, and Air-Wind Mills). This seems pretty situational which means it's not going to be used much, especially if it means going into the heart of the enemy's territory.
It seems like players can work around Berserker. They can always max out their AP if they're in the same hex to avoid Attacking. Or they can use Aggressively Attack to pick who they want to fight anyways. For a Tier 3 ability, this really needs to be reworked.
If Destroy is an ability you use once a blue moon, then Fireguard is one of those abilities you use once a lifetime . . . maybe twice. There's only one element that builds forests. And they get a lot of different kinds of benefits from it. Fire gets a little electrum and XP if they risk life and limb and go into the wild, sweaty jungles of Life. This should be combined with Destroy, and it would still need a buff probably.
Champion of Fire, the most powerful of Fire skills, can be easily avoided just like Berserker. Look! Here comes the Champion of Fire! Time to take a detour. And so the Champion of Fire walked a lonely road the rest of his life.
So yeah, if I were to play Fire, I would pick up a couple of Tier 1 skills like Weaponsmith and Heretic and then go become a Champion of Entropy. : P