◈ CARDS DESIGN STUDIOPlay the CPU ↗

The playable duel cards

20 distinct designs form two 30-card starter decks. Each deck contains two copies of all ten shared cards and its own five deck-specific cards: 18 units and 12 tactics. Names, costs, stats, and abilities are provisional. Pressure and Resilience are testing decks, not settled world factions.

Read the current duel rules · View the source card data

Shared cards

CardCostTypePower / healthRules
Trail Scout1Unit1 / 2—
Vanguard Recruit1Unit2 / 1—
Ridge Walker2Unit2 / 3—
Stone Sentry2Unit1 / 4Guard.
Field Medic3Unit2 / 4Arrival: You may heal 2 damage from another friendly unit.
Heavy Vanguard5Unit5 / 6—
Focused Strike2Tactic—Deal 3 damage to an enemy unit.
First Aid1Tactic—Heal 3 damage from a friendly unit or your hero.
Insight2Tactic—Draw 2 cards.
Rally1Tactic—Give a friendly unit +2 power this turn.

Pressure cards

CardCostTypePower / healthRules
Spark Runner1Unit2 / 1—
Kiln Hound2Unit3 / 2—
Ash Duelist4Unit4 / 4Arrival: You may deal 1 damage to an enemy unit.
Firebolt2Tactic—Deal 2 damage to the enemy hero.
Scorch Line3Tactic—Deal 1 damage to every enemy unit.

Resilience cards

CardCostTypePower / healthRules
Iron Warden2Unit1 / 5Guard.
Waykeeper3Unit2 / 5—
Veteran Sentinel4Unit3 / 6Guard.
Renewal2Tactic—Heal 5 damage from your hero.
Restoring Blow2Tactic—Deal 2 damage to an enemy unit. Heal 2 damage from your hero.

What to test

Pressure should reward early development and knowing when to attack the hero. Resilience should recover through durable units and efficient trades. Watch whether healing prolongs a lost game or enables a useful comeback. These are intended strategies, not verified balance claims.