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Elemental Clash with Andi

A place where friends and I will post regular articles about designing and playing Elemental Clash.
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Reopening my blog - Andi's Picks: Basic Set Power Cards - Spells

Andreas Propst
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Dear Boardgamegeeks and EC fans!

Due to lack of traffic at the blog on the TOG Entertainment site, I will be moving back here and post future articles on BGG instead.

Here my latest article. Show it some love by giving a thumbs up. Thanks!

Andi's Picks: Basic Set Power Cards - Spells:


In this short article I will present you with what, in my humble opinion, are the most potent Spells for each Element in the Elemental Clash Basic Set. If you disagree with my picks I'd be happy if you posted a comment!

Elemental Ritual:



Elemental Ritual lets you search your Spellbook for two Basic Element Stones and lets you put them into play immediately. So on turn two you could have either a 3 Stone stack or two stacks with two Element Stones in them. That gives you a terribly good head start. You could play Elemental Ritual and another Level II Spell on turn 2 or 2 Level III Spells or Creatures on turn 3. Not only does an early Elemental Ritual speed up your game, thin out your deck so you are more likely to draw more useful cards than Element Stones, and give you a huge advantage over your opponent, it also counteracts the Water Player’s array of resource control Spells and Creatures (Sweeping Wave, Mercury Shatterer and the oh so powerful Shattering Wave).
What is more, Elemental Ritual makes two color decks a lot more viable if you play Earth in your deck. The only downside is that Elemental Ritual costs you two cards in your Spellbook, so use it carefully in mid- or late-game.

Whirlwind:




Whirlwind is a Flash Spell that lets you put any Creature on top of its owner’s Spellbook. You can play it either on your turn or even on the opponent’s turn as a bad surprise for them. Whirlwind can be used in a variety of different ways. You can just send any weak Creature an opponent controls back to the top of his or her Spellbook to ruin their next draw. You can also pull off nice tricks like sending the opponent’s most dangerous Creature to the top of his or her Spellbook and then attacking with a Creature of yours to send the opponent’s Creature right to his or her Archive.
Furthermore you can use Whirlwind defensively, by targeting one of your own Creatures you want to save from imminent destruction through an opponent Creature or Spell. Lastly you can use Whirlwind defensively as well during end-game. Many games in Elemental Clash are decided by that one card remaining in your Spellbook. So if the game is about to end because you ran out of cards, you can just target one of your own Creatures with Whirlwind right before your Draw Phase, send it to the top of your Spellbook and - hey presto - you got yourself another turn that may decide the game in your favor!

Flaring Flames:




Flaring Flames captures the essence of the Fire Element perfectly. It deals 3 damage to any Creature or Player and has the ever so popular Boon ability to boot. If you run three copies of this card in your Spellbook, the opponent’s Spellbook Size is virtually reduced by 9. Unless you play a multi-element deck, get "stone screwed" ("Stone Screw" means you got the wrong Element-Stones in your hand or in play and cannot play anything due to this unfortunate situation) and are stuck with your Flaring Flames in your hand unable to play them. In most games it would be wiser however to use your Flames on opponent Creatures like Troll Grunt, Mercury Shatterer, Jupiter Stormmaster or the powerful Elder of the Skies, than deal 3 damage to the opponent directly. Creatures deal a lot of damage over the course of the game, so Flaring Flames is an ideal way of getting rid of them cheaply and before they get out of hand. Flaring Flames, sporting the Boon ability, is also a staple card for any decks trying to make use of various Boon cards. Playing Salamanders and Fiery Devils, which make you discard cards from your Spellbook to your Archive, would go along well with Flaring Flames.

Shattering Wave:




Speaking of Boon decks, here comes another staple card for any Boon deck running the Water element, or for any Water deck. My favourite card in the whole Basic Set, Shattering Wave, lets you put any Element Stone target player controls on top of their Spellbook. Being a Level II Spell, it slows down your opponent’s game early on by chopping away at their Element Stones (resources). Much like Whirlwind, Shattering Wave ruins your opponent’s next draw as well, as he or she will just draw the Element Stone he or she had just played a turn or so ago. Shattering Wave is especially dangerous to multi-element decks. If your opponent has two stacks with different Elements, you can through Shattering Wave, remove the bottommost Stone from one pile (the bottommost stone determines the type of energy the whole stack produces), possibly leaving your opponent with two stacks of the same Element.
Shattering Wave is especially dangerous as it has Boon. So you are more or less guaranteed that Shattering Wave hits bull’s eye three times if you play a playset of three in your Spellbook. Lastly, like Whirlwind, you can use Shattering Wave defensively if you are low on cards during late game. Just target one of your own Element Stones, send it to the top of your Spellbook and possibly get another turn which may or may not win you the game!

Until next time, keep on clashing!
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Subscribe sub options Sun Aug 7, 2011 2:33 am
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Michael
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Glad to see you back on BGG Andi

I have to disagree with you about Elemental Ritual however. While it CAN give you a terrific head start, it requires that it be in your opening hand. Mid to late game, adding stones to piles doesn't add much to your options, especially because it only allows for basic stones. Generally late game, I find that additional basic stones aren't worth much. Now thinning out your deck is great, but at the same time it's also thinning out your life total. Elemental Ritual would be most effective if you lowered the number of basic stones for the deck you put it in.

Lets look at a turn by turn analysis of it.

Turn 1.
Play a land and maybe a creature/spell
Turn 2.
Play a land, and then Elemental Ritual.

Now at this point you would have 2 options, A) A pile of 3 and a pile of 1, or B) Two piles of two. In either case you would still only be able to play a level 2 card here, just as you would without Elemental Ritual. It will still take until your third turn to get out a level 3. The bonus would be on the third turn when you could also play a level 2 card, or a level one card.

So it does give you some help, at the cost of 3 lives, and maybe that's worth it. Each deck has to have a very specified goal, and I could see where this would work for some of them. Now, the other side of the coin is what if you don't draw it early? Then I don't think it's worth playing.

Basically you have to plan on drawing it in your first 9 cards to make it useful. Now with 40 card decks and one free mulligan that's not inconceivable. But keep in mind multiples of this card could bite you. Chances are you will lose at least one to attacks, but say you draw multiple of them? All that does then is clear cards out of the way for your opponent.

It would be best in a multi-colored deck if you knew you were playing a blue deck that focused on early stone prevention, but other then that I'm afraid it just doesn't hold a candle to Earth's Ritual
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  • Posted Sun Aug 7, 2011 5:09 am
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Andreas Propst
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Thanks for your comment Michael.

I agree, Earth Ritual is very powerful. However I think that Elemental Ritual can give you a terrific head start, as it puts the stones into play directly - granted you have to have it in your starting hand - and is very useful in multicolor decks. These two effects combined made me pick Elemental Ritual as my power Earth Spell.

Hey how about you start writing articles on here again? I really liked your first one! I can provide you with card images for Underworld if you want to write about that!

Cheerio,

Andi
 
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  • Posted Sun Aug 7, 2011 10:52 am
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Scarecrow King
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Flaring Flames is a must in any Fire deck. Whirlwind is great too, for exactly the reasons Andi described.

Elemental Ritual... well, I never use it. There's just too great a possibility that they won't show up until mid- or late-game, and that's exactly where they don't need to be. Earth Ritual, on the other hand, is my go to card for Earth decks. I start with that, and then add cards for whatever theme I'm going for. Even in Earth/Whatever dual colored decks I put 3 in off the bat.

Shattering Wave makes me so mad. No matter what deck I run, if that card is in my opponent's deck, I know I'm in for a headache, and Boon just makes it that much worse. The only thing preventing it from being broken is that it is a Spell, not a Flash Spell, thank goodness.

Great article Andi! I enjoyed seeing the designer's point of view on some of the cards. Next one you should do an overview of creatures like you did for the spells!

-Brian
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  • Posted Tue Aug 9, 2011 6:45 pm
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Andreas Propst
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Will do! Next up, "Andi's Picks: Basic Set Power Cards - Creatures"!
 
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  • Posted Tue Aug 9, 2011 11:50 pm
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