Every duel on the Wild Frontier follows the same ruthless code. Learn it, or get buried.
You win by achieving either condition:
Draw 1 card from your deck. (The player who goes first skips this on turn 1.)
Your Mana and Gold replenish. On turn 1 you have 1 of each, turn 2 you have 2, and so on -- no limit. Gold also gains +1 for each instance of damage you dealt to your opponent last turn.
Play cards, activate abilities, and attack with your creatures. You may perform actions in any order and as many times as your resources allow.
Your turn ends. Any "until end of turn" effects expire. Play passes to your opponent.
Increases by 1 each turn (Turn 1 = 1 mana, Turn 2 = 2 mana, etc.). Fully replenishes at the start of each turn. Used to pay the mana cost on cards. No maximum cap.
Ramps the same as mana (+1 per turn), plus you gain +1 gold for each instance of damage dealt to your opponent. Used for gold-cost cards, special abilities, and summoning Deputies. No maximum cap.
Cards cost Mana + sometimes Gold. A card listed as 3M/2G costs 3 mana and 2 gold to play.
Combat takes place across 7 lanes arranged in two tiers. Click any lane slot below to see its attack targets.
Click a lane slot to see its attack targets
Deputies are your most trusted allies -- powerful units kept outside your deck. You choose 2 Deputies during deck building.
This creature can attack immediately when summoned.
Strikes first in combat. If the enemy dies, this creature takes no damage.
Can attack twice per turn.
Excess damage spills over to the next target or the opponent.
Bypasses Cover Tokens entirely.
Draw 1 card when this creature is played from hand.
Gain 1 gold when this creature is played.
Forces enemy creatures to attack this creature first (taunt).
Cannot be targeted by any effects -- spells, abilities, nothing.
0/1 blocking tokens generated by card effects. Absorb one hit.
Triggers an effect when this creature is destroyed.
Restores HP to your hero or a friendly creature.
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