
The Legions of Hell: Demonic cards fall into two categories: dealing massive damage to enemy creatures (sometimes with actual correlation with fire magic), or summoning demon creatures that are replaced by another demon creature when killed.
Master of Illusion: Illusion cards tend to use the opponent's own creatures against them, such as by causing enemy creatures to damage themselves or their own wizard. Each card has a random factor, and tend to be at their most powerful when the randomness is irrelevant (such as giving a spell that targets a random opposing creature only one creature to choose from). Entropy and Chaos Magic: Chaos cards are very powerful, but unreliable. Anti-Magic: Control cards deny the opponent their resources by draining energy or disrupting creatures. Magitek: Mechanical cards include a couple dwarves, a very hard-to-kill steel golem, and five cards devoted to shooting some kind of cannon at the enemy creatures for either burst or steady damage. Necromancer: With a splash of Black Magic, death cards are fueled by the deaths of creatures - sometimes not discriminating as to whether those creatures are your own or your opponent's. Light 'em Up: Shared between holy and spirit wizard types, with the former being more defensive, and the latter being more offensive - with some identical or near-identical cards besides. And when stalling is no longer necessary, it can launch a game-ending attack directly on the enemy player, or a Rocks Fall, Everyone Dies on all creatures. Stone Wall: Earth cards tend to be defensive in nature, with healing spells, regenerating creatures, and all-around more health than average. Shock and Awe: Where fire magic is about inflicting indiscriminate damage, air cards tend to target singular creatures or the enemy player for massive damage, although there are a few support-type creatures that heal or stall for time.
The most expensive water cards are some of the most fragile, but can single-handedly win games by staying alive for just a few turns. The Medic: Water cards are generally based around supporting other elements, defending, and stalling for time.Kill It with Fire: Nearly all fire cards are either capable of inflicting immediate damage or enhancing future damage, and has rather Glass Cannon like creatures in general.