100 cards, five identities
20 cards per class, each on a 5-step upgrade ladder — 500 in all. You start with a handful and unlock the rest with class levels, so the deck you finish a game with is the one you argued yourself into.
Warrior
20 cardsRogue
20 cardsWizard
20 cardsSurvivor
20 cardsSeeker
20 cardsMechanic definitions
A number of cards removed. Your cards leave the deck first, then your hand, then your queued combo; the enemy loses cards from the top of theirs.
Blocks incoming damage one for one and stays until it is spent. Capped by your max shield skill, and refilled when you win a location battle.
Absorbs damage before Shield does, and expires at the end of the round.
Ticks at the start of your turn and bypasses Shield, Barrier and damage reduction. Applying it again replaces the existing Poison rather than stacking.
Skips the enemy's Shield entirely. Barrier and damage reduction still apply.
Cuts a percentage off the damage you take this round, rounded up, before Barrier and Shield are touched.
Carries across the whole game, not just the fight. Gain effects add to the pool; spend effects take from it, and some take all of it at once.
A Seeker flag on the enemy with a duration. Weak-point cards read it: some gain pierce, some consume the Mark for a much larger hit.
Runs your queued combo through the real effect handlers before you commit, so what the preview shows is what resolves.
A second damage-over-time track, counted separately from Poison, so both can run on the same enemy at once.
While Thorns is up, an enemy that attacks you takes that much damage back. Lasts a set number of turns, or just the current round.
A single, heavier retaliation: when the enemy attacks within the stated turns, you deal the stated damage back.
While it lasts, the enemy takes extra damage from your attacks.
While it lasts, the enemy's attacks deal less damage.
A dead card shuffled into your deck. Drawing it costs you damage, and then it shuffles back in.
Armed on the enemy's next attack. When that attack comes, it takes the trap's damage and whatever status the trap carries.
A stance, not a resource — hold it and Warrior cards read it. In Guard, Thorns deal double and several cards switch to a stronger defensive branch.
The Warrior's attacking stance. Several cards deal more while you hold it, and some convert your Shield into damage only in Onslaught.
You stand open on purpose. If the enemy attacks before your next turn you take no damage from it and punish them instead.
A spell left hanging. It resolves at the start of your turn after the stated delay, with bonus damage.
Resolves pending Weaves now instead of on their own schedule, each with bonus damage. Some Weaves cannot be hastened.
What a card costs to queue. Most take one, the heaviest take two, and Instants take none. Your max combo skill sets how many you have.
Resolves without taking a combo slot. It still leaves your hand, so it still costs you the card.
Where your played and lost cards go. It does not come back on its own — but it is not gone either, and Survivor cards reach into it.
Returns cards from your discard pile to your hand. This is the one way lost cards come back during a fight.
Removes a card from the fight for good. Unlike the discard pile, nothing brings an exhausted card back.
If the enemy destroys this card as damage, it fires from the discard pile instead of dying quietly — then it is exhausted.
Turns the enemy's next card face up, so you know what is coming before you commit a combo. Several Seeker cards also read the revealed card.
Looks at the top of the enemy's deck and lets you reorder it, and sometimes discard from it.
A card that deals damage. Several cards check whether an Attack resolved earlier in the combo, or whether this is the first one.
The Wizard's card category. Arcane Echo repeats the last Spell played in the same combo at reduced strength.