[General Topics] Menneisyys:
Earth / Kobold (6 / 10/ 5), because of its blocking any damage under 5, can be very useful when you, for example, play against the CPU and it uses Water / Scylla. Then, by reducing Scylla’s hit to, say, 3 by using the new Life / Monk, you will have a constant source of water. (The AI is still "dumb" not to see Scylla is useless and keeps rehealing it when it reaches too low levels, giving you a lot of free Water). Of course, there are several other cards you can use the same trick with – for example, Air / Gargoyle with the Petrification spell or Air / Astral Cloud.

http://www.winmobiletech.com/062008orions/Kobold.jpg

Fire / Wall of fire (3/ 25/ 0) is one of the best cards. I consider it much better than the similar (3-level, dealing 3 damage) Fire Spikes if you want to quickly put a card on the deck, while quickly dealing 4 damage to all your enemies. Note that the card itself doesn’t attack; that is, if you need to take out the opposing card and don’t have other means like Earth / Elven Archer, forget it.

http://www.winmobiletech.com/062008orions/WallOfFire.jpg

Earth / Dispercer (5 / 13 / 1) isn’t particularly strong (deals 1 damage only) but, when it dies, you receive one element each. For example, against a non-speller / non-positive-side effects unit, it’s a good choice.

http://www.winmobiletech.com/062008orions/Dispercer.jpg

Blade Master (9 / 30/ 8) should also be your preferred card because of its dealing 1 damage to all the enemy cards upon getting hit and its free (!) Shuriken spell dealing 2 damage to the other owner.

http://www.winmobiletech.com/062008orions/BladeMaster.jpg

Water / Giant Turtle (8 / 20 / 3) is useful against low-HP cards (typically, cards under or around 10 HP) because, once the card’s HP decreases under 10, it’ll be instantly killed.

http://www.winmobiletech.com/062008orions/GiantTurtle.jpg

Water / Elementarist (7 / 18/ 3) is a very useful card to quickly kill very dangerous, powerful cards like Chimeron: the card you cast Magic Link on will receive the same damage Elementarist suffers from attacks hitting her. That is, if you want to get rid of a card really quickly, place it against a powerful, strong card and link immediately. Note that the Magic Link spell is very expensive; that is, use with caution.

http://www.winmobiletech.com/062008orions/Elementarist.jpg

Earth / Elven Archer (7 / 19 / 0) is also one of the cards I consider the most useful. It can not only attack any other card, even right after summoning, but also increases Earth by one each turn. I’ve found bringing 3 or, in cases, even 4 archer to the deck pretty much lethal, particularly if the opponent doesn’t have mass-killing spells like Fireball: any new enemy card brought to the deck by the opponent can be instantly killed (in most cases, right in the next round). As it has no direct attack, you’ll need another card to directly attack the enemy owner, though.

http://www.winmobiletech.com/062008orions/ElvenArcher.jpg

Spells

Air / Wings of Wisdom: particularly useful spell to quickly bump up all the elements by 2. Note that the official description states this doesn’t apply to Air; this isn’t true as yet because of a bug, which will only later be fixed. Until then, you’ll want to use it if you don’t have other spells to cast or cards to place on the deck. Particularly useful when you have Life / Chimera on board, with its halving the cast cost.

http://www.winmobiletech.com/062008orions/WingsOfWisdom.jpg

Life / Armor of God is also very useful for quickly healing, blessing your card and removing negative spells (like poison or strength reduction) from them.

http://www.winmobiletech.com/062008orions/ArmorOGod.jpg

Air / Moonlight is a very-very good spell if there are very few enemy cards on the board (it heals them too) and you quickly need to fully heal all your cards.

http://www.winmobiletech.com/062008orions/Moonlight.jpg

Fire / Blood Ritual: particularly useful for quickly bumping up your fire elemental; particularly if you have a Chimera on the deck, making this spell even cheaper.

http://www.winmobiletech.com/062008orions/BloodRitual.jpg

Death / Enslave is also very useful to quickly steal the strongest enemy card. You can even have a gain of 8 by stealing a level 15 card (for example, Water / Kraken) with this level 7 spell. In this regard, it’s much more useful than the more expensive (lvl 8), comparable Air / Black Wind because the latter doesn’t steal the enemy card.

http://www.winmobiletech.com/062008orions/Enslave.jpg

Life / Pure Heart: another very useful (and comparatively cheap – lvl5 only) card. Especially useful against the CPU when it starts using Death / Black Mage’s Extract Soul to change all its cards into Death / Ghosts because of the extra 10 damage delivered to Death cards. (Incidentally, this seems to be a bug with the AI – sometimes, it changes far more expensive and powerful cards into Ghosts when it would be absolutely unnecessary. Using ghosts, BTW, should be avoided whenever possible because of the owner’s also taking damage from direct attacks. That is, I don’t see why the AI likes it so much, particularly when spending 2 Death elements on Extract Soul spells.)

http://www.winmobiletech.com/062008orions/PureHeart.jpg

Appendix: my favorite (no-spell) cards

With these cards, I was able to beat the AI in the vast majority of cases – in Hard level. Note that this is just MY favorite deck when playing the AI; yours may be completely different. Also note that I don’t present a deck optimized for games with spells enabled; then, the restricted number of the in-game available cards would mean I would have needed to leave out some very cool cards. As a rule of thumb, I would have selected Fire / Fireball, Life / Pure Heart and/or Armor of God, Air / Chain Lightning and/or Moonlight and/or Wings of Wisdom and Death / Enslave - along with, of course, Life / Chimera (to halve the price of the spells) and Life / Unicorn (to protect my cards from destructive spells).

Water:

Nixie (to bump up water and to deal a lot of damage to Fire creatures)

Leviathan (to heal the owner; to deal 1 damage to all opponent cards)

Ice Wizard (to fight other Water creatures (1 damage from them); to bump up water; in need, to quickly heal owner (albeit, for this, Leviathan is preferred)

Tython (to quickly heal the cards)

Fire: Red Drake (because of the +3 damage upon summoning and not taking any damage from opposing fire creatures; that is, the most ideal card to fight Fire cards)

Diablo (mostly because of its spell, particularly when used in pair, mutually strengthening each other)

Efreet (because of the excessive damage sent back to the attacker; high HP and comparatively high strength)

Wall of fire (very cheap but, still, immensely useful). (You might want to go for Blade Master instead of this or, say, Efreet; it is also very useful and causes direct damage to the enemy owner without using any mana)

Air: Manticore (for the spell to quickly get rid of really dangerous spells like that of Monk, Elven Archer, Fairy etc.)

Zeus (to quickly get rid of cards below lvl7. If your opponent rarely uses low-level cards, you might want to go for Air / Lord Lighting instead)

Fairy (to cause immense damage to the other owner if he uses powerful, strong cards)

Nymph (to bump up air) (you might want to go for Soul of Winds instead, which is also very useful against strong opposing cards)

Earth: Satyr (the best Earth "bump-up" card - not counting in Elven Archers - particularly when deployed at the beginning of the game and particularly as the first card to deploy)

Elemental (very strong; bumps up Earth really fast; has a nice, free, protective spell)

Pyhon (suffocating is very useful, particularly if the opponent goes the Forest Spirit route)

Forest Spirit (to deploy against strong cards – if you don’t use Air / Soul of Winds against strong opponents; to heal owner)

Life: Monk (one of the best cards – both its spell and auto-healing are really worth using)

Chimera (strong; especially useful at healing owner; albeit in a no-spell game not as useful as in a game with spells)

Ethereal (to deploy against very though opponents or Scylla)

Paladin (in case you need to quickly take out a strong Death opponent like Dark Druid or Grim Reaper)

Death: Dark Druid (comparatively strong; great at healing owner)

Darklord (owner- and self-healing; stealing "good" spells, particularly that of Life / Kermit).