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Card Types

Units

Units that attack, block, and occupy the field. Each unit has two stats:

A 3/4 unit deals 3 damage and survives any single hit of 3 or less. It dies to 4+ damage in a single combat.

Summoning Weakness: Units cannot attack or activate abilities the turn they enter play. This gives defenders time to react and makes the Rush keyword (which allows the unit to attack the turn it is played) a meaningful advantage.

Ace Units: Some units carry the Ace supertype, making them eligible to serve as your Ace in the Ace Battle format. In non-Ace formats, Ace Units are played as normal units. Ace Units are designed with abilities that are meaningful when always in play, but still balanced for regular use.

Unit Subtypes: Units carry one or more subtypes that enable tribal synergies and deck themes. Example subtypes:

Subtype Typical Colors Flavor
Dragon Red (iconic), any Powerful, legendary creatures of fire and sky
Pirate Red / Blue Passion, freedom, and the sea
Dinosaur Green, Red Primal power and raw aggression
Ninja Blue, Black Stealth, cunning, and deception
Vampire Black, Blue Immortality, sacrifice, draining life, compulsion and control
Beast Green (primary), any The animal kingdom -- spans all colors
Insect Black / Green Ever-evolving, ruthless, swarm tactics

Subtypes are open-ended -- new sets can introduce new subtypes. Synergy cards reference subtypes (e.g., "All Pirates you control gain +1 Might" or "When a Dragon enters play, deal 1 damage to all opponents").

Spells

One-time effects that resolve and go to the graveyard. Spells can be:

Traps

Reactive cards that punish or disrupt opponents. Traps:

Items

Persistent cards that attach to units, the player, or enemies:


Unit Type Showcases

Example cards that demonstrate how a subtype's identity comes through in card design. These are concept mock-ups for playtesting, not final cards -- names, stats, and effects are all subject to change.

Pirates

Pirates embody freedom, ambition, and camaraderie. They're one of the game's cross-color subtypes: any color can have Pirates, and a pirate crew deck encourages multi-color builds where each member's color identity shines.

The cards below sketch a six-member pirate crew spanning all five colors (plus one multi-color). Each is an Ace Unit at the same total cost (4) so the designs can be compared side by side. Two design goals guide every card:

  1. Show, don't tell. Titles are epithets that hint at the character -- the mechanics reveal who they are.
  2. Standalone playable. Every card earns its slot in a mono-color deck on raw power. Pirate tribal is a bonus, not a crutch. A Red aggro player should want Flint because he's a great Red card, not because they're forced into a pirate package.

Flint, the Dreamer

Color Red
Type Ace Unit -- Pirate
Cost 2R + 3 any
Might / Endurance 5 / 4

Keywords: Endure

Abilities:

Design notes: 5/4 with Endure makes him a bruiser who refuses to go down -- he hits hard and survives the first kill shot. All-Out Assault rewards the reckless solo charge (7 Might swinging alone is a devastating clock). Unbreakable Will stacks with Endure in Ace Battle for double resilience -- opponents need to commit serious removal to put him down. "The Dreamer" says everything -- this is someone chasing something impossible, and the relentless mechanics show how far he'll go to get there.

Standalone value: A 5/4 Endure for 4 that's extremely hard to kill cleanly. Slots into Red midrange, Red/X brawler builds, or as a resilient Ace in Ace Battle. No pirate text on any ability.


Galant, the Seafaring Chef

Color White
Type Ace Unit -- Pirate
Cost 2W + 2 any
Might / Endurance 2 / 5

Keywords: Guard

Abilities:

Design notes: "Seafaring Chef" tells you he feeds and sustains the crew -- the heal and shield do the rest. Guard makes him a reliable blocker in any White deck. Chivalrous Vow works with any ally (not just Pirates), so he's a premium protector in White midrange or White/X control shells. The tradeoff is real: saving an ally costs his next attack, so you're choosing between his 2 Might on offense and his Shield 3 on defense. Refined Palate rewards the defensive playstyle he naturally falls into -- if you're shielding allies instead of attacking, you're healing too. A 2/5 Guard that heals and protects is a White staple, not a tribal accessory.

Standalone value: White's best defensive 4-drop. Guard + Shield on a 5-Endurance body with incidental healing. Any White deck that wants to play long games wants this.


Siren, the Cat Burglar

Color Blue
Type Ace Unit -- Pirate
Cost 2U + 2 any
Might / Endurance 2 / 3

Keywords: Foresight 2

Abilities:

Design notes: The title says thief. The mechanics show how she steals -- she doesn't take your cards, she takes your tempo. Sticky Fingers hits the Energy Zone, which is devastating in the mid-game: bouncing an opponent's energized card shrinks their economy and forces them to re-energize next turn (losing a card's worth of tempo). Weather Tax is a soft Stax effect that punishes opponents for existing -- their curve is always one behind yours. Foresight 2 gives her library manipulation that any Blue deck values for setting up draws. Low stats (2/3) mean she dies to a stiff breeze, but if she connects even once, the resource bounce swings the game.

Standalone value: Blue tempo/control staple. Foresight 2 + a Stax effect on a body is playable in any Blue shell. The energy bounce is generically powerful -- you don't need pirates to want this.


Longshot, the Liar

Color Black
Type Ace Unit -- Pirate
Cost 2B + 2 any
Might / Endurance 1 / 2

Keywords: --

Abilities:

Design notes: "The Liar" works on two levels -- he tells tall tales (Tall Tales reveals set cards, a liar who sees through other liars), and his 1/2 stat line is a lie about how dangerous he actually is. Flee! is Black self-infliction as a survival tool: he runs from fights, but each retreat costs life, which feeds directly into Sniper's Resolve. At 5 life he becomes a 5/2 unblockable finisher -- the coward cornered is the deadliest thing on the board. The design tension is beautiful: do you Flee early to power up faster (risking dying to chip damage), or hold back and let Resolve come online naturally? Tall Tales gives Black information warfare that any deck values -- discarding a card to expose a set card is sacrifice-for-knowledge, core Black identity.

Standalone value: Black aggro and Black self-infliction decks want this. A 1/2 that becomes a 5/2 unblockable finisher is a legitimate win condition. Tall Tales is generically useful anti-bluff tech. No pirate text anywhere.


Zoro, the Wandering Swordsman

Color Green
Type Ace Unit -- Pirate
Cost 2G + 2 any
Might / Endurance 4 / 3

Keywords: Endure

Abilities:

Design notes: Every other crew member is an original character inspired by a source. Zoro is just Zoro -- he got lost and wandered directly into our game. "The Wandering Swordsman" is what happens when your sense of direction is so bad you end up in the wrong IP entirely. Endure is the core -- he simply refuses to go down, surviving the first kill shot each turn. Immovable means Blue can't reset him with Bounce or stall him with Exhaust -- he's built anti-control insurance into his card text. Three-Blade Slash turns him into a board sweeper that clears tokens and weakens blockers before combat even starts. He's the simplest design in the crew -- no conditions, no costs, no tricks. Drop him, and he stays. He doesn't do clever things; he just stands there until nothing can stop him.

Standalone value: Green's premier threat at 4 energy. Any Green midrange or ramp deck wants a resilient body with built-in removal resistance. Endure + Immovable is a self-contained package that doesn't need tribal support.


Dahlia, the Scholar

Color Blue / Black (multi-color)
Type Ace Unit -- Pirate
Cost 1U + 1B + 2 any
Might / Endurance 2 / 4

Keywords: Foresight 3

Abilities:

Design notes: "The Scholar" reads the battlefield the way others read books. Blue/Black multi-color makes her the crew's bridge between Siren's tempo game and Longshot's information warfare. Foresight 3 is the deepest Foresight in the crew -- she sees further than anyone. Hundred Blooms (flower reference -- her power manifests through sprouting) lets her study the fallen and borrow their strengths: exile a dead Rush unit to swing, exile a dead Guard to block. The graveyard is a library of the dead, and she reads it. Forbidden Knowledge gives persistent library manipulation on opponents -- she always knows their next draw and can deny it. The 2/4 body is durable but not threatening alone; her value is informational, not physical. She's the crew member who wins games by knowing more than everyone else at the table.

Standalone value: Foresight 3 + opponent library manipulation is a Blue/Black control staple. The graveyard ability scales with every game -- more dead units means more options. Any Blue/Black shell wants this regardless of subtype.


Crew Synergy Notes

Every card above is designed to be picked for its color identity first and pirate synergy second. In a pirate crew deck, they cover all five colors and complement each other naturally (Galant shields Siren so she connects; Longshot's Tall Tales exposes traps for Flint to attack through). But the tribal payoffs are kept to separate synergy cards, not baked into the crew members themselves: