Summon Cards
These are your frontline fighters and cannon fodder which protects you from the false OG’s direct attacks. Summon cards can be placed either in one of the four spaces on the Field of your choosing, or on the Bench. A benched unit is able to swap in at the start of each of your Turns without cost. Choose 2 or 3 elements you are taking into battle, and get ready to wage war!
Affinity Playstyles
Blight decks focus on draining your enemy’s health gradually and equally by spreading out damage to all Summons with harmful status effects. It is as if a constant plague ravages the battlefield. Those who choose Blight are looking to dwindle down their enemy’s health gradually to make sure there isn’t a way for them to defend their boss. Many traps are designed to harm Summon Cards entering the battlefield immediately. This makes your enemy enter the battle at a disadvantage as you command the high ground while using total war tactics to irradiate the opposition by any means possible.
Those who choose Corruption is looking forward to poisoning their enemy’s Affinity Deck. A Corruption deck allows you to slowly replace their Elemental Affinity Cards with Corruption Affinity Cards. While this eventual swarming of Corruption Affinity doesn’t count against reseting the enemy’s discharge pile, the constant worthless draw of Corruption Affinity Cards will cripple your enemy due to their inability to Summon or use Trap Cards in this war of Attrition. This method doesn’t work against enemy decks with Corruption as one of their attuned elements, nor can it convert any Blight or Elemethonal Affinity Cards.
Creation decks are in it for the long game, and are able to stall your opponents out by gradually recovering lost Hit Points over time for the entire team. This allows their Summon Cards to rest on the bench before getting back out there for round 2! Traps are great at allowing second chances for your allies. This tactic revolves around Exhausting your enemy out the more drawn out the battle becomes.
Destruction decks focus on being able to Overkill their targets using Magic Attacks. It’s one thing for your opponent to be dead, and another thing for your opponent to be dead-dead! One needs not worry about an encore of a unit if they are Overkilled after all. Traps focus on having designated Kill Zones to increase damage to a particular region.
Those who focus on Earth decks wishes to “wall in” their opponents. These beings usually have high physical resistance (VIT) making it a bad day for an enemy who is focusing on STR to kill their opponents. Traps consist of slowing down their enemies by temporarily incapacitating them, or outright detouring them to the Graveyard. This Defense in Depth tactic helps to wear out your enemies slowly but surely, while protecting your troops which can defeat your dwindling opposition.
Elemethonal decks look forward to overkilling their enemies using Physical Attacks. Many of these Summon units are “glass cannons”, making it important to get in and out of battle as quickly as possible! They tend to use Guerrilla Warfare for their perfected war strategy due to having such fragile Summon Cards. Your traps help out this matter since they allow your Summons to be ported to the bench before your opponent can shatter their ego across the Battlefield.
Those who prefer a Fire deck are those who like to deal damage in a wider area. You can say this is the Scorched Earth tactic! Many Summon Cards focus on attacking a unit which causes splash damage to those adjacent to it. Enemies will need to properly place their units away from each other in order to hinder the power of the flames! Even their Item Cards are not out of harms way. Your traps surely turn up the heat which may even burn your enemy’s OG’s cards away, Overkilling them in a totally different way!
Light decks are built around making it more challenging to your opponent on being able to hit you. This Feint war tactic style of sorts combines high AGI and the ability to make the area too bright. Both hinders your opponent’s damage output due to missing way more often while not keeping their eye on the prize… you know… that OG’s crystal! Damage output is on the lower side overall, but chipping away at your enemies health slowly will still make you come out on top in the end! Traps are designed for epic tom foolery or utmost annoyance for your enemy, distracting them by any means necessary, redirecting attacks, or otherwise just not able to effectivly attack.
This well rounded elemental deck is just that, a deck that doesn’t excel in one thing, but has options that many other decks rely on. This can open up options when problems arise on the battlefield.
Enemies who wish to handicap you using status effects will not like you very much. Null decks focus on Fighting Withdrawal tactics. This allows them to clear issues before they arise and controlling the pace of the Battlefield. Some skills can nullify status effects while others can even remove entire weather effects! Even reflecting magical attacks back to enemy territory is not uncommon for what the Null element can do.
Shadow decks are made to make your enemies keep guessing. Certain Summon Cards and even Item Cards are able to be played face down, making it challenging for your opponent to know what is in store for them! This Ambush style of tactics can lead to overcoming a stronger enemy force since you gain an Opener when they don’t see an attack coming!
Spirit decks focus on leaving not one Summon Card behind. They get to party even after being sent to the Graveyard! Different cards within the deck are able to still cause havoc even inside the Graveyard. Some may revive their fallen comrades to bolster back their numbers on the field while others can start devouring enemy souls to Overkill them in their own Graveyard. Allied souls using Infiltration tactics can cause havoc to the enemies due to flanking their opponents.
Water decks are made to give and take like the rippling waves. Summoned units are known to be excellent magical tanks, and they love to “share the wealth” of given status effects back at their enemies as a thank you. Traps can wash away certain worries from your enemy’s arsenal. Water Summons do their best at covering all attacking points within their Hedgehog defense system.
Wind decks are made to allude your opponents by controlling the pacing of the field. Your enemies can’t land the killing blow on you if they are hurled around the battlefield as play things. You are able to even blow away Item Cards off the field back into their owner’s hands as well as relocate them in other places on the field. This Force Dispersal defensive tactics can really dampen your enemy’s plan. Traps can deactivate other Trap Cards on the field by having them go off accidentally.
Support Cards
Your summons can’t fight the battle without your support! There are 5 other card types which aids you in securing your victory!
These cards are used as Trigger Actions when it is not your turn. If the false OG does the stipulation that your card entails, you can play the card and punish them for their move!
These cards allow you to boost or heal your Summon Cards. These cards are worth their weight in gold due to allowing your summons to get more milage on the battlefield.
This is where all the magic happens! These cards are used in multiple ways. The required elemental affinity is indicated on the Summon or Trap card.
When it rains it pours, and there is nothing more a water affinity summon could ask for! Command the skies, and you can command the battlefield.
Don’t think you’re just twiddling your fingers in this battle on the sidelines. You’re a contender too, and refuse to go down without a fight! These cards are your four abilities you can use at any time in this battle: if they are not on cooldown of course. No Affinity Cards required.