9 Tips for Better Deck Building1# Think of deck building as mathForget Dragons and Fire Lances. Like all CCG's, Elements is basically just math. It all revolves around numbers and words like statistics, probabilities, etc. Unless you fully understand this, you will never be a successful deck builder.
2# Keep it simpleWhen you start playing Elements, don't try to make a super deck that can survive all situation and beat every single deck out there because that is impossible. Instead, try to keep it as simple as possible.
For example a popular Earth deck:
Mark of Time
17 x Earth Pillar
1 x Short Sword
6 x Graboids
6 x Shrieker
The whole deck has only 4 different kinds of cards and is based on only one thing: fast damage. At first you might think this deck sucks because it's so one-dimensional, but the reality is that it stomps most of the other mono-decks out there because although it's one-dimensional, it's really good at what it does.
Exception to this rule is rainbow decks which are supposed to be more complex. But even these seemingly complex rainbow decks generally have one "master plan" that the whole deck is based on. So in a way they too are simple.
3# Pick cards that work well togetherBest way is to always have one strategy or "trick" around which you build your whole deck. Don't just take random cards like Dragons for direct damage if your deck is about something else like poison. Every single card in the deck has to serve a purpose and be a part of the team. All the successful decks have
synergy between the cards.
4# Optimize the number of copies of each cardThis is the core of deck building in all collectible card games. The more copies of a specific card you have in your deck, the more often you will draw it.
What is the optimal number of copies of a specific card? There's no perfect answer for that but you could do it like this:
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main cards (6-5 copies) that your strategy is based upon, and which you generally want to have in your hand as soon as possible. If you have a card that you have to have in your opening hand, always take 6 copies of it.
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support cards (4-3 copies) that help with your strategy but might not be needed to play early in the game. Good example of this would be a card that gives buffs to your main damage creatures. You cannot use the buffs before you have your creatures out, so having them in your opening hand is not crucial.
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extra cards (2-1 copies) that are not really a big part of your strategy but are useful at some point of the game. Good example of this would be taking a single Eternity just to prevent decking out.
There are of course many exceptions to the above rules (for example rainbow decks) but it's still something you might want to consider when building those first decks.
There are also situations where you should take cards based on how
fast you need them, and not how
many you need them.
For example if you have a time deck that uses Anubis, you really need to only one of them. However it's very important that you can play that one Anubis
as fast as possible. If you have only of Anubis in your deck, that card will often be at the bottom of the deck, ruining your whole strategy. This is why you should probably take at least 3 copies even though you only need one.
5# Fine-tune the number of PillarsToo often I have heard the words:"I'll take an extra pillar because you can never have too much quantum". Wrong. You CAN have too much quantum. Having extra quantum doesn't kill you opponent, your creatures and spells do. And if you keep drawing those Pillars instead of creatures of spells, you will lose.
Having too few Pillars is also a problem because it can lead to bad draws. This is why we need to find the
optimal number of Pillars. Remember the 1st tip, it's all math.
There is no clear rule on how many Pillars you should take. It all depends on the quantum usage of your cards and whether or not you have upgraded Pillars. The optimal amount is usually something between 30-50% of the total number of cards in your deck, meaning that in a deck of 30 cards, you should have about 10-15 Pillars.
If you build an unupgraded 30 card deck and have no idea what the optimal amount is, I recommend you first take 14 Pillars, and then test it out. Remember, do NOT change the number of Pillars based an a couple of bad draws. This is a very common mistake people do. You should have at least 20 matches before you start seeing any real statistical evidence.
When you can play cards relatively fast without always having extra quantum, that is when you have found the optimal number of Pillars.
EDIT: You can also use QI theory to help you find the optimal number of Pillars. Link:
http://elementscommunity.org/forum/index.php/topic,56766# Keep the number of cards to a minimumTake only as many cards as you absolutely NEED.
Having 60 cards in your deck doesn't make you cool or doesn't mean you do more damage than the other guy. Remember that Elements is math. If you have 60 cards on your deck, the chances of a bad draw become much greater than with a 30 card deck.
For example lets say you have multiple Anubis on your deck. It's an expensive card to play so it might not be good to draw too many of them early in the game because you won't be able to pay for them. Lets say you have a 30 card deck with 3 Anubis, the worst case scenario is that you draw all 3 in your opening hand. That sucks but you might still survive if the other 4 cards are for example Pillars. But if you have a 60 card deck with 6 Anubis, and you draw them all in your opening hand, it's pretty much game over because it's going to take a long time before you can do anything and during that time your opponent with crush you.
I have this rule: never take more than 30 cards in your deck if you have no way of drawing extra cards.
Why only 30? Well, because you don't need more than 30. Sometimes you will deck out but you cannot try to "fix" it by adding more cards because then you will get more draws and lose twice as much.
If you do have a way of drawing extra cards (like Sundial of Hourglass) then you should probably take more than 30 cards although that also depends of what kind of deck you are running.
To find out what the optimal number of cards for you deck is, pay close attention on how many cards are left in your deck when the match is over. If you generally have 0-3 cards left, you are probably close to an optimal number.
7# Choose your mark carefullySpeed = Power.
Matches in Elements are very of them decided by speed. The player who first plays his cards and takes control of the battlefield, is often the winner.
When you choose your mark, don't just take some random mark. Remember that your mark
guarantees you one quantum per turn making it very dependable. You need to ask yourself: "What quantum I need the most early in the game?". The answer to that question is what kind of mark you should use.
Also try to avoid using the mark to pay for cards with 3+ cost because it can be too slow. Marks are most useful when used to pay for cards with a cost of 1 or 2 quantum.
8# When playing a rainbow, balance your quantum usageHaving quantum usage spread around all 12 elements gives a higher probability of being able to play cards you are dealt.
If you have too many cards from one element, you will most likely not be able to use them all early in the game. On the other hand, if you have no cards from an element, that quantum is basically wasted.
Mistake I've seen a lot of people do, is that they like a specific card so much, that they take 6 of them, even though the total cost can be as high as 30+ quantum. This is a bad idea. If you get unlucky and draw 4-5 of them early, there is no way you can afford to pay for them all, and you are basically playing with a smaller starting hand.
Another mistake is not taking a single card from some of the elements. If you don't use an element at all, you should really try to find at least one card from it. When you draw this card, you will most likely have the quantum to pay for it so essentially the card is free. Even if there were some slightly better cards for your deck, the fact that you can play this card instantly, is a huge advantage because it makes your deck faster.
There are of course situations where one elements just doesn't have any useful cards for your deck. In this case you should just skip that element and not force yourself to take something just to balance the quantum usage.
9# Design your own decksDon't just copy-paste a deck made by a veteran player and play that exact deck for the next 3 months because
there are no "perfect" decks out there. I'm sure all the decks in the Forums and Wiki could be improved somehow, especially with new cards are being introduced and old ones being rebalanced. This is why you should use these ideas only as a
base for your own creations.
Start simple by changing one or two cards and see how it affects the overall performance. If you see a positive effect, change some more cards. Always remember to play at least 10 (or even 20+) matches with your new deck before making any conclusions on it's effectiveness because randomness of CCG's might give you statistically wrong results.