You can learn about each Game Deck below or download them all as a PDF (coming soon).
Learn more about this deck.
Learn more about this deck.
Deck Contents (quantity in parentheses):
1-cost Captive (3)
1-cost Eagle Spirit (1) - Animal Spirit <Move_Moveface6 />
1-cost Jaguar Spirit (1) - Animal Spirit
2-cost Lure Into the Shallows (1) <Anchor_Shieldface6/>
2-cost Nahualli (1) - Warrior <Move_Moveface6 />
2-cost Tlapilli (2) - Warrior
3-cost Otontin (1) - Warrior
3-cost Capture! (3) <Captiveface1 />
4-cost Ambush (1) <Stun_Stopback6/>
4-cost Tlamacazqui (2)
5-cost Ocelotl (1) - Warrior
5-cost Cuauhtli (1) - Warrior
5-cost Peyotl (1) <Stun_Stopface6/>
6-cost Coatlicue (1) - Deity
6-cost Xochiquetzal (1) - Deity
7-cost Tezcatlipoca (1) - Deity
7-cost Quetzalcoatl (1) - Deity
8-cost Huitzilopochtli (1) - Deity
Pronunciations
Tenochtitlan [ten-ock-tit-lan]
Nahualli [Nah-wal-ee]
Tlapilli [Til-ah-pil-ee]
Tlamacazqui [Til-am-a-kaz-kwee]
Ocelotl [Oh-sil-ah-til]
Cuauhtli [Kwat-lee]
Peyotl [Pay-oh-til]
Coatlicue [Kote-lih-kue]
Xochiquetzal [Sho-chi-kwet-zal]
Tezcatlipoca [Tez-kat-lih-po-ka]
Quetzalcoatl [Kwet-zal-koh-til]
Huitzilopochtli [Hweet-zilo-poach-til-ee]
Deck Strategy
Azteca & Mexica of Tenochtitlan is a High Complexity deck that relies on acquiring Captives, swapping your Warriors, and making sacrifices to your Deities to make them powerful.
Prioritize playing Captive and Capture! cards, with the latter on the same battlefield as Warrior cards like Tlapilli, which can be swapped for free with other Warriors. Find and deploy at least one Tlamacazqui priest so you can sacrifice Captive cards and tokens when needed.
Your Deities have a lot of utility around gaining more cards and discarding cards, which is itself a form of sacrifice, so plan carefully around when to deploy them and when to sacrifice Captive cards and tokens so they gain the most advantage.
You don't need to upgrade Tlapilli as soon as it gets 2 Captive Tokens - you can keep adding more tokens for a more powerful swap.
Card Ability Clarifications
Captive cards are not Captive Tokens. Be mindful of which cards benefit from each. There is no limit to the number of Captive Tokens a card can have.
Tlamacazqui is limited only by how much essence you can spend each Round. A single Tlamacazqui can Destroy multiple times per Round.
Swap on Tlapilli is not a Deploy, but the new Ocelotl or Cuauhtli on the Battlefield does Resolve its Reveal Might and Instant ability.
Deck Backstory
Despite a common misconception that those who resided in ancient Mexico were referred to as the "Aztecs," the reality is there were multiple tribes with different names that came together to form the ancient city of Tenochtitlan, the foundation of what is known as the Aztec Empire. One of those tribes from Aztlan referred to themselves as Azteca, but upon their merging with other tribes and adoption of their patron god Huitzilopochtli, also known as Mexi, they adopted the name Mexica which would be come the Mexico we know today. Thus the dual-name of this deck.
The Azteca & Mexica had a rich mythology of deities much like other famous civilizations, like the Greek, Romans, Norse, Egyptians, and more. This deck attempts to capture that relationship by including some of the famous deities as the higher cost cards in the deck.
Aztec culture was very much about making sacrifices to their gods and often used other humans for those sacrifices. Capturing an enemy in battle was as valuable as killing him, as the captive could then be used as a sacrifice to the gods. Capturing enemies was also a way to rise within the Aztec warrior ranks. Thus, this deck greatly relies on using Captive cards and tokens to make other warriors and deities more powerful. This is also the first deck that doesn't include a card that can destroy one of your opponent's cards.
The jaguar and eagle were also strong animal representatives within the Aztec culture and mythology, so they are included here as animal spirits for their might and movement abilities.
Deck Contents (quantity in parentheses):
1-cost: Light Camel Rider (1)
1-cost: Light Infantry (4)
2-cost: Camel Rider (1)
2-cost: Horse Archers (3)
3-cost: Defense Platform (2)
3-cost: Standard Cataphract (2)
4-cost: Azadan Nobles (1)
4-cost: Elite Horse Archers (2)
5-cost: Superior Cataphract (2)
5-cost: Trample (1)
6-cost: Flank Attack (2)
7-cost: Parthian Shot (2)
8-cost: Spahbed (1)
Deck Strategy
Cavalry of the Parthian Empire is a Medium Complexity deck that relies on Resolving your Horse Archer abilities multiple times by Moving and Returning them to Deploy again.
Deploy your Camel Riders, Cataphracts, and Light Infantry on the Battlefield and increase their Might with your Horse Archers.
Group Cataphracts on a Battlefield strategically to gain advantage there. You only have 4 Cataphracts, though, so be mindful that in one game it might make sense to group 3-4, where in another game 2 groups of 2 may be wiser.
Deploy Flank Attack and Parthian Shot to gain opportunities to Resolve your Horse Archer abilities multiple times on the same or other Battlefields. Use your Spahbed commander to Return these battle order cards to your hand to Deploy them again in the later Rounds to repeat their abilities.
Card Ability Clarifications
Standard Cataphract, Superior Cataphract: The Might bonus is given only once as new Cataphracts Reveal for each other Ally Cataphract.
Light Infantry: The Might bonus is given one time when the Defense Platform is Revealed, or twice if both Defense Platforms are Revealed on the same Battlefield.
Defense Platform: You can Deploy your 2 Defense Platform cards on the same Battlefield.
Flank Attack: Horse Archers and Elite Horse Archers both qualify. You must Move all Horse Archers if possible. You may choose where to Move them.
Parthian Shot: Horse Archers and Elite Horse Archers both qualify. You must Return at least 1 Horse Archer to Resolve the Destroy part of the ability. The Return is not optional.
Spahbed: All Returned Battle Order cards lose all Might gained from Archers and/or Battlefield effects. You only return the Battle Order cards on the Battlefield where Spahbed was Deployed.
Deck Backstory
The Parthian Empire ruled the Middle East for roughly 500 years across the approximate span of 250 BC to 250 AD. They established trade routes between the Roman Empire and the Far East and were known more for their nomadic lifestyle than cities and structures.
Parthian armies were notoriously difficult for the Romans to conquer because of their mastery of Cavalry and movement tactics, especially with warriors wielding a bow. Parthian Horse Archers were famous for their ability to shoot precisely while on horseback, including while firing in the opposite direction of the horse's travel, which is known as the Parthian Shot.
Heavily armored Cataphracts were known not only for their knight-like armor protection, but their horse's armor as well. Several Cataphracts could dominate an army on the Battlefield.
The Spahbed was the commander of the Parthian forces and it was fun to think of Flank Attack and Parthian Shot as commands he could issue to his armies multiple times throughout the game.
Deck Contents (quantity in parentheses):
1-cost Archer Tower (1)
1-cost Murder Holes (1)
1-cost Fortress Walls (3)
2-cost Testudo Legionnaire (1)
2-cost Basic Builder (3)
3-cost Master Builder (1)
3-cost Sagittarii Marksman (1)
3-cost Light Chariots (2)
4-cost Vats of Tar (1)
4-cost Heavy Chariots (2)
5-cost Elite Chariots (2)
5-cost Boulder Barrage (1)
6-cost Ballista (1)
6-cost Onager Catapult (1)
7-cost Fortify (2)
8-cost Armorer (1)
Deck Strategy
Defenders of the Bastion is a Medium Complexity deck that relies on Returning your cards to gain Might, gain Essence, and Deploy cards onto Battlefields multiple times.
To maximize your flexibility, deploy as many Fortress Walls as possible as quickly as you can. It will keep your opponent guessing as to where you will focus. Deploying your Master Builder repeatedly, even where no Fortress Walls exists, will help you acquire those cards faster.
When possible, play your Archer Tower, Murder Holes, Ballista, and Onager Catapult before Chariots. Use your Chariots to return your Builders to your hand as much as possible. This allows you to play Builders more repeatedly.
You only have 2 Fortify cards, so use them to secure a Battlefield or surprise your Opponent. Try to plan your final Builder placement late in the game to maximize The Armorer's ability.
Card Ability Clarifications
Archer Tower, Ballista, The Armorer, Light, Heavy, Elite Chariots: Both Master and Basic Builder qualify.
Murder Holes, Trebuchet: Light, Heavy, and Elite Chariots qualify.
Master Builder: If you have all 3 Fortress Walls cards in your hand or on the Battlefield, ignore this part of the ability.
The Armorer: Might gained this way will be lost if Builder cards are Returned to your hand.
Light, Heavy, Elite Chariots: Chariots can still be Deployed on a Battlefield if no Builders are present there.
Fortify: This is a one-time gain when you Reveal it. Future increases to Fortress Walls after Fortify is played do not affect it.
Deck Backstory
While this deck is loosely based on the Roman Empire and their era, the Defenders of the Bastion is really just a nod to the amazing ability of ancient engineers to build powerful fortresses and weapons to defend them.
The deck is based on the idea that intelligent people could build these large castles and fortresses without modern equipment, and they proved to be difficult to conquer. So the idea of having Builders enhance Fortress Walls was born.
But the deck needed a way to have those builders keep making the walls stronger and stronger, so Chariots were introduced as a means to keep taking the builders to where they needed to be quickly, protecting them along the way.
And from there it made sense to add in all of the cool weapons and features that go along with protecting and attacking a castle, like Archer Towers, Murder Holes, Catapults, and Ballistas.
And lastly, the visual of every last man, woman, and child out on the walls, ready to defend their keep was a great inspiration for Fortify.
Deck Contents (quantity in parentheses):
1-cost Sir Dinadan (1)
1-cost Sir Lamorak (1)
1-cost Sir Marhaus (1)
1-cost Sir Palamedes (1)
1-cost The Grail Sword (1)
2-cost Fail-not Bow (1)
2-cost Green and Gold Sash (1)
2-cost Sir Gareth (1)
2-cost Sir Kay (1)
3-cost Arondight (1)
3-cost Sir Bors (1)
3-cost Sword with the Red Hilt (1)
3-cost The Lady of the Lake (1)
4-cost Morgan le Fay (1)
4-cost Sir Tristan (1)
4-cost The Holy Grail (1)
5-cost Excalibur (1)
5-cost Guinevere (1)
5-cost Sir Percival (1)
6-cost Sir Galahad (1)
6-cost Sir Gawain (1)
7-cost King Arthur (1)
7-cost Sir Lancelot (1)
8-cost Merlin (1)
Deck Strategy
Knights of the Round Table is a Medium Complexity deck that relies on creating camaraderie by grouping your Knights on the Battlefield and pairing certain cards with them.
Round Table is an ability that involves "filling" all Zones on a Battlefield. Make sure to Deploy a card with this ability to the last available Zone on a Battlefield to gain more Might.
Some Knights benefit when another Knight is Deployed to the same Battlefield. Maximize this as much as possible. King Arthur benefits when Guinevere is Deployed to the same Battlefield.
Deploy The Holy Grail and other Magical Items to benefit from their Command phase abilities. Some Magical Items require pairing with another card.
Merlin's ability to see where your opponent plays before you do for the rest of the game is very powerful. Deploy him as early as possible.
Card Ability Clarifications
The Grail Sword, Fail-not Bow, Excalibur: Based on current Might, not base.
King Arthur: The Might from Guinevere is applied only when the second card of the pair is Revealed on the Battlefield, regardless of whether Guinevere or King Arthur is Revealed second. It is a one-time Might gain. This Might gain cannot be lost if Guinevere is Destroyed. King Arthur is not a Knight.
Knights, King Arthur: The Round Table bonus Might for filling a Battlefield can only be obtained once per Battlefield. The Battlefield can be fully populated with any combination of cards, but only Knights and King Arthur can trigger the effect and only Knights receive the bonus Might. The card that fills the Battlefield does get the bonus Might if it's a Knight.
Merlin: Continue to pass the First Player Token each Round in case Battlefield effects are driven by who has it, but your Opponent will always perform their Round phases first.
The Holy Grail: the Might bonus can be applied to any Knight on any Battlefield. The Essence bonus is for the current Round only.
Deck Backstory
The Knights of the Round Table are a great theme for a pseudo historical, pseudo fictional game deck. While there have been countless named Knights across the stories, most of the more popular ones have been included here and a few others selected to round out a group of 12. From there, adding King Arthur, Guinevere, Merlin, Morgan le Fay, and The Lady of the Lake were no brainers.
Thematically, and because this deck has no repeat cards, it made sense to award bonuses based on Knights being combined together on the Battlefield. The more Knights, the more complete the Round Table is and the more powerful our heroes from Camelot can be.
And because we have Knights, it made sense to lean into the weapons and magical items from the stories that these heroes wielded.
Finally, it was fun to figure out how to best craft a rule-bending ability for Merlin, who is most known for predicting the ascension of a young Arthur to the throne.
Deck Contents (quantity in parentheses):
1-cost Griffin (1)
1-cost Jason and the Argonauts (1)
1-cost Perseus (1)
1-cost The River Styx (2)
2-cost Gates of Hades (1)
2-cost Gates of Olympus (1)
2-cost The Golden Fleece (1)
2-cost The Golden Ram (1)
3-cost Clytemnestra (1)
3-cost Hercules (1)
3-cost Hermes' Caduceus (1)
3-cost Pegasus (1)
4-cost Daedalus (1)
4-cost Eros' Love Arrow (1)
4-cost Icarus (1)
5-cost Circe (1)
5-cost Song of the Sirens (1)
5-cost Sun Chariot of Helios (1)
6-cost Bellerophon (1)
6-cost Winged Sandals (1)
7-cost Eros (1)
7-cost Medusa (1)
8-cost Hermes (1)
Deck Strategy
Legends of the Parthenon is a High Complexity deck that relies on Moving cards to build Might on a Battlefield. Certain cards gain Might when they Move between Battlefields, and other cards gain Might when cards Move to their Battlefield. Others cause cards to Move in various ways.
Try to play the cards that gain Might when other cards Move to them as soon as possible. This will help you maximize your Might.
Between Pegasus, Bellerophon, Hermes, and Move Tokens, take advantage of the Command phase and Move cards to keep your Opponent guessing and gain Might.
Think ahead. Moving cards requires open Zones on the Battlefield to Move to, and some cards can't move without other cards helping them. If you don't pay attention, you may clog your Battlefields. Watch for Battlefields that reduce Zones or limit Moving on certain Rounds.
Card Ability Clarifications
A Move Token enables a card to be Moved once during the Command phase on any future Round. Remove a token after the card Moves.
Winged Sandals: Only 3 total Move Tokens are Applied. You can Apply all 3 on one card, 2 on one card and 1 on another, or 1 each on 3 cards. They must all be on the same Battlefield.
Pegasus, Bellerophon, Hermes: Have permanent Move Tokens. They can only Move once during each Command phase, but they can be Moved by other cards during the Reveal phase. Hermes may Move again in the "End of the Game" phase.
Icarus, Daedalus: Unrevealed cards do not count.
Hermes' Caduceus, Hercules, Jason and the Argonauts, Perseus: If this card Moves, it does not trigger its own ability.
Eros: Move your lowest Might cards on other Battlefields first. If cards are tied in Might, you may choose which one Moves first.
Medusa: Cards can be Moved in whatever order and combination you choose.
Deck Backstory
Based on Greek Mythology, the Legends deck really began with a few characters in the Greek legends associated with flight. It started with characters like Pegasus, Icarus and Daedalus, Helios, and of course Hermes himself. This led to the idea of a deck based on moving cards between the Battlefields to keep your opponents guessing as to where they would settle.
It was a fun idea to complement the 8 cost Hermes with two 7 cost polar opposites: Medusa and Eros. With Medusa you have to look (run) away, whereas Eros wants everyone to come to him with love.
Once you introduce Medusa, Perseus is a natural progression, which leads to other "quest" based characters like Hercules and Jason (with his Argonauts), and some of their storied counterparts, like the Golden Ram/Fleece and the deadly Sirens.
Lastly, the deck needed a few opportunities to move cards, so hence the journey to the gates of "heaven and hell" in Olympus and Hades, as well as the delicate traversal between life and death on the River Styx.
Deck Contents (quantity in parentheses):
1-cost Anne Bonny (1) - Pirate
1-cost Deckhands (3) - Pirate
1-cost Mary Read (1) - Pirate
2-cost Pirate Ship (2) - Ship
2-cost Captain Flint (1) - Captain
2-cost Captain Black Bart (1) - Captain
3-cost Buried Treasure (3)
3-cost Walk the Plank (1)
4-cost Captain Kidd (1) - Captain
4-cost Captain Long John Silver (1) - Captain
4-cost Sea Witches (1)
5-cost Long Cannon (1) - Cannon
5-cost Deck Cannon (1) - Cannon
5-cost Mermaids (1)
6-cost Captain Willy (1) - Captain
6-cost Captain Blackbeard (1) - Captain
7-cost Davy Jones (1) - Captain
7-cost The Flying Dutchman (1) - Ship
8-cost The Kraken (1)
Deck Strategy
Pirates of the High Seas is a High Complexity deck that relies on a combination of moving cards with Ships and treating might like treasure.
Your primary goal is to move your Captains to other battlefields with Ships during the command phase. Your Ships can carry a Captain and either another Pirate or Cannon. Think ahead and be mindful about having open zones to move ships.
After they move, the Pirate Booty ability allows your Captains to exchange their own might with the current might of the Buried Treasure card on that battlefield. They can either deposit or withdrawal might in the exchange, which gives you flexibility to protect it or move it elsewhere.
The Flying Dutchman is a unique Ship that allows you to accelerate the might growth of your Captains at the expense of an Anchor Token, which means they cannot move again.
Card Ability Clarifications
Pirate Booty: If you Move this card with a Ship, this card may Exchange Might with the Buried Treasure Here in any increment either direction.
An Exchange happens on the new Battlefield after the Move. There must be a Buried Treasure on the new Battlefield. An Exchange can only be done between a Captain and a Buried Treasure.
To transfer Might between Battlefields, a Captain must first Move to a Battlefield with a Buried Treasure, "withdraw" Might, and then next Round Move to another Battlefield with a Buried Treasure and "deposit" it.
If multiple Ship cards are able to Move during any Command Phase, each Moves and Resolves one at a time.
Only Apply enough Might for Deckhands to achieve the next Fibonacci number from its current Might. Deckhands may exceed 21 <might/> from a Battlefield effect.
Deck Backstory
Pirate stories and myths are abundant in popular culture, but many of them hark back to Treasure Island, by Robert Louis Stevenson. While this deck doesn't exclusively take from that book, it's inspired by the story and borrows a character or two from the story. Of course, there are many other stories and famous pirates to draw from.
The idea behind the Buried Treasure card was to take what was done with Fortress Walls in the Defenders deck and make it more pirate-like. Pirates are known for finding, hiding, and stealing treasure, so the idea that a pirate could both add might to the card as well as take it away became very interesting. The card went through various names through the design process, but "Buried Treasure" seemed to accurately capture the bi-directional ethos well.
Since there is not one singular pirate worthy of the top card in the deck, it became necessary to dig into pirate lore to get more mythical and monster-like. The Kraken, Davy Jones, and The Flying Dutchman all offered great opportunities to build in thematic elements that both hadn't been used before (in the case of the Kraken), and offered interesting risk/reward scenarios.
Lastly, you may wonder how the Deckhands card came to use the Fibonacci sequence as its growth mechanic. The idea came from the notion that as pirate captains sailed from port to port, they would pick up new deckhands to work their ship. So the idea that Deckhands would grow with each move came from that. But how? Doubling was used initially, but that proved to be too powerful. After testing multiple approaches, the Fibonacci sequence offered an interesting scaling progression that worked well. It just had to be capped because a) the card would become to powerful, and b) you can only fit so many pirates on one ship!
Deck Contents (quantity in parentheses):
1-cost Ashigaru (4)
1-cost Bushi Samurai (1)
2-cost Gusoku Armor (1)
2-cost Kansetsu-waza (1)
2-cost Sohei (2)
3-cost Ninja (1)
3-cost Onna-musha (2)
3-cost Skilled Ronin (1)
4-cost Hatamoto Samurai (1)
4-cost Metsubushi (1)
4-cost Oni (1)
5-cost Bojutsu (1)
5-cost Itako (2)
6-cost Daimyo Samurai (1)
6-cost Renowned Ronin (1)
7-cost Abe no Seimei (1)
7-cost Ikko-Ikki (1)
8-cost The Shogun (1)
Deck Strategy
Samurai of the Sengoku is a Low Complexity deck that relies on Discarding cards to both build Might and surprise your Opponent with free Deployments to the Battlefield.
Deploy Sohei as quickly as possible so it can build Might as you Discard cards throughout the game.
While Ashigaru's ability allows you to Deploy it for free when you Discard, sometimes it makes sense to Deploy it from your hand by spending its Essence cost.
Itako and Abe no Seimei offer ways to Deploy Discarded cards for free. Plan ahead to use those surprise Deployments to your best advantage.
The Shogun can be powerful Deployed from your hand, the Discard pile, or to set Oni's Might at the end of the game. While it's most powerful when Deployed from the Discard pile, it's still valuable when used the other two ways.
Card Ability Clarifications
Abe no Seimei, Itako, Ashigaru, The Shogun: Any card Deployed from the Discard pile is Deployed face-down and Revealed after your other Deployed cards for that Round. There must be an open Zone on the Battlefield to Deploy the card. A free Deployment is not bound by any Battlefield cost constraints, but does count as a card Deploy and Reveal for other Battlefield effects.
Ninja: Discarding is optional, but is required to Destroy another card. You can still play this card on the last turn, but its entire ability will not Resolve, including the Discard part.
Oni: The Might Applied is additive to any gained Might from Battlefield effects. If you can't Discard a card at the end of the game, Oni does not gain any Might.
Sohei: This ability does not generate additional Might for cards that were Discarded before this card was Revealed. It also does not generate additional Might when your Opponent Discards.
Deck Backstory
The Sengoku period in Japanese history was rife with wars, both civil and otherwise. While the Samurai and Shogun were iconic across many periods of Japanese history and cards from this deck are not unique to the Sengoku period, this combative era serves as the perfect name for the deck.
Other aspects of Japanese battle culture are represented here, including the famous Ninja and Ronin, as well as the less famous female bushi Onna-musha and the warrior monk Sohei.
Ikko-Ikki were mobs of peasants, buddhist monks, and farmers who rose up against the Samurai and Shogun during the Sengoku period. Their strength in numbers was often formidable.
A fictitious side of the deck is introduced with the Oni, a demon known for its strength and violence, along with the Itako, blind women who are though to be powerful spiritual mediums. And Abe no Seimei's legend comes with both historical and mystical elements.
The deck symbol is Kanji for Samurai.
Deck Contents (quantity in parentheses):
1-cost Ashigaru (4)
1-cost Bushi Samurai (1)
2-cost Gusoku Armor (1)
2-cost Kansetsu-waza (1)
2-cost Sohei (2)
3-cost Ninja (1)
3-cost Onna-musha (2)
3-cost Skilled Ronin (1)
4-cost Hatamoto Samurai (1)
4-cost Metsubushi (1)
4-cost Oni (1)
5-cost Bojutsu (1)
5-cost Itako (2)
6-cost Daimyo Samurai (1)
6-cost Renowned Ronin (1)
7-cost Abe no Seimei (1)
7-cost Ikko-Ikki (1)
8-cost The Shogun (1)
Deck Strategy
Samurai of the Sengoku is a Low Complexity deck that relies on Discarding cards to both build Might and surprise your Opponent with free Deployments to the Battlefield.
Deploy Sohei as quickly as possible so it can build Might as you Discard cards throughout the game.
While Ashigaru's ability allows you to Deploy it for free when you Discard, sometimes it makes sense to Deploy it from your hand by spending its Essence cost.
Itako and Abe no Seimei offer ways to Deploy Discarded cards for free. Plan ahead to use those surprise Deployments to your best advantage.
The Shogun can be powerful Deployed from your hand, the Discard pile, or to set Oni's Might at the end of the game. While it's most powerful when Deployed from the Discard pile, it's still valuable when used the other two ways.
Card Ability Clarifications
Abe no Seimei, Itako, Ashigaru, The Shogun: Any card Deployed from the Discard pile is Deployed face-down and Revealed after your other Deployed cards for that Round. There must be an open Zone on the Battlefield to Deploy the card. A free Deployment is not bound by any Battlefield cost constraints, but does count as a card Deploy and Reveal for other Battlefield effects.
Ninja: Discarding is optional, but is required to Destroy another card. You can still play this card on the last turn, but its entire ability will not Resolve, including the Discard part.
Oni: The Might Applied is additive to any gained Might from Battlefield effects. If you can't Discard a card at the end of the game, Oni does not gain any Might.
Sohei: This ability does not generate additional Might for cards that were Discarded before this card was Revealed. It also does not generate additional Might when your Opponent Discards.
Deck Backstory
The Sengoku period in Japanese history was rife with wars, both civil and otherwise. While the Samurai and Shogun were iconic across many periods of Japanese history and cards from this deck are not unique to the Sengoku period, this combative era serves as the perfect name for the deck.
Other aspects of Japanese battle culture are represented here, including the famous Ninja and Ronin, as well as the less famous female bushi Onna-musha and the warrior monk Sohei.
Ikko-Ikki were mobs of peasants, buddhist monks, and farmers who rose up against the Samurai and Shogun during the Sengoku period. Their strength in numbers was often formidable.
A fictitious side of the deck is introduced with the Oni, a demon known for its strength and violence, along with the Itako, blind women who are though to be powerful spiritual mediums. And Abe no Seimei's legend comes with both historical and mystical elements.
The deck symbol is Kanji for Samurai.
Deck Contents (quantity in parentheses):
1-cost Soul of the Living (4)
1-cost Taker of Souls (1)
2-cost Cage of Lost Souls (1)
2-cost Death Enhancer (1)
2-cost Eater of Souls (2)
3-cost My Soul For Yours (1)
3-cost Soul of the Powerful
3-cost The Soul Stalker (1)
4-cost Devourer of Souls (2)
4-cost Harbinger of Death (1)
5-cost Sovereign of Purgatory (1)
5-cost Zombie Horde (2)
6-cost The Necromancer (1)
6-cost The Soul Crusher (1)
7-cost Giver of Souls (1)
7-cost The Annihilator (1)
8-cost Aspect of Death (1)
Deck Strategy
Spectres of the Necropolis is a High Complexity deck that relies on Destroying your own cards and building a Destroy pile. Some cards gain Might as they Destroy, while others become more powerful the more you Destroy.
Deploy Taker of Souls as quickly as possible so it can build Might as you Destroy cards throughout the game.
Position your Souls and Zombie Hordes to be easy prey for your Eater and Devourer of Souls. Enhance the Might they gain by Deploying the Death Enhancer in the Zone right before an Eater or Devourer to maximize the Might bonus.
Force your Opponent to make a difficult choice with My Soul For Yours or trip it yourself to help you increase the size of your Destroy pile. Create a large Destroy pile to maximize Aspect of Death and Giver of Souls, or raise the dead with The Necromancer if you need more cards.
Card Ability Clarifications
Aspect of Death, Giver of Souls: This is a one-time bonus based on the Destroy pile card count at the time of Reveal.
Death Enhancer: There is no bonus when this card is Destroyed. Affects Eater of Souls, Devourer of Souls, Soul of the Powerful, Zombie Horde.
The Soul Crusher: Always evaluate starting with Zone 1. Once a Zone is spared Destruction, it cannot be re-evaluated, even if this card grows in Might by Destroying other cards.
Zombie Horde: "Shift" means to change its Battlefield Zone position from Zone 1 to the next Open Zone number. This is not a Deployment. It counts as the card being Destroyed for Taker of Souls, but it doesn't count as part of the Destroy pile for Aspect of Death and Giver of Souls.
Taker of Souls: This ability does not generate additional Might for cards that were Destroyed before this card was Revealed.
The Necromancer: The quantity of cards you can reclaim is limited by your available Essence next Round.
Deck Backstory
It was decided early in game development that there would be both historical and fictional themed decks, and there's nothing more fun than a fictional themed monster deck based on Death and Destruction.
The general idea was that cards would get stronger as more death occurred, which meant the deck needed cards whose purpose was to be destroyed. The idea of Death consuming souls resonated, so we have our Souls of the Living and Powerful, as well as cards that give and take souls.
From there it became about how to unleash destruction, while also realizing that Death doesn't care what it feeds on, so any card in the deck could be a target for destruction if needed! But you can never kill a Zombie Horde. They just keep coming back...
To round off the deck, it was fun to think about resurrecting the dead with a Necromancer as a way to cheat Death. All of that work to build up your death count, only to decide, "nah, let's bring everyone back and do it all again!"
Deck Contents (quantity in parentheses):
1-cost Ellen (1)
1-cost Laura (1)
1-cost Lucy (1)
1-cost Mina (1)
1-cost Romuald (1)
2-cost Jonathan (1)
2-cost Lord Ruthven (1)
2-cost The Family (1)
2-cost Vampire's Coffin (1)
3-cost Sir Francis Varney (1)
3-cost The Blood Countess (1)
3-cost Vampire Bat (2)
4-cost Arnold Paole (1)
4-cost Gorcha (1)
4-cost Professor Van Helsing (1)
5-cost Clarimonde (1)
5-cost Renfield (1)
5-cost The Brides of Dracula (1)
6-cost The Turning (1)
6-cost Vampire's Gaze (1)
7-cost Carmilla (1)
7-cost Count Orlok (1)
8-cost Count Dracula (1)
Deck Strategy
Vampires of the Evernight is a Low Complexity deck that relies on placing humans within easy Battlefield reach of thirsty Vampires who grow in Might by Biting them each Round.
Your goal is to get as many Humans out onto the Battlefield as quickly as possible to know where to place your Vampires, since you will gain extra benefits from having certain Vampires Bite specific Humans. You must balance spending your Essence to Bite versus spending it to play cards.
Use Vampire Bat to Apply a Move Token, which allows you to Move a Vampire to another Battlefield during the Command phase.
Use The Turning if you find yourself having more Humans than Vampires. You can select any Vampire that meets the cost condition.
Vampire's Gaze is most effective when Deployed to a Battlefield with 2 Humans and 2 Vampires.
Card Ability Clarifications
Humans: You can only Bite a Human once per Round and only during the Command phase. You can Bite as many Humans on the Battlefield as you have Essence to spend and Vampires to Bite them. Biting is optional.
Vampires: A Vampire can only Bite one Human per Round.
The Turning: Search your deck for the Vampire you want (5 Essence cost or less). Remove a Human from the Battlefield where The Turning was Deployed and put the selected Vampire on the same Battlefield Zone. Put the human back in your deck, then shuffle it.
Vampire's Gaze: this augments the Bite of all Vampires on the same Battlefield as this card.
Deck Backstory
Who doesn't love a good Vampire story? This deck was crafted from the Vampire stories from the 19th century, which are the origin for the popularity of the genre. While Bram Stoker's Dracula is the most famous, other stories like The Vampyre, Carmilla, Varney the Vampire, The Family of the Vourdalak, and La Morte Amoureuse are used in this deck as well. Nosferatu, an early 20th century film based on Bram Stoker's Dracula, makes an appearance as well.
The idea formed to spend Essence in a way other than playing cards, and the theme of choosing to have a Vampire bite a Human to grow more powerful quickly settled into the deck. Then it became all about adding bonuses for having Vampires bite the humans from their story.
From there it became easy to sprinkle in Vampire Bats, a Coffin, the hypnotic Vampire's Gaze, and the idea of turning a human into a Vampire to round out the deck.
See if you can determine which cards belong to which stories from the Vampire lore!
Deck Contents (quantity in parentheses):
1-cost Bear Spirit (1)
1-cost Bondi (2)
1-cost Wolf Spirit (2)
2-cost Menningúlfar (2)
2-cost Skjaldmær (2)
3-cost Hirdmen (2)
3-cost Snekkja (1)
3-cost Viking Archer (1)
4-cost Berserkir (2)
4-cost Skjaldborg (1)
5-cost Langskip (2)
5-cost Skjaldmær Bash (1)
6-cost Úlfheðinn (2)
7-cost Blendingur (2)
8-cost Viking Jarl (1)
Deck Strategy
Vikings of Valhalla is a High Complexity deck that relies on a combination of Moving cards to perform Viking Raids and enhancing your Vikings with Wolf and Bear spirits.
Your primary goal is to perform Viking Raids with your Snekkja and Langskip ships by using them to Move Vikings to other Battlefields during the Command phase. Think ahead and be mindful about having enough Open Zones to Move ships.
Prioritize your Berserkir on Viking Raids to increase their Might high enough to trigger the rage bonus. Bear Spirit helps here, too. Vikings like Úlfheðinn, Menningúlfar, and Blendingur benefit from your Wolf Spirits.
Use Skjaldmær to protect your highest Might cards. Reveal the Viking Jarl on the same Battlefield as the Hirdmen after you have maximized your Viking Raid tokens.
Card Ability Clarifications
Berserkir: The Might bonus is applied immediately after the card achieves 6 total Might. This bonus can only be achieved one time, regardless of other abilities or effects that may cause Berserkir's total Might to fluctuate above and below the 6 Might threshold.
Bear Spirit, Wolf Spirit: if the named cards are not on the Battlefield when these cards are Revealed, the bonuses do not apply. Wolf Spirit cannot go below 0 Might.
Snekkja, Langskip: These have a permanent Move Token that allows them to Move during the Command phase. The destination Battlefield must have Open Zones to accommodate both the Ship card and the Viking(s) moved with the Ship. When you Resolve the Move, set aside a 1 Might circle token on the corner of your Tracker. You may not Move Ships without Vikings to reposition them. A specific Viking card may not Move more than once per Round.
Viking Jarl: When you Reveal the Viking Jarl, add the Might tokens collected on your Tracker during raids to the Viking Jarl as additional Might.
Skjaldmær: Apply a Shield Token only on the first Viking Raid that Skjaldmær performs.
Deck Backstory
The Vikings were a powerful Scandinavian force across the 8th through 11th centuries. They were known for their seafaring expertise and the construction of their longboats, which allowed them to raid foreign lands near bodies of water.
This raiding tactic became a critical component of the deck, using ship cards to transport Viking warriors to other Battlefields to gain Might for the Viking Jarl, a king-like leader.
The Vikings also believed heavily in the influence of animals in their fighting, and that mystical element was adopted in this deck through Bear and Wolf Spirits, even going as far as to lean into the lore of some warriors ascending to half-man, half-wolf stature.
While no Viking deck is complete without introducing Berserkers (Berserkir for the purists), it was also fun to introduce the Viking Shield Maidens known as the Skjaldmær and put a twist on the typical Shield Token application.
Deck Contents (quantity in parentheses):
1-cost isiGijimi (2)
1-cost inTsha(1)
1-cost I Surrender! (1)
2-cost iziCwe iButho (1) - Warrior
2-cost uFasimba iButho (1) - Warrior
2-cost isiHlangu (2)
3-cost uKangela iButho (2) - Warrior
3-cost We Surrender! (1)
3-cost iKlwa (1)
4-cost Misa (1)
4-cost uDlambedlu iButho (2) - Warrior
5-cost Assimilate (2) - Battle Order
5-cost Ukuqongqotha (1)
6-cost amaWombe iButho (2) - Warrior
7-cost inZwebeli (1) - Battle Order
7-cost Jubingqwanga iButho (1) - Warrior
8-cost Shaka Zulu (1)
Pronunciations
Mfecane [mm-feh-kah-neh]
iButho [ee-boo-toh]
uFasimba iButho [oo-fah-seem-ba]
uKangela iButho [oo-kung-ela]
amaWombe iButho [ah-mah-woam-bay]
Jubingqwanga iButho [joo-beang-kwan-ga]
isiGijimi [ee-see-gee-jee-mee]
iziCwe iButho [ee-zee-kwe]
isiHlangu [ee-see-hlan-gu]
iKlwa [eek-lwa]
Misa [mee-sah]
uDlambedlu iButho [oo-dlam-bed-loo]
Ukuqongqotha [oo-koo-kong-koh-ta]
inZwebeli [een-zway-bay-lee]
Deck Strategy
Zulus of the Mfecane is a Medium Complexity deck that relies on deploying cards in proximity to each other.
The Intanga ability involves deploying two matching cost Warriors adjacent to each other vertically or horizontally. Not only will this ability trigger when you deploy the second Warrior, but Shaka Zulu can re-trigger it again and again.
Impondo Zankomo involves deploying one or more Warriors between the two cards with this ability vertically or horizontally. This is tricky to achieve, but your uMuva iButho will be cheaper to deploy if you can pull it off. Shaka Zulu can also re-trigger this ability, creating powerful combos.
Your inZwebeli spy ability will mess with your Opponent. inTsha can help you draw more cards to obtain the card pairs you need. The combo of We Surrender! and Assimilate can be powerful if you accumulate Captive Tokens on your Warriors.
Card Ability Clarifications
Intanga: Apply 1 might to this card and its twin if you Reveal this card Adjacent to the other.
Adjacent means any Zone beside, above, or below the card in question. There are 3 distinct cards with Intanga and each has 2 copies in the game deck. You must Reveal the 2 copies Adjacent, not just any 2 cards with Intanga.
Between is only evaluated with cards in the same row or column on the 3 Battlefield, 6 Zone grid.
Deck Backstory
The Mfecane period in South African history is controversial because it saw simultaneous cruelty and bloodshed amongst South African factions, along with more widespread expansionism and regional domination with the rise of the Zulu Empire. Under King Shaka, the Zulus would come to dominate the region over many decades by conquering other South African tribes and assimilating them into the Zulu culture, and eventually found their expansion running into the British Empire later in the 19th century.
Shaka introduced a number of military enhancements into the Zulu culture that are reflected in this deck, the first of which was their adoption of shorter spears known as iKwla which were excellent in close range combat, along with special shields, sometimes referred to as isiHlangu, which were used both offensively and defensively due to their unique shape. Shaka also trained his warriors to be able to run very long distances barefoot, which gave his troops both more fighting endurance as well as the ability to chase down retreating forces.
Shaka also arranged his troop regiments, amaButho (singular iButho), into age-grouped regiments. This grouping was referred to as Intanga and inspires the deck's use of placing cards of the same name/cost next to each other for greater might.
Shaka is also famous for his "bull horn" battle formation, otherwise known as Impondo Zankomo, where a main regiment would meet an enemy head-on, while hidden regiments would surprise the enemy by appearing from both flanks, like two horns of a bull. The final regiment would wait in hiding as reserves and upon a successful assault, would spring into action to finish the battle and cut-off or chase-down retreating forces. Shaka referred to this reserve as the "loins" of the bull.