Elemental Kingdoms Strategy: Forest

Elemental Kingdoms can be described as a card collecting battle game. Throughout the game you are fighting your way through the Scarlet Army while collecting cards along the way. Eventually you will be able to battle with your deck against other players in the arena. Games against other players are fully automated, this means all of the games strategy is in putting the right cards and runes in your deck. In Elemental Kingdoms there are four different classes of cards. In this article I will be going over the Forest class. Forest has been my class of choice based on the cards I have collected through playing. The Forest class is strong against the Swamp class and is weak when facing the Mountain class. I have found that many Forest cards tend to heal or boost your other card’s health. I consider them to be the card health boosting class, making all cards on the battlefield more difficult to kill. I will discuss Rune and Card choices in the remainder of the article.



Here are a few of the Runes available for purchase in the exchange menu.

Since we are working with a mostly Forest deck, we are going to want to have Air Runes. Air has a decent selection of Runes to choose from depending on how we want the deck to play out. The one Rune that I use in all of my Forest decks is Thunder Shield (When you have more than 1 Forest card on the battlefield, Thunder Shield will be activated). The Rune will activate a maximum of four times. When its level is maxed out, Thunder Shield gives all of our cards Retaliation 10 (Upon receiving damage, immediately counterattack and deals 200 to the attacker and both of its adjacent cards). This ability is very helpful to reduce your opponent’s cards health into a more kill-able range. It is also nice because the damage done cannot be reduced by abilities and it can stack with cards you control that already have Retaliation. This makes it possible to sometimes do more damage defensively than when attacking.

Assuming our Hero is at least level 40, we still have slots to add three more Runes. A lower level, easier to obtain Rune that I still use in my deck is Leaf. Leaf casts Snipe 8 (Deals 240 damage to the card with the least HP) after the battle has exceeded fourteen rounds. The nice thing about Leaf is that it does not require a certain number of cards on the field or in the cemetery to activate. Snipe is a great ability at higher levels due to the fact it ignores Immunity and Magic Shield. As Forest, our goal is to get rid of our opponent’s cards rather than killing his Hero. Our first two Runes help in accomplishing that goal.


Shown above is the Rune Leaf and all of its stats and abilities.

Now we are down to two more slots for Runes. The final two Runes can be changed out without severely hurting our gameplay. The first is Spring Breeze, which activates when we have more than one Forest card in our hand. Spring Breeze (at max level) allows all of our cards on the battlefield to ward off 240 damage until our next turn. At the end of our opponent’s turn, our cards lose any extra health that was not used to ward off damage. My reason for adding this Rune is the aspect of extra card survivability.

The final Rune that I would suggest adding is one that I personally do not own yet, Nimble Soul. When we have two or more Forest cards in our cemetery, Group Dodge 9 is activated. Group Dodge 9 equips all of our cards on the battlefield with Dodge, meaning there is now a 65 percent chance that a physical attack will miss. Once again this Rune is adding to the survivability of our cards. As I previously stated, I currently do not own this Rune, but it is available by exchanging twenty Golden Shards in the Meditate section of the main screen. Until I am able to afford this Rune I have been using Revival. Revival increases the attack of all our cards on the battlefield by 120. It is worth noting that all Runes will only activate a maximum of four or five times before going away.



This is my current deck. As you can see I am nearly at maximum card cost allowed. I will certainly change out a few cards when I level higher.

Choosing which cards to bring requires much more difficult decisions than choosing which Runes to bring. The game helps you out, since not everybody receives the same cards throughout the game. So far I have been playing the game for free and can still compete at a level I enjoy. The first five star card I received was Moss Dragon from the maze in map eight. The second five star was Aranyani from a booster pack I decided to buy (Lucky me!). All of the cards we will be adding to our deck will be at maximum level and from the Forest class. The deck I will be discussing (shown above) is from my current Hero level, which allows a maximum deck cost of 41. I have found deck cost to be the most restrictive part of building a deck.

There are four cards that I consider must haves in a Forest deck. Those four are Moss Dragon, Aranyani, Treant Healer, and Fire Kirin. When you reach higher ranks in the arena, most decks use abilities and magic to control the board. Moss Dragon is immune to abilities and magic giving him the ability to stick on the board easily. He also prevents a good amount of damage and can deal a lot of damage to opposing cards. I was lucky enough to collect two of him, therefor my deck has two. Aranyani is good because she prevents some magic damage and can cast teleportation on an enemy card upon entering the battlefield. Treant Healer (shown below) is in the deck for a couple reasons. First is its ability to exile the card across from it upon entering the battlefield. The other main reason for Treant Healer is Reincarnation, which puts 2 of our cards from our cemetery into our deck. Fire Kirin belongs in the deck as a source of crowd control and survivability. I have won a few games thanks to Fire Kirin returning to my hand rather than my cemetery. Since Fire Kirin is easier to obtain, I was able to evolve him five times and add Chain Lightning for even more crowd control.


This is one of my favorite cards. He helps keep my team alive and brings them back if they die.

The four cards mentioned above are my must haves, the rest of the cards are slightly less important. It is a good idea to include a few cards with immunity or Taiga General could beat your entire deck alone. I find it helpful to have one or two cards that heal your other cards in play. I used the three star Mischievous Pixie for a long time for her heal until I collected an upgrade. Cards with Retaliation are nice additions due to their synergy with our Thunder Shield Rune. One that I use is Cacti Guardian. With these cards you can do a great amount of damage to your opponent’s cards during his turn.

With Arena matches being fully automated, your strategy lies within your deck and your Runes. Again I would like to mention I got this far playing completely for free. I am sure a few cards could be upgraded with five star cards, but you must keep in mind the restrictive deck cost. Each of the classes in Elemental Kingdoms has a very different style for success. The Forest class is very reliant on healing our own cards and playing defensively. I hope my advice helps you figure out the best combination of cards and Runes to stay ahead of your opponents. Good luck out there!

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Samuel J
Author: Samuel J View all posts by
SamuelJ, also known by some as Samdroid, is an avid gamer and a champion of justice. Half man, half machine, all player.

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