Quintessence: Elemental Duel

The five elements: Fire, Water, Earth, Air and Death

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Every card in the game belongs to one of the five elements, and every element has its own role and keyword:

  • Fire — Aggro: early pressure, high damage. Wildfire: the monster attacks on the turn it is played.
  • Water — Midrange: Engulf: excess damage through a blocker hits the wizard.
  • Earth — Control: sturdy monsters. Bulwark: draws attacks aimed at adjacent slots onto itself.
  • Air — Specialist: Mirage: no spell has any effect on it.
  • Death — Aggro: Sacrifice: without enough mana, it can be paid for with health.

Opposing elements and the deal

Fire and Water oppose each other, as do Earth and Air; Death's opposite is random in every deal. You do not need to build a deck: you only choose your wizard's element, and the game deals your 20-card hand. It holds 5 cards of your own element, 3 of the opposing one and 4 each of the other three.

Tip: since every card can only be paid for with mana of its own element, keep an eye on which mana is building up, and use the cards of other elements in your hand too — not just your own.