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  • Changelog
  • Table of Contents
  • General Rules
    • General Rules - Objectives
    • General Rules - Players
    • General Rules - Starting the Game
    • General Rules - Ending the Game
    • General Rules - Format Conventions
    • General Rules - Parts of a Card
      • Parts of a Card - Name
      • Parts of a Card - Cost
      • Parts of a Card - Typeline
      • Parts of a Card - Element
      • Parts of a Card - Speed
      • Parts of a Card - Power and Life
      • Parts of a Card - Durability
      • Parts of a Card - Text Box
      • Parts of a Card - Border Information
    • General Rules - Card Types
      • Card Types - Champion
      • Card Types - Ally
      • Card Types - Action
      • Card Types - Attack
      • Card Types - Item
      • Card Types - Weapon
      • Card Types - Domain
      • Card Types - Phantasia
      • Card Types - Supertypes
      • Card Types - Functional Subtypes
    • General Rules - Card Characteristics
      • Double-faced Cards
  • Game Mechanics
    • Game Mechanics - Game Zones
      • Game Zones - Public vs Private Information
      • Game Zones - Main Deck
      • Game Zones - Material Deck
      • Game Zones - Field
      • Game Zones - Memory
      • Game Zones - Graveyard
      • Game Zones - Banishment
      • Game Zones - Hand
      • Game Zones - Effects Stack
      • Game Zones - Intent
      • Game Zones - Object-Specific Zones
    • Game Mechanics - Turn Order
      • Turn Order - Wake Up Phase
      • Turn Order - Materialize Phase
      • Turn Order - Recollection Phase
      • Turn Order - Draw Phase
      • Turn Order - Main Phase
      • Turn Order - End Phase
      • Turn Order - Combat Phase
        • Combat Phase - Attacking and the Combat Phase
        • Combat Phase - Attack Declaration
        • Combat Phase - Retaliation Step
        • Combat Phase - Damage Step
        • Combat Phase - End of Combat Step
      • Turn Order - Ending Phases
      • Turn Order - Skipping Phases
    • Game Mechanics - Playing Cards
      • Playing Cards - Card Activation
      • Playing Cards - Card Materialization
      • Playing Cards - Costs and Memory
      • Playing Cards - Resolution
    • Game Mechanics - Abilities
      • Abilities - Activated Abilities
      • Abilities - Triggered Abilities
      • Abilities - Static Abilities
      • Abilities - Restriction Abilities
      • Abilities - Ability Tracking
    • Game Mechanics - Types of Effects
      • Types of Effects - Game Effects
      • Types of Effects - Replacement Effects
      • Types of Effects - Continuous Effects
    • Game Mechanics - Objects and Targeting
    • Game Mechanics - Timing and Permissions
    • Game Mechanics - Damage
    • Game Mechanics - Damage Prevention
    • Game Mechanics - Drawing Cards
    • Game Mechanics - Counters
    • Game Mechanics - Mastery
    • Game Mechanics - Miscellaneous Topics
      • Tracking Information
      • Permission
      • Concession
      • Randomization
      • Rounding
      • Searching and Finding
      • Special Game Actions and Turn-based Actions
      • State-based Checks and Effects
      • Player Action Legality
      • Naming
      • Effects
      • Copy
      • Properties and States
      • Card and Object Information
      • Default Case
  • Glossary
    • Keywords and Abilities
    • Game Terms
    • Type List
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  1. General Rules
  2. General Rules - Parts of a Card

Parts of a Card - Element

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Last updated 10 months ago

All cards have an element denoted in the top right of the card.

The element specified on the card must be enabled for a player for that player to play that card.

The norm element is unlocked innately for all players.

Non-norm elements are unlocked innately depending on the elements of champion cards within the lineage (see ); non-champion cards do not unlock elements.

E.g. A player has a lineage containing a Spirit of Water, norm champions, and an arcane champion, that player may play or activate norm, water, and arcane cards.

Champion cards are not bound by element restrictions when materializing.

E.g. a player may materialize a Level 3 champion with the crux element type without previously having the crux element enabled as long as the other rules for leveling up that champion are followed.

Basic elements are Fire, Water, and Wind elements; Advanced elements are any elements that are not Fire, Water, Wind, or Norm.

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