FIRE | Aggressive
- Incinerate: 60% Critical Chance.
- Bonfire: 25% Critical Chance. Critical does 100% Damage.
- Firewall: +2 ATTACK and +2 POWER to all your cards in play.
- Flame: +25% Critical Chance to all your cards in play.
- Burn: 25% Critical Chance. Critical strikes also deal 1 damage to all opponent's cards in play.
ICE | Tactical
- Iceball: Doesn't attack. Instead shoots an Iceball that does <power> damage. If you have 2+ non-Iceball cards in play, it does +50% damage.
- Avalanche: Shoots an Avalanche that does <Power> damage +20% for each opponent's card in play.
- Freeze: Attacking also freezes a RANDOM opponent card for 1 turn. Gains 2 attack after freezing.
- Iceblast: Steals up to <Power> Attack from a random opponent's Card in play.
- Snowfall: <power>*10% chance to Freeze each opponent card for 1 turn. Gains 2 attack for each frozen card.
EARTH | Defensive
- Earthquake: -1 Health to all opponent cards in play.
- Rupture: <power> Health to a RANDOM card in your hand.
- Sandstorm: Cards played while this is on play gain +<power> Attack. (Doesn't stack)
- Aftershock: Opponent cards played while this is on play lose <Power> Attack. (Doesn't stack)
- Dust: While this is on play, your cards are immune to debuffs.
WIND | Utility
- Twister: -<power> ATTACK and -<power> POWER to all opponent cards in play.
- Monsoon: +1 Health to all your cards in play.
- Hurricane: +1 Health to all cards in your hand.
- Breeze: Attacking also heals you <power> + 50% extra for each opponent's cards in play.
- Blow: Discard a RANDOM card from your opponent's hand and heal for twice it's <power>.