The eight elements

Each of the 200 cards belongs to one of eight elements. The element sets the card's style, which other cards it forms combos with, and on which battlefields it becomes stronger or weaker. There is no best element — only elements that work well together. Below is a profile of each one using real game data.

How elements interact

There is no rock-paper-scissors weakness chart. Advantage comes from two sources: combos between elements played in the same turn, and the battlefield, which gives +4% to the favored element, +2% to the secondary and −1% to the rival, applied to card damage, shield and healing (combos do not receive this bonus). Decks with two or three elements that form combos are usually the most consistent.

Fire

Aggressive and direct: high damage, burn combos and little protection. Works best applying early pressure.

Cards: 28 (11 Common, 8 Rare, 3 Epic, 6 Legendary).

  • Key cards: Eternal Phoenix (Legendary, cost 9, 1,891 damage, 945 heal); Eternal Inferno (Legendary, cost 7, 2,189 damage); Scarlet Salamander (Legendary, cost 6, 1,869 damage).
  • Good opening cards (cost 2 or less): Crimson Comet (cost 2, 498 damage); Scarlet Comet (cost 2, 498 damage).
  • Combos: Firestorm (Fire + Air): Burns enemy for 2 turns (400 dmg/turn) · Volcano (Fire + Earth): +600 immediate damage and +400 shield · Elemental Fusion: +50% damage on the next card.
  • Favored (+4%) on: Volcano Crater. Secondary (+2%) on: Golden Desert. Penalized (−1%) on: Ancestral Forest, Tidal Coast.

Water

Control and flexibility: heals, shields and Blizzard, which slows the opponent's energy growth.

Cards: 28 (11 Common, 9 Rare, 3 Epic, 5 Legendary).

  • Key cards: Primordial Tsunami (Legendary, cost 8, 2,520 damage); Serene Mantle (Legendary, cost 6, 846 damage, 923 shield); Glacial Trident (Legendary, cost 5, 1,560 shield).
  • Good opening cards (cost 2 or less): Crystalline Naiad (cost 2, 267 damage, 272 shield); Guardian Wave (cost 2, 500 shield).
  • Combos: Thunderstorm (Water + Electric): Next damaging card ignores shield · Blizzard: Skip next turn’s +1 maximum mana; at cap 10, -2 available mana for that turn only · Elemental Fusion: +50% damage on the next card.
  • Favored (+4%) on: Tidal Coast. Secondary (+2%) on: Shadow Swamp. Penalized (−1%) on: Volcano Crater.

Earth

Endurance: big shields and cards built for the long game, with bursts through Volcano.

Cards: 25 (11 Common, 7 Rare, 2 Epic, 5 Legendary).

  • Key cards: Guardian Bison (Legendary, cost 7, 2,194 shield); Tectonic Titan (Legendary, cost 7, 1,158 damage, 1,028 shield); Talismanic Golem (Legendary, cost 6, 1,874 shield).
  • Good opening cards (cost 2 or less): Basalt Hammer (cost 2, 499 shield); Loyal Bison (cost 2, 225 damage, 249 shield).
  • Combos: Volcano (Earth + Fire): +600 immediate damage and +400 shield · Overgrowth (Earth + Nature): Regenerates 300 HP/turn for 2 turns · Elemental Fusion: +50% damage on the next card.
  • Favored (+4%) on: Golden Desert. Secondary (+2%) on: Ancestral Forest, Volcano Crater. Penalized (−1%) on: Thunder Peaks.

Air

Speed and linking: cheap cards that connect combos with Fire and Water.

Cards: 23 (9 Common, 7 Rare, 2 Epic, 5 Legendary).

  • Key cards: Eternal Cyclone (Legendary, cost 6, 1,880 damage); Relentless Gust (Legendary, cost 6, 1,878 damage); Furious Cyclone (Legendary, cost 6, 1,878 damage).
  • Good opening cards (cost 2 or less): Ethereal Wind (cost 2, 500 damage); Occult Blade (cost 2, 500 damage).
  • Combos: Firestorm (Air + Fire): Burns enemy for 2 turns (400 dmg/turn) · Blizzard: Skip next turn’s +1 maximum mana; at cap 10, -2 available mana for that turn only · Elemental Fusion: +50% damage on the next card.
  • Favored (+4%) on: no battlefield. Secondary (+2%) on: Thunder Peaks, Citadel of Light. Penalized (−1%) on: no battlefield.

Light

Sustain: solid heals and shields; with Shadow it forms Eclipse.

Cards: 25 (9 Common, 8 Rare, 3 Epic, 5 Legendary).

  • Key cards: Goddess Aurelia (Legendary, cost 7, 980 damage, 490 shield, 730 heal); Shining Hymn (Legendary, cost 7, 1,010 damage, 1,188 heal); Bewitched Scepter (Legendary, cost 7, 2,198 damage).
  • Good opening cards (cost 2 or less): Sublime Dawn (cost 2, 256 damage, 244 heal); Sacred Aegis (cost 2, 500 damage).
  • Combos: Eclipse (Light + Shadow): 500 piercing damage + recover 500 health · Elemental Fusion: +50% damage on the next card.
  • Favored (+4%) on: Citadel of Light. Secondary (+2%) on: Tidal Coast. Penalized (−1%) on: Shadow Swamp.

Shadow

Attrition: steady damage and healing that resists the Swamp penalty.

Cards: 25 (10 Common, 7 Rare, 3 Epic, 5 Legendary).

  • Key cards: Lord of Darkness (Legendary, cost 8, 2,520 damage); Summoned Shade (Legendary, cost 7, 1,093 damage, 1,191 shield); Furious Veil (Legendary, cost 6, 1,878 damage).
  • Good opening cards (cost 2 or less): Spectral Nightmare (cost 2, 232 damage, 263 shield); Malignant Curse (cost 2, 440 damage).
  • Combos: Eclipse (Shadow + Light): 500 piercing damage + recover 500 health · Elemental Fusion: +50% damage on the next card.
  • Favored (+4%) on: Shadow Swamp. Secondary (+2%) on: no battlefield. Penalized (−1%) on: Citadel of Light.

Electric

Burst: fast attacks and Thunderstorm, which lets the next card ignore shield.

Cards: 23 (9 Common, 7 Rare, 2 Epic, 5 Legendary).

  • Key cards: Immortal Zeus (Legendary, cost 9, 2,911 damage); Ancestral Coil (Legendary, cost 7, 1,321 damage, 1,111 shield); Eternal Storm (Legendary, cost 6, 1,927 damage).
  • Good opening cards (cost 2 or less): Magnetic Coil (cost 2, 235 damage, 278 heal); Crackling Thunder (cost 2, 513 damage).
  • Combos: Thunderstorm (Electric + Water): Next damaging card ignores shield · Elemental Fusion: +50% damage on the next card.
  • Favored (+4%) on: Thunder Peaks. Secondary (+2%) on: no battlefield. Penalized (−1%) on: no battlefield.

Nature

Regeneration: with Earth it forms Overgrowth, healing over turns; great for long games.

Cards: 23 (10 Common, 7 Rare, 2 Epic, 4 Legendary).

  • Key cards: Sublime Stag (Legendary, cost 7, 2,373 heal); Primordial Druid (Legendary, cost 7, 877 damage, 745 shield, 745 heal); Primal Wolf (Legendary, cost 6, 2,009 damage).
  • Good opening cards (cost 2 or less): Brutal Pollen (cost 2, 535 damage); Leafy Pollen (cost 2, 535 damage).
  • Combos: Overgrowth (Nature + Earth): Regenerates 300 HP/turn for 2 turns · Elemental Fusion: +50% damage on the next card.
  • Favored (+4%) on: Ancestral Forest. Secondary (+2%) on: no battlefield. Penalized (−1%) on: Golden Desert.