Balance

Budget formulas, keyword costs, and balance decisions.

Budget Formulas

Name Formula Notes
Item Budget 2 × cost + 1 +1 card tax
Spell Budget 2 × cost No card tax
Trap Budget 2 × cost No card tax
Unit Budget 2 × cost + 1 +1 card tax
Unit Stat Cost might + endurance Raw stat total, no scaling

Card Tax

Playing a card costs more than just energy — you're spending a card from your hand, which is a real resource. That's the card tax: the inherent cost of committing a card to the board.

Units and Items get +1

Units and items are persistent — they stay on the board and provide ongoing value. The +1 reimburses part of the card tax to keep cheap permanents viable.

Spells and Traps get no bonus

Spells and traps are one-shot effects — they resolve and leave. Their budget is purely 2 × cost with no card tax reimbursement, keeping instant effects honest.

What about setting cards?

Setting a card face-down and flipping it later lets you pay with field energy — seemingly avoiding the hand cost. But setting has real costs: you lose tempo (no immediate board impact), Set Zone slots are limited, and set cards are vulnerable to interaction (reveals, bounces, destruction) before you can activate them.

Effect Costs

Effect Cost Formula Notes
AoE Damage X 3 × x Hits ~3 targets, so 3× single-target
Damage X x Single-target damage
Destroy 2 Flat cost — targeted removal
Draw X 2 × x Mid-turn selection — deck velocity in a draw-to-hand-size system
Fight 4 Flat cost — two units fight
Might +X 2 × x Stat boost on items

Keyword Costs

Keyword Cost Formula Notes
Bounce 2 Flat cost
Burn X x Scales linearly with X
Conduit 0 Free — enables energy generation
Drain X 2 × x Premium — heals and damages
Endure ⌊endurance / 2⌋ Scales with endurance
Equip X 0 Free — enables item slots
Exhaust 1 Flat cost
First Strike max(might − 1, 0) Scales with might
Flying ⌊(might − 1) / 2⌋ Scales with might, halved
Foresight X x Scales linearly with X
Gravebound 0 Free — downside keyword
Guard 1 Flat cost
Heal X x Scales linearly with X
Hunter max(might − 2, 2) Scales with might, floor 2
Overkill max(might − 2, 0) Scales with might
Reach 1 Flat cost
Recoil X x Scales linearly with X
Revive 2 Flat cost
Rush min(max(might − 1, 0), 2) Scales with might, capped at 2
Sacrifice −2 Refund — downside keyword
Self Infliction X −x Refund — downside keyword
Shield X x Scales linearly with X

Draw-to-Hand-Size

Players draw up to max hand size (5) at the end of their turn. No draw cap.

Players typically reach 0 cards by end of turn — cards are spent as hand payment for energy, played to the board, energized into the Energy Zone, or set face-down. The hand empties naturally, not just on all-in turns.

Why no draw cap?

Since hands drain fast every turn, a draw cap would create a frustrating stutter where players alternate between productive and starved turns. Draw-to-hand-size keeps every turn playable.

Why draw costs 2 budget per card

Mid-turn card draw is selection (seeing more of your deck this turn) rather than accumulation — you refill to 5 regardless. But every card in a 40-card deck with no resource cards is a real playable card, making deck velocity genuinely powerful. At 2 budget per draw, it's meaningful without being cheap enough to staple onto every card.

Green Ramp Balance

With 3 Conduit cards energized in a 5-slot Energy Zone, Green generates 8 energy per turn vs 5 for other colors. Combined with draw-to-hand-size, Green keeps more cards in hand as options rather than burning them as payment. That flexibility is Green's real advantage.

Why this is acceptable

Every Conduit card energized is a full-stat unit not on the board. Green trades board presence for resource advantage. Green has the resources but lacks efficient answers — no removal, no card draw, no tempo tools. It builds big and hopes big is enough.

Counterplay by color

Reclaim tension

Green is the color most torn about Reclaiming. Pulling a Conduit from the Energy Zone loses 2 energy instead of 1, so switching from ramp to board is steeper for Green. This creates a genuine decision each turn — keep ramping or start fighting.