Heya! This might get a little lengthy, as I want to explain why I want the advice... Sorry that this came out much longer than I intended. Basically, are there certain cards that give Elves the edge? Or, certain tactics? I'm going to try and "highlight" the more important parts in an attempt to save you some time. Okay! So, I decided for my campaign playthrough to use all Elves, and one of each class. From reading their tooltip, I figured it was a bad idea when I read their advantage was movement. Movement is an iffy subject for me in strategy games, and below are a few examples to illustrate my opinion on it. Dawn Of War has a faction called Eldars. They're essentially space elves. Please know, I'm not referring to the tapletop Warhammer 40k, but the PC game. Their advantage is also movement. They sacrifice health, armor, and damage for this extra movement (generally enhanced by webway gates). BUT! Where's the advantage? No matter how quickly you get to the fight, there's still going to be a fight. If you get there first but can't deal/take the damage, then why bother getting there first? So! How do you make up for this? With "hit-and-run" tactics. Now, you're just doing chip damage in order to preserve your units. You're creating a lot of extra work for a less reward. Necrons are the opposite of Eldar (on a functional level, not lore). You select units, right click to where you want enemies dead, and you win. There's no extra hassle or anything, and you get better results. Not only that, but most (if not all) factions overcome their mobility with teleporting units, making Eldar's advantage even worse. Fire Emblem games, you have a class (usually, depends on which one) known as the General. Generals are heavy armored, slow moving, hard-hitters. There's another class, Assassin. Assassins are quick, low armor, light hitters. But! They have a higher dodge and crit chance. You can send a General into a group of enemies, and know he'll live and deal heavy damage (or, likely kill depending on couple things like unit type and difficulty). OR! You can send the Assassin in, and hope he gets good rolls in order to live via dodge, or kill via crits. By using the Assassin instead, you've added an extra layer of luck/difficulty with no benefits. Keep in mind, I didn't talk about fun levels. Speedy/movement/dodge classes can be fun, and I often pick them knowing I'm making the game harder on myself. But, that's a different discussion with different variables, and not something I'm wondering about. Anyways! Sorry. Now, to Card Hunter and Elves. Their advantage is similar to Eldars in that there's many reasons movement is near useless. The maps are small, often tight, and have tiles to end movement. Movement gets negated harshly when there's nowhere to move. There's plenty of spears and ranged attacks in the game, further negating the use of movement. Other races do a great job for making up for their lack of movements via charge cards. I typically end up with more movement than I know what to do with, so there's not many places to go. Enemies come to you. Many times, I end up with draws that are primarily movement cards with no attacking cards, despite my best efforts to stack offense. Most of the time, it feels like I'm sacrificing HP (which lead to a sacrifice of offense) for no gains. Here are the things I'm doing with my elves. - My Warrior mostly uses spear attacks, with movement attacks thrown in. The general idea is to keep that space where I can still attack with my spears and hopefully negate some damage. This normally ends with my low HP elf getting stabbed by the many spear using enemies, or overrun'd. - I've made my Priest mostly heals to help deal with the low HP (another instance of lower damage). She spends most of her time trying to keep everyone up, but does have attacks consisting of spear attacks. Consuming Spear, Spear of Darkness, ect. - My Mage uses spells that move the enemy. Force Bolt, Force Blast, Telekinesis. And, makes use of Surging Bolt/Blast to keep her movement up, and get close enough to use Big Zap. I would like to change her out for more offensive spells, but she is the biggest advantage I have at the moment while using her to control the enemy. - I usually begin by passing on my first turn so that the enemy burns a movement card, granting me the movement advantage. There are times when I will try to dash to a certain enemy in attempts to eliminate them before the other enemies get to me, but with the maps being so small this usually only give me a one turn (if that) start. Elves seem like "hard mode". I know Drawf would benefit an easier playstyle (in this game) more so than Elves. They're not having to sacrifice damage in attempts to stay mobile. Most enemies are going to come to them (in which, a Chop is going to be more effective than a Stab, especially with Martial Skills), and the enemies that don't run at them can still be chased down due to the map limitations on movement. But, I'm really determined to make the Elves work, due to the reasons that Melvin stated... And, they are fun to play. Just, challenging for little reason.