Tips to Win Faster

Computed from the game's own cost and scaling formulas, not general advice — regenerates alongside everything else if those numbers change.

Best damage per energy (base, Lv.1)

Quickstrike (rare)
10 damage for 1 energy — 10.0 damage per energy, unupgraded.
Solar Flare (mythic)
60 damage for 6 energy — 10.0 damage per energy, unupgraded.
Godslayer (divine)
90 damage for 9 energy — 10.0 damage per energy, unupgraded.
Upgrading changes the ranking — but not who's ahead
Axe Throw (common) needs Lv.4 (300 coins) just to match Quickstrike's starting 10.0 damage/energy. Spend those same 300 coins on Quickstrike instead and it reaches Lv.3 — 13.0 damage per energy, still ahead. A cheap common can look better than an unupgraded rare/epic if you only compare base stats, but at matched coin spend the higher-ratio card usually stays on top.

Upgrade commons first

Cost scales with rarity, not just level
Taking a card from Lv.1 to Lv.2 costs 50 coins for a common card vs 1100 coins for a divine one — same +15% effect increase either way. Upgrading the commons/rares already in your deck is the cheapest way to raise your damage and block output.
Milestones reward committing to one legendary+
Legendary, Mythic, and Divine cards unlock a bonus effect at Lv.5 and a cost reduction at Lv.10 (see each card's milestone note below) — worth pushing one key card there rather than spreading coins thin across many.

Packs vs. direct unlock

common
60% pack odds, or 48 coins to unlock a specific one directly with no RNG.
rare
28% pack odds, or 108 coins to unlock a specific one directly with no RNG.
epic
10% pack odds, or 216 coins to unlock a specific one directly with no RNG.
legendary
2% pack odds, or 420 coins to unlock a specific one directly with no RNG.
Mythic / Divine
Never drop from packs (see Mythic/Divine unlock costs on their cards below) — direct coin unlock is the only way to get one, always guaranteed.

Attack

Deals damage to the opponent. Always requires targeting them.

1

Strike

Deal 6 damage.

  • 6 damage to the opponent
common Targets opponent
1

Axe Throw

Deal 7 damage.

  • 7 damage to the opponent
common Targets opponent
2

Heavy Slash

Deal 9 damage.

  • 9 damage to the opponent
common Targets opponent
2

Cleave

Deal 11 damage.

  • 11 damage to the opponent
common Targets opponent
1

Quickstrike

Deal 10 damage.

  • 10 damage to the opponent
rare Targets opponent
2

Venom Stab

Deal 5 damage. Apply 3 poison.

  • 5 damage to the opponent
  • 3 poison on the opponent for 3 turns
rare Targets opponent
2

Rabid Bite

Deal 8 damage. Apply 2 weaken.

  • 8 damage to the opponent
  • 2 weaken on the opponent for 2 turns
rare Targets opponent
2

Fireball

Deal 14 damage.

  • 14 damage to the opponent
rare Targets opponent
2

Vampiric Strike

Deal 8 damage. Heal 4 HP.

  • 8 damage to the opponent
  • 4 HP healed
rare Targets opponent
2

Blade Storm

Deal 15 damage.

  • 15 damage to the opponent
epic Targets opponent
3

Twin Swords

Deal 16 damage.

  • 16 damage to the opponent
epic Targets opponent
3

Lightning Bolt

Deal 18 damage.

  • 18 damage to the opponent
epic Targets opponent
3

Dragon's Breath

Deal 24 damage.

  • 24 damage to the opponent
legendary Targets opponent

Lv.5: Also heal 6 HP

4

Meteor Strike

Deal 28 damage.

  • 28 damage to the opponent
legendary Targets opponent

Lv.5: Heal 5 HP from the scorched earth

4

Chain Lightning

Deal 32 damage. Apply 3 weaken.

  • 32 damage to the opponent
  • 3 weaken on the opponent for 3 turns
mythic Targets opponent

Lv.5: Also gain 8 block

4

Radiant Blade

Deal 38 damage.

  • 38 damage to the opponent
mythic Targets opponent

Lv.5: Also gain 10 block

5

Excalibur Strike

Deal 45 damage.

  • 45 damage to the opponent
mythic Targets opponent

Lv.5: Deal 10 extra damage

6

Solar Flare

Deal 60 damage.

  • 60 damage to the opponent
mythic Targets opponent

Lv.5: Also heal 10 HP

8

Ragnarok

Deal 75 damage.

  • 75 damage to the opponent
divine Targets opponent

Lv.5: Deal 15 extra damage

9

Godslayer

Deal 90 damage.

  • 90 damage to the opponent
divine Targets opponent

Lv.5: Deal 20 extra damage

Defense

Grants block, which absorbs incoming damage before it touches your HP. Block resets to 0 at the start of your turn — use it or lose it.

1

Guard

Gain 6 block.

  • 6 block for you
common No targeting needed
1

Deflect

Gain 5 block. Draw 1 card.

  • 5 block for you
  • draw 1 card
common No targeting needed
2

Shield Wall

Gain 12 block.

  • 12 block for you
rare No targeting needed
3

Iron Skin

Gain 18 block.

  • 18 block for you
epic No targeting needed
3

Bulwark

Gain 26 block.

  • 26 block for you
legendary No targeting needed

Lv.5: Also heal 4 HP

4

Aegis Barrier

Gain 30 block.

  • 30 block for you
mythic No targeting needed

Lv.5: Also heal 8 HP

6

Fortress

Gain 45 block.

  • 45 block for you
mythic No targeting needed

Lv.5: Also heal 12 HP

9

Divine Aegis

Gain 70 block.

  • 70 block for you
divine No targeting needed

Lv.5: Also heal 15 HP

Utility

Energy, card draw, and healing — the cards that keep your turn going rather than hitting the opponent directly.

0

Quick Step

Gain 1 energy.

  • +1 energy this turn
common No targeting needed

Flat until Lv.10: +2 energy (was +1).

1

Bandage

Heal 8 HP.

  • 8 HP healed
common No targeting needed
1

Focus

Draw 2 cards.

  • draw 2 cards
rare No targeting needed

Flat until Lv.3: draw 3 (was 2).

2

Second Wind

Heal 10 HP. Draw 1 card.

  • 10 HP healed
  • draw 1 card
epic No targeting needed
1
★ Developer Favorite

Adrenaline

Gain 2 energy. Draw 2 cards.

  • +2 energy this turn
  • draw 2 cards
legendary No targeting needed

Lv.5: Also heal 5 HP

2

Overcharge

Gain 3 energy. Draw 3 cards.

  • +3 energy this turn
  • draw 3 cards
mythic No targeting needed

Lv.5: Also draw 1 extra card and gain 1 extra energy

8

Time Warp

Gain 4 energy. Draw 4 cards.

  • +4 energy this turn
  • draw 4 cards
mythic No targeting needed

Lv.5: Also heal 15 HP

10

Eternity

Gain 5 energy. Draw 5 cards.

  • +5 energy this turn
  • draw 5 cards
divine No targeting needed

Lv.5: Also draw 2 extra cards and gain 2 extra energy

Status

Applies a lasting effect (poison, weaken, strength, regen) instead of an immediate one. Some target the opponent, some target yourself.

1

Weaken Hex

Apply 2 weaken for 2 turns.

  • 2 weaken on the opponent for 2 turns
common Targets opponent

Flat until Lv.3: 3 weaken (was 2).

1

Poison Dart

Apply 3 poison for 3 turns.

  • 3 poison on the opponent for 3 turns
common Targets opponent

Flat until Lv.3: 4 poison (was 3).

1

Strength Potion

Gain 3 strength.

  • 3 strength on yourself (permanent until cleared)
rare No targeting needed

Flat until Lv.3: 4 strength (was 3).

2

Frost Bite

Apply 3 weaken for 3 turns.

  • 3 weaken on the opponent for 3 turns
rare Targets opponent

Flat until Lv.3: 4 weaken (was 3).

2

Regenerate

Gain 4 regen for 3 turns.

  • 4 regen on yourself for 3 turns
epic No targeting needed
2

Warcry

Gain 6 strength.

  • 6 strength on yourself (permanent until cleared)
epic No targeting needed
3

Plague

Apply 6 poison for 4 turns.

  • 6 poison on the opponent for 4 turns
legendary Targets opponent

Lv.5: Also gain 5 block

4

Plague Lord

Apply 10 poison for 5 turns.

  • 10 poison on the opponent for 5 turns
mythic Targets opponent

Lv.5: Also gain 6 block

7

Cataclysm

Apply 16 poison for 6 turns.

  • 16 poison on the opponent for 6 turns
mythic Targets opponent

Lv.5: Also gain 10 block

11

Apocalypse

Apply 22 poison for 8 turns.

  • 22 poison on the opponent for 8 turns
divine Targets opponent

Lv.5: Also gain 15 block