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.
- 7 Units: Rush attackers, Burn creatures, First Strike threat, Hunter unit, Dragon finisher
- 6 Spells: Direct burn, unit removal, Challenge (fight spell), item destruction, energy destruction
- 3 Traps: Retaliatory damage triggers, combat punishment, attack responses
- 1 Item: Weapon that grants bonus Might + Burn
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.
- 12 Units: Conduit bodies (count as 2 energy when energized), Drain creatures, Endure tanks, stat-efficient beaters, varied cost curve
- 6 Spells: Healing, stat boosts, energy acceleration, fight effects
- 2 Traps: Defensive nature triggers (damage on entry, healing on block)
- 2 Items: Stat-boosting equipment, sustain relics
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.
- 9 Units: Foresight utility bodies, Bounce/Exhaust creatures, exile-mill enablers
- 7 Spells: Bounce effects, Exhaust effects, Foresight manipulation, exile-mill, library top manipulation
- 4 Traps: Reactive bounce, freeze triggers, tempo disruption, counter-play
- 2 Items: Relics with passive control effects
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.
- 10 Units: Guard bodies, Shield bearers, Reveal units, support/healer units, Heal-on-entry
- 5 Spells: Healing, Shield effects, Reveal spells, protective buffs
- 4 Traps: Protection triggers, punishment traps, anti-aggro responses, Reveal-based traps
- 3 Items: Armor (bonus Endurance/damage reduction), shield relics, protective artifacts
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.
- 10 Units: Sacrifice fodder, Gravebound creatures, Self-infliction undercosted threats, Drain units, Revive targets
- 5 Spells: Sacrifice payoffs, self-mill, revival effects, curse effects
- 3 Traps: Punishing triggers, sacrifice-on-trigger effects, curse traps
- 4 Items: Cursed Items (equip to enemies for debuffs), weapons, draining relics, self-infliction artifacts
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
- Red / Green — Dinosaurs and primal beasts. Rush + growth, Burn + growth. Two spells because both colors are proactive — no traps needed.
- Red / Blue — Pirate tempo. Burn + Bounce aggro-control hybrids. The trap is a reactive tempo swing.
- Red / White — Righteous fury. Phoenix defines the pair — fire aggression meets resilient rebirth. Rush + Guard, Burn + Shield. The item is Phoenix Feather (return unit to hand on death).
- Red / Black — Reckless aggro. Self-infliction + Rush, Sacrifice + Burn. The item is a cursed weapon (double-edged power).
- Green / Blue — Tidal growth. growth + Foresight, Drain + Bounce. The trap is a growth trigger on opponent's action.
- Green / White — Life fortress. Guard + growth, Heal + Shield. The item is regenerating armor.
- Green / Black — Cycle of life. Drain + Sacrifice, Revive + growth. The item is a draining relic.
- Blue / White — Order control. Foresight + Reveal, Exhaust + Guard. The trap combines reveal and lockdown.
- Blue / Black — Shadow intel. Foresight + Sacrifice, exile-mill + self-mill. The trap punishes opponents for overextending.
- White / Black — Dark justice. Guard + Drain, Shield + Curse. The item is a cursed armor piece.
Deckbuilding Math
- Mono-color deck: 22 unique cards available. A typical 40-card deck uses ~15-20 of them (mix of 4x staples and 1-2x situational picks), leaving genuine deckbuilding choices.
- Two-color deck: 22 + 22 + 4 = 48 unique cards available. Cutting more than half forces real decisions about which color to lean into.
- Unit density: Every color has at least 7 unique units. Green leads with 12 (creature-first identity). Red has 7 — fewer unique units means players run more copies of each, reinforcing Red's focused aggro game plan.