Card Game: The Elements

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Skeleton | The Elements

GALVOS Galvos is the element of efficiency. It uses its crystals to get more crystals, and uses all of its energy to the absolute best of its ability. It will not waste anything, and stops at nothing to take out its opponent with the exact amount of resources it has. Galvos will stop at nothing to use the resources it is allotted, even if that means taking damage. It doesn't care about about power or stature, it just cares about making the best of what it has and using it effectively.

UMBRAX Umbrax is the element of endings. Umbrax believes the only truth in life is death, because it is the only guaranteed inevitable. Umbrax likes it when things end or die, and will often help that process along. Umbrax often enlists warriors who are near death or very weak, just to reap the benefits of their demise. Umbrax does have morals, and does care about what others think of it. It is concerned with having many friends and supporters, even if its eventual goal is for those supporters to die. Umbrax is locked in an eternal struggle between ethics, friendship, and morbidity.

LOTH Loth is the element of control. Loth wants control over everything; over spells, over the battlefield, over the game... It uses whatever means will stop other players from gaining control. This includes prevention of opponents' spells, and giant creatures who will lock down the board. Loth knows that control does not always translate to slow and reactive. It's often fast and proactive, landing huge threats on the board to control the enemy's next action.

KRUUN Kruun is the element of violence. Kruun believes the only way to settle a conflict is to fight through it. It believes fighting through spells is impersonal and ineffective, and so only uses spells to help its servants achieve martial superiority. A Kruun mage has no problem wading into the battle themself, and Kruun creatures are often optimized for combat. Kruun has a narrow mind, and focuses on what it knows best. Even though it is coldly intelligent, it often seems stupid because it discounts other methods of winning. People who take it for stupid, however, will be in for a terrible surprise.

ARC Arc is the element of intrigue. Arc believes that the best way to win a fight is to confuse your opponent. Arc likes to win when the opponent least expects it, suddenly grabbing victory from the claws of seemingly inexorable defeat. Arc uses tactics like reusing dead minions, tricking the opponent, and drawing extra cards to gain the advantage it needs to successfully run circles around its foes. A question often asked of Arc mages is "How did I lose?" because victory is often so convoluted and complete.

Created on 02 May 2014 by Tenebrae