Opponent
Mana: 0/0
You
Mana: 0/0
Your Hand
Evolution Pool
Quick rules reference
- 5 base Mana every turn (plus permanent Fountain bonuses). 5-card starting hand, draw 1/turn. 3 Mana → draw a card, any number of times per turn.
- 5 stacks per side, 3 cards max per stack. Only the Top card is Exposed (can Basic Attack, can be targeted by normal attacks) - Buried cards are protected from normal targeting. Any card with an Active ability may use it whether Exposed or Buried, so a Top card can Attack AND activate its Active in the same turn.
- New cards, new Evolutions, and Revived cards can't act the turn they enter play (sickness), even if something Accelerates them.
- Only cards with the Dig keyword can be placed beneath another card - everything else always goes on top, burying whatever was there.
- Evolution Pool: lives outside the normal deck. 3 living Goblins on your board auto-consumes them and pulls Goblin King from the pool.
- Shield absorbs damage before Health. DoT ticks at the end of the caster's own turns. Weakened adds +1 per damage instance that reaches Health.
- Revive returns a card to the top of the stack it died in (unless a card says otherwise) and re-triggers its On Reveal. A full stack blocks that specific Revive - no searching for another spot.
- Gain Health raises current AND max Health permanently. Restore only heals up to the existing max. Gain Damage permanently raises a card's Damage stat - can even apply to a Stolen card while it's still sitting in hand.
- Bucket +N grants +N Mana on the very next turn only. Fountain +N permanently raises base Mana every turn. Depleted -N temporarily reduces Mana, but only on the affected player's very next turn.
- Cooldowns block re-use for the stated number of the controller's own turns. Slowed zeroes out a card's attacks/abilities for its controller's very next turn only.
- Accelerated grants one extra eligible action (attack or ability) this turn - it never lets a newly-played/Revived card bypass sickness.
- Effects that hit "a random card in play" or "a random enemy card" can select Buried cards - random selection isn't normal targeting, so Buried protection doesn't apply unless the card says otherwise. Picking N random cards never repeats a target; if fewer than N exist, it hits as many as it can.
- Player Health Gain permanently raises a Player's max Health, same as Gain Health does for a card.
- Stolen means a card began the match in the OPPONENT's deck. Borrowed means a card began the match in NEITHER Player's deck (e.g. Tryxee's random summons) - the two never overlap.
- Random Summoning creates a card straight into play - the Evolution Pool is excluded, it needs a legal stack with room (or the summon fails), it triggers On Reveal immediately, and it can't act the turn it arrives. It always places on top - the Dig keyword doesn't apply to a summon unless the effect specifically allows it.
- A 0-Health card's On Reveal still resolves in full before it dies (e.g. Sacrifice, Nuke).
- Each match starts with a Deck Builder: choose exactly 30 cards (max 3 copies of any one card) and up to 2 Evolutions before playing. The Opponent gets a random legal deck under the same limits.
- Reduce the enemy Player to 0 Health to win.