Archive for Andreas Propst
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Elemental Clash: The Master Set is currently on Kickstarter (http://www.kickstarter.com/projects/1883684090/elemental-cla...) for the third and probably last time. I would like to seize the opportunity to share some of my thoughts on and give you a little insight in the process of developing Elemental Clash – and its derivates – in the following, rather lengthy article:
I remember it quite clearly: Everything started out on one lush summer evening back in the year 2006. Since my early teen years I had been trying to design my own fantasy card games in an effort to recreate what the godfather of CCGs (CCG as in Customizable Card Game), Magic: the Gathering meant to me throughout my time as a youngster, yet with my very own touch. I have always been a creative mind and simply could not resist to emulate great things in my own way and style. After some failed attempts at creating my own CCG in the past years, it was on said lush summer evening in 2006 when I sat down to lay the fundaments of what was to become my personal story of success, idealistically if not monetary. This time around I wanted to create something original, not just emulate Magic: the Gathering, which had been so dear to me ever since I „discovered“ it as a boy. So over the course of one evening, I wrote down the basic mechanics and rules as well as what was to become the „Basic Set“ of cards for my longest project up to the very day, Elemental Clash, in what I can only call an epiphany. Astonishingly, the rules and basic mechanics as well as the set of cards I wrote down over the course of just several hours remained intact up to the present day, many of the cards from the original „Basic Set“ being incorporated, just as they were scribbled down 6 years ago, in the Elemental Clash „Master Set“, which can be regarded as the „pinnacle“ of 6 years of developlemt and refinement.
In this article – forgive me if it turns out lengthier as intended – I want to give you, dear reader, an idea of and a glimpse into the process of designing my „non-collectible, yet incredibly customizable“ fantasy card game Elemental Clash, which has accompanied me for half a dozen years now and with which I „grew up“ as a game designer so to say.
The Conception of a Game System:
I just had ended my civil service in the social sector, working at a home for mentally ill people, which had convinced me to study Social Work instead of art, and had just started my studies at the Linz University of Applied Sciences that one night, I felt the inexplicable urge to have yet another try at a fantasy-themes Customizable Card Game (CCG). And this time, it would be something original and not just a „Magic Clone“ with some cosmetic twists. So I grabbed my notebook and started brainstorming. Within a couple of hours I had settled for mechanics and even penned down a first set of cards, to become the Elemental Clash „Basic Set“, which should stand unaltered for the most part up to the present day. Today I would call that kind of process „Speed Design“ and, although it may sound unprofessional or even stupid, I work like that very often up to the present day. While I am mostly the intuitive, creative type rather than the analytic type, rather an „artist“ than a statistician, I seem to be blessed with a good intuition when it comes to designing games in general and to balancing cards over the background of an well-working game „engine“ or system in particular. So when I design games, and this was the case with Elemental Clash as well, I am mostly guided by my creative sense and game designer's inutition.
So what I had come up with during my brainstorming in summer 2006 was to become what I now call the „Clash System“, which is a combination of mechanics/concepts which work very well together and which has proven to be quite enjoyable for most of the gamers who have tried „Clash Games“ so far. The basic mechanics that are integral part of any Clash Game I designed so far (there are a few which I will be dealing with later on) are the following:
• Deck Depletion as the Primary Win Condition:
The goal of any Clash Game is to reduce the cards in an opponent's deck to zero by inflicting damage on him or her. For every point of damage caused to a player, he or she discards the top card from his or her deck to the discard pile. If a player is unable to draw from the deck because it is depleted, he or she loses the game.
• The Stacking Resource System:
Many have called this the most unique and well conceived part of the Clash System. Resource cards are stacked on top of each other and cards you want to play have to be placed on top of a suitable resource-stack. In general you can play one resource card during your turn. You get the choice to either put it on top of an existing resource card or stack in play or start a new resource stack. The bottommost resource decides which type of resource the whole stack provides. This system makes for tough decisions and requires the players to plan ahead. Furthermore it is a great alternative to „tapping“ resource cards in order to pay for cards you want to play.
• The Zones of the Playing-Field:
There are several, well defined zones on the playing field where you can put certain cards or where certain cards behave in a certain way. In Elemental Clash for example you have three major zones: The Element-Stone-Zone (for resources), the Attack- and Defense-Zones (both for Creatures).
A Crisis as a Chance - Making my Passion a Profession:
After I had basically come up with a whole game in one inspired night, the Elemental Clash project was put on hold soon after as my studies of Social Work took up pretty much all of my time. That was until a fateful event in my life, that turned everything upside down in a cruel twist of fate. In summer 2008 I embarked on a journey to South India where I was going to work for a major development aid institution as part of my practical placement. There, I unexpectedly contracted a severe tropical illness which almost killed me. I barely made it home and besides the bodily effects of the disease, I was traumatized for life. Because of this I was forced to discontinue my studies of Social Work. We have a saying over here in Austria: „If God closes one door he opens another“. I soon realized that this severe crisis in my life was, ironically, to become one of the greatest opportunities in my life as well. The Chinese word for crisis also means opportunity, and that is pretty much what happened to me. All of a sudden, I had a lot of spare time and, instead of drowning in self-pity and idleness, I decided to put my time to good use by investing it into my game design hobby, or passion rather. A passion that was to become my profession.
So I dug up my notes on Elemental Clash and started to work on the game again. A great stepping stone for me and powerful catalyst for my game design undertakings in general was the „discovery“ of BoardGameGeek on the web, which was brought to my attention by a friend. I had found the greatest place in the world for a fledgling game designer where one could meet fellow gamers and game designers, expand one's knowledge on games, exchange and present ideas, build up a network (networking proved to be key to many of my various projects) etc etc.
The Evolution of Elemental Clash – Superficiality of the Gaming Scene:
Elemental Clash evolved greatly since its conception back in 2006. The evolution was mostly a visual one, as the core mechanics and basic rules remained pretty much unaltered since the very beginning as I have mentioned before. Rather than telling you I will show you the tremendous visual evolution Elemental Clash underwent over the course of 6 years, starting from humble beginnings in black and white to the definite „Master Set“ look with professionally done card layout and artwork that can compare with major CCGs on the market, as I have been told time and time again by fellow gamers.
Back in 2009 when I started to work on Elemental Clash again and had started to become an active member of the great community over at BGG, the very first version of Elemental Clash was prined – through Artscow in Hong Kong. This first version had layout created amateurishly in MS Word and the artwork consisted of crude pencil drawings. I was still recovering from that sever tropical illness and this was the best I could come up with. All that did not stop me from starting to send out review copies of this „Proto Elemental Clash“ to gamers and reviewers I had met on „The Geek“ and soon after to publishers all over the world as well. Although I received some great initial reviews – the first from Marcin Fengler alias Rudolf Aligierski from Poland (I later honored him for that by creating a Promo card bearing his likeness which you can see below) – only few people recognized Elemental Clash as the hidden gem those who had actually played it called it.
Back then, I got many comments from gamers saying that Elemental Clash was „just another Magic Clone“ and I have been struggling with that sort of prejudice ever since. What is quite telling about the gamer scene in general however is the fact that the „Magic Clone“ comments became less and less common the more the game became visually appealing. Considering the fact that the game system, the mechanics and the cards with their particular effects changed little to not at all over the course of time, while the looks of the game became better and better, it is quite telling about the gaming scene in general. I consider it legitimate that „you eat with your eyes first“ as the saying goes but I found it quite irritating to say the least how the reactions to and the comments on the game improved proportionally with the improvement of the visuals for the game. Of course I was pleased to see how the „Magic Clone“ comments decreased but I had learnt my lesson: Looks are everything, not just in the fashion scene but in the gaming scene as well. This is the reason why I am investing into art for prototypes as early as possible to be able to present gamers and potential publishers with eye-candy to make a good first impression.
Parting with pathetic partners – A new beginning for Elemental Clash:
After a while of looking for publishers quite desperately, I was overjoyed when in 2011 TOG Entertainment, a small games publisher from the United States agreed to publish Elemental Clash. Unfortunately, what seemed to be every game designer's dream come true turned out to be a nightmare after all. After what was probably one of the most painstakingly nerve-wrecking experiences of my life as a game designer, I was eventually able, with much cunning and the invaluable help of many friends (such as Hank Panethiere, to whom I dedicated a Promo card commemorating the whole affair – see below), to wrench Elemental Clash from the clutches of TOG Entertainment, who then waned and vanished soon after. With the rights to the game back, I solemnly swore to myself to never give Elemental Clash out of my own hands again. So I „crafterd“ a new plan for Elemental Clash: I hired artists to redo the card layout and card backs as TOG would have charged me outrageous sums for the old ones and decided to do a big re-launch on The Game Crafter, the very place the game started out in the first place. So in 2012 I re-released the Elemental Clash „Basic Set“ along with two expansions of 60 cards each in the form of the so called „Master Editions“ on The Game Crafter, with grealty improved layout and illustrations done by myself and colored by my loyal artist and good friend Enggar Adirasa from Indonesia. The Gods of Gaming even blessed me with the prestigious Staff Pick status on The Game Crafter, which only further encouraged me to pursue the Elememntal Clash project further and reinforced the notion that the game was indeed not „just another Magic Clone“.
Elemental Clash and its Spin-Offs/Derivates:
Over the course of time I designed several spin-offs or rethemes of the fantasy-themed Elemental Clash, which all share the basic tenets, the core mechanics with Elemental Clash, utilizing the Clash System as detailed before. The first was the World War Two themed Panzer Clash, in which you choose one or more of the four factions Americans and Soviets (Allies) or Germans and Japanese (Axis) and reenact the tank battles of the Second World War. The idea for Panzer Clash was born when wargamer friends of mine said they'd like the game more with a „wargamer-friendly“ theme. So I set out to retheme Elemental Clash. The result, Panzer Clash is intended to appeal to wargamers or people interested in modern historical warfare as a filler type game for in between heavy (war-) gaming sessions. Panzer Clash features the four aforementioned factions and 100 different cards to build custom decks with. The major difference between Elemental and Panzer Clash is the introduction of Terrain cards in Panzer Clash. You build a playing field out of Terrain cards at random before each game where you move around your units, whereby different Terrain has certain effects on units stationed there, which adds a lot of tactical and strategic depth to the gameplay as compared to Elemental Clash. The card layout was designed by myself and the historic photographs I used are in the public domain.
Space Clash is the second Elemental Clash retheme, which is thematically more interesting for me and was conceived several years ago. Just recently I gave the game a complete overhaul when it comes to gameplay and mechanics applying all the experience and lessons learnt from 6 years of Elemental Clash (Yes, Elemental Clash is not perfect!).
In Space Clash, players assume the role of one of four unique, exciting races (from left to right in the above image: Terrans, Skaargans, Attrayids and Intrazi) represented by four preconstructed and well balanced decks. The major innovation mechanics-wise in Space Clash is that there are no resource cards. Employing a clever twist of the tried and tested resource stacking mechanic, players can play any card upside down as a resource of the resource type of the card. This improves gameplay greatly on so many levels. You will never have a „dead card“ in you hand or draw too many or too few resources, as any card in your hand can be used as a resource. Space Clash is currently under review by several American games publishers and simultaneously undergoing heavy playtesting to balance the cards and decks against each other properly.
Present and Future of Elemental Clash:
Elemental Clash is currently on Kickstarter - for the third and probably last time. I am awed and humbled by the support, the enthusiasm and kindness those great people who backed the game so far have been showing towards me. Now if you have become curious about Elemental Clash, please do pay the project page on Kickstarter and if you want true CCG feeling without the money sink feeling this kind of games usually come along with, please consider backing the project. We got awesome pledge levels and amazing Stretch Goal bonuses to offer you. For example you can have yourself or a loved one „immortalized“ on a special promo card bearing your likeness (or that of a friend or family member) or can even shape the present and future of Elemental Clash by designing your own cards to be included with the Elemental Clash “Master Set” and the upcoming expansion “Legendary Legacy”.
Furthermore, the Elemental Clash Mobile App for Android and iOS is nearing completion and release. My skilled programmers from Indonesia have been working tirelessly on the project for about a year now and I will soon be able to offer you the finished App on Google Play / the App Store. Have a look at a little teaser in the form of some screenshots from the prototype:
Well that is my article about developing Elemental Clash and my Clash Games in general. I hope it was somewhat insightful and interesting to you, dear reader.
Now if I have managed to raise your curiosity and you want to know more about Elemental Clash, I strongly recommend you visit the Official Elemental Clash Website at www.elementalclash.com for more info, many reviews, visual card spoilers of all past, present and future sets of the game and much more!
If you would like to follow the news on Elemental Clash please like us on facebook at www.facebook.com/elementalclash and/or follow us on twitter @elementalclash1.
If you happen to have any questions, inquiries, comments, feedback or whatever else please do not hesitate to contact me directly and any time at firstname.lastname@example.org and I will personally answer you in a timely manner!
Well hope to see some of you over at Kickstarter!
Kind regards from Austria,
Long anticipated but soon the waiting will be over:
I am pleased to present you with a great teaser in form of a short promotional video that will give you a quick glimpse at the soon to be released Elemental Clash Mobile App for Android and iOS!
Please check it out here:
Well I hope you liked what you have seen and that you are, now more than ever, looking forward to the App release as much as I do!!
Elemental Clash: The Master Set is now LIVE on KICKSTARTER!!
Be sure to check out the great pledge levels and awesome stretch goal bonuses to be unlocked at http://www.kickstarter.com/projects/1883684090/elemental-cla...
I thank you very much for considering to support the Elemental Clash project and for helping to make a dream become reality!
Please share the good news with all your (gamer) friends!
Wed Jul 31, 2013 11:53 pm
Dear backers and supporters! Dear friends of Elemental Clash!
It is my pleasure to announce the re-launch of "Elemental Clash: The Master Set" scheduled for 1st of August 2013.
This time around Elemental Clash is "going USA"! This means the game will be printed in and shipped from the United States of America, enabling me to offer the game at a significantly lower price to American backers. However, at the same time this will mean higher shipping costs for non-US backers. I simply cannot offer the game for cheap for both US- and non-US backers. So I'd like to apologize in advance for the inconvenience caused to all (potential) backers and friends of Elemental Clash from outside the US.
Furthermore, I changed the Stretch Goal Plan, with more and lower Stretch Goals this time around. At every 500 USD exceeding the funding goal I'll add in a free Promo Card for everyone (with a total of 10 different Promos to be "unlocked")! Also, at a certain level of over-funding there will be a free mini-expansion called the "Terrain Pack" which will introduce a great new variant of play for 2 players. The last Stretch Goal will again be the first expansion to the "Master Set" for free!
What is more, there will be an unique and prestigious new pledge level called the "Elemental Clash Ultimate Backer" which, while it will not be cheap by any means, will allow YOU to contribute significantly to the future of Elemental Clash by rewarding you with the opportunity of designing 3 (!) cards to be included in the "Master Set" and the upcoming expansion "Legendary Legacy" plus many copies of the game and other goodies!
Well I hope you are looking forward to the re-launch of "Elemental Clash: The Master Set" as much as I do!!
The project has just been submitted to Kickstarter, pending approval, and I will definitely keep you up to date and post the link to the new project page once it goes live on 1st of August!
One last word about the Elemental Clash App for Android and iOS: The release is scheduled for mid-August (on Android - the iOS release will follow shortly) and I hope I will be able to present you with the App without much further delay!
Thanks and kind regards from Austria!
I am proud and it is my pleasure to present you with...
Elemental Clash: The Master Set PnP Files in high-res available at www.elementalclash.com/downloads NOW!
For more info and to read the full announcement please go here:
Thank you one and all for your support - past, present and future!
Kind regards from rainy Austria!
Dear friends and fans of Elemental Clash!
Whilst the Kickstarter (http://www.kickstarter.com/projects/1883684090/elemental-cla...) for Elemental Clash: The Master Set is struggling to say the least, I am pleased to announce the release of the First Expansion for the Master Set.
If you want to know what this is all about I recommend you read the full announcement at http://www.elementalclash.com/2013/06/19/awesome-announcemen...
Furthermore, if you like Elemental Clash you might want to subscribe to this here new game page: http://www.boardgamegeek.com/boardgameexpansion/144261/eleme...
Well I hope you are as excited about the awesome news as I am! Please don't forget to support the ongoing Kickstarter for Elemental Clash: The Master Set by spreading the word wherever, however and whenever you can and/or back the project if your budget allows for that!
Thank you all for your past, present and future support!!
Wed Jun 19, 2013 10:14 am
Dear friends and fans of Elemental Clash!
I have the honor to introduce you to our extremely talented, new member on the Elemental Clash Art Team: Alonzo Emata from the Philippines. I asked Alonzo to illustrate a cycle of very powerful Spell cards for something that is still a bit of a secret at this point. Just have a look at the outstanding art before I show you the actual cards
Will of the Winds:
Will of the Waves:
Please DO check out Alonzo's online portfolio at
It is well worth a look I can say for sure!
And here are the cards with Alonzo's outstanding illustrations:
What these are for will not be revealed just yet but I think pretty much anyone could do the maths...
That's all from me for now! Hope you like the new art and cards!!
Tue Jun 18, 2013 12:33 pm
Dear readers, friends of Elemental Clash and (potential) backers on Kickstarter!
A bit more than two weeks have passed since I last posted on here. The Elemental Clash Kickstarter had a great start with 10% funding reached within 24 hours but now, quite sadly, it is stagnant at slightly more than 20% of our funding goal. New backers come in at a painstakingly slow rate if any at all and some have even cancelled their pledge, maybe because they had figured we wouldn't make it. I for one will still stay positive and keep doing my best to make it happen (I think the main reason for the slowness is the high shipping cost to the US and other non-EU countries) and you can help me with that by telling all your friends about Elemental Clash: The Master Set and the KS at http://www.kickstarter.com/projects/1883684090/elemental-cla... Thank you in advance for helping me to spread the news!
Today I want to demonstrate just how much value you get by purchasing just a single copy of the EC Master Set by presenting you visual impressions plus my thoughts on four kickass decks you can build with just one copy of the Elemental Clash Master Set (I have the TGC preview copy - see below)!
So I built 4 quite powerful decks using the Spellcasters, one deck for each Element. Notably, the Kallas and Memmnon Deck are kinda two sides of a medal, two extremes, the one trying to inflict (lethal) direct damage as fast as possible, the other being quite defensive and excelling at restocking your Spellbook (Deck) from your Archive (Discard). But let me show you the four decks and give you some of my strategic thoughts on them. As the card names are hard to make out on some of the photos I am going to post, I will provide you with the card lists for the decks as well. Let's start with...
Spellcaster: Memmnon the Protector (45 Cards)
3 x Loam Shaman
3 x Restless Corpse
3 x Flowering Wall
3 x Venus Wurm
3 x Rebirth
3 x Excavate
3 x Necromancy
3 x Earth Ritual
2 x Stonelore
3 x Venus' Wisdom
2 x Stonehide Spell
3 x Powerstone
11 x Venus Stone
This deck is all about staying defensive and recurring lots of cards from your Archive (Discard Pile) to your Spellbook (Deck), hand or even to play. Memmnon has the ideal Static Ability for a defensive deck: All your Creatures get +1 DEF. You have so many great ways of restocking your Spellbook - most notably Venus Wurm and Earth Ritual - that you'd be able to deck out your opponent without even dealing damage once just by staying defensive and restocking your Spellbook constantly. The key card here is Venus Wurm. When Wurm is destroyed, you get to put X cards from the top of your Archive under your Spellbook, whereby X is the Wurm's DEF. He got a base DEF of 4, but thanks to Memmnon's Static Ability he'll start with 4 DEF. Then you got Stonehide Spell which also increase the DEF of all your Creatures by 1. A great way to power-up (quite literally) the Wurm is to play him on a Stack with Powerstone or even better multiple Power Stones - just "fetch" them from your Spellbook via Stonelore! So everytime Venus Wurm gets destroyed, you'll get back a ton of cards. And what makes the situation even worse for your opponent: You have a ton of cards that let you get back your destroyed Wurms: Rebirth and Excavate return it to your hand and Necromancy summons it to the field directly. Some other notable cards: Loam Shaman is a smaller version of Venus Wurm when it comes to effects. Restless Corpse is outstanding in a defensive Deck, as he is bound to come back, preferably as a blocker, every second turn. Lastly, Venus' Wisdom is another great card to restock your Spellbook as it lets you return one card from Archive to your hand each time you play an Earth-Spell. The fact that you got Earth Spells galore makes this one a great draw-engine.
Next we got...
Kallas BSB (Boon-Salvage-Burn):
Spellcaster: Kallas the Irate (alias "Ms. Boobs" - 40 cards)
3 x Salamander
3 x Spark Spirit
3 x Goblin Arsonist
2 x Fanatic Goblin
3 x Mars' Rage
3 x Fiery Arrow
3 x Burning Thoughts
3 x Flaring Flames
1 x Mars' Wisdom
3 x Purging Flames
3 x Recurring Stone
3 x Salvager Stone
7 x Mars-Stone
This Deck is all about dealing damage - as fast as possible. The Deck is quite explosive and can deal huge amounts of (direct) damage in like no time and your general plan should be to inflict a lethal amount of damage before your opponent can put up their defenses. THE key card in the deck surely is Burning Thoughts (argueably the best Fire card in the Master Set and my personal Fire favorite!). Before there were Spellcasters, Mars' Wisdom was also essential as a draw engine, so you do not run out of Burn Spells. In this deck I included only one copy, as Kallas, your Spellcaster, is your Draw Engine by herself: She has a starting hand of 8 AND draws you not one but two cards each turn. That should give you enough card advantage and fuel your burn-your-opponent-fast strategy. I ran this deck with the older expansion sets of EC which gave me more Boon and Salvage (direct damage) cards, but this one works as well. You got 12 cards in total that deal direct damage (15 if you count in Mars Rage which is also additional damage if you cast it on an unblocked attacking Creature of yours). A few words about Burning Thoughts: This card is your game winner by dealing 2 damage for every Fire Card you discard from your hand (1 damage for a non-Fire card) so when you have lowered the opponent card count in your Spellbook enough, you can simply drop a hand of up to 8 Fire cards to deal 16 damage in one fell swoop! Plus Burning Thoughts gives every useless card in your hand a purpose, which is quite handy. No dead cards in hand - ever. Also there is a fun combo which lets you deal 5 damage at zero cost. Just discard Spark Spirit to Burning Thoughts, deal 2 damage to any target, then summon your Spirit via its Salvage ability and swing in for another 3 damage! Pretty sweet! On a closing note: I included only 7 "colored" Element-Stones as the deck's overall card cost is pretty low and from experience I know that 7 Mars Stones are about enough to get the heat on so to say!
And our third deck is...
Atanas Merfolk Stone Control:
Spellcaster: Atanas the Wise (50 cards)
3 x Merman
3 x Merman Warrior
3 x Wave Courier
3 x Greater Catfish
3 x Mercury Shatterer
2 x Sea Dragon
3 x Sweeping Wave
3 x Wave of Wisdom
3 x Shattering Wave
3 x Forbid
1 x Mercury's Wisdom
3 x Tsunami
2 x Mercury's Vice
3 x Hastestone
12 x Mercury Stone
This deck is all about "Stone Control" (that is messing with the opponent Element-Stones, their Resources) while having lot of ways to maintain card advantage, running a Merfolk side-theme and quite a few "control" type Spells. What makes it possible to pack all this in just one deck is the Spellcaster, Atanas the Wise, who gives you a starting hand of 10, lets you draw 3 cards any time by activating his Flip Effect AND allows for a Spellbook of a massive 50 cards! You got quite a few "weenie" Creatures in there, which may become overpowered when certain conditions are met. Merman Warrior becomes a 2 ATK / 3 DEF Creature once another Merfolk is on your side of the field, and both Merman and Greater Catfish come into play as 2/2 and 3/3 Creatures a the cost of 1 and 2 respectively. Speaking of Boon, you got quite a lot of Boon cards in this deck: 3 Mermen, 3 Catfish and 3 Shattering Wave, the latter being probably my all-time favorite EC card for its versatility and power. A great way to trigger lots of your Boon cards whilst sweeping any Creatures from the opponent's side of the board is Tsunami, which ha you discard the top 5 cards of your Spellbook in order to destroy all opponent Creatures! Hello Boon, bye enemy Creatures! Lastly I would like to point out that there are a whooping 11 cards in total that do evil stuff to your opponent's Element-Stones.
Prisma Bounce Beatz:
Spellcaster: Prisma of the Many Colors (40)
3 x Cumulus
3 x Lightning Dragon
3 x Jupiter-Stormmaster
3 x Will-o'-the-Wisp
3 x Arcane Teachings
3 x Repulse
3 x Whirlwind
2 x Jupiter's Wisdom
2 x Lightning Strike
2 x Time Leap
3 x Demonic Stone
9 x Jupiter-Stone
This is a pretty unusual deck for its Spellcaster, Prisma of the Many Colors, who is just begging for a 4-Element-Deck to be built around her. I however built a mono-Air Spellbook around Prisma, using her in a totally different way. Here's the basic plan: Forget about Prisma's totally awesome Static Effect and Flip her right on your first turn. Use her Flip Ability to search your Spellbook for any two Element Stones and put them into play. Choose a Demonic Stone and a regular Jupiter-Stone and build a stack with them. Then you can still play a Stone regularly, so do that if you have at least 1 Jupiter Stone in your hand (you wouldn't want to take a hand without any Basic Stones anyways). Start a second Stack with the Stone you play from your hand. You now got yourself one 3 Air Stack and one 1 Air Stack on your first turn. Now you can pull of quite a devastating start by summoning Lightning Dragon or preferably Will-o'-the-Wisp. Both are Quickattackers and Willo could deal 6 damage right away on turn 1 if your opponent has no blockers. And even if your opponent happens to have a blocker (if you went second) you still have your 1 Air Stack available to play Repulse to send the blocker back to its owner's hand. This Spellbook features a lot of powerful "Bounce" (stuff that sends cards from the field back to their owner's hand or Spellbook). Tripple Repulse, tripple Stormmaster, tripple Whirlwind. The latter is especially powerful and has the Boon Ability. Together with the three copies of Arcane Teachings you have 6 Boon cards in this deck, and the ideal way to trigger them is Time Leap.
Time Leap gives you another turn after your current one, at the cost of discarding 5 cards from your Spellbook. The ideal case would be to have a Will-o'-the-Wisp out and cast Time Leap, triggering one or more Whirlwinds with which you could send opponent blockers back to their deck so you could attack with Will-o'-the-Wisp twice in a row due to the addtional turn Time Leap granted you! The deck also features a nice draw engine in the form of Jupiter's Wisdom, so you'll never run out of cards in your hand. Any excess/useless cards can be discarded to boost up Cumulus' ATK and DEF!
Well, these are the four (Spellcaster) Decks I built from just one single copy of Elemental Clash: The Master Set. So hopefully you enjoyed this article and you'll now see how much "value" you actually get by purchasing just one copy of the Master Set. Please consider backing the game on Kickstarter at http://www.kickstarter.com/projects/1883684090/elemental-cla... and please help me spread the word about the game and the current KS campaign!
Thanks for reading!
Sat Jun 15, 2013 10:20 am
Good evening ladies and gentlemen!
At point 0:01 am today I hit the launch button and proudly present you with my very first Kickstarter project:Elemental Clash: The Master Set
Please check it out here...
...and if you like what you see and read, please consider backing the project. I think it is a great deal for anyone who likes fantasy CCGs but does not like the price tag those games usually come with. Well all further information you'll find on the Kickstarter project page!
Also, please everyone try to spread the word about the Elemental Clash Master Set Kickstarter to help me make the Master Set a reality! My thanks in advance to all friends, backers and supporters!!
As promised earlier, I will show you some very exclusive card previews on this very special occasion:
(The noble knight on the right is my trusty, number one playtester Berni. A guy on whom you can count! Thank you Berni!!)
Well that is all from me for now. I will go forth and spread the news about the Kickstarter now!
Thanks to everyone for their support - past, present and future!!
Fri May 31, 2013 12:07 am
Dear readers and friends of Elemental Clash!
The clock is ticking and tomorrow, in a little less than 5 hours from now, on 31st of May 2013 at 0:01 am GMT+1 (so today EDT 6:00 pm if you are in the US!) Elemental Clash: The Master Set will hit Kickstarter.
Everything has been well prepared and the numbers have been checked thoroughly so nothing stands in the way of a hopefully successful Kickstarter campaign.
I will post the Kickstarter link as soon as the project is live here and in many other places so nobody will miss it!
But for now I think I owe you one last Master Set card preview. Please have a look at Fire Dragon:
Fire Dragon comes with a decent "body" of 4 ATK and 3 DEF but what makes it really shine is its ability which lets you destroy 1 of your (Basic) Mars Stones to give it "Ranged Attack: 3" until the end of your turn.
Remember, we had the Ranged Attack already the day before yesterday when I showed you Lightning Dragon. A little reminder: "Ranged Attack: X" means you can deal X damage directly to target Creature or Player instead of performing a regular attack and can also be activated whilst the Ranged Attacker is in your DEF-Zone.
That means your Fire Dragon could sit safely in your DEF-Zone (where it cannot be attacked directly) and "shoot" an impressive 3 damage at an opponent or any opponent Creature in any Zone at the mere cost of having to sacrifice one of your Mars Stones (Alternatively you could just have him do a regular attack for 4 damage - not bad either!).
So Fire Dragon would be a card best fitted for mid- to late-game when you already have enough Element-Stones in play to comforably support the destroying of one of your Mars Stones to activate the Dragon's Ranged Attack each turn. Later in the game you will be happy to have a good use for excess Mars Stones.
One notable detail is that you could "sacrifice" previously played Mars Stones from underneath your Permanent-Spells like "Spirit of Mars" which are of no good use anymore anyways. Permanent-Spells do not need the Stones they were put on initially to support them so if you had a Spirit of Mars Permanent-Spell on an Element-Stone-Stack of 3 Mars Stones, you could destroy ALL of them over the course of a game for activating Fire Dragon's ability and the Spirit of Mars would still sit there and not be destroyed, even if there was no Stone under it anymore...
Well that are my thoughts for the last Master Set Card of the Day!
I hope you enjoyed the daily card previews so far and I will surely post more "mystery" card and art previews on here, albeit not an a regular basis as I did this feature!
Well wish me luck with the Kickstarter and support it if you can, even if it is just by spreading the word.
In any case I thank you very much for your interest and comments over the last 30 days!
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