Design Decisions
Locked-in constraints for the current release. These are intentional restrictions that shape the card pool and deckbuilding — not open questions. Revisit per release cycle.
Healing
Healing is restricted to Black (Drain) and White (Heal).
- White heals directly — restore life to a player or Endurance to a unit via the Heal keyword and spell effects.
- Black heals indirectly — Drain X gains life when the unit deals damage. Life gain is earned through combat, not granted freely.
- Green does not heal in this release. Green's sustain comes from Endure (surviving lethal) and large Endurance stats, not life recovery.
- Blue and Red have no access to healing in any form.
This keeps color identities sharp: White is the defensive healer, Black trades damage for sustain, and Green wins by being too big to kill rather than recovering from hits.