Faction Guide

Humans

Gunslingers, Sheriffs, Bounty Hunters

Human decks force fair fights on unfair terms. Lane discipline, clean stat lines, and units that punish sloppy combat math make this faction the backbone of the Wild Frontier. Justice arrives faster than a bullet.

Playstyle Overview

Humans sit at the center of the metagame -- a flexible midrange faction that rewards sequencing and target priority over raw explosiveness.

Midrange Control

Solid stat lines across every mana cost keep Humans competitive at each stage of the game. They rarely need a huge swing turn because their baseline trades are already favorable.

Lane Discipline

Cover Tokens, Warrant, and efficient combat tricks let Humans dictate where fights happen. Your opponent attacks on your terms, not theirs.

Steady Draw

Multiple High Noon creatures and cheap cantrips give Humans a quiet card-advantage engine. The hand rarely runs dry.

Strong Pairings

Pairs especially well with Straw Elves for long-game lane stability, or with Beasts for an extra aggressive splash without losing core consistency.

Signature Keywords

These are the mechanics Human cards lean on most heavily.

Quickdraw

Strikes first in combat. Turns even trades into winning ones by dealing damage before the opponent can retaliate.

Warrant

Forces enemies to attack this creature first. Protects your high-value threats and controls the flow of combat.

High Noon

Draw 1 card when played from hand. Cheap creatures with High Noon keep resources flowing without costing tempo.

Cover Tokens

Generate 0/1 blocking tokens in Middle Lanes. Walls off aggressive rushes and buys time for your key plays.

Double Barrel

Can attack twice per turn. Lets key Human threats clear a blocker and still push face damage in the same action phase.

Overshot

Excess damage spills to the next target or player. Turns overkill into real pressure, punishing low-defense blockers.

Notable Cards

The standout Humans you will see at every table on the Wild Frontier.

Sharpshooter Clara
Uncommon Creature
3M / 2G 4 ATK 2 DEF

Double Barrel: Can attack twice (once before combat, once normally).

Two shots, one heartbeat.

Bounty Hunter Jed
Uncommon Creature
4M / 2G 4 ATK 3 DEF

Warrant: Forces enemies to attack this creature first.

Dead or alive? Preferably dead.

Highwayman
Uncommon Creature
4M / 2G 5 ATK 3 DEF

Overshot: Excess damage spills to the next target or player.

Your gold or your life. I'll take both.

Frontier Marshal
Common Creature
2M 2 ATK 3 DEF

Quickdraw: Strikes first in combat.

Justice arrives faster than a bullet.

Deputy Cole
Uncommon Deputy
3M 3 ATK 3 DEF

Off-Board (1G): Draw 1 card. On-Board: Warrant + Quickdraw.

Law ain't pretty, but it's final.

Cavalry Lieutenant
Uncommon Creature
4M / 1G 3 ATK 4 DEF

Quickdraw: Strikes first in combat.

Charge first, questions later.

Lawless Duelist
Uncommon Creature
3M / 2G 4 ATK 2 DEF

Quickdraw: Strikes first in combat.

Fair fights? Never heard of 'em.

Saloon Brawler
Common Creature
1M 2 ATK 1 DEF

Ambush: Can attack immediately when summoned.

Fists fly before the drinks settle.

Ready to ride? Check the full card pool or explore the other frontier factions.

Play Free Now