
Badges
Their Recipes
Blessings Deck
Overview The Blessings Deck adds one-time power surges that reshape the battlefield. Each Blessing grants immediate or short-lived advantage...
Eras Deck
Overview The Eras Deck introduces global time-based phases that shape the battlefield. These world effects change every few turns, simulatin...
Factions Deck
Overview The Factions Deck assigns each player to a powerful guild, order, or secret society. Each faction grants a global passive effect, a...
Glitches Deck
Overview The Glitches Deck introduces unpredictable, often disruptive effects into the game. Glitches are short-term anomalies that mimic ma...
Modifiers Deck
Overview Modifier Deck cards introduce ongoing game effects - temporary or persistent - that change how resources, phases, or battlefield be...
Planes Deck
Overview The Planes Deck introduces massive battlefield-wide effects, like alternate realities. These change the rules for all players until...
Quests Deck
Overview The Quest Deck introduces optional side-objectives that players may complete for powerful rewards. These cards add layers of strate...
Roles Deck
Overview The Roles Deck assigns each player a unique identity or passive power that alters how they approach the game. You can choose to hav...
Triggers Deck
Overview The Triggers Deck introduces randomized global effects that shift gameplay tempo. Each trigger changes how spells, abilities, or ph...
Tower Defense
Rule: Each player begins with a "Tower" token (20 life, defender, hexproof). If your Tower dies, you lose. (spells/abilties that grant lifeg...
Shifting Identity
Rule: At the start of each player's upkeep, they choose a permanent. That permanent becomes a copy of another permanent until their next tur...
Rebound Reality
Rule: The first nonland card a player casts each turn gains Rebound. Result: Game slows slightly, but value explodes. Spellcasters rejoice.
Shared Graves
Rule: All graveyards are merged into a single shared graveyard. Any player may target or use cards in it as if they owned them. Result: Grav...
Last Breath
Rule: When a creature dies, its controller may deal damage equal to its power to any target. Result: Creates explosive board states and make...
Backdraft
Rule: Each time a player casts a spell, the next spell they cast this turn costs {1} more. Result: Punishes storm strategies and creates ten...
Karmic Debt
Rule: Once per game, each player may gift an opponent an extra turn. The chosen opponent reveals their hand to the gifting player. That play...
Community Chest
Rule: Each player adds 5 cards at random from their deck to a shared pile at the beginning. Once per turn, a player may draw and play a card...
Time is a Loop
Rule: When a creature dies, exile it with a time counter. At the beginning of its owner's 3rd upkeep after exile, it returns to the battlefi...
Mana Roulette
Rule: At the beginning of each player's main phase, they roll a d6. That many mana of any one color is added to their mana pool. Component: ...
Grave Echo
Rule: The first instant or sorcery card you cast from your graveyard each turn gains "After this resolves, exile it and copy it. You may cas...
Second Wind
Rule: Once per game, after your first main phase, you may untap all lands and draw a card.