5. The oracle
This may seem obvious to some but the oracle has a number of uses that may be useful to you. He has the abilities:
-Cash
-The False God
-A Pet
-A Free Card
Cash:
Every time you activate the oracle, you would gain some free electrum. The amount is random and can range from only 10 to more than 100 electrum. It is not too much but it is better than nothing sometimes.
The False God:
When you complete the quest of reaching a score of 500, you would be allowed to fight False Gods or FGs. FGs are very powerful, double the deck limit, double the card limit, double card drawing and all cards are upgraded. Each type of FG has its own name and when you use the oracle, you would see the next FG which you would fight. This information can be very useful to decide what deck to use and what to expect. Be warned that if you log out or log in from another location, the next FG would be changed and the oracle's information would become useless.
A Pet:
When using the oracle, you have a chance to get a pet. This pet would be in your side of the field at the start of every game as long as it is not a pvp game. This pet only last for 3 AI games, no matter if you win or lose. The element of the pet would be the same as the element which you had spun. There is a chance that you get no pet. This sucks when it happens but do not worry, its not that bad. There is a chance that it would show ???. This means that you would be getting a pet but it is random. The pet you will get can be a different element from what you had spun. The cards can range from a simple photon to a black dragon.
A Free Card:
Every time you use the oracle, you would get a free card. This card is quite random and can be from a virus to a druidic staff. Nymphs and rare cards can be gotten from the oracle. I have yet to not be given the card selected.
A mythological based card game. I highly recommend it to the younger generation to play as it is very fun once you get the hang of it.
Saturday, March 23, 2013
Monday, March 18, 2013
Elements the Game Tips and Tricks Extra: Steam Machines
Extra. Steam Machines
This is a deck which I had seen some people use and is quite effective. I had altered it slightly to fit my needs.
5f0 5f0 5f0 5f0 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5i4 5i4 5i4 5i4 5i4 5i4 5i6 5i6 5i7 5i9 5ia 5ia 5ia 5ic 5ig 5ig 5ii 5ii 5ii 5ii 5ii 5ii 5ij 5io 5jm 8pp
This deck consist of:
- 4 Burning pillars
- 8 Fire pendulums
- 6 Water pillars
- 2 Blue crawlers
- 1 Freeze spell
- 1 Ice shield
- 3 Purify spells
- 1 Trident
- 2 Nymph tears
- 6 Steam machines
- 1 Dry spell
- 1 Nymph queen
- 1 water pendulum
- 1 Mark of water
This deck's main offensive creature is the steam machine. Its ability is to give itself +5|0 stats and to lose 1 damage every turn, not going into negatives. This extra damage can stack very quickly and should not be underestimated. At turn number 4, you would be at 16 damage per turn. This is more than a dragon! The pillars and pendulums are there to fuel this powerful machine. The blue crawlers are there to deal the odd damage should you not have any fire while the Nymph tears and Nymph queen are there to make more nymphs to both kill enemy creatures (fire nymph) and to simply do damage (water nymph).
This is a deck which I had seen some people use and is quite effective. I had altered it slightly to fit my needs.
5f0 5f0 5f0 5f0 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5i4 5i4 5i4 5i4 5i4 5i4 5i6 5i6 5i7 5i9 5ia 5ia 5ia 5ic 5ig 5ig 5ii 5ii 5ii 5ii 5ii 5ii 5ij 5io 5jm 8pp
This deck consist of:
- 4 Burning pillars
- 8 Fire pendulums
- 6 Water pillars
- 2 Blue crawlers
- 1 Freeze spell
- 1 Ice shield
- 3 Purify spells
- 1 Trident
- 2 Nymph tears
- 6 Steam machines
- 1 Dry spell
- 1 Nymph queen
- 1 water pendulum
- 1 Mark of water
This deck's main offensive creature is the steam machine. Its ability is to give itself +5|0 stats and to lose 1 damage every turn, not going into negatives. This extra damage can stack very quickly and should not be underestimated. At turn number 4, you would be at 16 damage per turn. This is more than a dragon! The pillars and pendulums are there to fuel this powerful machine. The blue crawlers are there to deal the odd damage should you not have any fire while the Nymph tears and Nymph queen are there to make more nymphs to both kill enemy creatures (fire nymph) and to simply do damage (water nymph).
Elements the Game Tips and Tricks 4l: Aether
4l. Aether
Aether is a very powerful element if you know how to use it right. Otherwise, it would seem like just another element so please give it a try.
Spark is a creature that does not cost anything and has stats of 3|0. The fact that it has 0 health means that it would die at the end of your turn. Try using this card with the death element to give yourself a "death" of a creature. Also use this to piss off your opponent to stop them from getting an elemental master. XD
Lightning is a spell that cost 2 aether. It deals 5 damage to a creature or player instantly. This is a decent card to have in your deck to kill the random powerful monster your opponent would be summoning. You may also want to use it to deal the killing blow to the enemy without ending your turn. I find this quite entertaining for no reason whatsoever.
Parallal Universe is a spell that cost 7 aether. It would give you a copy of the targeted creature, be it from the enemy or your own. Try using this to "steal" your opponent's dragon or duplicate your own. Please note that the creature would be exactly the same as the target excluding gravity pull if it is your own.
Dimensional shield is a shield which cost 6 aether. This shield would protect you from all physical damage for 3 turns. This is very powerful and should not underestimated. Nearly all creatures would deal physical damage and not have momentum. With this card, you can practically save yourself from 18 turns of damage, all the while you are slowly wearing your enemy down! I highly recommend using this card if you use aether.
Fractal is a spell that cost 10 aether and all remaining aether. This card would fill your hand with the targeted creature. Unfortunately, this does not work on untarget-able creatures such as the phase dragon. This card is very quanta intensive so I recommend keeping a large amount of pillars in your deck when using this card.
Mindgate is a permanent that cost 5 aether. Every turn, you would be able to add the next card to be drawn from your opponent's deck into your hand for the cost of 2 aether. This is a very powerful card because you are simply using another element in your deck without using any cards. This is even better when the opponent is also using aether.
Silence is a spell that cost 3 aether to cast. When used, on your opponent's next turn, they would not be able to use any cards in their hand. Note that they are still able to use abilities from their permanents, creatures etc.
Psion is a creature that cost 4 aether and has 4|4 as its stats. Its passive ability is to deal spell damage. This is very good due to the fact that it can bypass most shields and not get affected by it. Be careful though, if the enemy uses a shield which reflects spell damage and you have put all 6 psions out, you are doomed.
Aether is a very powerful element if you can build the right deck. Try using the deck which I had previously post about.
Aether is a very powerful element if you know how to use it right. Otherwise, it would seem like just another element so please give it a try.
Spark is a creature that does not cost anything and has stats of 3|0. The fact that it has 0 health means that it would die at the end of your turn. Try using this card with the death element to give yourself a "death" of a creature. Also use this to piss off your opponent to stop them from getting an elemental master. XD
Lightning is a spell that cost 2 aether. It deals 5 damage to a creature or player instantly. This is a decent card to have in your deck to kill the random powerful monster your opponent would be summoning. You may also want to use it to deal the killing blow to the enemy without ending your turn. I find this quite entertaining for no reason whatsoever.
Parallal Universe is a spell that cost 7 aether. It would give you a copy of the targeted creature, be it from the enemy or your own. Try using this to "steal" your opponent's dragon or duplicate your own. Please note that the creature would be exactly the same as the target excluding gravity pull if it is your own.
Dimensional shield is a shield which cost 6 aether. This shield would protect you from all physical damage for 3 turns. This is very powerful and should not underestimated. Nearly all creatures would deal physical damage and not have momentum. With this card, you can practically save yourself from 18 turns of damage, all the while you are slowly wearing your enemy down! I highly recommend using this card if you use aether.
Fractal is a spell that cost 10 aether and all remaining aether. This card would fill your hand with the targeted creature. Unfortunately, this does not work on untarget-able creatures such as the phase dragon. This card is very quanta intensive so I recommend keeping a large amount of pillars in your deck when using this card.
Mindgate is a permanent that cost 5 aether. Every turn, you would be able to add the next card to be drawn from your opponent's deck into your hand for the cost of 2 aether. This is a very powerful card because you are simply using another element in your deck without using any cards. This is even better when the opponent is also using aether.
Silence is a spell that cost 3 aether to cast. When used, on your opponent's next turn, they would not be able to use any cards in their hand. Note that they are still able to use abilities from their permanents, creatures etc.
Psion is a creature that cost 4 aether and has 4|4 as its stats. Its passive ability is to deal spell damage. This is very good due to the fact that it can bypass most shields and not get affected by it. Be careful though, if the enemy uses a shield which reflects spell damage and you have put all 6 psions out, you are doomed.
Aether is a very powerful element if you can build the right deck. Try using the deck which I had previously post about.
Elements the Game Tips and Tricks 4k: Darkness
4k. Darkness
Darkness is a decent well-rounded class. Not many special things about this class. :/
Devourer is a creature of 0|2 and it cost 2 darkness. Its ability is to burrow for the cost of 1 earth and its passive is to steal one random quanta from your enemy and convert it into 1 darkness for you. This is good because you can live off this extra darkness while sapping the quanta from your enemy to prevent retaliation.
Parasite is a creature that has 1|1 and cost 2 darkness. Its ability is to poison the enemy creature by 1 for the cost of 1 death. This is good due to the fact that it is very powerful as a creature control.
Steal is a spell that cost 4 darkness. This spell takes 1 permanent from the opponent. This is good for stealing the opponent's powerful item such as sanctuary for your devourers or an OP weapon.
Nightfall is a permanent that cost 3 darkness. This permanent would increase the stats of all death and darkness creatures by +1|+1. Unfortunately, this permanent does not stack. This is very powerful due to the fact that it is calculated by normally calculating the stats of the creature then adding +1. This means that if a creature burrows, it would have 1 extra of each stats and not 1/2.
Minor Vampires are creatures that have 2|2 for stats and cost 3 darkness. Its passive ability is to heal you the same amount of damage which it has dealt. Good if you have a large number of vampires to heal a considerable sum of health.
Nightmare is a spell that cost 2 darkness. This spell fills your opponent's hand with the targeted creature and for every card added, it would deal 2 health from the enemy. This is very powerful as, other than the damage, you would stop the enemy from drawing one card. This spell can be used with the creature "Ghost of the past" to damage the opponent greatly.
Cloak is a permanent that last for 3 of your turns and it cost 4 darkness. This card is able to protect your creatures and permanent from both targeted spells and abilities. This card is also able to hide some information from the enemy but be warned, many cards are able to remove your invisibility.
Darkness seem to be a very powerful element but can be more powerful when joined with other elements.
Darkness is a decent well-rounded class. Not many special things about this class. :/
Devourer is a creature of 0|2 and it cost 2 darkness. Its ability is to burrow for the cost of 1 earth and its passive is to steal one random quanta from your enemy and convert it into 1 darkness for you. This is good because you can live off this extra darkness while sapping the quanta from your enemy to prevent retaliation.
Parasite is a creature that has 1|1 and cost 2 darkness. Its ability is to poison the enemy creature by 1 for the cost of 1 death. This is good due to the fact that it is very powerful as a creature control.
Steal is a spell that cost 4 darkness. This spell takes 1 permanent from the opponent. This is good for stealing the opponent's powerful item such as sanctuary for your devourers or an OP weapon.
Nightfall is a permanent that cost 3 darkness. This permanent would increase the stats of all death and darkness creatures by +1|+1. Unfortunately, this permanent does not stack. This is very powerful due to the fact that it is calculated by normally calculating the stats of the creature then adding +1. This means that if a creature burrows, it would have 1 extra of each stats and not 1/2.
Minor Vampires are creatures that have 2|2 for stats and cost 3 darkness. Its passive ability is to heal you the same amount of damage which it has dealt. Good if you have a large number of vampires to heal a considerable sum of health.
Nightmare is a spell that cost 2 darkness. This spell fills your opponent's hand with the targeted creature and for every card added, it would deal 2 health from the enemy. This is very powerful as, other than the damage, you would stop the enemy from drawing one card. This spell can be used with the creature "Ghost of the past" to damage the opponent greatly.
Cloak is a permanent that last for 3 of your turns and it cost 4 darkness. This card is able to protect your creatures and permanent from both targeted spells and abilities. This card is also able to hide some information from the enemy but be warned, many cards are able to remove your invisibility.
Darkness seem to be a very powerful element but can be more powerful when joined with other elements.
Tuesday, March 12, 2013
Elements the Game Link!
The Link
The link to the game Elements itself has been requested a number of times and here it is! I recommend playing this game it is a fun game as soon as you get the hang of it. Thank you for all your support so far :).
www.elementsthegame.com
The link to the game Elements itself has been requested a number of times and here it is! I recommend playing this game it is a fun game as soon as you get the hang of it. Thank you for all your support so far :).
www.elementsthegame.com
Monday, March 11, 2013
Elements The Game Tips and Tricks 4j: Time
4j. Time
Time is the element which has large amounts of control and intelligence, to know what the opponent has nad would do.
Deja Vu is a creature with 1|1 for the cost of 1 time. Its ability is to make a copy of itself for the cost of 1 time. This is quite powerful because if you manage to buff it so that it deals about 5 damage, it would double the damage and items like momentum and immortality would also be carried over. Unfortunately, poison would be carried over as well. Items such as gravity pull would only target one of the 2 Deja Vu, use this fact to "save" your Deja Vu from death.
Fate Egg is a creature of 0|1 for the cost of 3 time. Its ability is to hatch, causing the egg to turn into a random creature. This can turn the tides of a battle because, if you get a dragon, it may deal the little extra damage you needed while you may get a creature that is totally useless in the contacts such as Chrysora when you do not have any death quanta.
Procrastination is a shield that cost 6 time to use. Whenever a creature attacks you with physical damage, it would be stunned for 1 turn, forgoing any damage that would it would have dealt the next turn. The good thing about this is that if the creature is stunned, it would not be able to use its ability. This is good against a creature that does 1 damage and has most of its offensive power from its ability.
Reverse time is a spell that cost 2 time. It makes the targeted creature return to the the deck of its owner. Due to that fact that it would be placed at the top of the deck, the next card drawn would be the same creature which you had cast the spell on.
Sundial is a permanent that only last for 2 turns, one of yours and one of the opponent's. This is good because it would extend the game, give you time to get the card you want or to slowly poison the enemy to death. When the opponent has finished his turn, you can spend 1 light to draw an extra card for that turn.
Dune scorpion is a creature which has 0|1 and cost 3 time. Its ability is passive and it is to poison the enemy upon a successful hit. It would be a time poison and when you are poisoned by time after you are poisoned death, the death would turn into time and the poison would be stacked. When you use a card from your hand when you have time poison, you would increase the poison by 1. This is a very powerful card to use if you are able to buff it so that it can deal damage and would poison the enemy.
Time is a powerful element due to its ability of creature control. It has time poison which goes very well with cards such as reverse time because it forces them to resummon it, increasing their poison.
Time is the element which has large amounts of control and intelligence, to know what the opponent has nad would do.
Deja Vu is a creature with 1|1 for the cost of 1 time. Its ability is to make a copy of itself for the cost of 1 time. This is quite powerful because if you manage to buff it so that it deals about 5 damage, it would double the damage and items like momentum and immortality would also be carried over. Unfortunately, poison would be carried over as well. Items such as gravity pull would only target one of the 2 Deja Vu, use this fact to "save" your Deja Vu from death.
Fate Egg is a creature of 0|1 for the cost of 3 time. Its ability is to hatch, causing the egg to turn into a random creature. This can turn the tides of a battle because, if you get a dragon, it may deal the little extra damage you needed while you may get a creature that is totally useless in the contacts such as Chrysora when you do not have any death quanta.
Procrastination is a shield that cost 6 time to use. Whenever a creature attacks you with physical damage, it would be stunned for 1 turn, forgoing any damage that would it would have dealt the next turn. The good thing about this is that if the creature is stunned, it would not be able to use its ability. This is good against a creature that does 1 damage and has most of its offensive power from its ability.
Reverse time is a spell that cost 2 time. It makes the targeted creature return to the the deck of its owner. Due to that fact that it would be placed at the top of the deck, the next card drawn would be the same creature which you had cast the spell on.
Sundial is a permanent that only last for 2 turns, one of yours and one of the opponent's. This is good because it would extend the game, give you time to get the card you want or to slowly poison the enemy to death. When the opponent has finished his turn, you can spend 1 light to draw an extra card for that turn.
Dune scorpion is a creature which has 0|1 and cost 3 time. Its ability is passive and it is to poison the enemy upon a successful hit. It would be a time poison and when you are poisoned by time after you are poisoned death, the death would turn into time and the poison would be stacked. When you use a card from your hand when you have time poison, you would increase the poison by 1. This is a very powerful card to use if you are able to buff it so that it can deal damage and would poison the enemy.
Time is a powerful element due to its ability of creature control. It has time poison which goes very well with cards such as reverse time because it forces them to resummon it, increasing their poison.
Sunday, March 10, 2013
Elements The Game Tips and Tricks 4i: Air
4i. Air
Air is the element which is has the ability to deal large numbers of damage for the cost of air every turn.
Dragonfly is a creature of 1|1 at the cost 1 air. Its ability is passive and it generates 1 air every turn. Good to have at the start of your game.
Wyrm is a creature with 3|3 and it cost 4 air. Its ability is to dive, doubling its attack for 1 turn at the cot of 2 air. Try buffing it before you double it because it would double the buff too.
Thunderstorm is a spell that cost 3 air to cast. It deals 2 damage to all target-able creatures on the enemy's field. Very good for creature control.
Firefly Queen is a creature that cost 6 air and has 3|7 for stats. Its ability is to create a firefly for the cost of 2 life.
Firefly is a creature of 3|2 and it cost 3 air to summon. Its ability is passive and it is to generate 1 light at the end of every turn. Good because with air and nature, you can use the "hope" shield from light with this creature.
Shockwave is a spell that cost 2 air and damages the targeted creature for 4 damage. If it is frozen, kill it instantly. Good as creature control because it is cheap and effective.
Sky blitz is a spell that cost 9 air and removes all other air quanta. It doubles the damage of all flying creatures for 1 turn. If you have 3 dragons, it would deal the damage of 6 dragons, very powerful.
Air is a powerful element with good creature control and damage but does not work well against a rush deck. Try mixing air with life or another element which can heal or defend well.
Air is the element which is has the ability to deal large numbers of damage for the cost of air every turn.
Dragonfly is a creature of 1|1 at the cost 1 air. Its ability is passive and it generates 1 air every turn. Good to have at the start of your game.
Wyrm is a creature with 3|3 and it cost 4 air. Its ability is to dive, doubling its attack for 1 turn at the cot of 2 air. Try buffing it before you double it because it would double the buff too.
Thunderstorm is a spell that cost 3 air to cast. It deals 2 damage to all target-able creatures on the enemy's field. Very good for creature control.
Firefly Queen is a creature that cost 6 air and has 3|7 for stats. Its ability is to create a firefly for the cost of 2 life.
Firefly is a creature of 3|2 and it cost 3 air to summon. Its ability is passive and it is to generate 1 light at the end of every turn. Good because with air and nature, you can use the "hope" shield from light with this creature.
Shockwave is a spell that cost 2 air and damages the targeted creature for 4 damage. If it is frozen, kill it instantly. Good as creature control because it is cheap and effective.
Sky blitz is a spell that cost 9 air and removes all other air quanta. It doubles the damage of all flying creatures for 1 turn. If you have 3 dragons, it would deal the damage of 6 dragons, very powerful.
Air is a powerful element with good creature control and damage but does not work well against a rush deck. Try mixing air with life or another element which can heal or defend well.
Friday, March 8, 2013
Elements The Game Tips and Tricks 4h: Light
4h. Light
To me, Light seems to be a very defensive element but is still very powerful in defeating the enemy.
Photon is a creature of 1|1 and does not cost anything. Due to the fact that is it free in terms of quanta, i recommend using it in your other elemental decks for cards such as immolation in fire or to feed your Otyugh in gravity.
Pegasus is a creature that cost 4 light and has 3|2 as its stats. Its ability is to double its attack for one turn for the cost of 1 air. I recommend giving it a buff to increase its original attack then doubling its attack. This would also double any buffs which has been applied.
Holy light is a spell that cost 1 light. It heals the target by 10 health. If the target is death or darkness, it would damage them instead. Note that you are able to use it on yourself or your opponent as well.
Solar shield is a shield that cost 3 light. Other than reducing all incoming physical attacks by 1, it also converts all the damage into light quanta at a rate of 1 damage to 1 light. This is good as it is cheap and also allows you to gain large amounts of light.
Luciferin is a spell that cost 2 quanta of any type. It affects all creature on your side of the field and gives the creatures without a ability with bioluminescence, make 1 light quanta every turn. Due to the fact that it can be used by any element, this card can be used as an opener to start using light in another element's deck. E.g from using death only, without any light pillars, you can start making light quanta and start using the other light cards.
Hope is a shield that cost 7 light. It blocks damage from each physical source and the amount blocked is the same number of creatures which generate light on your field. Try using Luciferin with this card.
Sanctuary is a permanent that cost 4 light. At the end of every turn, it would heal you for 4 health. It also does not allow your opponent to affect your hand and quanta during their turn. This counters the ability of Devourers from darkness.
I feel that light is a decent element but need more offensive cards. Thus, I recommend using a combination of light and another element in a deck.
BE WARNED, if you have the solar shield and sanctuary both being used at the same time, the solar shield would only block one damage and not convert it into light. This is because the extra light is considered the enemy interfering with your quanta and would be blocked by sanctuary.
BE WARNED, if you have the solar shield and sanctuary both being used at the same time, the solar shield would only block one damage and not convert it into light. This is because the extra light is considered the enemy interfering with your quanta and would be blocked by sanctuary.
Elements The Game Tips and Tricks 4g: Water
4g. Water
Water is one of the more balanced elements that has a decent amount of both offensive and defensive. The amount of creature control which water has is very good. The problem about water is that, if you do not create the correct deck with a decent amount of attack and defense, you may not have that high a chance to win that game.
Chrysaora is a creature that cost 1 water. With stats of 0|2 and its ability is to poison the enemy by 1 for the cost of 1 death quantum. Powerful as the poison stacks very quickly.
Purify is a spell that cost 2 water. It can target anything including yourself and the enemy. It removes all poison currently affecting you and replaces it with a +2. This stacks so you can get a total of +12 every time your opponent ends their turn. This is good because it is very cheap and its healing stacks.
Toadfish is a creature that cost 5 water and has 6|4 as its stats. Without an ability, it is already a decent attack for a cost of 5 water. To make this card even MORE powerful, they allow it to poison a creature by one for the cost of 1 air.
Flooding is a permanent that cost 3 water. When used, it kills all creatures that are on the outer rim of the field. All water and neutral creatures are immune as well as gain a water quantum at the end of your turn. This is very good as the opponent would not be able to spam creatures with this card.
Dry spell is a spell that damages all creatures by one for the cost of 2 water. For each creature damaged, gain 1 water. This is very powerful as, other than the great creature control, you gain large numbers of quanta so you can supply the usage of other cards.
Water is a very balance element which can become powerful if you use it properly. I recommend using water as your starting element if possible.
Water is one of the more balanced elements that has a decent amount of both offensive and defensive. The amount of creature control which water has is very good. The problem about water is that, if you do not create the correct deck with a decent amount of attack and defense, you may not have that high a chance to win that game.
Chrysaora is a creature that cost 1 water. With stats of 0|2 and its ability is to poison the enemy by 1 for the cost of 1 death quantum. Powerful as the poison stacks very quickly.
Purify is a spell that cost 2 water. It can target anything including yourself and the enemy. It removes all poison currently affecting you and replaces it with a +2. This stacks so you can get a total of +12 every time your opponent ends their turn. This is good because it is very cheap and its healing stacks.
Toadfish is a creature that cost 5 water and has 6|4 as its stats. Without an ability, it is already a decent attack for a cost of 5 water. To make this card even MORE powerful, they allow it to poison a creature by one for the cost of 1 air.
Flooding is a permanent that cost 3 water. When used, it kills all creatures that are on the outer rim of the field. All water and neutral creatures are immune as well as gain a water quantum at the end of your turn. This is very good as the opponent would not be able to spam creatures with this card.
Dry spell is a spell that damages all creatures by one for the cost of 2 water. For each creature damaged, gain 1 water. This is very powerful as, other than the great creature control, you gain large numbers of quanta so you can supply the usage of other cards.
Water is a very balance element which can become powerful if you use it properly. I recommend using water as your starting element if possible.
Wednesday, March 6, 2013
Elements The Game Tips and Tricks 4f: Fire
4f. Fire
Fire has many creatures that have very high amounts of damage but very low numbers of health. If the opponent has very little amounts of creature control, you would be nearly confirmed a win. I suggest sing fire if you would like to quickly remove nearly all of your opponent's health before he can react.
Ash Eater is a creature of 2|1 and it cost only 1 fire. It has no abilities but is simply a good card to have as it is cheap and does a decent amount of damage for the cost of 1 fire.
Crimson Dragon is the dragon with 12|3. It has no abilities but has a very high amount of damage. Be warned that, because of its low health, it can be devoured very easily by a creature such as Otyugh. Try using quintessence on it to make it un-targetable.
Fire Spirit is a creature with 0|2. Its ability is ablaze. For the cost of 1 fire it increases its stats by +2|0. Powerful if you are able to make it un-targetable.
Fire Shield is a shield that cost 6 fire. After a creature attacks you, they would lose 1 health. Very powerful as this also affects un-targetable creatures. Cards such as boneyard become nearly useless thanks to this shield.
Deflagation is a spell that cost 3 fire. It destroys the targeted permanent. Powerful due to the fact that it is very cost effective.
Immolation is a spell that is free. Target one of your creatures to sacrifice them. Upon sacrificing a creature, you would gain 6 fire quanta and 1 of each other elements. Try using this on cards such as spark or ash eater at the very start of a game.
Lava Golem is a creature that cost 5 fire and has 5|1 as its stats. Its ability is growth, for the cost of 1 earth, it would gain +2|+2.
Phoenix is a creature that cost 7 fire to summon and has stats of 7|1. Its ability is a passive and it is to turn into ash when it is killed. Ash cost 7 fire to summon and has 0|5. Its ability is rebirth, turn ash into a phoenix for the cost of 1 fire. Very powerful as phoenix can be reborn an infinite number of times.
Seraph is a creature of 10|1, costing 9 fire. Its ability is to make itself un-targetable for 1 turn at the cost of 1 light.
Fire is a good element to use but is very largely affected by what deck the opponent is using. If the opponent has good creature control such as scarabs or lightning, fire becomes very weak.
Fire has many creatures that have very high amounts of damage but very low numbers of health. If the opponent has very little amounts of creature control, you would be nearly confirmed a win. I suggest sing fire if you would like to quickly remove nearly all of your opponent's health before he can react.
Ash Eater is a creature of 2|1 and it cost only 1 fire. It has no abilities but is simply a good card to have as it is cheap and does a decent amount of damage for the cost of 1 fire.
Crimson Dragon is the dragon with 12|3. It has no abilities but has a very high amount of damage. Be warned that, because of its low health, it can be devoured very easily by a creature such as Otyugh. Try using quintessence on it to make it un-targetable.
Fire Spirit is a creature with 0|2. Its ability is ablaze. For the cost of 1 fire it increases its stats by +2|0. Powerful if you are able to make it un-targetable.
Fire Shield is a shield that cost 6 fire. After a creature attacks you, they would lose 1 health. Very powerful as this also affects un-targetable creatures. Cards such as boneyard become nearly useless thanks to this shield.
Deflagation is a spell that cost 3 fire. It destroys the targeted permanent. Powerful due to the fact that it is very cost effective.
Immolation is a spell that is free. Target one of your creatures to sacrifice them. Upon sacrificing a creature, you would gain 6 fire quanta and 1 of each other elements. Try using this on cards such as spark or ash eater at the very start of a game.
Lava Golem is a creature that cost 5 fire and has 5|1 as its stats. Its ability is growth, for the cost of 1 earth, it would gain +2|+2.
Phoenix is a creature that cost 7 fire to summon and has stats of 7|1. Its ability is a passive and it is to turn into ash when it is killed. Ash cost 7 fire to summon and has 0|5. Its ability is rebirth, turn ash into a phoenix for the cost of 1 fire. Very powerful as phoenix can be reborn an infinite number of times.
Seraph is a creature of 10|1, costing 9 fire. Its ability is to make itself un-targetable for 1 turn at the cost of 1 light.
Fire is a good element to use but is very largely affected by what deck the opponent is using. If the opponent has good creature control such as scarabs or lightning, fire becomes very weak.
Tuesday, March 5, 2013
Elements The Game Tips and Tricks 4e: Life
4e. Life
Life specializes in healing maneuvers which allows it to avoid death many times in a single game. This is in my top 3 list of favorite elements to play with.
Rustler is a creature of 1|1 which cost 1 life. Its ability is Photosynthesis. Every time it is used, it would convert 1 light into 2 life. This makes light pillars or pendulums very useful. Even better, Photosynthesis can be used and infinite number of time each turn.
Heal is a spell that cost 3 life. Very powerful because of the fact that, when casted, you would be healed for 20 health. If you use six of these cards, you would have gotten an extra 120 health. This is a huge amount of health which you can use to make the last push to overcome your enemies.
Cockatrice is a creature costing 3 life and has 4|4. No ability but is a decent creature by itself.
Thorn Carapace is a shield which cost 7 life. Every time a creature attacks, it would have a 75% chance to get poisoned by 1. Good thing about this is that it can damage immortal creatures and stacks so creatures like massive dragons and phase dragons are not out of this shield's reach.
Empathic Bond is a permanent that, at the end of your turn, you would be healed 1 health each creature you have on your side of the field. This is very good to be paired with creatures such as pharaoh or firefly queen because they can create more creatures. Try using this with Mitosis.
Mitosis is a spell to be used against a creature. It replaces its skill with Mitosis: create another of that creature for the cost of itself. E.g using mitosis on a Rustler would allow it to make 1 rustler each turn for the cost of 1 life. Try using with Empathic bond.
Forest scorpion is a creature of 1|2 and cost 3 life. After each successful attack, it would poison the enemy by 1 and it stacks. This is very powerful because it stacks very quickly. Do not underestimate this card when spammed or by itself.
Life is a very good element to use for its healing properties. Its thorn shield also allows it to have some creature control on even untargetable creatures. Mitosis and Empethic bond allows it to heal passively.
Life specializes in healing maneuvers which allows it to avoid death many times in a single game. This is in my top 3 list of favorite elements to play with.
Rustler is a creature of 1|1 which cost 1 life. Its ability is Photosynthesis. Every time it is used, it would convert 1 light into 2 life. This makes light pillars or pendulums very useful. Even better, Photosynthesis can be used and infinite number of time each turn.
Heal is a spell that cost 3 life. Very powerful because of the fact that, when casted, you would be healed for 20 health. If you use six of these cards, you would have gotten an extra 120 health. This is a huge amount of health which you can use to make the last push to overcome your enemies.
Cockatrice is a creature costing 3 life and has 4|4. No ability but is a decent creature by itself.
Thorn Carapace is a shield which cost 7 life. Every time a creature attacks, it would have a 75% chance to get poisoned by 1. Good thing about this is that it can damage immortal creatures and stacks so creatures like massive dragons and phase dragons are not out of this shield's reach.
Empathic Bond is a permanent that, at the end of your turn, you would be healed 1 health each creature you have on your side of the field. This is very good to be paired with creatures such as pharaoh or firefly queen because they can create more creatures. Try using this with Mitosis.
Mitosis is a spell to be used against a creature. It replaces its skill with Mitosis: create another of that creature for the cost of itself. E.g using mitosis on a Rustler would allow it to make 1 rustler each turn for the cost of 1 life. Try using with Empathic bond.
Forest scorpion is a creature of 1|2 and cost 3 life. After each successful attack, it would poison the enemy by 1 and it stacks. This is very powerful because it stacks very quickly. Do not underestimate this card when spammed or by itself.
Life is a very good element to use for its healing properties. Its thorn shield also allows it to have some creature control on even untargetable creatures. Mitosis and Empethic bond allows it to heal passively.
Saturday, March 2, 2013
Elements The Game Tips and Tricks 4d: Earth
4d. Earth
If I were to chose 1 main feature of earth, it would be burrowing. Burrowing does not allow the creature to be targeted but its attack is halved. Should you want your creatures to not be target-able, you should go with the element aether. Personally, I think Earth is one of the weakest elements in game. Thus, I would not use mono-earth or any combination where earth is a major factor of the deck.
Titanium shield is a shield that cost only 4 earth and blocks 2 damage per physical source. This is one of the most powerful shields in-game.
Graboid is a creature which cost 3 earth and has 2|3. Its ability is to evolve for the cost of 1 time. It would always evolve into Shrieker.
Shrieker is a creature that cost 8 earth and has 8|3. Its ability is to burrow for the cost of 1 earth.
Earthquake is a spell that cost 3 earth to cast. It destroys 3 of a stack of pillars or pendulums. Very good to knock out enemy quanta.
Iridium Warden is a creature that cost 1 earth with stats of 0|3. Its ability is to stun a creature for 1 turn for the cost of 1 earth and 1 attack. Very powerful as, should you increase its attack, it would deal damage to creatures that are not flying.
In conclusion, Earth is a good element to use but not by itself. It simply has a lack of offensive capabilities.
If I were to chose 1 main feature of earth, it would be burrowing. Burrowing does not allow the creature to be targeted but its attack is halved. Should you want your creatures to not be target-able, you should go with the element aether. Personally, I think Earth is one of the weakest elements in game. Thus, I would not use mono-earth or any combination where earth is a major factor of the deck.
Titanium shield is a shield that cost only 4 earth and blocks 2 damage per physical source. This is one of the most powerful shields in-game.
Graboid is a creature which cost 3 earth and has 2|3. Its ability is to evolve for the cost of 1 time. It would always evolve into Shrieker.
Shrieker is a creature that cost 8 earth and has 8|3. Its ability is to burrow for the cost of 1 earth.
Earthquake is a spell that cost 3 earth to cast. It destroys 3 of a stack of pillars or pendulums. Very good to knock out enemy quanta.
Iridium Warden is a creature that cost 1 earth with stats of 0|3. Its ability is to stun a creature for 1 turn for the cost of 1 earth and 1 attack. Very powerful as, should you increase its attack, it would deal damage to creatures that are not flying.
In conclusion, Earth is a good element to use but not by itself. It simply has a lack of offensive capabilities.
Elements The Game Tips and Tricks Extra: Aether deck 1
Extra. Aether deck!
This is a deck which I use to farm level 4 (half-bloods).
61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61q 61q 61q 61t 61t 61t 61t 61t 61t 61u 61v 61v 61v 61v 61v 61v 623 624 625 625 625 625 8pu
- 17 Aether pillars
- 3 Lightning spells
- 6 Dimentional Shields
- 1 Lobotomizer
- 6 Phase Dragons
- 1 Mindgate
- 1 Silence
- 4 Psions
- 1 Mark of Aether
This deck was not made by me and was told about to me by my friend.
Advantages:
+ Most creatures cannot be targeted. This means no plagues, lightning, lobotomize etc.
+ Can stay mostly invulnerable due to Dimensional shield. Very powerful. Only things that can attack are the creatures that deal spell damage or have momentum. other spells can still damage you.
+ If you have lobotomizer, it gives you a little more control over the enemy's creatures.
Disadvantages:
- Items such as fire shield is used by the enemy, your dragons would still be affected.
- Psions can still be targeted. This makes them vulnerable to items such as plague and other creatures.
- If you start with a bad hand, you would probably not win.
- Most of your creatures are high cost (namely the dragon) and thus would take a long time to summon if you do not have many pillars.
This is a deck which I use to farm level 4 (half-bloods).
61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61q 61q 61q 61t 61t 61t 61t 61t 61t 61u 61v 61v 61v 61v 61v 61v 623 624 625 625 625 625 8pu
- 17 Aether pillars
- 3 Lightning spells
- 6 Dimentional Shields
- 1 Lobotomizer
- 6 Phase Dragons
- 1 Mindgate
- 1 Silence
- 4 Psions
- 1 Mark of Aether
This deck was not made by me and was told about to me by my friend.
Advantages:
+ Most creatures cannot be targeted. This means no plagues, lightning, lobotomize etc.
+ Can stay mostly invulnerable due to Dimensional shield. Very powerful. Only things that can attack are the creatures that deal spell damage or have momentum. other spells can still damage you.
+ If you have lobotomizer, it gives you a little more control over the enemy's creatures.
Disadvantages:
- Items such as fire shield is used by the enemy, your dragons would still be affected.
- Psions can still be targeted. This makes them vulnerable to items such as plague and other creatures.
- If you start with a bad hand, you would probably not win.
- Most of your creatures are high cost (namely the dragon) and thus would take a long time to summon if you do not have many pillars.
Tuesday, February 19, 2013
Elements The Game Tips and Tricks 4c: Gravity
4c. Gravity
Gravity is the element which deals with size or large amounts of health. It has the ability to redirect your enemy's attacks or your own to attack a target you specify.
Armagio is a creature that cost 5 gravity and is 1|25, one of the highest health creatures in game. Its ability is gravity pull which cost 1 gravity which would take the damage which normally you would take. Using 2 or 3 of these creatures is very powerful. Note that momentum can bypass the gravity pull.
Gravity Shield is a shield permanent costing 5 gravity. If any attacking creature has 6 or more health, its attack would be ignored. This is very powerful because should the enemy have many dragons, they would be considered useless.
Otyugh is a creature of 0|3 costing 4 gravity. Its ability cost 1 gravity is to eat the creature and gain +1|+1. This skill can be used an infinite number of times. Very useful for creature control, both the enemy's and your own.
Black Hole is a spell that cost 4 gravity. When used, it would take 3 of each element from your opponent and, for 1 HP per quanta taken, heal you for a certain amount. Very fun to use as it can sap your enemy's resources and heal yourself.
Acceleration is a spell that cost 3 gravity. When cast, the targeted creature would have its skill replaced with acceleration. This would affect it by applying +2|-1 every turn. Use this on one of your high health creatures such as Armagio. If you have any way of healing such as Guardian Angel, it would compliment this card perfectly. Feel free to sue it on an opponent's creature to remove its skill.
Gravity is a decent element to go mono with but would need help in dealing more damage. Its most powerful damage dealer would either be Gravition Fire Eater, Colossal dragon or Armagio with acceleration. Most of gravity's cards are lost cost and thus would not be affected too much by a spam of reverse time.
Gravity is the element which deals with size or large amounts of health. It has the ability to redirect your enemy's attacks or your own to attack a target you specify.
Armagio is a creature that cost 5 gravity and is 1|25, one of the highest health creatures in game. Its ability is gravity pull which cost 1 gravity which would take the damage which normally you would take. Using 2 or 3 of these creatures is very powerful. Note that momentum can bypass the gravity pull.
Gravity Shield is a shield permanent costing 5 gravity. If any attacking creature has 6 or more health, its attack would be ignored. This is very powerful because should the enemy have many dragons, they would be considered useless.
Otyugh is a creature of 0|3 costing 4 gravity. Its ability cost 1 gravity is to eat the creature and gain +1|+1. This skill can be used an infinite number of times. Very useful for creature control, both the enemy's and your own.
Black Hole is a spell that cost 4 gravity. When used, it would take 3 of each element from your opponent and, for 1 HP per quanta taken, heal you for a certain amount. Very fun to use as it can sap your enemy's resources and heal yourself.
Acceleration is a spell that cost 3 gravity. When cast, the targeted creature would have its skill replaced with acceleration. This would affect it by applying +2|-1 every turn. Use this on one of your high health creatures such as Armagio. If you have any way of healing such as Guardian Angel, it would compliment this card perfectly. Feel free to sue it on an opponent's creature to remove its skill.
Gravity is a decent element to go mono with but would need help in dealing more damage. Its most powerful damage dealer would either be Gravition Fire Eater, Colossal dragon or Armagio with acceleration. Most of gravity's cards are lost cost and thus would not be affected too much by a spam of reverse time.
Elements The Game Tips and Tricks 4b: Entropy
4b. Entropy
Entropy is the element of randomness. This is the only element which relies on luck. One of the perks of this element is that it is able to control the creatures on field very well, both your own and the enemy's. Entropy is not the best element to go mono with because it does not have a very good amount of offensive so try combining Entropy with another element.
Dissipation Shield cost 3 Entropy and is a permanent shield. It uses 1 entropy quanta to block 3 damage. This is very powerful if you have many pillars to make more entropy for you. If you run out of quanta and takes 1 more damage, the shield would be destroyed. Please note 2 things.
-The amount of quanta used is
rounded up.
-Each physical source would be calculated individually. E.g. a 3|1 creature would only take 1 quanta but 3 1|1 creatures would cost 3 quanta because 1/3 rounded up is 1 and 1 x 3 = 3.
Nova does not cost anything and is a spell. When cast, it would give you 1 of each quanta immediately. Be warned, when cast trice in the same turn, it would create a "singularity" creature which has -1|3 on your field. Should the singularity have a positive amount of attack, it would then cast anti-matter on itself, resetting it to heal the enemy. Every turn, it would cast 1 of these spells:
-Nova
-Adrenaline
-Quintessence
-Pallaral Universe
-Liquid Shadow
-Chaos power (Always a negative effect)
Chaos seed is a spell that cost 1 entropy. When used, the targeted monster would have a random negative effect on him. The possible effects include:
-Snipe, deal 3 damage to the creature.
-Freeze, freeze the creature for 3 turns.
-Poison, poison the creature for 1 damage each turn.
-Reverse time, send the creature to the top of the opponent's deck.
This card is closely related to Pandemonium which uses Chaos seed on all creatures on field including your's.
Mutation is a spell costing 2 entropy. When used, the targeted creature would have a 50% chance to turn into a mutation, a 40% chance to mutate "into something weird" and 10% chance to die. This card is meant to change your own weak creatures into a 5|5 mutation, not to kill the opponent's creatures. This card can also be used to lower the attack and health so that it is weaker.
Anti-matter is a spell that cost 8 entropy. It would multiply the target creature's attack so that it heals you instead. If a creature is healing you, it would not be affected by your shield. Use this on your enemy's high-damage creatures for the maximum effectiveness.
All of these cards are very effective and powerful but is more powerful when combined with other elements. For example, the Schrodinger's cat is very effective as it compliments the prerequisites of large amounts of death in the element Death.
Entropy is the element of randomness. This is the only element which relies on luck. One of the perks of this element is that it is able to control the creatures on field very well, both your own and the enemy's. Entropy is not the best element to go mono with because it does not have a very good amount of offensive so try combining Entropy with another element.
Dissipation Shield cost 3 Entropy and is a permanent shield. It uses 1 entropy quanta to block 3 damage. This is very powerful if you have many pillars to make more entropy for you. If you run out of quanta and takes 1 more damage, the shield would be destroyed. Please note 2 things.
-The amount of quanta used is
rounded up.-Each physical source would be calculated individually. E.g. a 3|1 creature would only take 1 quanta but 3 1|1 creatures would cost 3 quanta because 1/3 rounded up is 1 and 1 x 3 = 3.
Nova does not cost anything and is a spell. When cast, it would give you 1 of each quanta immediately. Be warned, when cast trice in the same turn, it would create a "singularity" creature which has -1|3 on your field. Should the singularity have a positive amount of attack, it would then cast anti-matter on itself, resetting it to heal the enemy. Every turn, it would cast 1 of these spells:
-Nova
-Adrenaline
-Quintessence
-Pallaral Universe
-Liquid Shadow
-Chaos power (Always a negative effect)
Chaos seed is a spell that cost 1 entropy. When used, the targeted monster would have a random negative effect on him. The possible effects include:
-Snipe, deal 3 damage to the creature.
-Freeze, freeze the creature for 3 turns.
-Poison, poison the creature for 1 damage each turn.
-Reverse time, send the creature to the top of the opponent's deck.
This card is closely related to Pandemonium which uses Chaos seed on all creatures on field including your's.
Mutation is a spell costing 2 entropy. When used, the targeted creature would have a 50% chance to turn into a mutation, a 40% chance to mutate "into something weird" and 10% chance to die. This card is meant to change your own weak creatures into a 5|5 mutation, not to kill the opponent's creatures. This card can also be used to lower the attack and health so that it is weaker.
Anti-matter is a spell that cost 8 entropy. It would multiply the target creature's attack so that it heals you instead. If a creature is healing you, it would not be affected by your shield. Use this on your enemy's high-damage creatures for the maximum effectiveness.
All of these cards are very effective and powerful but is more powerful when combined with other elements. For example, the Schrodinger's cat is very effective as it compliments the prerequisites of large amounts of death in the element Death.
Monday, February 18, 2013
Elements The Game Tips and Tricks 4a: Death
4a. Death
Death is the element which benefits the most when a creature dies. It also has a decent amount of creature control in the field, not only the enemy's but also your own.
Death has many powerful cards such as "Soul Catcher", "Boneyard", "Virus" and "Vulture". Many of Death's cards compliment each other so having a mono-Death deck is not the worst idea.
Soul catcher is a permanent which gives you 2 Death quanta when something dies. This compliments cards such as virus because virus has the ability to suicide and bring another creature with it, giving you 4 quanta. The soul catchers stack which mean that if all 6 souls catchers are played, 12 quanta would be given when something dies.
Boneyard is a permanent which spawns a skeleton on your side when something dies. A skeleton is a death creature of 1|1 which means it is decent if if it is given free. The virus's ability also affects this card. This card's ability stacks which means that when one creature dies, 6 skeleton can spawn. NOTE: When a skeleton dies, it does not trigger the spawning of other skeletons.
Virus is a creature of 1|1 costing 1 death. It's ability is to sacrifice itself to poison a creature by 1 every turn.
Vulture is a creature of 0|1 costing 3 death. Its ability is passive and is that, should a creature die, the vulture would gain +1|+1.
As you can see, these 3 creatures go very well together, but the only problem is that the only creature dying is the virus and that is a one-off ability. So try using these 4 cards with Either the Schrodinger's cat or Otyugh as both are able to cause more death then without them.
Death is the element which benefits the most when a creature dies. It also has a decent amount of creature control in the field, not only the enemy's but also your own.
Death has many powerful cards such as "Soul Catcher", "Boneyard", "Virus" and "Vulture". Many of Death's cards compliment each other so having a mono-Death deck is not the worst idea.
Soul catcher is a permanent which gives you 2 Death quanta when something dies. This compliments cards such as virus because virus has the ability to suicide and bring another creature with it, giving you 4 quanta. The soul catchers stack which mean that if all 6 souls catchers are played, 12 quanta would be given when something dies.
Boneyard is a permanent which spawns a skeleton on your side when something dies. A skeleton is a death creature of 1|1 which means it is decent if if it is given free. The virus's ability also affects this card. This card's ability stacks which means that when one creature dies, 6 skeleton can spawn. NOTE: When a skeleton dies, it does not trigger the spawning of other skeletons.
Virus is a creature of 1|1 costing 1 death. It's ability is to sacrifice itself to poison a creature by 1 every turn.
Vulture is a creature of 0|1 costing 3 death. Its ability is passive and is that, should a creature die, the vulture would gain +1|+1.
As you can see, these 3 creatures go very well together, but the only problem is that the only creature dying is the virus and that is a one-off ability. So try using these 4 cards with Either the Schrodinger's cat or Otyugh as both are able to cause more death then without them.
Sunday, February 17, 2013
Elements The Game Tips and Tricks 4: Deck building.
4. Deck building
Deck build angry is the changing, removing and replacing the cards in your deck so that your deck is able to triumph other decks. Due to the large amount of cards to be placed in your deck, there is a nearly infinite ways to create your deck, Each with its own perks and faults.
I would be posting many posts, 1 for each element. I would be going over the more effective tactics which I know.
Deck build angry is the changing, removing and replacing the cards in your deck so that your deck is able to triumph other decks. Due to the large amount of cards to be placed in your deck, there is a nearly infinite ways to create your deck, Each with its own perks and faults.
I would be posting many posts, 1 for each element. I would be going over the more effective tactics which I know.
Saturday, February 16, 2013
Elements The Game Tips and Tricks 3: The Spin
3. The Spin
In Elements, If you defeat an enemy who is not level 0, you would be given the chance to spin. The spin works like a slot machine. Everytime you spin, you would have a chance to earn 5 coins and a card. The pictures in your spins are chosen from the defeated enemy's deck. If your enemy had a rare card, you have a chance to get it. Note: when you play pvp, you DO NOT lose any cards. If you lose, any cards which the enemy would have gotten from the spin is "duplicated" from your deck. To stop farming, the dual pvp (the one where you select who you want to play with e.g. your frineds) would not give you any spins and only 1 coin. To receive a reward, you need to get the first 2 pictures the same or all 3 the same. If you get 2, you would receive 5 coins. If you get 3, you would receive a total of 5 coins and that card. Spins are the only way to get rare cards without bringing in real-world currency. Before going to pvp, you may want to get a strong enough deck to farm level 3s or 4s. They would bring in quite a number of rares if you farm enough. Rare cards are very worth the time. The druidic staff, cost 2 life quanta, 2 damage every turn and HEALS you 5 health every turn. Very powerful. Get going, start farming those AIs!
In Elements, If you defeat an enemy who is not level 0, you would be given the chance to spin. The spin works like a slot machine. Everytime you spin, you would have a chance to earn 5 coins and a card. The pictures in your spins are chosen from the defeated enemy's deck. If your enemy had a rare card, you have a chance to get it. Note: when you play pvp, you DO NOT lose any cards. If you lose, any cards which the enemy would have gotten from the spin is "duplicated" from your deck. To stop farming, the dual pvp (the one where you select who you want to play with e.g. your frineds) would not give you any spins and only 1 coin. To receive a reward, you need to get the first 2 pictures the same or all 3 the same. If you get 2, you would receive 5 coins. If you get 3, you would receive a total of 5 coins and that card. Spins are the only way to get rare cards without bringing in real-world currency. Before going to pvp, you may want to get a strong enough deck to farm level 3s or 4s. They would bring in quite a number of rares if you farm enough. Rare cards are very worth the time. The druidic staff, cost 2 life quanta, 2 damage every turn and HEALS you 5 health every turn. Very powerful. Get going, start farming those AIs!
Friday, February 15, 2013
Elements The Game Tips and Tricks 2: Getting started
2. Getting started
Follow the quest objective. The quest is there for a reason and can reward you with rare cards or coins upon completion of a quest. The first quest is to defeat the level 0 enemy. This should be easy if you have a very logical and methodical mind even if you are new.

This should be your screen without the colorful boxes.
The orange box is your resources or quanta. Each element is represented with a symbol which you would have seen when choosing your element.
In this picture, I had chosen the Gravity element.which can be seen in the green box. There are 3 square, 1 with a shield, 1 with dagger and the last is the symbol of your mark (element).
In the dark blue box in the bottom left corner is your health and cards in your deck. You lose when either your health reaches 0 before your enemy or you are suppose to draw a card when you have 0 cards.
The Pink box is the area where creatures would be summoned.
The last box which is light blue on the right is the cards in your hand. Notice how the cards named Gravity Pillar have a streak of white to its right? this means that the card can be played. Look at the one card called Armagio, where the streak of white is suppose to be there is instead the number 5 and the gravity symbol. This makes it easier to look at the cost of that card instead of scrolling over the card and looking at the top right.
As a tip, use all of your pillars each turn. Most of the time, this would give you more resources which would help you. (sometimes the enemy may steal your pillars to help himself. This is why I had said most of the time.) At the end of every turn, each pillar would give you 1 of its respective quantum so in this case, I had placed all of the pillars into the green box or permanent area.
(I am stupid so I closed the game. so I made a new game)
Notice how in the quanta section, I now have 4 gravity. If you look carefully, I only have 3 pillars. How? The reason why I have an extra gravity quantum is because of my mark. If it was an Aether mark, i would have gotten 1 Aether instead of gravity. The mark would always generate 1 of its element, the mark also cannot be destroyed. At this point in time, you should summon your creatures so that they can attack your enemy.
There are a few parts of the card is important. On the top-left, it is the name of the card.
The top-right has the cost of the card so here it shows it cost 4 gravity.
If you look at the bottom-right of the picture of the creature, it shows 0|3.
the left number is the attack and the right is health.
At the bottom of the card, it would say the ability of that creature. If the bottom is empty, that means the card has no ability.
Continue with the game. If you lose, try again. Each time you lose, you would be learning how your deck is suppose to work. If you win, good job! Press the quest button and collect the reward.
Should you need tips about elements, feel free to send me a message in any way possible.

This should be your screen without the colorful boxes.
The orange box is your resources or quanta. Each element is represented with a symbol which you would have seen when choosing your element.
In this picture, I had chosen the Gravity element.which can be seen in the green box. There are 3 square, 1 with a shield, 1 with dagger and the last is the symbol of your mark (element).
In the dark blue box in the bottom left corner is your health and cards in your deck. You lose when either your health reaches 0 before your enemy or you are suppose to draw a card when you have 0 cards.
The Pink box is the area where creatures would be summoned.
The last box which is light blue on the right is the cards in your hand. Notice how the cards named Gravity Pillar have a streak of white to its right? this means that the card can be played. Look at the one card called Armagio, where the streak of white is suppose to be there is instead the number 5 and the gravity symbol. This makes it easier to look at the cost of that card instead of scrolling over the card and looking at the top right.
As a tip, use all of your pillars each turn. Most of the time, this would give you more resources which would help you. (sometimes the enemy may steal your pillars to help himself. This is why I had said most of the time.) At the end of every turn, each pillar would give you 1 of its respective quantum so in this case, I had placed all of the pillars into the green box or permanent area.
(I am stupid so I closed the game. so I made a new game)

Notice how in the quanta section, I now have 4 gravity. If you look carefully, I only have 3 pillars. How? The reason why I have an extra gravity quantum is because of my mark. If it was an Aether mark, i would have gotten 1 Aether instead of gravity. The mark would always generate 1 of its element, the mark also cannot be destroyed. At this point in time, you should summon your creatures so that they can attack your enemy.
There are a few parts of the card is important. On the top-left, it is the name of the card.
The top-right has the cost of the card so here it shows it cost 4 gravity.
If you look at the bottom-right of the picture of the creature, it shows 0|3.
the left number is the attack and the right is health.
At the bottom of the card, it would say the ability of that creature. If the bottom is empty, that means the card has no ability.
Continue with the game. If you lose, try again. Each time you lose, you would be learning how your deck is suppose to work. If you win, good job! Press the quest button and collect the reward.
Should you need tips about elements, feel free to send me a message in any way possible.
Elements The Game Tips and Tricks 1: The beginning
1. The beginning
I would be following you on throughout the game with my own account THFCstamers.
As soon as you create your account, you would have to choice of choosing 1 of 12 elements to start with. Remember that you would be able to harness the powers of other elements in game and you would not be restricted to the elements you have chosen.
They would be
-Earth
-Air
-Fire
-Water
-Light
-Darkness
-Entropy
-Gravity
-Time
-Aether
-Life
-Death
I would be going though each as fully as possible.
Earth's advantage is that it is able to burrow into the ground so that regular creatures and spells cannot harm it. It also has a very powerful shield in the deck.
Air's advantage is that is has control over many flying and gas substances such as the weather to harm the enemies. many of the creatures in air are airborne and can deal double damage as an ability.
Fire's advantage is that they have large control over the enemies pillars (items used to gain resources) and creatures. Fire's creatures are able to deal large amounts of damage but usually have low health.
Water's advantage is that is has a very even balance between offense and defense, allowing it to survive against many attacks while wearing down the enemy. Spells such as purify are defensive spells which very few other elements have.
Light's advantage is that they are able to buff many of their creatures or even the player. They are able to heal other creatures or deal damage against death and darkness creatures.
Darkness is able to steal from the enemy's source of both health and resources using creatures and spells such as vampires and "steal" to stop the enemy from fighting back.
Entropy is the element which relies on luck. With cards such as chaos seed, you would never know which way the game could go.
Gravity is the element dealing with mass and size. Cards such as momentum is able to render the enemies's shield useless and gravity pull is able to waste the enemies attacks to attack unessential creatures or direct your creatures to attack the heart of the enemy army.
Time has the ability to either slow the enemy, reverse certain actions or quicken his own pace. One of the master elements dealing with manipulation of the game.
Aether can control many things such as the dimensions or warp the time around his creatures so they would be immortal. The ability of putting the player into another dimension so that he is not able to be attacked is very powerful.
Life is the master in regenerative abilities with cards such as heal or empathatic bond would be powerful in staying alive.
Death deals with the killing of the enemy creatures and profiting from it with cards such as soul catcher or boneyard.
Take your pick. Many elements are more powerful than others but are all still equal. Darkness can stop the enemy from retaliating by stealing his resources but what can darkness do to light's ability to protect their resources? Everything here is balanced. Do not think that 1 element dominates all. Many people decide to work with all the elements at one time, to have all advantages and no debuffs. Pick an element. It is your choice.
I would be following you on throughout the game with my own account THFCstamers.
As soon as you create your account, you would have to choice of choosing 1 of 12 elements to start with. Remember that you would be able to harness the powers of other elements in game and you would not be restricted to the elements you have chosen.
They would be
-Earth
-Air
-Fire
-Water
-Light
-Darkness
-Entropy
-Gravity
-Time
-Aether
-Life
-Death
I would be going though each as fully as possible.
Earth's advantage is that it is able to burrow into the ground so that regular creatures and spells cannot harm it. It also has a very powerful shield in the deck.
Air's advantage is that is has control over many flying and gas substances such as the weather to harm the enemies. many of the creatures in air are airborne and can deal double damage as an ability.
Fire's advantage is that they have large control over the enemies pillars (items used to gain resources) and creatures. Fire's creatures are able to deal large amounts of damage but usually have low health.
Water's advantage is that is has a very even balance between offense and defense, allowing it to survive against many attacks while wearing down the enemy. Spells such as purify are defensive spells which very few other elements have.
Light's advantage is that they are able to buff many of their creatures or even the player. They are able to heal other creatures or deal damage against death and darkness creatures.
Darkness is able to steal from the enemy's source of both health and resources using creatures and spells such as vampires and "steal" to stop the enemy from fighting back.
Entropy is the element which relies on luck. With cards such as chaos seed, you would never know which way the game could go.
Gravity is the element dealing with mass and size. Cards such as momentum is able to render the enemies's shield useless and gravity pull is able to waste the enemies attacks to attack unessential creatures or direct your creatures to attack the heart of the enemy army.
Time has the ability to either slow the enemy, reverse certain actions or quicken his own pace. One of the master elements dealing with manipulation of the game.
Aether can control many things such as the dimensions or warp the time around his creatures so they would be immortal. The ability of putting the player into another dimension so that he is not able to be attacked is very powerful.
Life is the master in regenerative abilities with cards such as heal or empathatic bond would be powerful in staying alive.
Death deals with the killing of the enemy creatures and profiting from it with cards such as soul catcher or boneyard.
Take your pick. Many elements are more powerful than others but are all still equal. Darkness can stop the enemy from retaliating by stealing his resources but what can darkness do to light's ability to protect their resources? Everything here is balanced. Do not think that 1 element dominates all. Many people decide to work with all the elements at one time, to have all advantages and no debuffs. Pick an element. It is your choice.
Elements The Game Tips and Tricks! Intro
WELCOME
This set of blogs are meant for the game "Elements The Game" at
www.elementsthegame.com
It is a turn-based, mythological card game. In this blog, I would be showing you how to excel in this game to defeat your opponents and brag to your friends as soon as you beat them. I highly recommend it and I am sure once you get the hang of it, you would be playing it day and night.
Feel free to look at my other blog called The Hunt For Cash where I would be going though as many ways as possible to make as much in-game currency in the most efficient ways possible.
This set of blogs are meant for the game "Elements The Game" at
www.elementsthegame.com
It is a turn-based, mythological card game. In this blog, I would be showing you how to excel in this game to defeat your opponents and brag to your friends as soon as you beat them. I highly recommend it and I am sure once you get the hang of it, you would be playing it day and night.
Feel free to look at my other blog called The Hunt For Cash where I would be going though as many ways as possible to make as much in-game currency in the most efficient ways possible.
Subscribe to:
Posts (Atom)
