Chapter III: Air*****FAST***** (7)
Apprentice: it has 4 attack, its spammable... it boosts offensive spells - quite easy to understand.
Griffin: although its presence value is high, it only has 3 attack, but it does 5 direct damage... it is a possible but intricate argument that could be made to categorize it as ambiguous.
CallThunder: creature control, direct damage, and opens possibility for slot break - fast is fast.
LightBolt: only F11 or E6 can possibly shorten the game faster than this
ChainLight: like A3, but as a sweep
Cloud: does creature control and direct damage, pretty simple.
Titan: 15 damage upon arrival, 9 attack... yeah.
*****AMBIGUOUS***** (5)
Sage: has 4 attack, but it heals... if used in a situation where one does not require healing, it can lead to the phenomena called "overhealing" in which one plays excessively on the defense without a reason and misses offensive opportunities, but against direct damage attacks it creates momentum while healing.
LightningWall: it stalls the creature it is placed against while dealing direct damage... so it prolongs the game for the user, and shortens it for the opponent.
Phoenix: well, it has 7 attack which is very fast and agressive... but it also requires a certain stockpile of mana that must not be touched... Fire keeps the Phoenix alive, Air creates Phoenixii and you are just left with Water, Earth and Specials to stay alive and defend which has the implication that you wont have mana for offense so easily... so, Phoenix has a lot of attack, but the context that surrounds it is aimed at winning in a long game.
Tornado: it really depends on situation, cannot generalize at all about it.
AirElemental: on one hand, it does 8 direct damage, on the other hand, its an elemental... third factor is that it can arrive pretty quickly compared to W10, or at same pace as F10, so there.
*****SLOW*****
lol, none
*****SUMMARY*****
Id like to call it the sister house to Fire, because both of them can go really fast, at least compared to Water.
Nice article, as usual.
I'd probably place Air Elemental in the 'slow' category since takes so long to build to high attack levels (even compared to other Elementals) and specifically prevents you from using some of the fastest cards in the game for a few turns. Besides that, I totally agree with your analyses.
Wall of Lightnings is one of the most interesting cards in the game if we're examining pace. It's used in some of the rushiest strategies as well as some of the stalliest strategies (but rarely anything in-between), at every single point during the game. I don't think there's another card like that.