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* '''Time:''' [[TimeMaster Time elemental]] has control over the order of the events, he can slow down his opponent, reverse his actions, or hasten himself.

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* '''Time:''' [[TimeMaster A Time elemental]] has ha control over the order of the events, he can slow down his opponent, reverse his actions, or hasten himself.
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Returning the elemental description into the in-game ones.


* '''Earth:''' Earth elementals [[DishingOutDirt have power over minerals, metals and terrestrial beings]]. They are [[StoneWall primarily focused on defense]].

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* '''Earth:''' Earth elementals [[DishingOutDirt have power over minerals, metals and terrestrial beings]]. They are beings.]] Earth creatures have special skills that can be used for protection, like burrow: when burrowed, a creature deals less damage, but can't be targeted by common skills and spells. [[StoneWall primarily focused on defense]].Earth elementals take advantage of advanced shields that will reduce the damage inflicted upon them.]]



* '''Fire:''' [[PlayingWithFire Fire elementals]] have an [[KillItWithFire excellent offense]], [[GlassCannon but are lacking in defensive ability]].
* '''Water:''' [[AnIcePerson Ice]], water, and aquatic beings are under the control of [[MakingASplash water elementals]]. [[JackOfAllStats They have a good balance between defensive and offensive ability]].
* '''Light:''' [[LightEmUp Light elementals]] dispense blessings, heal, and [[LightIsGood befriend angels and other righteous entities]]. [[HolyHandGrenade They are particularly effective again Darkness and Death elements.
* '''Darkness:''' [[CastingAShadow Darkness elementals]] are masters of subtlety, specializing in hiding and stealing hitpoints.
* '''Entropy:''' Entropy is a chaotic and highly random element, [[StrategySchmategy dealing primarily with confusion and relying primarily on luck.]]
* '''Gravity:''' [[GravityMaster Gravity elementals]] deal with mass and size; their ability to accelerate objects makes them formidable enemies.
* '''Time:''' [[TimeMaster Time elementals manipulate the flow of time itself.]]
* '''Aether:''' Aether is the domain of the immaterial things; it is where the stars reside and the media where all the energy waves move. Aether elementals excel in manipulating the dimensions and electricity; most of the creatures they generate are [[NighInvulnerable immaterial]] or [[CloningBlues sister dimension copies of monsters on the field]].

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* '''Fire:''' [[PlayingWithFire Fire elementals]] have an are highly destructive; they rely on skills like "Fire Bolt", or "destroy" [[KillItWithFire excellent offense]], [[GlassCannon to wipe out the enemy arsenal.]] Fire creatures [[GlassCannondeal higher than average damage but are lacking in defensive ability]].
* '''Water:''' [[AnIcePerson Ice]], water, and aquatic beings are under the control of [[MakingASplash water elementals]]. [[JackOfAllStats They have a good balance between defensive and offensive ability]].
* '''Light:''' [[LightEmUp Light elementals]] dispense blessings, heal, and [[LightIsGood befriend angels and other righteous entities]]. [[HolyHandGrenade They are particularly effective again Darkness and Death elements.
* '''Darkness:''' [[CastingAShadow Darkness elementals]] are masters of subtlety, specializing in hiding and stealing hitpoints.
* '''Entropy:''' Entropy is a chaotic and highly random element, [[StrategySchmategy dealing primarily with confusion and relying primarily on luck.
often brittle.]]
* '''Gravity:''' [[GravityMaster Gravity elementals]] deal with mass '''Water:''' Ice, alchemy and size; their ability to accelerate objects makes them formidable enemies.
* '''Time:''' [[TimeMaster Time
aquatic beings are under the control of [[MakingASplash Water elementals.]] Some examples of Water elementals manipulate the flow of time itself.skills are: "Freeze", "Ice Bolt", and "Purify", which is used to remove poison. [[JackOfAllStats Water elementals have a good balance between offensive and defensive skills.]]
* '''Light:''' [[LightEmUp Light elementals]] dispense blessings and befriend angelic and righteous entities. Light elementals can exalt their creatures, heal them, or [[HolyHandGrenade deal damage to Death and Darkness elements.]]
* '''Darkness:''' Darkness elementals are masters of subtleness; they can hide, absorb energies and manage the creatures that dwell in the shadows. Darkness elementals can rely on skills like "Steal" or "Dusk Mantle".
* '''Entropy:''' Entropy is randomness; it is that thing that makes a glass unfixable once shattered. Entropy elementals deal with disarray and chaotic creatures; [[StrategySchmategy they love to confuse their opponent and gamble with luck and probabilities.]]
* '''Gravity:''' [[GravityMaster Gravity elementals]] deal with mass and size; their ability to accelerate objects makes them formidable enemies. Gravity elementals have skills like "momentum", that will make a gravity creature unstoppable and "gravity pull" that will waste the enemy attacks on a resistant or unessential creature.
* '''Time:''' [[TimeMaster Time elemental]] has control over the order of the events, he can slow down his opponent, reverse his actions, or hasten himself.
* '''Aether:''' Aether is the domain of the immaterial things; it is where the stars reside and the media where all the energy waves move. Aether elementals excel in manipulating the dimensions and electricity; [[NighInvulnerable most of the creatures they generate are [[NighInvulnerable immaterial]] or [[CloningBlues sister dimension copies of monsters on the field]].immaterial.]]

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* '''Entropy:''' Entropy is a chaotic and highly random element, dealing primarily with confusion and relying primarily on luck.

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* '''Entropy:''' Entropy is a chaotic and highly random element, [[StrategySchmategy dealing primarily with confusion and relying primarily on luck.]]



* BoringButPractical: Dimensional Shield [[ExactlyWhatItSaysOnTheTin blocks all attacks for 3 turns]]. It also happens to be one of the most annoying cards in the game to face.



*CompetitiveBalance: Each element has it's strengths and weaknesses.
** Each deck also has strength and weakness. There's no "best deck".



* ExtremeOmnivore: The Otyugh can eat pretty much anything, from germs to dragons, provided he's buffed enough. [[ImAnHumanitarian Including smaller Otyugh]].

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* ExtremeOmnivore: The Otyugh can eat pretty much anything, from germs to dragons, provided he's buffed enough. [[ImAnHumanitarian [[ImAHumanitarian Including smaller Otyugh]].



* GameBreakingBug: Latency, Purify and reflect shields cause desynchronization.
** To ellaborate: Desynchronization causes the AI to take over the opponent player (And of yours as well on your opponent's side). The actions of the (supposedly disconnected) player, however, clash with those of the AI as the game tries to reconnect both players. Side effects include but are not limited to: random healing, spell duplication, quanta screw, opponent summoning creatures at zero cost, opponent summoning ''your'' creatures, weapons played as flying weapons from the hand, and last but not least, mutual accusations of hacking. [[http://elementscommunity.org/forum/index.php/topic,2221.0.html Feast your eyes.]] Its been such a long lasting glitch [[LampshadeHanging it has its hud icon now]].

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* GameBreakingBug: Latency, Purify and reflect shields cause desynchronization.
Desynchronization.
** To ellaborate: elaborate: Desynchronization causes the AI to take over the opponent player (And of yours as well on your opponent's side). The actions of the (supposedly disconnected) player, however, clash with those of the AI as the game tries to reconnect both players. Side effects include but are not limited to: random healing, spell duplication, quanta screw, opponent summoning creatures at zero cost, opponent summoning ''your'' creatures, weapons played as flying weapons from the hand, and last but not least, [[ArsonMurderAndJaywalking mutual accusations of hacking. hacking.]] [[http://elementscommunity.org/forum/index.php/topic,2221.0.html Feast your eyes.]] Its been such a long lasting glitch [[LampshadeHanging it has its hud HUD icon now]].


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*LightIsNotGood /DarkIsNotEvil: Elements themselves have no real scale of morality aligment : that's entirely up to the player's interpretation.
*LiterallyShatteredLives: Use Freeze and Shockwave on the same creature for this effect.


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*ManaDrain: Devourer, a Darkness creature, can absorb opponent's quanta and return it to the owner as Darkness quanta.


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*NotTheIntendedUse: Freezing your own creature to prevent them from suiciding into a shield, exploding a frozen weapon to replace it with another one, stacking Shard of Readiness to trigger an ability several times on the same turn, etc...


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*RunningTheAsylum: If the developer isn't keeping the game interesting, you can bet the fans will with PvP and Forum Events.


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*SleeperHit: At face value, it looks like another average CCG that could've easily died once the developer went on hiatus - however, the dedicated fanbase (see RunningTheAsylum) have made this game pretty durable when it comes to lack of updates.
*StrategySchmategy: Entropy cards are like these in general. Pandemonium causes a random effect on every creature on the field. Discord scrambles your opponent's quanta to random element. Mutation turns a creature into an Abomination or a random creature.
** Some non-entropy cards also work like this, most notably Fate Egg.
**Honorable mention goes to [[http://elementscommunity.org/tools/xenocidius/randomdeck/ random deck generator]], which generates [[ExactlyWhatItSaysOnTheTin random decks]] but still usable. The effectiveness varies, though.


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*ThereIsNoKillLikeOverKill: Skyblitz, which doubles all airborne creatures attacks. Taken UpToEleven if used on Diving creatures.


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*YinYangBomb: Light/Darkness duo decks.
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** Subverted in the Arena, since you can also make an Arena deck which grows in level to become closer to False God's power.

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** Subverted in the Arena, since you can also make an Arena deck which grows in level to become closer to False God's power. It's balanced since these leveled up decks are played exclusively by the AI for you against real players.
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** Nymphs are far worse. You cannot win any in the slots; it turns into a worthless "Relic" card that does [[VendorTrash absolutely nothing]].

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** Nymphs are far worse. You cannot win any in the slots; it turns into a worthless "Relic" card that does [[VendorTrash absolutely nothing]]. You can only get them on the Oracle.

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* LuckBasedMission: The element specific weapons cannot be purchased and can only be obtained by rolling one of them randomly on the post-game slot machine, which already has a very dim rate for common cards. Any deck who aspires to have a decent chance at PvP or the False Gods requires at least 2 or 3 copies of the same weapon. Have fun.

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* LuckBasedMission: The element specific weapons cannot be purchased and can only be obtained by rolling one of them randomly on the post-game slot machine, which already has a very dim rate for common cards.cards, or as a daily giveaway by the Oracle (who picks one card among all the cards in the game). Any deck who aspires to have a decent chance at PvP or the False Gods requires at least 2 or 3 copies of the same weapon. Have fun.fun.
** Nymphs are far worse. You cannot win any in the slots; it turns into a worthless "Relic" card that does [[VendorTrash absolutely nothing]].
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* LuckBasedMission: The element specific weapons cannot be purchased and can only be obtained by rolling one of them randomly on the post-game slot machine. Any deck who aspires to have a decent chance at PvP or the False Gods requires at least 2 or 3 copies of these. Have fun.

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* LuckBasedMission: The element specific weapons cannot be purchased and can only be obtained by rolling one of them randomly on the post-game slot machine. machine, which already has a very dim rate for common cards. Any deck who aspires to have a decent chance at PvP or the False Gods requires at least 2 or 3 copies of these.the same weapon. Have fun.
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* LuckBasedMission: The element specific weapons cannot be purchased and can only be obtained by rolling one of them randomly on the post-game slot machine. Any deck who aspires to have a decent chance at PvP or the False Gods requires at least 2 or 3 copies of these. Have fun.

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* ExtremeOmnivore: The Otyugh can eat pretty much anything, from germs to dragons, provided he's buffed enough. [[ImAnHumanitarian Including smaller Otyugh]].



* ImAHumanitarian: The Otyugh can eat pretty much anything, from germs to dragons, provided he's buffed enough.

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* '''Aether:''' Aether is the domain of the immaterial things; it is where the stars reside and the media where all the energy waves move. Aether elementals excel in manipulating the dimensions and electricity; most of the creatures they generate are immaterial.

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* '''Aether:''' Aether is the domain of the immaterial things; it is where the stars reside and the media where all the energy waves move. Aether elementals excel in manipulating the dimensions and electricity; most of the creatures they generate are immaterial.[[NighInvulnerable immaterial]] or [[CloningBlues sister dimension copies of monsters on the field]].


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* CloningBlues: Aether's signature ability, besides inmortality. Parallel Universe duplicates a creature on either side of the field under your control (With all the buffs it already has); Fractal ''fills'' your hand with copies of the creature.
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* MegaManning: Crusader, a Light creature, can endow target weapon, which grants him the weapon's attack bonus and skill.

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* MegaManning: Crusader, a Light creature, can endow target weapon, which grants him the weapon's attack bonus and skill. This also works on the opponent's weapon.
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** Also, Stone Skin/Granite Skin gives you extra HP equal to the number of Earth quanta you have -- but only up to 73-74.

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** Also, Stone Skin/Granite Skin gives you extra HP equal to the number of Earth quanta you have -- but only up to 73-74.73-74 because of the aforementioned limit.
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* GameBreakingBug: Purify and reflect shields cause desynchronization.

to:

* GameBreakingBug: Latency, Purify and reflect shields cause desynchronization.
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** To ellaborate: Desynchronization causes the AI to take over the opponent player. The actions of the (supposedly disconnected) player, however, clash with those of the AI as the game tries to reconnect both players. Side effects include but are not limited to: random healing, spell duplication, quanta screw, opponent summoning creatures at zero cost, opponent summoning ''your'' creatures, weapons played as flying weapons from the hand, and last but not least, mutual accusations of hacking. [[http://elementscommunity.org/forum/index.php/topic,2221.0.html Feast your eyes.]] Its been such a long lasting glitch [[LampshadeHanging it has its hud icon now]].

to:

** To ellaborate: Desynchronization causes the AI to take over the opponent player.player (And of yours as well on your opponent's side). The actions of the (supposedly disconnected) player, however, clash with those of the AI as the game tries to reconnect both players. Side effects include but are not limited to: random healing, spell duplication, quanta screw, opponent summoning creatures at zero cost, opponent summoning ''your'' creatures, weapons played as flying weapons from the hand, and last but not least, mutual accusations of hacking. [[http://elementscommunity.org/forum/index.php/topic,2221.0.html Feast your eyes.]] Its been such a long lasting glitch [[LampshadeHanging it has its hud icon now]].
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* CallARabbitASmeerp: Quantum (plural quanta) as mana.
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** To ellaborate: Desynchronization causes the AI to take over the opponent player. The actions of the (supposedly disconnected) player, however, clash with those of the AI. Side effects include but are not limited to: random healing, spell duplication, quanta screw, opponent summoning creatures at zero cost, opponent summoning ''your'' creatures, weapons played as flying weapons from the hand, and last but not least, mutual accusations of hacking. [[http://elementscommunity.org/forum/index.php/topic,2221.0.html Feast your eyes.]] Its been such a long lasting glitch [[LampshadeHanging it has its hud icon now]].

to:

** To ellaborate: Desynchronization causes the AI to take over the opponent player. The actions of the (supposedly disconnected) player, however, clash with those of the AI.AI as the game tries to reconnect both players. Side effects include but are not limited to: random healing, spell duplication, quanta screw, opponent summoning creatures at zero cost, opponent summoning ''your'' creatures, weapons played as flying weapons from the hand, and last but not least, mutual accusations of hacking. [[http://elementscommunity.org/forum/index.php/topic,2221.0.html Feast your eyes.]] Its been such a long lasting glitch [[LampshadeHanging it has its hud icon now]].
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None

Added DiffLines:

** To ellaborate: Desynchronization causes the AI to take over the opponent player. The actions of the (supposedly disconnected) player, however, clash with those of the AI. Side effects include but are not limited to: random healing, spell duplication, quanta screw, opponent summoning creatures at zero cost, opponent summoning ''your'' creatures, weapons played as flying weapons from the hand, and last but not least, mutual accusations of hacking. [[http://elementscommunity.org/forum/index.php/topic,2221.0.html Feast your eyes.]] Its been such a long lasting glitch [[LampshadeHanging it has its hud icon now]].

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* ObviousRulePatch: several case.

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* NumericalHard: Anything above AI Level 3 requires decks specifically tailored ([[CashGate and upgraded]]) to defeat, more so the False Gods. As well as the Arena Decks which begin with player defined bonuses to compensate for the lack of a real player playing them.
* ObviousRulePatch: several case.cases.
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* '''Earth:''' Earth elementals have power over minerals, metals and terrestrial beings. Earth creatures have special skills that can be used for protection, like burrow: when burrowed, a creature deals less damage, but can't be targeted by common skills and spells. Earth elementals take advantage of advanced shields that will reduce the damage inflicted upon them.
* '''Air:''' Air elementals control any gaseous substance and airborne beings. The numerous air creatures take advantage of their freedom of movement to deal extra damage to their opponent.
* '''Fire:''' Fire elementals are highly destructive; they rely on skills like "Fire Bolt", or "Deflagration" to wipe out the enemy arsenal. Fire creatures deal higher than average damage but are often brittle.
* '''Water:''' Ice, alchemy and aquatic beings are under the control of Water elementals. Some examples of Water elementals skills are: "Freeze", "Ice Bolt", and "Purify", which is used to remove poison. Water elementals have a good balance between offensive and defensive skills.
* '''Light:''' Light elementals dispense blessings and befriend angelic and righteous entities. Light elementals can exalt their creatures, heal them, or deal damage to Death and Darkness elements.
* '''Darkness:''' Darkness elementals are masters of subtleness; they can hide, absorb energies and manage creatures that dwell in the shadows. Darkness elemental can rely on skill like "Steal" or "Dusk Mantle".
* '''Entropy:''' Entropy is randomness; it is that thing that makes a glass unfixable once shattered. Entropy elementals deal with disarray and chaotic creatures; they love to confuse their opponent and gamble with luck and probabilities.
* '''Gravity:''' Gravity elementals deal with mass and size; their ability to accelerate objects makes them formidable enemies. Gravity elementals have skills like "momentum", that will make a gravity creature unstoppable and "gravity pull" that will waste the enemy attacks on a resistant or unessential creature.
* '''Time:''' Time elemental has control over the order of the events, he can slow down his opponent, reverse his actions, or hasten himself.

to:

* '''Earth:''' '''Earth:''' Earth elementals [[DishingOutDirt have power over minerals, metals and terrestrial beings. Earth creatures have special skills that can be used for protection, like burrow: when burrowed, a creature deals less damage, but can't be targeted by common skills and spells. Earth elementals take advantage of advanced shields that will reduce the damage inflicted upon them.
beings]]. They are [[StoneWall primarily focused on defense]].
* '''Air:''' Air elementals [[BlowYouAway control any gaseous substance substances and airborne beings.beings]]. The numerous air creatures take advantage of their freedom of movement to deal extra damage to their opponent.
* '''Fire:''' [[PlayingWithFire Fire elementals are highly destructive; they rely on skills like "Fire Bolt", or "Deflagration" to wipe out the enemy arsenal. Fire creatures deal higher than average damage elementals]] have an [[KillItWithFire excellent offense]], [[GlassCannon but are often brittle.
lacking in defensive ability]].
* '''Water:''' Ice, alchemy [[AnIcePerson Ice]], water, and aquatic beings are under the control of Water elementals. Some examples of Water elementals skills are: "Freeze", "Ice Bolt", and "Purify", which is used to remove poison. Water elementals [[MakingASplash water elementals]]. [[JackOfAllStats They have a good balance between defensive and offensive and defensive skills.
ability]].
* '''Light:''' [[LightEmUp Light elementals elementals]] dispense blessings blessings, heal, and [[LightIsGood befriend angelic angels and other righteous entities. Light elementals can exalt their creatures, heal them, or deal damage to Death and entities]]. [[HolyHandGrenade They are particularly effective again Darkness and Death elements.
* '''Darkness:''' [[CastingAShadow Darkness elementals elementals]] are masters of subtleness; they can hide, absorb energies subtlety, specializing in hiding and manage creatures that dwell in the shadows. Darkness elemental can rely on skill like "Steal" or "Dusk Mantle".
stealing hitpoints.
* '''Entropy:''' Entropy is randomness; it is that thing that makes a glass unfixable once shattered. Entropy elementals deal with disarray and chaotic creatures; they love to confuse their opponent and gamble highly random element, dealing primarily with luck confusion and probabilities.
relying primarily on luck.
* '''Gravity:''' [[GravityMaster Gravity elementals elementals]] deal with mass and size; their ability to accelerate objects makes them formidable enemies. Gravity elementals have skills like "momentum", that will make a gravity creature unstoppable and "gravity pull" that will waste the enemy attacks on a resistant or unessential creature.
enemies.
* '''Time:''' [[TimeMaster Time elemental has control over elementals manipulate the order flow of the events, he can slow down his opponent, reverse his actions, or hasten himself.time itself.]]
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moved YMM Vs


* BaseBreaker: The Elemental Shards. Some people think they're imbalanced and should be nerfed, others think they should be removed entirely, and some want to rework them as in-elemental cards rather than Other-type.



* GameBreaker: Defied. While some individual cards or combos can be a little insane, the game manages to be pretty well-balanced. Usually, if a certain game-breaking combo is discovered, it is quick to be nerfed.



* TheyChangedItNowItSucks: Some of the complaint the returning players make are these. Notably the 1.31 patch, which complete the "Shard" series.
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** Also, [[DungeonsAndDragons Otyugh and Mind Flayer/Ulitharid.]]
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* Flooding doesn't affect Water creatures (which makes sense), but it also doesn't affect neutral creatures. What neutral creatures does the game have? Neutral weapons when made into creatures by Flying Weapon/Animate Weapon, and Malignant Cell. That's it. So why does Flooding not affect neutral creatures? Because if it did, it would affect Malignant Cell.
** For that matter, how about Malignant Cell being a neutral creature in the first place? Aflatoxin, the card that generates it, is a Death card. So why is Malignant Cell neutral instead of Death? To keep it from being affected (read: buffed) by Nightfall/Eclipse. For those who wonder why any of this would matter, Malignant Cell's effect is that it makes another of itself at the end of the turn. See ExplosiveBreeder above.
* Mitosis used to be usable on flown weapon, but after a GameBreaker combo is discovered (Mitosis Long Sword), it is changed. Now it can't target weapons.
* Shard of Readiness' effect: "Time creatures can use their skill twice this turn". When applied to Deja Vu, it creates two copies instead of one. This is also a broken combo, and is soon fixed.

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* ** Flooding doesn't affect Water creatures (which makes sense), but it also doesn't affect neutral creatures. What neutral creatures does the game have? Neutral weapons when made into creatures by Flying Weapon/Animate Weapon, and Malignant Cell. That's it. So why does Flooding not affect neutral creatures? Because if it did, it would affect Malignant Cell.
** *** For that matter, how about Malignant Cell being a neutral creature in the first place? Aflatoxin, the card that generates it, is a Death card. So why is Malignant Cell neutral instead of Death? To keep it from being affected (read: buffed) by Nightfall/Eclipse. For those who wonder why any of this would matter, Malignant Cell's effect is that it makes another of itself at the end of the turn. See ExplosiveBreeder above.
* ** Mitosis used to be usable on flown weapon, but after a GameBreaker combo is discovered (Mitosis Long Sword), it is changed. Now it can't target weapons.
* ** Shard of Readiness' effect: "Time creatures can use their skill twice this turn". When applied to Deja Vu, it creates two copies instead of one. This is also a broken combo, and is soon fixed.

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* ObviousRulePatch: Flooding doesn't affect Water creatures (which makes sense), but it also doesn't affect neutral creatures. What neutral creatures does the game have? Neutral weapons when made into creatures by Flying Weapon/Animate Weapon, and Malignant Cell. That's it. So why does Flooding not affect neutral creatures? Because if it did, it would affect Malignant Cell.

to:

* ObviousRulePatch: several case.
*
Flooding doesn't affect Water creatures (which makes sense), but it also doesn't affect neutral creatures. What neutral creatures does the game have? Neutral weapons when made into creatures by Flying Weapon/Animate Weapon, and Malignant Cell. That's it. So why does Flooding not affect neutral creatures? Because if it did, it would affect Malignant Cell.


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* Mitosis used to be usable on flown weapon, but after a GameBreaker combo is discovered (Mitosis Long Sword), it is changed. Now it can't target weapons.
* Shard of Readiness' effect: "Time creatures can use their skill twice this turn". When applied to Deja Vu, it creates two copies instead of one. This is also a broken combo, and is soon fixed.
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*OurAngelsAreDifferent: There are two angel cards on the game, the fire Seraph card and the light Guardian Angel card. Seraph is a high hitter which can pseudo-immortalize itself, and Guardian Angel can heal wounded creatures.

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* '''Fire:''' Fire elementals are highly destructive; they rely on skills like "Fire Bolt", or "destroy" to wipe out the enemy arsenal. Fire creatures deal higher than average damage but are often brittle.

to:

* '''Fire:''' Fire elementals are highly destructive; they rely on skills like "Fire Bolt", or "destroy" "Deflagration" to wipe out the enemy arsenal. Fire creatures deal higher than average damage but are often brittle.



* '''Darkness:''' Darkness elementals are masters of subtlety; a very balanced element it contains permanent and creature control, healing, direct damage, quanta denial and unique skills like "Steal" or "Nightmare".

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* '''Darkness:''' Darkness elementals are masters of subtlety; a very balanced element it contains permanent subtleness; they can hide, absorb energies and creature control, healing, direct damage, quanta denial and unique skills manage creatures that dwell in the shadows. Darkness elemental can rely on skill like "Steal" or "Nightmare"."Dusk Mantle".



You can find the game [[http://www.elementsthegame.com/ here.]]

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You can find the game [[http://www.elementsthegame.com/ here.]]
here]] and the forum [[http://elementscommunity.org/forum/index.php here]].



** Bonus point if the Malignant Cell is Adrenalined. It will create ''four'' copies instead of one, quickly filling the board.



* GameBreakingBug: Purify and reflect shields cause desynchronization

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* GameBreakingBug: Purify and reflect shields cause desynchronizationdesynchronization.



* TheComputerIsACheatingBastard: A player starts with 100 Hit Points, gets one free Quantum of one element each turn from his Mark, and draws 1 card per turn. The Level 5 computer players and Fake Gods start with 200 Hit Points, and draws 2 cards per turn. The Fake Gods also start with what is essentially two copies of a single normal deck. In short, they have twice as much everything as a normal player. Except for the Mark - they have triple the normal amount. For the Fake Gods, the game's pretty upfront about them not playing by the same rules.

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* TheComputerIsACheatingBastard: A player starts with 100 Hit Points, gets one free Quantum of one element each turn from his Mark, and draws 1 card per turn. The Level 5 computer players and Fake False Gods start with 200 Hit Points, and draws 2 cards per turn. The Fake False Gods also start with what is essentially two copies of a single normal deck. In short, they have twice as much everything as a normal player. Except for the Mark - they have triple the normal amount. For the Fake False Gods, [[LampshadeHanging the game's pretty upfront about them not playing by the same rules.]]



* ZergRush: This is usually the main strategy of mono life. After the 1.31 patch, a Mono Water can also do this. Just put in 6 Nymph's Tears, 12 Water Pillars, 12 Water Pendulums, and enjoy your game.

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* ZergRush: This is usually the main strategy of mono life. life.
**
After the 1.31 patch, a Mono Water can also do this. Just put in 6 Nymph's Tears, 12 Water Pillars, 12 Water Pendulums, and enjoy your game.
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* '''[[SummonMagic Creatures]]''': These attack your opponent, and can have useful abilities.
* '''Spells''': These give you an effect once, then disappear.
* '''Permanents''': These [[ExactlyWhatItSaysOnTheTin stay in play when you play them]].

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* '''[[SummonMagic Creatures]]''': '''Creatures:''' These attack your opponent, and can have useful abilities.
* '''Spells''': '''Spells:''' These give you an effect once, then disappear.
* '''Permanents''': '''Permanents:''' These [[ExactlyWhatItSaysOnTheTin stay in play when you play them]].
them.



* ''Pillars'': These are your primary source of [[{{Mana}} Quanta]] (singular Quantum). Quanta are the energy you use to play your other cards.
** Some of which are ''Pendulums'', which alternately give you quanta of their element and your "native" element (which you can change outside of duels).
* ''Weapons'': These are another way for you to attack your opponent, and most have useful abilities.
* ''[[LuckilyMyShieldWillProtectMe Shields]]'': These defend you. Most focus on defending you against your opponent's attacks.

to:

* ''Pillars'': '''Pillars:''' These are your primary source of [[{{Mana}} Quanta]] Quanta (singular Quantum).Quantum. Quanta are the energy you use to play your other cards.
** Some of which are ''Pendulums'', '''Pendulums''', which alternately give you quanta of their element and your "native" element (which you can change outside of duels).
* ''Weapons'': '''Weapons:''' These are another way for you to attack your opponent, and most have useful abilities.
* ''[[LuckilyMyShieldWillProtectMe Shields]]'': '''Shields:''' These defend you. Most focus on defending you against your opponent's attacks.



* '''Aether:''' The power of the immaterial; Aether is the color to use for [[NighInvulnerable immortal creatures.]] It also includes some psionic abilities, including [[MegaManning spell-copying]].
* '''[[BlowYouAway Air:]]''' The power of the wind; Air doesn't have as much of a unifying strategy as some of the other elements, though it is a good element for creature removal.
* '''[[DarkIsEdgy Darkness:]]''' The power of the shadows; Darkness has a thing for healing you by hurting your opponent, and also allows you to steal your opponent's permanents and [[ManaDrain quanta]].
* '''Death''': Power from the grave. Death allows you to poison your opponent and their creatures, and to benefit from creatures dying.
* '''[[DishingOutDirt Earth:]]''' The power of the earth itself. Earth gives you ways to pump up your creatures' defense and bolster your own HitPoints; it also gives you the ability to destroy your opponent's pillars.
* '''[[EntropyAndChaosMagic Entropy]]''': The power of chaos. Entropy has a number of random effects, including mutating creatures.
* '''[[PlayingWithFire Fire:]]''' The power of the flame. Most of Fire's creatures [[GlassCannon are strong attackers, but have little defense.]] Fire also provides removal for both creatures and permanents, and is one of the elements that can inflict burn damage to your opponent.
* '''[[SelectiveGravity Gravity:]]''' The power of, well, gravity. Gravity tends to have creatures with high defense, and also can allow creatures to not be affected by shields. It can also [[ManaBurn rob your opponent of their quanta.]]
* '''[[GreenThumb Life:]]''' The power of nature. Life's creatures tend to be simple beatsticks. Life is also one of the elements that allows you to heal yourself, and can allow creatures to attack more than once per turn.
* '''[[LightEmUp Light:]]''' The power of light and divinity. Light allows you to heal yourself and your creatures.
* '''[[TimeTravel Time]]:''' The power of the arrow of time. Time allows you to draw extra cards, stall your opponent's creatures, or even return creatures to the deck.
* '''[[MakingASplash Water:]]''' The powers of water and [[AnIcePerson ice.]] Water can freeze your opponent's creatures. Most of its creatures have control-oriented effects. Water also can allow you to turn your pillars into creatures.

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* '''Earth:''' Earth elementals have power over minerals, metals and terrestrial beings. Earth creatures have special skills that can be used for protection, like burrow: when burrowed, a creature deals less damage, but can't be targeted by common skills and spells. Earth elementals take advantage of advanced shields that will reduce the damage inflicted upon them.
* '''Air:''' Air elementals control any gaseous substance and airborne beings. The numerous air creatures take advantage of their freedom of movement to deal extra damage to their opponent.
* '''Fire:''' Fire elementals are highly destructive; they rely on skills like "Fire Bolt", or "destroy" to wipe out the enemy arsenal. Fire creatures deal higher than average damage but are often brittle.
* '''Water:''' Ice, alchemy and aquatic beings are under the control of Water elementals. Some examples of Water elementals skills are: "Freeze", "Ice Bolt", and "Purify", which is used to remove poison. Water elementals have a good balance between offensive and defensive skills.
* '''Light:''' Light elementals dispense blessings and befriend angelic and righteous entities. Light elementals can exalt their creatures, heal them, or deal damage to Death and Darkness elements.
* '''Darkness:''' Darkness elementals are masters of subtlety; a very balanced element it contains permanent and creature control, healing, direct damage, quanta denial and unique skills like "Steal" or "Nightmare".
* '''Entropy:''' Entropy is randomness; it is that thing that makes a glass unfixable once shattered. Entropy elementals deal with disarray and chaotic creatures; they love to confuse their opponent and gamble with luck and probabilities.
* '''Gravity:''' Gravity elementals deal with mass and size; their ability to accelerate objects makes them formidable enemies. Gravity elementals have skills like "momentum", that will make a gravity creature unstoppable and "gravity pull" that will waste the enemy attacks on a resistant or unessential creature.
* '''Time:''' Time elemental has control over the order of the events, he can slow down his opponent, reverse his actions, or hasten himself.
* '''Aether:''' The power of the immaterial; Aether is the color to use for [[NighInvulnerable immortal creatures.]] It also includes some psionic abilities, including [[MegaManning spell-copying]].
* '''[[BlowYouAway Air:]]''' The power
domain of the wind; Air doesn't have as much of a unifying strategy as some immaterial things; it is where the stars reside and the media where all the energy waves move. Aether elementals excel in manipulating the dimensions and electricity; most of the other elements, though it is a good element for creature removal.
* '''[[DarkIsEdgy Darkness:]]''' The power of the shadows; Darkness has a thing for healing you by hurting your opponent, and also allows you to steal your opponent's permanents and [[ManaDrain quanta]].
* '''Death''': Power from the grave. Death allows you to poison your opponent and their creatures, and to benefit from
creatures dying.
they generate are immaterial.
* '''[[DishingOutDirt Earth:]]''' The power '''Life:''' Life elementals rely on a wide variety of the earth itself. Earth gives you ways to pump up your creatures' defense powerful and bolster your own HitPoints; it also gives you the different creatures; they can heal themselves and improve their ability to destroy your opponent's pillars.
* '''[[EntropyAndChaosMagic Entropy]]''': The power of chaos. Entropy has a number of random effects, including mutating creatures.
* '''[[PlayingWithFire Fire:]]''' The power of the flame. Most of Fire's
summon creatures [[GlassCannon are strong attackers, but have little defense.]] Fire also provides removal for both creatures and permanents, and is one of the elements that can inflict burn damage to your opponent.
using skills like "photosynthesis".
* '''[[SelectiveGravity Gravity:]]''' The power of, well, gravity. Gravity tends to have creatures '''Death:''' Death elementals deal with high defense, poison and also can allow creatures to not be affected by shields. It can also [[ManaBurn rob your infections; they will slowly kill their opponent of their quanta.]]
* '''[[GreenThumb Life:]]''' The power of nature. Life's creatures tend to be simple beatsticks. Life is also one
allies and make profit of the elements that allows you to heal yourself, and can allow creatures to attack more than once per turn.
* '''[[LightEmUp Light:]]''' The power of light and divinity. Light allows you to heal yourself and your creatures.
* '''[[TimeTravel Time]]:''' The power of the arrow of time. Time allows you to draw extra cards, stall your opponent's creatures, or even return creatures to the deck.
* '''[[MakingASplash Water:]]''' The powers of water and [[AnIcePerson ice.]] Water can freeze your opponent's creatures. Most of its creatures have control-oriented effects. Water also can allow you to turn your pillars into creatures.
taken souls.
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** To a lesser extent, Lightningstorm which also

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** To a lesser extent, Lightningstorm which alsoacts as a mass CC, dealing 1 damage to every opposing creatures.

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* AwesomeButImpractical: Some of the combo, while awesome in theory, could be quite hard to pull.
* AwesomeYetPractical: OTK decks, mainly Dragonbow. Some of the two or three card combo can be this too, like Horned Frog + Adrenaline or Voodoo Doll + Gravity Pull.
* BaseBreaker: The Elemental Shards. Some people think they're imbalanced and should be nerfed, others think they should be removed entirely, and some want to rework them as in-elemental cards rather than Other-type.



* BlessedWithSuck: Gravity's dragon has insane amounts of hit points, making it hard to kill, but also makes it one of the more expensive dragons, and it is even countered by Gravity's own elemental shield. This literally can happen if a user has a weight shield up and buffs the opponent's creatures to make them too large to hit.
* BribingYourWayToVictory: Averted: the game's free to play, and donating money doesn't give you any noticeable advantage. While you will get a card for a big enough donation, said card can be gotten without donating.



* GameBreaker: Defied. While some individual cards or combos can be a little insane, the game manages to be pretty well-balanced. Usually, if a certain game-breaking combo is discovered, it is quick to be nerfed.
* GameBreakingBug: Purify and reflect shields cause desynchronization



* [[ImaHumanitarian I'm a Humanitarian]]: The Otyugh can eat pretty much anything, from germs to dragons, provided he's buffed enough.
* IncrediblyLamePun: The same symbol is used for Time and the in-game currency, Electrum. Like we've never seen that one before.

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* [[ImaHumanitarian I'm a Humanitarian]]: ImAHumanitarian: The Otyugh can eat pretty much anything, from germs to dragons, provided he's buffed enough.
* IncrediblyLamePun: The same symbol is used for Time and the in-game currency, Electrum. Like we've never seen that one before. before.
* KillItWithFire: Fire is an element known for its destructive power. It has the highest number of CC spell, like Fire Bolt, Rain of Fire, and Rage Potion.
* KillItWithWater: Water, while not as versatile as Fire, also has many CC cards, practical or not.



* MegaManning: Crusader, a Light creature, can endow target weapon, which grants him the weapon's attack bonus and skill.
** In lesser case, Mindgate and Parallel Universe.



* {{Metagame}}: Present in any organized PvP.



* NonElemental: Used to be impossible, after 1.29 patch which introduces "Second Generation Shard", it became possible to make a deck 100% filled with "Other" cards.
* NoobBridge: The difficulty spike from AI3 to AI4 and from AI4 to FG are quite high. You are expected to use upgraded cards on them, or else you will blow up your money trying to figure out what to do. Which brings us...
** CashGate: You need at least 9000 electrum (worth 6 upgrades) to gain at least 30% winrate against False Gods. Getting to 9000 electrum is the hardest part on the game, where each win only worth ~20 electrum and every card won worth only ~50.



* PlayerVersusPlayer: A variation - while you can Random PvP players and selectively PvP friends, the organized PvP of the game happens on the official forums, with some events like Tournaments offering reward codes to the winners.



* RulesAreForHumans: A player starts with 100 HitPoints, gets one free Quantum of one element each turn from his Mark, and draws 1 card per turn. The Level 5 computer players and Fake Gods start with 200 HitPoints, and draws 2 cards per turn. The Fake Gods also start with what is essentially two copies of a single normal deck. In short, they have twice as much everything as a normal player. Except for the Mark - they have triple the normal amount. For the Fake Gods, the game's [[LampshadeHanging pretty upfront about them not playing by the same rules.]]
** On the bright side, you can get one prediction a day on exactly which False God you'll fight next, and their card lists and strategies are all wikied up.

to:

* RulesAreForHumans: A player starts with 100 HitPoints, gets one free Quantum of one element each turn from his Mark, and draws 1 card per turn. The Level 5 computer players and Fake Gods start with 200 HitPoints, and draws 2 cards per turn. The Fake Gods also start with what is essentially two copies of SelfImposedChallenge: Some people try farming Silver Arena completely unupgraded. Some people try fighting a single normal deck. In short, they have twice as much everything as a normal player. Except for the Mark - they have triple the normal amount. For the Fake Gods, the game's [[LampshadeHanging pretty upfront about them not playing by the same rules.]]
** On the bright side, you can get one prediction a day on exactly which
specific False God you'll fight next, and their card lists and strategies are all wikied up.without any rare cards or upgrades. They succeeded.
* ShockAndAwe: Lightning, Aether's spell, deal 5 damage to target creature. Most creatures die to just one Lightning, while barely any creature would survive a second dose of it.
** To a lesser extent, Lightningstorm which also



* ZergRush: This is usually the main strategy of mono life.

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* SuperDrowningSkills: Any creature not Water elemental or Other elemental will drown under Flooding. Including the airborne creatures from the Air element.
** SuperNotDrowningSkills: On the other hand, Earth creatures like Graboid, Shrieker, and Antlion can survive a Flooding by burrowing themselves underground. Wonder how they could get enough oxygen there.
* TakenForGranite: Basilisk Blood, an Earth spell, grants massive HP bonus in exchange of delaying target creature for six turns.
** Gargoyle and a certain combination of Shard Golem also have Stone Form skill, which grants the same HP bonus though without the delay.
* TheComputerIsACheatingBastard: A player starts with 100 Hit Points, gets one free Quantum of one element each turn from his Mark, and draws 1 card per turn. The Level 5 computer players and Fake Gods start with 200 Hit Points, and draws 2 cards per turn. The Fake Gods also start with what is essentially two copies of a single normal deck. In short, they have twice as much everything as a normal player. Except for the Mark - they have triple the normal amount. For the Fake Gods, the game's pretty upfront about them not playing by the same rules.
** On the bright side, you can get one prediction a day on exactly which False God you'll fight next, and their card lists and strategies are all wikied up.
** Subverted in the Arena, since you can also make an Arena deck which grows in level to become closer to False God's power.
* TheWikiRule: [[http://elementscommunity.org/wiki/Main_Page Right here.]]
* TheyChangedItNowItSucks: Some of the complaint the returning players make are these. Notably the 1.31 patch, which complete the "Shard" series.
* WhenAllYouHaveIsAHammer: Rush decks are both the simplest and easiest to build. They also take down the elders quickly and reliably. Even a mono deck with 6 dragons and 24 pillars puts up a decent pounding.
* ZergRush: This is usually the main strategy of mono life. After the 1.31 patch, a Mono Water can also do this. Just put in 6 Nymph's Tears, 12 Water Pillars, 12 Water Pendulums, and enjoy your game.



** Which can be painful facing somebody who can simply ignore weak attacks. The more so if the rusher hit the creature cap early and lacks free space to summon anything effective.

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!!This game notably averts:
* BribingYourWayToVictory: The game's free to play, and donating money doesn't give you any noticeable advantage. While you will get a card for a big enough donation, said card can be gotten without donating.
* GameBreaker: While some individual cards or combos can be a little insane, the game manages to be pretty well-balanced.
----

to:

** Which can be painful facing somebody who can simply ignore weak attacks. The more so if the rusher hit the creature cap early and lacks free space to summon anything effective.

----
!!This game notably averts:
* BribingYourWayToVictory: The game's free to play, and donating money doesn't give you any noticeable advantage. While you will get a card for a big enough donation, said card can be gotten without donating.
* GameBreaker: While some individual cards or combos can be a little insane, the game manages to be pretty well-balanced.
----
effective.

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* FairyBattle: You can challenge AI-controlled copies of the Top 500 players' decks. Some players in the Top 500 will intentionally build their decks to include a few rare cards, but no way to play them, and no way to win the game; this makes those rare cards far easier to get.
* FlawlessVictory: If you can win the game with full HitPoints, you get more in-game money.

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* FairyBattle: You can Before the Arena became the new asynchronous PvP system, you could challenge AI-controlled copies of the Top 500 players' decks. Some players in the Top 500 will would intentionally build their decks to include a few rare cards, but no way to play them, and no way to win the game; this makes those rare cards far easier to get.
* FlawlessVictory: If you can win the game with full HitPoints, you get more double in-game money.


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** Note also that you must have full HitPoints, not just as many as you started with. Some cards increase your maximum hit points. You do get extra money for winning with more than the base hit points, and you double ''that'' if you also are at your new max. The reverse happens if you have a lower max hp but are still full.


Added DiffLines:

*** For bonus fun, pit two of these decks against each other. My card-copier generates multiple copies of your card-copier, then you catch mine with yours, and...
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Added DiffLines:

''Elements'' is an online, fantasy-themed CollectibleCardGame. As the online documentation puts it, "[[AGodIsYou The player is an elemental]], a spirit composed of an element; elements are the fundamental building blocks of nature. Each elemental has an arsenal of skills that can be used in a duel against another elemental; each skill corresponds to a card."

The game groups cards into three types:

* '''[[SummonMagic Creatures]]''': These attack your opponent, and can have useful abilities.
* '''Spells''': These give you an effect once, then disappear.
* '''Permanents''': These [[ExactlyWhatItSaysOnTheTin stay in play when you play them]].

Permanents, in turn, include three important subtypes:

* ''Pillars'': These are your primary source of [[{{Mana}} Quanta]] (singular Quantum). Quanta are the energy you use to play your other cards.
** Some of which are ''Pendulums'', which alternately give you quanta of their element and your "native" element (which you can change outside of duels).
* ''Weapons'': These are another way for you to attack your opponent, and most have useful abilities.
* ''[[LuckilyMyShieldWillProtectMe Shields]]'': These defend you. Most focus on defending you against your opponent's attacks.

Also, the cards are divided into 12 different elements:

* '''Aether:''' The power of the immaterial; Aether is the color to use for [[NighInvulnerable immortal creatures.]] It also includes some psionic abilities, including [[MegaManning spell-copying]].
* '''[[BlowYouAway Air:]]''' The power of the wind; Air doesn't have as much of a unifying strategy as some of the other elements, though it is a good element for creature removal.
* '''[[DarkIsEdgy Darkness:]]''' The power of the shadows; Darkness has a thing for healing you by hurting your opponent, and also allows you to steal your opponent's permanents and [[ManaDrain quanta]].
* '''Death''': Power from the grave. Death allows you to poison your opponent and their creatures, and to benefit from creatures dying.
* '''[[DishingOutDirt Earth:]]''' The power of the earth itself. Earth gives you ways to pump up your creatures' defense and bolster your own HitPoints; it also gives you the ability to destroy your opponent's pillars.
* '''[[EntropyAndChaosMagic Entropy]]''': The power of chaos. Entropy has a number of random effects, including mutating creatures.
* '''[[PlayingWithFire Fire:]]''' The power of the flame. Most of Fire's creatures [[GlassCannon are strong attackers, but have little defense.]] Fire also provides removal for both creatures and permanents, and is one of the elements that can inflict burn damage to your opponent.
* '''[[SelectiveGravity Gravity:]]''' The power of, well, gravity. Gravity tends to have creatures with high defense, and also can allow creatures to not be affected by shields. It can also [[ManaBurn rob your opponent of their quanta.]]
* '''[[GreenThumb Life:]]''' The power of nature. Life's creatures tend to be simple beatsticks. Life is also one of the elements that allows you to heal yourself, and can allow creatures to attack more than once per turn.
* '''[[LightEmUp Light:]]''' The power of light and divinity. Light allows you to heal yourself and your creatures.
* '''[[TimeTravel Time]]:''' The power of the arrow of time. Time allows you to draw extra cards, stall your opponent's creatures, or even return creatures to the deck.
* '''[[MakingASplash Water:]]''' The powers of water and [[AnIcePerson ice.]] Water can freeze your opponent's creatures. Most of its creatures have control-oriented effects. Water also can allow you to turn your pillars into creatures.

You can find the game [[http://www.elementsthegame.com/ here.]]

----
!! This game provides examples of:
* [[AGodIsYou An Elemental Is You]]
* AllYourPowersCombined: Due mainly to the persistence of quanta from generation to use (with a computer tracking numbers, there's no need for a physical game's "tap to pay" system), it's actually practical to build decks using all 12 elements at once. In fact, using at least 5 is almost ''de rigueur'' when going up against False Gods.
* ArtificialStupidity: While the AI is mostly competent, every once in a while, it will make some rather boneheaded moves. In particular, the AI doesn't seem to be able to realize that, "Hey, I've already got a weapon/shield, maybe I shouldn't play a different one."
** Also, it likes to bury immortal creatures, as if gaining the meaningless defense bonus was worth halfing the creature's attack.
** It will also draws using the Golden Hourglasses like crazy, often decking itself out in the process.
* {{Cap}}: Your deck must be at least 30 cards, but it can't have more than 60. Also, you can never have more than 8 cards in your hand, and at the end of your turn, if you do have 8, you have to discard one. Other than pillars, you're not allowed to have more than 6 copies of any particular card in your deck. Finally, as of the latest versions, there is a cap of 75 for each individual type of quanta.
** Also, Stone Skin/Granite Skin gives you extra HP equal to the number of Earth quanta you have -- but only up to 73-74.
** There are also limits on the number of creatures in play (23).
* BalefulPolymorph: Entropy has Mutation effects, which change one creature into another, randomly generated creature. These effects can be used on your own creatures, or on your opponent's.
* DiminishingReturnsForBalance: The Adrenaline effect gives a creature multiple attacks per turn. Bigger creatures get fewer extra attacks, and their attacks after the first will usually have less power.
* ElementalPowers: Pretty much every single elemental power from healing to time and space manipulation is represented in one form or another.
* ExplosiveBreeder: The Malignant Cell, which has very little attacking power in a game where creatures normally can't intercept attacks. What it ''can'' do is copy itself each turn, and so can the copies, up to the hard limit of the number of creatures a player can have in play. Most decks' capacity to kill their own creatures is decidedly limited... this creature is built to be given to an opponent as cancer.
** Time's Deja Vu (a weak flyer) also splits into two copies. While this erases the splitting power on the copies, this game has no creature tokens - the copies are ''real cards'', and so can be returned to the deck (which most Time decks can do ''ad infinitum''). When a card leaves play, it returns to its pristine state and original text... so a Time player need never run out of Deja Vus (or out of cards, for that matter).
* FairyBattle: You can challenge AI-controlled copies of the Top 500 players' decks. Some players in the Top 500 will intentionally build their decks to include a few rare cards, but no way to play them, and no way to win the game; this makes those rare cards far easier to get.
* FlawlessVictory: If you can win the game with full HitPoints, you get more in-game money.
** Note that this doesn't require you to have never been hurt, although it still usually requires a bit of skill.
* GradualGrinder: This is Death's primary style, both against players and creatures. In this game, damage to the latter persists between turns.
** And one of Darkness's secondary styles. Players can build an enormous quanta pool and often do. A focused Darkness player can ''still'' keep an opponent almost completely quantaless for most of the game with a bit of luck, and with Nightfall/Eclipse, can do slow damage using the same creatures.
* [[ImaHumanitarian I'm a Humanitarian]]: The Otyugh can eat pretty much anything, from germs to dragons, provided he's buffed enough.
* IncrediblyLamePun: The same symbol is used for Time and the in-game currency, Electrum. Like we've never seen that one before.
* LuckilyMyShieldWillProtectMe: In addition to the creature, permanent, and spell cards the player character also has access to a variety of elemental shield cards. Its amazing how much the right type of shield can make or break a game.
* MirrorMatch: Aside from the usual, playing against a Darkness player can sometimes resemble one, when their deck can take your weapons, shields, ''and'' the pillars to power them. Or just appropriate the defenses you included against the usual mirror match...
** Aether can be far worse. Theoretically, an Aether player can set up to play up to 6 copies of every card you draw, on the turn ''before'' you even draw it. That includes your quanta generators, so they can ''use'' those cards. Realistically, they can often manage at least 2 of your cards to your 1. While humming "Anything You Can Do, I Can Do Better".
* MoneyGrinding: [[CaptainObvious You need money to buy cards]], and you can also upgrade your cards for a whopping 1500 Electrum Coins each.
* {{Nerf}}: Over time, a few cards have been changed or made more expensive to play to keep them from [[GameBreaker breaking the game.]]
* NighInvulnerable: In this game, creatures normally attack your opponent directly, ignoring their creatures entirely. This is why players get weapons and shields - and both can be situationally ''very'' effective. Every element has at least one shield. Some elements can make you MadeOfIron (or Rubber), able to ignore armies of weak attackers. Darkness, Water, and Aether can do a passable Made Of Air (in the form of Extreme Luck for the first two). Entropy can do a ManaShield, in a game where there can be immense amounts of "mana" to pump into it.
* ObviousRulePatch: Flooding doesn't affect Water creatures (which makes sense), but it also doesn't affect neutral creatures. What neutral creatures does the game have? Neutral weapons when made into creatures by Flying Weapon/Animate Weapon, and Malignant Cell. That's it. So why does Flooding not affect neutral creatures? Because if it did, it would affect Malignant Cell.
** For that matter, how about Malignant Cell being a neutral creature in the first place? Aflatoxin, the card that generates it, is a Death card. So why is Malignant Cell neutral instead of Death? To keep it from being affected (read: buffed) by Nightfall/Eclipse. For those who wonder why any of this would matter, Malignant Cell's effect is that it makes another of itself at the end of the turn. See ExplosiveBreeder above.
* OurDragonsAreDifferent: There's a dragon for every element and no two are exactly alike.
* ReviveKillsZombie: The card "Holy Light" is primarily used to restore hit points, but when used against a dark or death aligned target it deals damage instead. (Usually more then enough to kill even the strongest creatures in one hit.)
* RulesAreForHumans: A player starts with 100 HitPoints, gets one free Quantum of one element each turn from his Mark, and draws 1 card per turn. The Level 5 computer players and Fake Gods start with 200 HitPoints, and draws 2 cards per turn. The Fake Gods also start with what is essentially two copies of a single normal deck. In short, they have twice as much everything as a normal player. Except for the Mark - they have triple the normal amount. For the Fake Gods, the game's [[LampshadeHanging pretty upfront about them not playing by the same rules.]]
** On the bright side, you can get one prediction a day on exactly which False God you'll fight next, and their card lists and strategies are all wikied up.
* ShoutOut: Players can summon an earth based creature called a [[{{Tremors}} Graboid and then evolve it into a Shrieker.]]
* ZergRush: This is usually the main strategy of mono life.
** This is also the main strategy of basically everybody in PVP-1 some days...
** Which can be painful facing somebody who can simply ignore weak attacks. The more so if the rusher hit the creature cap early and lacks free space to summon anything effective.

----
!!This game notably averts:
* BribingYourWayToVictory: The game's free to play, and donating money doesn't give you any noticeable advantage. While you will get a card for a big enough donation, said card can be gotten without donating.
* GameBreaker: While some individual cards or combos can be a little insane, the game manages to be pretty well-balanced.
----

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