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Card Pool — Initial Playtest Set

150 unique cards designed to support mono-color and two-color deckbuilding with meaningful choices in a 40-card, max-4-copies format.

Distribution Overview

Category Unique Cards % of Pool
Mono-color 108 73%
Two-color (4 per pair × 10 pairs) 40 27%
Total 148

Card Type Totals

Type Count %
Units 52 48%
Spells 29 26%
Traps 14 13%
Items 13 12%

Mono-Color Breakdown

Type distribution varies by color identity. Each color gets 22 unique cards.

Color Units Spells Traps Items Total
Red 7 6 3 1 17
Green 12 6 2 2 22
Blue 9 7 4 2 22
White 10 5 4 3 22
Black 10 5 3 4 22

Red — Proactive Aggro

Rush and Burn bodies at every cost point create a fast, linear game plan. Burn spells double as removal and face damage. Minimal traps — Red doesn't wait around. Phoenix and Phoenix Feather moved to Red/White — rebirth is a resilience theme.

Green — Creature-Heavy Conduit

Tied with Red for most units. Green wins through board presence — beefy stat lines, Conduit for accelerating into big threats, and Drain for sustain. Healing and stat-boost spells support the creature plan.

Blue — Spell-Heavy Control

Fewest units of any color but each one carries utility (Foresight, Bounce, Exhaust). Tied with White for most traps — Blue is reactive and wants to disrupt on the opponent's turn. Heaviest spell count rewards the control game plan.

White — Defensive Midrange

Guard and Shield units hold the line while Reveal spells expose bluffs. Tied with Blue for most traps — White's defensive nature rewards patience and punishment. Most items alongside Black due to armor and shield relics.

Black — Sacrifice Engine

Units serve double duty as threats and fuel. Gravebound creatures survive reshuffles, Revive brings them back, and Self-infliction trades life for tempo. Most items of any color — Cursed Items are a unique Black mechanic that needs several examples to playtest.


Two-Color Breakdown

10 pairs × 4 cards each = 40 multi-color cards. Each pair gets 2 Units, 1 Spell, and 1 flex card (Spell, Trap, or Item depending on the pair's identity).

Pair Identity Units Spells Traps Items
Red / Green Primal assault 2 2 0 0
Red / Blue Pirate tempo 2 1 1 0
Red / White Righteous fury 2 1 0 1
Red / Black Reckless aggro 2 1 0 1
Green / Blue Tidal growth 2 1 1 0
Green / White Life fortress 2 1 0 1
Green / Black Cycle of life 2 1 0 1
Blue / White Order control 2 1 1 0
Blue / Black Shadow intel 2 1 1 0
White / Black Dark justice 2 1 0 1

Pair Design Notes


Deckbuilding Math