How Should One Use Water?
(the following is compiled by the Site Administrator)

The main principles of the Water Civilization are advantage in numbers/resources, knowledge of situations, and manipulation. There's a very good chance that if a player is adding this civilization to their deck, they are aiming for one of these things. Water has the most knowledge and tactical ability of all the civilizations, to make up for their relative lack of strength in combat. Water users aim to keep themselves one step ahead of anything their opponent could do, at all times.

That is what playing Water is all about. Getting ahead of the opponent and staying there, and hopefully multiplying your advantage until the enemy is utterly overwhelmed either by the sheer number of creatures that you have in play, or your ability to make it very difficult for them to keep their own in play. Water creatures are so unlikely to win batltes against creatures of their own level, that they rely on the ability to remove their opponent from the battle zone temporarily to give their stronger warriors time to get into battle. This ability has to be used carefully, since it usually does not rob the opponent of anything but time, when used alone. Their resources are nearly never depleted by this 'return to hand' ability so it should usually only be used to remove serious obstacles or dangers.

Though other Civilizations draw cards, none do it as 'fluidly' or swiftly as Water. To make best use of this, one can often play a more versatile deck, since drawing cards makes more options readily available. Even without ways to produce mana at an increased rate, Water's ability to draw extra cards directly into the hand means that it usually has a constant source of mana at the regular rate, something that can give Water players quite an advantage against players whose resource run out more quickly. So many strategies of Water rely on large numbers of available cards, that using the draw ability is almost essential, and the abiltiy to combine this resource advantage of Water with the abilities of the other civilizations can put many decks ahead of their opponents.

When planning to use Water as a quick strike force, it is good to use another of Water's well known abilities. Being unblockable. Due to the lower power of Water creatures, they often lose battles against blockers without any benefit to the attacker. When using unblockable creatures, not only has Water removed one line of defense from the opponent's effectiveness, but situations can be doubly manipulated, forcing opponents to counterattack creatures that they could not block.

Water manipulates and investigates situations, as well. Water cards can let you view opposing shields and hand, or even the top of your own deck, and occasionally, the opponent's next card. This ability allows Water Civilization users to come up with intricate plans that have a higher chance of success since the plans take into account what the opponent is capable of doing in response. The most obvious advantage in viewing shields is knowing how and when to spring the opposing Shield Triggers, but this is only the blatant one. This ability lets the player know just what cards they will be making available to their opponent, and combines well with nearly all other abilities of Water.

Finally, a few Water creatures have the power to support their allies in the Light and Darkness Civilizations, and adding these supportive cards to such decks can greatly increase the effectiveness. Nature combinations often benefit from the card drawing, and the ability to return cards to hand, from mana, easily. Fire and Darkness most often benefit from the creatures of Water that return to hand when destroyed. Nearly every deck can at least consider adding some Water Civilization cards, a testament to its versatility. To master the use of water, get used to setting up complex plans based on knowledge and resources.