Elemental Love & Hate

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Elemental Love & Hate

LOVE IS IN THE   AIR  ... !!!

In general, the word Love is a verb or noun describing a strong (many times romantic) feeling of deep affection for somebody or something, especially a member of your family or a friend. I can also refer to a person, a thing or an activity that you like very much, or the strong feeling of enjoyment that something gives you (eg. I love Elements The Game!) and sometimes is a word used as a friendly way of addressing somebody. In EtG however, the world 'love' is used to describe cards and it is used by two totally different ways than the original meaning of the word; the first is related with the card's abilities and synergies which tend to favor and buff a certain Element (Elemental Love) and the second one expresses a player's desire to see an underused card he/she likes to be used more and/or an underpowered card to be buffed (eg. Antlion needs some love!).


In general, Hate is a verb or noun describing a strong negative feeling of disliking something (eg. I HATE every CCG except for Elements The Game!) or disliking someone very much and wishing him/her ill (eg. I hate Allcapsios). In EtG however, the world 'hate' is referring to cards and has two different meanings which are quite unrelated to the original meaning of the word; the first describes a card's ability which is specially useful at causing harmful effects against a certain Element (Elemental Hate) and the second one is a more 'innocent' version of the general meaning of hatred used by community members to express misfortune (eg. RNG hates me!) or inability to counter certain strategies (eg. I hate stalls!), certain decks (eg. I hate Ghostmare!) or even certain cards (eg. I hate Discord!). Finally, the word is used at community phrases to show indifference towards the negative opinions of others (eg. Haters gonna hate!).


In the following article however, we are interested in analyzing only two of the above uses; Elemental Love and Elemental Hate.


Elemental Love

Elemental love appears in almost every card at various amounts, however due to simplify things we are going to categorize them in two groups; Direct and Indirect.

Direct Elemental Love

Direct Elemental Love is an 'obvious love' towards a certain element which can be seen by either its own text, type or element it belongs to. In general, these cards are considered of poor versatility and, gameplay-wise, are balanced via extreme methods. In other words, they are usually 'all or nothing' situational cards which, according to your deck and/or your opponent's deck, are either very useful and powerful or very useless and powerless.

Card Examples of Direct Elemental Love

1st) Nightfall | Eclipse.

Nightfall
Nightfall TYPE Permanent
ELEMENT Darkness
COST 3 Darkness
ATK | HP -
DESCRIPTION All the death or darkness creatures gain +1/+1.
SKILL
PASSIVES
RARITY Common
BUY/SELL 57/39
Eclipse
Eclipse TYPE Permanent
ELEMENT Darkness
COST 4 Darkness
ATK | HP -
DESCRIPTION All the death or darkness creatures gain +2/+1.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1160


Possibly the greatest example of Direct Elemental Love is Nightfall | Eclipse. Since it increases the attack and defense of every or creature on field by +1/+1 | +2/+1, even the newest EtG player can notice the obvious way this card favors these two elements. Its 'love' is so great that even supports hostile creatures belonging to these two elements. Due to this, a player must be very careful when playing a Nightfall against a / opponent, cause this card may turn against its own master.


2nd) Shard of Patience | Shard of Patience.

Shard of Patience
Shard of Patience TYPE Permanent
ELEMENT Water
COST 3 Water
ATK | HP -
DESCRIPTION Your creatures do not attack and gain +2/+2; creatures in a flooded area gain +5/+5. Click to remove.
SKILL
PASSIVES
RARITY Rare
BUY/SELL Impossible/147
Shard of Patience
Shard of Patience TYPE Permanent
ELEMENT Water
COST 2 Water
ATK | HP -
DESCRIPTION Your creatures do not attack and gain +2/+2; creatures in a flooded area gain +5/+5. Click to remove.
SKILL
PASSIVES
RARITY Rare (Upgraded)
BUY/SELL Impossible/1298


While most of the Shards show affinity for just the mark of their respective element, this Shard-permanent generously shows its love towards creatures found in a flooded area.


3rd) Shockwave | Shockwave.

Shockwave
Shockwave TYPE Spell
ELEMENT Air
COST 2 Air
ATK | HP -
DESCRIPTION Deal 4 damage to a target creature. Instantly kill the creature or destroy the weapon if frozen.
SKILL
PASSIVES
RARITY Common
BUY/SELL 56/38
Shockwave
Shockwave TYPE Spell
ELEMENT Air
COST 1 Air
ATK | HP -
DESCRIPTION Deal 4 damage to a target creature. Instantly kill the creature or destroy the weapon if frozen.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1157


This counter-creature spell card is probably the stronger bond between an / alliance, since it serves as an instant kill forced combo with every freezing card at water's disposal; Freeze | Congeal, Ice Bolt | Ice Lance, Arctic Squid | Arctic Octopus and Ice Shield | Permafrost Shield.


4th) Mummy | Elite Mummy.

Mummy
Mummy TYPE Creature
ELEMENT Death
COST 4 Death
ATK | HP 5 | 3
DESCRIPTION Mummy turns into a Pharaoh if targeted with reverse time.
SKILL
PASSIVES Mummy
RARITY Common
BUY/SELL 28/20
Elite Mummy
Elite Mummy TYPE Creature
ELEMENT Death
COST 3 Death
ATK | HP 5 | 3
DESCRIPTION Mummy turns into an Elite Pharaoh if targeted with reverse time.
SKILL
PASSIVES Mummy
RARITY Common (Upgraded)
BUY/SELL Impossible/1159


Mummy has the lovely ability to be benefitted by Rewind and Eternity instead of being harmed, turning this dead body to its former self and giving a brand new Pharaoh.


5th) Skeleton | Elite Skeleton.

Skeleton
Skeleton TYPE Creature
ELEMENT Death
COST 1 Death
ATK | HP 1 | 1
DESCRIPTION Undead: Skeleton turns into a random creature if targeted with reverse time.
SKILL
PASSIVES Undead
RARITY Common
BUY/SELL 7/5
Elite Skeleton
Elite Skeleton TYPE Creature
ELEMENT Death
COST 1 Death
ATK | HP 2 | 2
DESCRIPTION Undead: Skeleton turns into a random creature if targeted with reverse time.
SKILL
PASSIVES Undead
RARITY Common (Upgraded)
BUY/SELL Impossible/1157


Skeleton, like Mummy, is the second and last creature that favors , turning into a random creature when targeted by Rewind. Being an undead has its advantages after all.


6th) Schrodinger's Cat | Schrodinger's Cat.

Schrödinger's Cat
Schrödinger's Cat TYPE Creature
ELEMENT Entropy
COST 1 Entropy
ATK | HP 1 | 1
DESCRIPTION : Dead and Alive
Kill this creature; death effects are triggered. This creature is still alive.
SKILL Dead and Alive
PASSIVES
RARITY Common
BUY/SELL 25/17
Schrödinger's Cat
Schrödinger's Cat TYPE Creature
ELEMENT Entropy
COST 1 Entropy
ATK | HP 1 | 3
DESCRIPTION : Dead and Alive
Kill this creature; death effects are triggered. This creature is still alive.
SKILL Dead and Alive
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1157


This cat is a paradox, not only due to his ability to be both dead & alive at the same time, but also because he seems to favor even more than he favors . Cards which work well with Schrodinger's Cat | Schrodinger's Cat are Bone Wall | Bone Wall, Soul Catcher | Soul Catcher, Vulture | Condor and Boneyard | Graveyard.

7th) Shard of Freedom | Shard of Freedom.

Shard of Freedom
Shard of Freedom TYPE Permanent
ELEMENT Air
COST 2 Air
ATK | HP -
DESCRIPTION Airborne creatures gain a 25% chance to deal +50%, ignore shields, and evade targeting if
SKILL
PASSIVES
RARITY Rare
BUY/SELL Impossible/146
Shard of Freedom
Shard of Freedom TYPE Permanent
ELEMENT Air
COST 1 Air
ATK | HP -
DESCRIPTION Airborne creatures gain a 25% chance to deal +50%, ignore shields, and evade targeting if
SKILL
PASSIVES
RARITY Rare (Upgraded)
BUY/SELL Impossible/1297


There is no other Shard that favors more its in-element creatures than Shard of Freedom does. The shard of Air generously spreads its protective wings over every single creature (except Nymph, since she is the only non-airborne Air creature). It is neither the 50% damage increase nor the shield bypassing that shows its love, since every airborne critter or Dragon can benefit from these. It is the Evading ability that only a creature of can benefit from, making it a very deadly Shard in mono-air decks.

8th) Shard of Readiness | Shard of Readiness.

Shard of Readiness
Shard of Readiness TYPE Spell
ELEMENT Time
COST 3 Time
ATK | HP -
DESCRIPTION The target creature's skill cost is now zero.

creatures can use their skill twice this turn.

SKILL
PASSIVES
RARITY Rare
BUY/SELL Impossible/147
Shard of Readiness
Shard of Readiness TYPE Spell
ELEMENT Time
COST 2 Time
ATK | HP -
DESCRIPTION The target creature's skill cost is now zero.

creatures can use their skill twice this turn.

SKILL
PASSIVES
RARITY Rare (Upgraded)
BUY/SELL Impossible/1298


Active abilities of creatures have an ultimate ally which is called the Shard of Readiness. Despite the fact every creature can benefit by a free cost for its active ability, only ones can use it two times per turn.


Direct Elemental Love Card Board

1st
Card name & image: Nightfall Eclipse
Nightfall.jpg
Loved element(s): Darkness & Death Darkness & Death
2nd
Card name & image: Shard of Patience Shard of Patience
Shard_Patience.jpg
Loved element(s): Water Water
3rd
Card name & image: Shockwave Shockwave
Shockwave.jpg
Loved element(s): Water Water
4th
Card name & image: Mummy Elite Mummy
Mummy.jpg
Loved element(s): Time Time
5th
Card name & image: Skeleton Elite Skeleton
Skeleton.jpg
Loved element(s): Time Time
6th
Card name & image: Schrodinger's Cat Schrodinger's Cat
Schrodingers_Cat.jpg
Loved element(s): Death Death
7th
Card name & image: Shard of Freedom Shard of Freedom
Shard_Freedom.jpg
Loved element(s): Air Air
8th
Card name & image: Shard of Readiness Shard of Readiness
Shard_Readiness.jpg
Loved element(s): Time Time


Indirect Elemental Love

Indirect Elemental Love is a 'not-so-obvious love' towards certain elements which can be seen by the card's use in-game rather than its own text. Because of this, only experience shows to a player the cards that belong to this category. In general, these cards are considered of greater versatility than Direct Elemental Love ones and, gameplay-wise, are balanced via less extreme methods. In other words, they are usually not-so-situational cards which, according to your deck and/or your opponent's deck, can be either more or less useful or useless but (almost) never game-breaking.

As a general rule, each card can be considered that has Indirect Elemental Love towards its own element's cards (since the elemental playing cost is the same for all these cards) and, in case a card has an activated ability, also towards the element of the activated ability's cost (eg. Graviton Fire Eater has indirect elemental love towards , Forest Spirit towards , etc.), but these are so obvious that don't really worth more than just a mention here...

Card Examples of Indirect Elemental Love

Examples of Indirect Elemental Love are many, so we are going to mention and analyze just VERY FEW of them below.

1st) Adrenaline | Epinephrine.

Adrenaline
Adrenaline TYPE Spell
ELEMENT Life
COST 4 Life
ATK | HP -
DESCRIPTION The target creature attacks multiple times per turn. Weaker (low atk) creatures gain more extra attacks.
SKILL
PASSIVES
RARITY Common
BUY/SELL 58/40
Epinephrine
Epinephrine TYPE Spell
ELEMENT Life
COST 3 Life
ATK | HP -
DESCRIPTION The target creature attacks multiple times per turn. Weaker (low atk) creatures gain more extra attacks.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1159


Though every element can benefit from Adrenaline | Epinephrine, there is an elements that greatly loves & synergize with this card; Darkness .

Darkness is the element of vampirism, an ability which works wonders with Life's alchemy card, since not only the damage dealt to opponent is multiplied, but the healing as well. Also, Liquid Shadow's poisoning and Parasite's infection can be combined with Epinephrine to kill a target very fast or to increase voodoo damage inflicted to your opponent by your poisoned Voodoo Doll.

Finally, Pests drain 1 more quanta per turn if epinephrined, Steals can remove either hazardous or annoying shields and let you enjoy your high damage & healing, Cloaking protects your otherwise vulnerable adrena-creatures from hostile damage-dealing spells and Siphon Life can instantly kill an antimattered & adrenalined creature of yours to prevent it from damaging you instead.

Below is a board showing the synergies between Adrenaline, Nightfall and creatures:

Creature Normal Damage Damage with Nightfall Damage with Eclipse Damage with Adrenaline Damage with Adrenaline & Nightfall Damage with Adrenaline & Eclipse
Black Nymph 3 4 5 12 9 11
Dark Nymph 5 6 7 11 12 15
Black Dragon 10 11 12 14 15 16
Obsidian Dragon 12 13 14 16 18 19
Devourer 0 (& 1 quanta drained) 1 (& 1 quanta drained) 2 (& 1 quanta drained) 0 (& 2 quanta drained) 4 (& 2 quanta drained) 8 (& 2 quanta drained)
Pest 0 (& 1 quanta drained) 1 (& 1 quanta drained) 2 (& 1 quanta drained) 0 (& 2 quanta drained) 4 (& 2 quanta drained) 8 (& 2 quanta drained)
Parasite 1 2 3 4 8 12
Bloodsucker 3 4 5 12 9 11
Minor Vampire 2 (& 2 healing) 3 (& 3 healing) 4 (& 4 healing) 8 (& 8 healing) 12 (& 12 healing) 9 (& 9 healing)
Vampire 4 (& 4 healing) 5 (& 5 healing) 6 (& 6 healing) 9 (& 9 healing) 11 (& 11 healing) 12 (& 12 healing)
Gargoyle 5 6 7 11 12 15
Upgraded Gargoyle 7 8 9 15 17 12
Voodoo Doll 0 (& 1 damage if poisoned) 1 (& 1 damage if poisoned) 2 (& 1 damage if poisoned) 0 (& 4 damage if poisoned) 4 (& 4 damage if poisoned) 8 (& 4 damage if poisoned)
Upgraded Voodoo Doll 0 (& 1 damage if poisoned) 1 (& 1 damage if poisoned) 2 (& 1 damage if poisoned) 0 (& 4 damage if poisoned) 4 (& 4 damage if poisoned) 8 (& 4 damage if poisoned)
Flying Vampire Stiletto 4 (& 4 healing) 5 (& 5 healing) 6 (& 6 healing) 9 (& 9 healing) 11 (& 11 healing) 12 (& 12 healing)
Flying Vampire Dagger 6 (& 6 healing) 7 (& 7 healing) 8 (& 8 healing) 12 (& 12 healing) 15 (& 15 healing) 17 (& 17 healing)




2nd) Rage Potion | Rage Elixir.

Rage Potion
Rage Potion TYPE Spell
ELEMENT Fire
COST 3 Fire
ATK | HP -
DESCRIPTION The target creature gains +5/-5
SKILL
PASSIVES
RARITY Common
BUY/SELL 57/39
Rage Elixir
Rage Elixir TYPE Spell
ELEMENT Fire
COST 3 Fire
ATK | HP -
DESCRIPTION The target creature gains +6/-6
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1159


While most of counter-creature spells have purely disastrous effects, fire's most common counter-creature spell has also buffing abilities. If the creature has more than 5 health (Rage Potion's case) or more than 6 health (Rage Elixir's case), this card works like a pretty effective buff. Furthermore, if used repeatedly by a Nymph, it can effectively become the greatest buff in the whole EtG. Due to this, elements with high-health creatures are more likely to feel 'love' for this card rather than 'rage'.

These are Earth , Gravity and Light .



Earth can harvest great benefits, especially if combined with Plate Armor | Heavy Armor (the later can completely absorb any disastrous health-related effects, even from the upgraded RagePot version, allowing even low-health critters like Antlions or Gnomes to be buffed). But even without the support of an armor, mid-hitters like Hematite Golem | Steel Golem can be turned into effective high hitters with this alchemy card.

Below is a board showing the synergies between RagePot, Armors and creatures:

Creature Normal Damage Damage with Rage Potion Damage with Rage Elixir
Auburn Nymph 4 9 10
Earth Nymph 5 10 11
Stone Dragon 8 13 14
Basalt Dragon 10 15 16
Antlion 2 7 (Plate Armor needed) 8 (Heavy Armor needed)
Elite Antlion 4 9 (Plate Armor needed) 10 (Plate Armor needed)
Hematite Golem 4 9 10 (Plate Armor needed)
Steel Golem 6 11 12
Gnome Rider 1 6 (Heavy Armor needed) 7 (Heavy Armor needed)
Gnome Gemfinder 1 6 (Heavy Armor needed) 7 (Heavy Armor needed)
Graboid 2 n/a n/a
Elite Graboid 2 n/a n/a
Shrieker 8 13 (Plate Armor needed) 14 (Heavy Armor needed)
Elite Shrieker 10 15 (Plate Armor needed) 16 (Plate Armor needed)
Iridium Warden 0 5 (Plate Armor needed) 6 (Heavy Armor needed)
Vanadium Warden 0 5 6 (Plate Armor needed)
Flying Pulverizer 5 10 11
Flying Upgraded Pulverizer 5 10 11
Shard Golem Varies Varies Varies



Gravity is the toughest element in terms of creature's health and a RagePot-Gravity collaboration rarely has backdraws. Momentum can raise a creature's stats by +1|+1 and gives shield bypass, allowing RagePot to be applied on creatures that would be otherwise killed and, due to momentum's ability, no attack point is wasted. The only creatures that can't co-operate with RagePots are Otys and Nymphs cause they lack the health and/or it ruins their role. Finally, Graviton Fire Eater | Graviton Fire Master can find any remaining quanta pretty useful for ablazing himself.

Below is a board showing the synergies between RagePot, Momentum and creatures (notice: Any not-recommended examples below means the creature dies in the process and lacks any buff cards to help them survive and any bold numbers means the creature's damage is momentumed and bypasses shields.):

Creature Normal Damage Damage with Momentum Damage with Rage Potion Damage with Rage Elixir Damage with Rage Potion & Momentum Damage with Rage Elixir & Momentum
Amber Nymph 1 2 6 (not-recommended) 7 (not-recommended) 7 (not-recommended) 8 (not-recommended)
Gravity Nymph 1 2 6 (not-recommended) 7 (not-recommended) 7 (not-recommended) 8 (not-recommended)
Colossal Dragon 7 8 12 13 13 14
Massive Dragon 8 9 13 14 14 15
Sapphire Charger 4 5 9 (not-recommended) 10 (not-recommended) 10 11 (not-recommended)
Elite Charger 7 8 12 (not-recommended) 13 (not-recommended) 13 14 (not-recommended)
Armagio 1 2 6 7 7 8
Elite Armagio 2 3 7 8 8 9
Graviton Mercenary 3 4 8 (not-recommended) 9 (not-recommended) 9 10 (not-recommended)
Graviton Guard 4 5 9 10 10 11
Otyugh 0 1 5 (not-recommended) 6 (not-recommended) 6 (not-recommended) 7 (not-recommended)
Elite Otyugh 0 1 5 (not-recommended) 6 (not-recommended) 6 7 (not-recommended)
Graviton Fire Eater 0 1 5 (not-recommended) 6 (not-recommended) 6 7 (not-recommended)
Graviton Fire Master 0 1 5 6 (not-recommended) 6 7
Graviton Salvager 1 2 6 (not-recommended) 7 (not-recommended) 7 8 (not-recommended)
Upgraded Graviton Salvager 2 3 7 (not-recommended) 8 (not-recommended) 8 9 (not-recommended)
Flying Titan 7 8 12 13 13 14
Flying Upgraded Titan 8 9 13 14 14 15
Shard of Focus 0 1 5 (must use accretion first) 6 (must use accretion first) 6 (must use accretion first) 7 (must use accretion first)
Upgraded Shard of Focus 0 1 5 (must use accretion first) 6 (must use accretion first) 6 (must use accretion first) 7 (must use accretion first)
Chimera varies varies varies varies varies varies
Upgraded Chimera varies varies varies varies varies varies



Light not only has the most powerful Dragon in the game, but it is also the only element which can healcreatures via Guardian Angel | Archangel (who is, by the way, one of the most reliable RagePot buffing targets in the game), enabling repetitive 'abuse' of that alchemy card, especially when that comes from the activated ability of a Red Nymph. If combined with blessings, there is actually not a creature unable to be buffed via the Potion, though using 2x Blessings & 1 Rage_Elixir has a high cost at both quanta and card amounts. However, from the whole creature's arsenal, only Photons | Rays of Light and unupgraded Pegasi can't be 'RageBuffed' without at least a single Blessing casted upon them first.

Below is a board showing the synergies between RagePot, Blessing and creatures (notice: Any not-recommended examples below means the creature dies in the process and any buffs that would save the creature are not cost-effective enough):

Creature Normal Damage Damage with Blessing Damage with Rage Potion Damage with Rage Elixir Damage with Rage Potion & Blessing Damage with Rage Elixir & Blessing
Light Nymph 6 9 11 12 14 15
Upgraded Light Nymph 7 10 12 13 15 16
Golden Dragon 10 13 15 16 18 19
Light Dragon 12 15 17 18 20 21
Photon 1 4 6 (not-recommended) 7 (not-recommended) 9 (not-recommended) 10 (not-recommended)
Ray of Light 1 4 6 (not-recommended) 7 (not-recommended) 9 (not-recommended) 10 (not-recommended)
Pegasus 3 (6 when dives) 6 (12 when dives) 8 (not-recommended) 9 (not-recommended) 11 (not-recommended) 12 (not-recommended)
Elite Pegasus 4 (8 when dives) 7( 14 when dives) 9 (not-recommended) 10 (not-recommended) 12 (24 when dives) 13 (26 when dives)
Guardian Angel 1 4 6 7 (not-recommended) 9 10
Archangel 7 10 12 13 15 16
Crusader 2 5 7 (use endow first) 8 (not-recommended) 10 11
Upgraded Crusader 3 6 8 (use endow first) 9 (use endow first) 11 12
Flying Morning Star n/a n/a n/a n/a n/a n/a
Flying Morning Glory n/a n/a n/a n/a n/a n/a




3rd) Quintessence | Quintessence.

Quintessence
Quintessence TYPE Spell
ELEMENT Aether
COST 4 Aether
ATK | HP -
DESCRIPTION Grant immortality to the target creature. The target creature can no longer be targeted.
SKILL
PASSIVES
RARITY Common
BUY/SELL 58/40
Quintessence
Quintessence TYPE Spell
ELEMENT Aether
COST 3 Aether
ATK | HP -
DESCRIPTION Grant immortality to the target creature. The target creature can no longer be targeted.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1159


Quintessence is Aether's alchemy card, both famous and infamous for its ability to render a creature untargetable. But since most of creatures are already 'immortal' and those who aren't don't really deserve to be Quintessenced (they are either too 'weak' or can't be target by Fractal when the need arises) makes this alchemy card a buff that loves other elements more than its own. Despite the fact many elements can benefit from it, there are 2 ones which are indeed the 'darlings' of Quintessence.

These are Life and Fire . The irony is that these two elements are also the only ones having a shield which can completely wipe out immortal creatures; these shields are Thorn Carapace | Spine Carapace and Fire Shield | Fire Buckler.



Life has somewhat though creatures in general, but only slightly tougher than the average toughness of an EtG creature of that quantum price. For example, Cockatrice has 4 health for 3 quanta while an average creature has 3 health for the same price. Furthermore, Emerald Dragon is a 10|6 Dragon for 10 quanta while a typical Dragon has stats of 10|5 for the same price. However, that extra (+1) health point is nothing compared to the extra health an or creature enjoys. Furthermore, having precious buffs like Mitosis or Adrenaline makes a Life player wishing his/her precious mothers or multi-attackers protected from harmful targeted abilities or spells. Since the typical targets of Epinephrine are the very vulnerable Horned Frogs and either Mitosis-made critter swarms or Mito-Dragon armies take plenty of turns to be established, a Quintessence which targets your already adrenalined / mitosised creature can save both your cards and your quanta (let alone of greatly increasing any winning chances). Furthermore, critters who start weak and grow later or those whose photosynthesis is vital for a steady quanta income can receive a warm 'hug' of immortality. Finally, strategies like flying Druidic AdrenaStaves which are exposed to nasty abilities like mutation or rewind can be stabilized now...


Below is a board showing popular synergies between Quintessence, Mitosis, Adrenaline and a creature:

Creature Combo Result
Life Nymph Green_Nymph.jpg & Adrenaline.jpg & Quintessence.jpg Immaterial AdrenaNymph able to cast Adrenaline to other creatures.
Forest Spirit Forest_Spirit.jpg & Adrenaline.jpg & Quintessence.jpg Immortal AdrenaSpirit, attacking with sweet Adreanline spots.
Emerald Dragon Emerald_Dragon.jpg & 'Mitosis.jpg &' Quintessence.jpg Invincible MitoDragon, ready to break stalls!
Forest Scorpion Forest_Scorpion.jpg & Mitosis.jpg & Quintessence.jpg Protected Scorpion nest, delivering poison counters free or charge.



Fire is known for its speed and damage-dealing capabilities, however the fragility of its creatures are legendary. Let Phoenix | Minor Phoenix aside, that leaves an ash behind that can give rebirth to her, every creature has less than 4 health (except for its Nymph), rightfully giving it the title of the element with the most fragile hitters. This alone is enough to make Quintessence one of Fire's most beloved friends. Furthermore, it could be wise to use a couple of 'Wise' Shards on quintessenced burning hitters. After all, the red element has not any buffs (RagePots are useful only at grown Golems and Nymphs) to support its pure rush...

Below is a board showing popular synergies between Quintessence, Rage Potion, SoW and a creature:

Creature Combo Result
Fire Nymph Red_Nymph.jpg&Rage_Potion.jpg&Quintessence.jpg Immaterial buffed Nymph able to cast her Rage upon other creatures.
Flying Fahrenheit Fahrenheit.jpg&Shard_Wisdom.jpg&Quintessence.jpg Protected flaming SpellSword, ready to heat things up...
Ruby Dragon Ruby_Dragon.jpg&Shard_Wisdom.jpg&Quintessence.jpg The most irritating Dragon, now in Immortal mode!
Lava Golem Lava_Golem.jpg&Shard_Wisdom.jpg&Quintessence.jpg Broken Grower with spell immunity and damage.

Indirect Elemental Love Card Board

1st
Card name & image: Adrenaline Epinephrine
Adrenaline.jpg
Loved element(s): Darkness Darkness
2nd
Card name & image: Rage Potion Rage Elixir
Rage_Potion.jpg
Loved element(s): Earth & Gravity & Light Earth & Gravity & Light
3rd
Card name & image: Quintessence Quintessence
Quintessence.jpg
Loved element(s): Life & Fire Life & Fire


Elemental Hate

Elemental hate appears in almost every card at various amounts, however due to simplify things we are going to categorize them in two groups (like we previously did with Elemental Love); Direct and Indirect.

Direct Elemental Hate

Direct Elemental Hate is an 'obvious hate' towards a certain element which can be seen by either its own text, type or element it belongs to. In general, these cards are considered of poor versatility and, gameplay-wise, are balanced via extreme methods. In other words, they are usually (but not always) 'all or nothing' cards which, according to your deck and/or your opponent's deck, are either very useful and powerful or very useless and powerless.

Card Examples of Direct Elemental Hate

1st) Holy Light | Holy Flash.

Holy Light
Holy Light TYPE Spell
ELEMENT Light
COST 1 Light
ATK | HP -
DESCRIPTION Heal the target for up to 10 HP's. If the target's element is death or darkness, damage is dealt instead.
SKILL
PASSIVES
RARITY Common
BUY/SELL 25/17
Holy Flash
Holy Flash TYPE Spell
ELEMENT Light
COST Free
ATK | HP -
DESCRIPTION Heal the target for up to 10 HP's. If the target's element is death or darkness, damage is dealt instead.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1156


Possibly the greatest example of Direct Elemental Hate is Holy Light | Holy Flash. Despite the fact it heals targeted players or creatures for 10 health points, this card purposely decides to damage or creatures instead and deal them 10 damage. Probably a below-average healing card but a powerful anti-death & anti-darkness counter-creature card, this is likely the most situational and extreme spell in the game.


2nd) Flooding | Inundation.

Flooding
Flooding TYPE Permanent
ELEMENT Water
COST 3 Water
ATK | HP -
DESCRIPTION Kill any creature along the edges of the field. Water and neutral creatures are immune. Absorb per turn.
SKILL
PASSIVES
RARITY Common
BUY/SELL 57/39
Inundation
Inundation TYPE Permanent
ELEMENT Water
COST 2 Water
ATK | HP -
DESCRIPTION Kill any creature along the edges of the field. Water and neutral creatures are immune. Absorb per turn.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1158


A permanent which hates every non-other and/or non-water creature, forcing them to instant death if they don't sit within the 5 central spaces, Flooding | Inundation is possibly the most situational and extreme permanent in the whole game. Its 'hate' however may be considered less direct versus and/or , since the flood doesn't slay any burrowed and/or immortal creatures.


3rd) Ghost of the Past | Ghost of the Past.

Ghost of the Past
Ghost of the Past TYPE Creature
ELEMENT Time
COST 6 Time
ATK | HP 7 | 4
DESCRIPTION Obsession: Inflict 10 damage to the owner of this card if discarded.
SKILL
PASSIVES Obsession
RARITY Common
BUY/SELL 60/42
Ghost of the Past
Ghost of the Past TYPE Creature
ELEMENT Time
COST 7 Time
ATK | HP 9 | 4
DESCRIPTION Obsession: Inflict 13 damage to the owner of this card if discarded.
SKILL
PASSIVES Obsession
RARITY Common (Upgraded)
BUY/SELL Impossible/1163


A creature with the unique obsession to deal 10 or 13 damage to whoever discards it, this ghost works wonders with Nightmare against any player who doesn't has a Time-based deck (or plenty of quanta at least). However, despite his strong anti-time hate, this ghost is far from situational and has nothing to be jealous from other mid-hitters in the game.


4th) Purify | Purify.

Purify
Purify TYPE Spell
ELEMENT Water
COST 2 Water
ATK | HP -
DESCRIPTION Remove poison and sacrifice status from the target. Heals 2 damage per turn. Cumulative.
SKILL
PASSIVES
RARITY Common
BUY/SELL 26/18
Purify
Purify TYPE Spell
ELEMENT Water
COST 1 Water
ATK | HP -
DESCRIPTION Remove poison and sacrifice status from the target. Heals 2 damage per turn. Cumulative.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1157


A unique spell which can target any player or creature on the field, removing all poison counters and healing its target for 2 health points per turn, Purify acts as the bane of . Though plenty of other elements have ways to poison stuff, only death holds true strength and versatility in this aspect by being able to poison via various ways (Arsenic | Arsenic, Poison | Deadly Poison, Plague | Improved Plague, Virus | Retrovirus, Deathstalker | Deathstalker and Grey Nymph | Death Nymph) and even benefit from the slow death of its victims...


5th) Maxwell's Demon | Maxwell's Demon.

Maxwell's Demon
Maxwell's Demon TYPE Creature
ELEMENT Entropy
COST 5 Entropy
ATK | HP 3 | 2
DESCRIPTION : Paradox
Kill the target creature if its attack is higher than its defence
SKILL Paradox
PASSIVES Airborne
RARITY Common
BUY/SELL 59/41
Maxwell's Demon
Maxwell's Demon TYPE Creature
ELEMENT Entropy
COST 5 Entropy
ATK | HP 3 | 5
DESCRIPTION : Paradox
Kill the target creature if its attack is higher than its defence
SKILL Paradox
PASSIVES Airborne
RARITY Common (Upgraded)
BUY/SELL Impossible/1161


Though this creature can be more or less deadly to many elements, there is a spectacular hate towards fire. By looking at the stats of every single creature, both upped and unupped ones, anyone may notice that, with the exception of Fire Nymph and Fire Spectre, their attack stats is higher than their health stats, making them easy pray to paradox. However, even the Nymph and the Spectre are locked down by paradox, since they can't buff themselves via raging or ablazing respectively.



Direct Elemental Hate Card Board

1st
Card name & image: Holy Light Holy Flash
Holy_Light.jpg
Hated element(s): Darkness & Death Darkness & Death
2nd
Card name & image: Flooding Inundation
Flooding.jpg
Hated element(s): All except Water & :rainbow Other :rainbow All except Water & :rainbow Other :rainbow
3rd
Card name & image: Ghost of the Past Ghost of the Past
Ghost_Past.jpg
Hated element(s): All except Time Time
4th
Card name & image: Purify Purify
Purify.jpg
Hated element(s): Death Death
5th
Card name & image: Maxwell's_Demon Maxwell's Demon
Maxwells_Demon.jpg
Hated element(s): Fire Fire


Indirect Elemental Hate

Indirect Elemental Hate is a 'not-so-obvious hate' towards certain elements which can be seen by the card's use in-game rather than its own text. Because of this, only experience shows to a player the cards that belong to this category. In general, these cards are considered of greater versatility than Direct Elemental Hate ones and, gameplay-wise, are balanced via less extreme methods. In other words, they are usually not-so-situational cards which, according to your deck and/or your opponent's deck, can be either more or less useful or useless but (almost) never game-breaking.

Card Examples of Indirect Elemental Hate

Examples of Indirect Elemental Hate are many, so we are going to mention and analyze just VERY FEW of them below.

1st) Dimensional_Shield | Phase_Shield.

Dimensional Shield
Dimensional Shield TYPE Permanent
ELEMENT Aether
COST 6 Aether
ATK | HP -
DESCRIPTION Shield: Shift out of phase for 3 turns. Physical attacks are unable to hit you while this shield is in play.
SKILL
PASSIVES
RARITY Common
BUY/SELL 60/42
Phase Shield
Phase Shield TYPE Permanent
ELEMENT Aether
COST 5 Aether
ATK | HP -
DESCRIPTION Shield: Shift out of phase for 3 turns. Physical attacks are unable to hit you while this shield is in play.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1161


Indeed one of the most annoying permanents in this game, Dim Shields must really hate any element that lacks permanent-control and any shield-bypassing means (spell damage, momentum, SoFre etc.), since it has to wait until the shield is out. More accurately, this shield hates , , , and completely (though not 'directly'), but the rest of the elements have also a hard time dealing with it.


2nd) Unstable Gas | Unstable Gas.

Unstable Gas
Unstable Gas TYPE Permanent
ELEMENT Air
COST 6 Air
ATK | HP -
DESCRIPTION : Ignite (Sacrifice card)
Inflict 20 damages to your opponent and 1 damage to all the creatures on the field.
SKILL
PASSIVES
RARITY Common
BUY/SELL 60/42
Unstable Gas
Unstable Gas TYPE Permanent
ELEMENT Air
COST 5 Air
ATK | HP -
DESCRIPTION : Ignite (Sacrifice card)
Inflict 20 damages to your opponent and 1 damage to all the creatures on the field.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1161


Probably the most offensive non-weapon permanent in the game, Unstable Gas can OTK a player by sacrificing 5 of them at the same turn. Every element can be considered hated by this fearful permanent, except for and , since have a lot of healing to deal with not-OTK uses of the gas and, most importantly, they own shields specialized at reflecting spell damage back to their opponents.


3rd) Reflective Shield | Mirror Shield.

Reflective Shield
Reflective Shield TYPE Permanent
ELEMENT Light
COST 1 Light
ATK | HP -
DESCRIPTION Shield: Any damage from spells is reflected against your opponent. Can not be destroyed or stolen.
SKILL
PASSIVES
RARITY Common
BUY/SELL 97/65
Mirror Shield
Mirror Shield TYPE Permanent
ELEMENT Light
COST 2 Light
ATK | HP -
DESCRIPTION Shield: Reduce damage by 1. Any damage from spells is reflected. Can not be destroyed or stolen.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1158


Whatever is being said for this shield can be said for Emerald Shield | Jade Shield. By being immaterial has immunity to permanent-control and, by directing spell damage towards the opponent, it offers protection from many spells too. This makes it a great anti-aether (blocks Psions and SoWs), anti-fire (blocks Bolts and Deflags), even anti-air (blocks UGs).


4th) Sanctuary | Sanctuary.

Sanctuary
Sanctuary TYPE Permanent
ELEMENT Light
COST 4 Light
ATK | HP -
DESCRIPTION Your quanta pool and your hand can not be altered during your opponent's turn. Heal 4 HP per turn.
SKILL
PASSIVES
RARITY Common
BUY/SELL 58/40
Sanctuary
Sanctuary TYPE Permanent
ELEMENT Light
COST 3 Light
ATK | HP -
DESCRIPTION Your quanta pool and your hand can not be altered during your opponent's turn. Heal 4 HP per turn.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1159


Very few cards have such unique effects like Sancturay does. By protecting both your hand and your quanta, it greatly counters some of the most infamous and annoying , and strategies. Black Holes and SoFos turned in BHs can't drain your quanta, Discord can't scramble your quanta pool (even the shield known as Dissipation can't function with a Sanc by its side), Devourers can't steal your quanta harvest and Nightmares are negated.


5th) Wings | Wings.

Wings
Wings TYPE Permanent
ELEMENT Air
COST 4 Air
ATK | HP -
DESCRIPTION Only flying or ranged creatures can harm you. Lasts 5 turns.
SKILL
PASSIVES
RARITY Common
BUY/SELL 58/40
Wings
Wings TYPE Permanent
ELEMENT Air
COST 3 Air
ATK | HP -
DESCRIPTION Only flying or ranged creatures can harm you. Lasts 5 turns.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1159


As anyone would expect, a shield that allows only airborne creatures to harm its owner couldn't be more hating. The reason is simple... Earth has the smallest airborne army in the game. Actually, the only earth-related creature in EtG is Stone Dragon | Bassalt Dragon. This is enough to crown Wings as the most earth-hating of all shields.


Indirect Elemental Hate Card Board

1st
Card name & image: Dimensional Shield Phase Shield
Dimensional_Shield.jpg
Hated element(s): , , , and , , , and
2nd
Card name & image: Unstable Gas Unstable Gas
Unstable_Gas.jpg
Hated element(s): All except Life & Light All except Life & Light
3rd
Card name & image: Reflective Shield Mirror_Shield
Reflective_Shield.jpg
Hated element(s): Aether & Fire & Air Aether & Fire & Air
4th
Card name & image: Sanctuary Sanctuary
Sanctuary.jpg
Hated element(s): Gravity & Entropy & Darkness Gravity & Entropy & Darkness
5th
Card name & image: Wings Wings
Wings.jpg
Hated element(s): Earth Earth


Conclusion

Cards are like people... they love and hate. If you respect their feelings, you will win, but if you mess with them, the cards themselves will avenge you. But don't worry, because love and war are conquered by patience and experience, young elemental...

I LOVE MY   LIFE  ... (^-^)