Choose Your Two Themes
Reduce your opponent from 30 Life to 0.
You gain 1 max Flux each turn, up to 10. Flux refills every turn. Cards cost Flux to play.
Playing a card outside your 2 chosen themes costs +2 extra Flux.
The player who goes second gets The Spark — a free one-use +1 Flux boost.
Units — Creatures with Attack/HP. They attack and block. Played during Main phase only. New units can't attack the turn they're played (unless they have Rush).
Spells — One-time effects. Played during Main phase only.
Combat Tricks — Instant effects played ONLY during the Combat Trick phases. This is the only thing you can play on your opponent's turn.
Attackers tap (they attacked, so they can't block next turn).
Unblocked attackers deal their Attack as damage to the opponent's Life.
Blocked attackers fight the blocker — they deal damage to each other simultaneously. Units that reach 0 HP are destroyed.
Damage on units does NOT heal between turns.
Multiple units can block the same attacker.
Rush — Can attack the turn it's played
Shield — Absorbs the first hit of damage, then breaks
Flying — Can only be blocked by other units with Flying
Siphon — Heals your Life equal to damage dealt
Overclock — Gets +1/+1 when played if you have 3+ unspent Flux
Ambush — A unit played as a Combat Trick, entering mid-combat (Chaos only)
You pick 2 themes for your deck. Each has a distinct playstyle:
GROWTH — Big units, healing, buffs, ramp
DESTRUCTION — Direct damage, removal, aggression
BALANCE — Protection, symmetrical effects, board control
CHAOS — Monks and ninjas, reach across realms, card draw, ambush
SPEED — Rush units, tempo, cheap fast plays