A game by Tempest Wolf Studios

Elementia

Monster Card Game

A world of twelve elements, where monsters are collected as cards, raised through three stages of evolution and led into battle across biomes, bosses and the stars beyond.

The world

The world of Elementia

Two regions and twelve biomes. Elementia is the first: six lands, each home to two elements. Finish it and the Starlit Reach opens, six more beneath the stars.

The creatures

Collect them all. Know them all.

Every monster in Elementia has its own art, its own element and its own story. Choose one to read it.

The founding monsters of Elementia, spanning all twelve elements, crowned by four Primordials.

Shown: the final form of each element's first line.

Element
Rarity
Set

The cards

Every detail tells you something.

A card carries everything you need at a glance. This is Solvantis, a Zodiac Warden of the Starlit Pact, exactly as it appears in the game.

  1. 1

    Name and element

    The creature, and the essence of its element in the corner.

  2. 2

    Stars

    One to five. Feed a spare copy into a card to add a star; at three, four and five stars its foil changes.

  3. 3

    Stage

    Three crystals show how far along its line it has evolved. The godly tiers light all three in gold.

The Solvantis card: its name and element at the top, energy cost in the corner, stars and stage on the left, HP and skill at the bottom
The back of an Elementia card
  1. 4

    Energy cost

    What it takes to play the card. Rarer cards cost more.

  2. 5

    HP

    Its strength and its life, in one number.

  3. 6

    Skill

    Its role in battle: Sword, Bow, Heal, Poison, Freeze or Magic.

Collect

Open packs. Watch them grow.

Every creature line evolves through three stages, and every stage is a card of its own, with its own art and its own story. Duplicates are never wasted: feed a copy into a card to raise its stars.

Cindercub curls its ember-tipped tail around itself to sleep, and the faint smoke rising from its den tells travelers a kit is dozing inside.

The Cindercub card as it appears in the game
The Emberfang card as it appears in the game
The Pyrothian card as it appears in the game

Six rarities

  1. Common
  2. Uncommon
  3. Rare
  4. Epic
  5. Legendary
  6. Mythic

Above them all stand the godly tiers: the Primordials of Genesis and the Zodiac Wardens of the Starlit Pact, each a single card that never evolves.

The elements

Twelve elements. One balance.

Each element is strong against some and weak against others, and a clash turns on it. Choose an element to see where its power lies.

Selected

Fire

Strong against
Metal, Dark
Weak against
Water, Rock

Battle

Easy to learn. Built to master.

  1. 01

    One number decides the clash

    A monster's HP is both its strength and its life. When two meet, the higher number wins, and the winner carries the damage forward.

  2. 02

    Elements tip the balance

    Strike with the elemental advantage and you hit harder; strike into a weakness and you hit softer. Bring water to the volcano.

  3. 03

    Three places on the field

    Draw from your deck, spend energy that grows each turn, and hold three places on the field against your opponent's three.

  4. 04

    Every monster has a role

    Six skills shape how a monster fights: who strikes from range, who takes the hits, who heals, poisons, freezes or burns.

  • Sword

    Attacks up close and takes damage back, but has the biggest HP pool.

  • Bow

    Attacks from range and never takes damage when it attacks.

  • Heal

    At the start of each of its turns, heals every other ally on the field.

  • Poison

    A target it hits loses a share of its HP every turn for three turns.

  • Freeze

    A target it hits skips its next attack.

  • Magic

    Attacks from range with no damage back, and the target burns for two turns.

The journey

More than a deck. A journey.

The Adventure map carries you from biome to biome, each home to two elements, so the creatures you bring matter as much as the ones you meet.

  1. 01A trail to climb

    Each region is a long trail across six biomes: battles, essence shrines, and a boss at the end of every stretch.

  2. 02Alphas

    Bosses are Alphas, bigger and fiercer forms of a biome's creatures. Beat one and its Alpha card may be yours.

  3. 03The Primordials

    Four ancient beings, each fusing two elements, stand above the rest of the roster.

  4. 04The Starlit Reach

    Finish Elementia and a second region opens beneath the stars, with the Starlit Pact's own creatures and packs.

Primordial · Light and DarkAetherion

In play

Made for the palm of your hand.

Screens from the game as it stands today, in development.

  • The Forge

    Craft cards from essence, feed copies in for stars, evolve with shards, and take on the Boss Farm.

  • Challenges

    Set fights that open as your deck grows stronger, each with a reward paid once.

  • Mini games

    Eight quick games, from Memory Match to Element Duel, for potions and essence.

  • Packs and chests

    Packs for both sets, and chests that open with keys won along the way.

In development

Enter Elementia

Elementia is being prepared for Android and iOS. The store pages will be linked here as soon as they are live.

  • AndroidGoogle PlayNot yet available
  • iOSApp StoreNot yet available
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