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The Iron Wall

Vanguard

Frontline tank who protects the party.

Starting HP
82
Energy
3
Cards
77
Upgrade choices
88
Armoured knight in a great helm and red cloak with a longsword and a red-cross kite shield.

Your class passive

Shield Wall: up to 5 guard stays with you from one turn to the next.

This stays with you whichever mastery you choose.

Starting deck

Before mastery swaps. Each path below replaces specific copies.

Three ways to play Vanguard

Mastery choice opens after your first run, won or lost. Choose one before setting out: keep your class passive, gain a perk and change your starting cards. Class rewards lean toward your path, with extra weight for its signature card.

Weapon Mastery mastery icon

Recommended first path

Weapon Mastery

Your first Attack each turn also gives you 2 guard.

Your first saga: hit every turn and the guard comes with it.

Starting swaps

Starting weapon: Copper Sword

Reward focus: sword / cleave

Signature reward: One-Handed Sword Mastery

Shield Mastery mastery icon

Mastery path

Shield Mastery

Half the guard you did not spend carries over to your next turn.

If you like stacking guard and hitting back with it.

Starting swaps

Starting weapon: Copper Mace

Reward focus: bulwark / thorns / taunt

Signature reward: Shield Mastery

Banners mastery icon

Mastery path

Banners

Rally Banner: whenever you play a Tactic, every hero in the party gains 1 guard (solo: you gain 1).

Party play, or anyone who plays lots of Tactics.

Starting swaps

Starting weapon: Copper Axe

Reward focus: party / rites

Signature reward: Standard Bearer

A signature is a reward-pool card, not an extra card automatically added to your starting deck.

The Vanguard card catalogue

Select a card to see it full size, or open its upgrades to compare every branch. Costs and effects shown here are before runes, equipment and combat modifiers. Filters match both base cards and their upgrades.

How card sets unlock

Your starting pool is available immediately. Win with Vanguard to open each set for this class:

  • Set 1: win on Fair Winds.
  • Set 2: win on Storm Tide.
  • Set 3: win on Wolf Age.

A card claimed as a trophy can unlock early. Settings > Gameplay > Show all cards opens the card pools without unlocking difficulty tiers.

Starter cards and generated cards are labelled separately from reward cards. Sea, island and faction cards can also join your deck; this catalogue covers the Vanguard's own cards.

77 cards

Answering Edge: Tactic, uncommon, 1 energy. Gain 6 guard. The next enemy that attacks you this turn takes 8.

Answering Edge

1 energy · Tactic

Gain 6 guard. The next enemy that attacks you this turn takes 8.

Self

Starting pool

Compare upgrade

Upgrade

Answering Edge+: Tactic, uncommon, 1 energy. Gain 9 guard. The next enemy that attacks you this turn takes 12.

Answering Edge+

1 energy · Tactic

Gain 9 guard. The next enemy that attacks you this turn takes 12.

Self

Beard Hook: Attack, common, 1 energy. Deal 7 damage. Ignores guard (bulwark break).

Beard Hook

1 energy · Attack

Deal 7 damage. Ignores guard (bulwark break).

Enemy

Starting pool

Compare upgrade

Upgrade

Beard Hook+: Attack, common, 1 energy. Deal 10 damage. Ignores guard (bulwark break).

Beard Hook+

1 energy · Attack

Deal 10 damage. Ignores guard (bulwark break).

Enemy

Bleeding Edge: Attack, uncommon, 1 energy. Deal 6 damage. Apply Bleed 3.

Bleeding Edge

1 energy · Attack

Deal 6 damage. Apply Bleed 3.

Enemy

Starting pool

Compare upgrade

Upgrade

Bleeding Edge+: Attack, uncommon, 1 energy. Deal 9 damage. Apply Bleed 4.

Bleeding Edge+

1 energy · Attack

Deal 9 damage. Apply Bleed 4.

Enemy

Bracing Strike: Attack, uncommon, 1 energy. Deal 8 damage. Apply Winded 1.

Bracing Strike

1 energy · Attack

Deal 8 damage. Apply Winded 1.

Enemy

Starting pool

Compare upgrade

Upgrade

Bracing Strike+: Attack, uncommon, 1 energy. Deal 11 damage. Apply Winded 1.

Bracing Strike+

1 energy · Attack

Deal 11 damage. Apply Winded 1.

Enemy

Breaker: Attack, rare, 3 energy. Remove the target's guard, then deal 24 damage.

Breaker

3 energy · Attack

Remove the target's guard, then deal 24 damage.

Enemy

Starting pool

Compare upgrade

Upgrade

Breaker+: Attack, rare, 3 energy. Remove the target's guard, then deal 30 damage.

Breaker+

3 energy · Attack

Remove the target's guard, then deal 30 damage.

Enemy

Breath of the Wall: Tactic, rare, 1 energy. Gain 2 energy. Draw 1. Heal 4 at the start of your next 3 turns. Spend.

Breath of the Wall

1 energy · Tactic

Gain 2 energy. Draw 1. Heal 4 at the start of your next 3 turns. Spend.

Self

Spend

Starting pool

Compare 2 upgrades

Branch A

Gale Force: Tactic, rare, 1 energy. Gain 2 energy. Draw 3. Heal 4 at the start of your next 3 turns. Spend.

Gale Force

1 energy · Tactic

Gain 2 energy. Draw 3. Heal 4 at the start of your next 3 turns. Spend.

Self

Spend

Branch B

Quick Recovery: Tactic, rare, 0 energy. Gain 2 energy. Draw 1. Heal 4 at the start of your next 3 turns. Spend.

Quick Recovery

0 energy · Tactic

Gain 2 energy. Draw 1. Heal 4 at the start of your next 3 turns. Spend.

Self

Spend

Brother's Guard: Tactic, uncommon, 1 energy. Gain 8 guard. Every ally gains 4 guard. This turn, attacks aimed at your allies hit you instead.

Brother's Guard

1 energy · Tactic

Gain 8 guard. Every ally gains 4 guard. This turn, attacks aimed at your allies hit you instead.

Self

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Brother's Guard+: Tactic, uncommon, 1 energy. Gain 11 guard. Every ally gains 6 guard. This turn, attacks aimed at your allies hit you instead.

Brother's Guard+

1 energy · Tactic

Gain 11 guard. Every ally gains 6 guard. This turn, attacks aimed at your allies hit you instead.

Self

Bulwark Vow: Tactic, rare, 2 energy. For the next 2 enemy turns, while you have Guard, attacks aimed at your allies hit you instead. Gain 2 Bulwark.

Bulwark Vow

2 energy · Tactic

For the next 2 enemy turns, while you have Guard, attacks aimed at your allies hit you instead. Gain 2 Bulwark.

Self

Set 2

Compare upgrade

Upgrade

Bulwark Vow+: Tactic, rare, 1 energy. For the next 2 enemy turns, while you have Guard, attacks aimed at your allies hit you instead. Gain 2 Bulwark.

Bulwark Vow+

1 energy · Tactic

For the next 2 enemy turns, while you have Guard, attacks aimed at your allies hit you instead. Gain 2 Bulwark.

Self

Carry the Colours: Tactic, uncommon, 0 energy. Gain 1 energy (pay for your next Banner). Spend.

Carry the Colours

0 energy · Tactic

Gain 1 energy (pay for your next Banner). Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Carry the Colours+: Tactic, uncommon, 0 energy. Gain 1 energy (pay for your next Banner).

Carry the Colours+

0 energy · Tactic

Gain 1 energy (pay for your next Banner).

Self

Challenge: Tactic, common, 1 energy. Taunt ALL enemies. Gain 9 guard.

Challenge

1 energy · Tactic

Taunt ALL enemies. Gain 9 guard.

Self

Starting pool

Compare upgrade

Upgrade

Challenge+: Tactic, common, 1 energy. Taunt ALL enemies. Gain 12 guard.

Challenge+

1 energy · Tactic

Taunt ALL enemies. Gain 12 guard.

Self

Cleave: Attack, common, 1 energy. Deal 6 damage to ALL enemies.

Cleave

1 energy · Attack

Deal 6 damage to ALL enemies.

No target selection

Starting pool

2 in the starting deck before mastery swaps.

Compare 2 upgrades

Branch A

Empowered Cleave: Attack, common, 1 energy. Deal 9 damage to ALL enemies.

Empowered Cleave

1 energy · Attack

Deal 9 damage to ALL enemies.

No target selection

Branch B

Crippling Cleave: Attack, common, 1 energy. Deal 4 damage to ALL enemies. Apply Bleed 3 to each.

Crippling Cleave

1 energy · Attack

Deal 4 damage to ALL enemies. Apply Bleed 3 to each.

No target selection

Close the Ranks: Tactic, uncommon, 1 energy. Gain 6 guard. Each ally in your row gains 4 guard.

Close the Ranks

1 energy · Tactic

Gain 6 guard. Each ally in your row gains 4 guard.

Self

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Close the Ranks+: Tactic, uncommon, 1 energy. Gain 9 guard. Each ally in your row gains 6 guard.

Close the Ranks+

1 energy · Tactic

Gain 9 guard. Each ally in your row gains 6 guard.

Self

Conserve Stamina: Tactic, common, 1 energy. Gain 4 guard. Next turn gain 1 energy.

Conserve Stamina

1 energy · Tactic

Gain 4 guard. Next turn gain 1 energy.

Self

Starting pool

Compare upgrade

Upgrade

Conserve Stamina+: Tactic, common, 1 energy. Gain 7 guard. Next turn gain 1 energy.

Conserve Stamina+

1 energy · Tactic

Gain 7 guard. Next turn gain 1 energy.

Self

Crown Bulwark: Tactic, rare, 1 energy. Gain 12 guard and 3 Thorns. This turn, attacks aimed at your allies hit you instead. Spend.

Crown Bulwark

1 energy · Tactic

Gain 12 guard and 3 Thorns. This turn, attacks aimed at your allies hit you instead. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Crown Bulwark+: Tactic, rare, 1 energy. Gain 16 guard and 4 Thorns. This turn, attacks aimed at your allies hit you instead. Spend.

Crown Bulwark+

1 energy · Tactic

Gain 16 guard and 4 Thorns. This turn, attacks aimed at your allies hit you instead. Spend.

Self

Spend

Defensive Banner: Rite, uncommon, 1 energy. Banner (3 turns): gain 4 guard each turn.

Defensive Banner

1 energy · Rite

Banner (3 turns): gain 4 guard each turn.

Self

Starting pool

Compare 2 upgrades

Branch A

Stand your Ground: Rite, uncommon, 1 energy. Banner (5 turns): gain 5 guard each turn.

Stand your Ground

1 energy · Rite

Banner (5 turns): gain 5 guard each turn.

Self

Branch B

Mobile Defensive Banner: Rite, uncommon, 0 energy. Banner (3 turns): gain 4 guard each turn.

Mobile Defensive Banner

0 energy · Rite

Banner (3 turns): gain 4 guard each turn.

Self

Edge Work: Attack, common, 1 energy. Deal 7 damage. Apply Bleed 2.

Edge Work

1 energy · Attack

Deal 7 damage. Apply Bleed 2.

Enemy

Starting pool

Compare upgrade

Upgrade

Edge Work+: Attack, common, 1 energy. Deal 10 damage. Apply Bleed 3.

Edge Work+

1 energy · Attack

Deal 10 damage. Apply Bleed 3.

Enemy

Field Dressing: Tactic, uncommon, 1 energy. Heal 6. Spend.

Field Dressing

1 energy · Tactic

Heal 6. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Field Dressing+: Tactic, uncommon, 1 energy. Heal 9. Spend.

Field Dressing+

1 energy · Tactic

Heal 9. Spend.

Self

Spend

Final Thrust: Attack, rare, 2 energy. Deal 10 damage; 14 if the target is below 30% HP. A target at or below 20% HP is executed: this returns to your hand and refunds its cost.

Final Thrust

2 energy · Attack

Deal 10 damage; 14 if the target is below 30% HP. A target at or below 20% HP is executed: this returns to your hand and refunds its cost.

Enemy

Set 1

Compare 2 upgrades

Branch A

Inevitable Strike: Attack, rare, 2 energy. Deal 10 damage; 14 below 30% HP. Execute at 20%: return and refund. If it survives: Sundered 2, Bleed 3.

Inevitable Strike

2 energy · Attack

Deal 10 damage; 14 below 30% HP. Execute at 20%: return and refund. If it survives: Sundered 2, Bleed 3.

Enemy

Branch B

Renewing Strike: Attack, rare, 2 energy. Deal 10 damage; 14 below 30% HP. Execute at 20%: return and refund. On a kill, heal 10% of max HP.

Renewing Strike

2 energy · Attack

Deal 10 damage; 14 below 30% HP. Execute at 20%: return and refund. On a kill, heal 10% of max HP.

Enemy

Gutting Arc: Attack, uncommon, 2 energy. Deal 5 damage to ALL enemies. Apply Bleed 4 and Shaken 1 to each.

Gutting Arc

2 energy · Attack

Deal 5 damage to ALL enemies. Apply Bleed 4 and Shaken 1 to each.

No target selection

Starting pool

Compare upgrade

Upgrade

Gutting Arc+: Attack, uncommon, 2 energy. Deal 5 damage to ALL enemies. Apply Bleed 6 and Shaken 1 to each.

Gutting Arc+

2 energy · Attack

Deal 5 damage to ALL enemies. Apply Bleed 6 and Shaken 1 to each.

No target selection

Hamstring: Attack, uncommon, 1 energy. Deal 5 damage. Apply Shaken 2.

Hamstring

1 energy · Attack

Deal 5 damage. Apply Shaken 2.

Enemy

Starting pool

Compare upgrade

Upgrade

Hamstring+: Attack, uncommon, 1 energy. Deal 8 damage. Apply Shaken 2.

Hamstring+

1 energy · Attack

Deal 8 damage. Apply Shaken 2.

Enemy

Healing Banner: Rite, uncommon, 1 energy. Banner (3 turns): heal 2 each turn.

Healing Banner

1 energy · Rite

Banner (3 turns): heal 2 each turn.

Self

Starting pool

Compare 2 upgrades

Branch A

Sanctuary: Rite, uncommon, 1 energy. Banner (5 turns): heal 3 each turn.

Sanctuary

1 energy · Rite

Banner (5 turns): heal 3 each turn.

Self

Branch B

Mobile Healing Banner: Rite, uncommon, 0 energy. Banner (3 turns): heal 2 each turn.

Mobile Healing Banner

0 energy · Rite

Banner (3 turns): heal 2 each turn.

Self

Heavy Cleave: Attack, uncommon, 2 energy. Deal 11 damage to ALL enemies.

Heavy Cleave

2 energy · Attack

Deal 11 damage to ALL enemies.

No target selection

Starting pool

Compare upgrade

Upgrade

Heavy Cleave+: Attack, uncommon, 2 energy. Deal 15 damage to ALL enemies.

Heavy Cleave+

2 energy · Attack

Deal 15 damage to ALL enemies.

No target selection

Hold Fast: Tactic, uncommon, 2 energy. Gain 15 guard. Shaken and Winded are removed from you until your next turn.

Hold Fast

2 energy · Tactic

Gain 15 guard. Shaken and Winded are removed from you until your next turn.

Self

Set 2

Compare upgrade

Upgrade

Hold Fast+: Tactic, uncommon, 2 energy. Gain 20 guard. Shaken and Winded are removed from you until your next turn.

Hold Fast+

2 energy · Tactic

Gain 20 guard. Shaken and Winded are removed from you until your next turn.

Self

Hold the Gap: Tactic, common, 1 energy. Gain 8 guard. Step to the front row.

Hold the Gap

1 energy · Tactic

Gain 8 guard. Step to the front row.

Self

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Hold the Gap+: Tactic, common, 1 energy. Gain 11 guard. Step to the front row.

Hold the Gap+

1 energy · Tactic

Gain 11 guard. Step to the front row.

Self

Hold the Line: Tactic, common, 1 energy. Gain 10 guard.

Hold the Line

1 energy · Tactic

Gain 10 guard.

Self

Starting pool

Compare upgrade

Upgrade

Hold the Line+: Tactic, common, 1 energy. Gain 13 guard.

Hold the Line+

1 energy · Tactic

Gain 13 guard.

Self

Horn Call: Tactic, rare, 1 energy. This turn and your next 2, Attacks deal +3 damage and you draw 1 extra card at the start of your turn. Spend.

Horn Call

1 energy · Tactic

This turn and your next 2, Attacks deal +3 damage and you draw 1 extra card at the start of your turn. Spend.

Self

Spend

Set 1

Compare 2 upgrades

Branch A

Invigorating Rally: Tactic, rare, 1 energy. As Rally, and gain 1 energy at the start of your next 2 turns. Spend.

Invigorating Rally

1 energy · Tactic

As Rally, and gain 1 energy at the start of your next 2 turns. Spend.

Self

Spend

Branch B

Bring a Friend: Tactic, rare, 1 energy. As Rally, and gain 3 guard at the end of this turn and your next 2 (banners hold). Spend.

Bring a Friend

1 energy · Tactic

As Rally, and gain 3 guard at the end of this turn and your next 2 (banners hold). Spend.

Self

Spend

Interpose: Tactic, common, 1 energy. Gain 6 Guard and 2 Thorns. This turn, attacks aimed at your allies hit you instead.

Interpose

1 energy · Tactic

Gain 6 Guard and 2 Thorns. This turn, attacks aimed at your allies hit you instead.

Self

Starting pool

Compare upgrade

Upgrade

Interpose+: Tactic, common, 1 energy. Gain 9 Guard and 3 Thorns. This turn, attacks aimed at your allies hit you instead.

Interpose+

1 energy · Tactic

Gain 9 Guard and 3 Thorns. This turn, attacks aimed at your allies hit you instead.

Self

Iron Barbs: Rite, uncommon, 1 energy. Gain Thorns 3.

Iron Barbs

1 energy · Rite

Gain Thorns 3.

Self

Starting pool

Compare upgrade

Upgrade

Iron Barbs+: Rite, uncommon, 1 energy. Gain Thorns 5.

Iron Barbs+

1 energy · Rite

Gain Thorns 5.

Self

Iron Challenge: Tactic, uncommon, 1 energy. Taunt ALL enemies. Gain 14 guard. Until your next turn, enemies that attack you take 3.

Iron Challenge

1 energy · Tactic

Taunt ALL enemies. Gain 14 guard. Until your next turn, enemies that attack you take 3.

Self

Starting pool

Compare 2 upgrades

Branch A

Stay Where You Are: Tactic, uncommon, 1 energy. Taunt ALL enemies. Gain 14 guard. Enemies that attack you take 3. Root the target. Spend.

Stay Where You Are

1 energy · Tactic

Taunt ALL enemies. Gain 14 guard. Enemies that attack you take 3. Root the target. Spend.

Enemy

Spend

Branch B

Taunting Strikes: Tactic, uncommon, 1 energy. Taunt ALL enemies. Gain 14 guard. Enemies that attack you take 3. This turn each Attack you play gives 2 guard.

Taunting Strikes

1 energy · Tactic

Taunt ALL enemies. Gain 14 guard. Enemies that attack you take 3. This turn each Attack you play gives 2 guard.

Self

Last Bastion: Rite, rare, 3 energy. Whenever an enemy attacks you, gain 3 guard.

Last Bastion

3 energy · Rite

Whenever an enemy attacks you, gain 3 guard.

Self

Set 3

Compare upgrade

Upgrade

Last Bastion+: Rite, rare, 3 energy. Whenever an enemy attacks you, gain 4 guard.

Last Bastion+

3 energy · Rite

Whenever an enemy attacks you, gain 4 guard.

Self

Lockstep: Tactic, uncommon, 1 energy. Gain 6 guard now and at the start of your next turn.

Lockstep

1 energy · Tactic

Gain 6 guard now and at the start of your next turn.

Self

Starting pool

Compare upgrade

Upgrade

Lockstep+: Tactic, uncommon, 1 energy. Gain 8 guard now and at the start of your next turn.

Lockstep+

1 energy · Tactic

Gain 8 guard now and at the start of your next turn.

Self

Measured Cut: Attack, common, 0 energy. Deal 5 damage.

Measured Cut

0 energy · Attack

Deal 5 damage.

Enemy

Starting pool

Compare upgrade

Upgrade

Measured Cut+: Attack, common, 0 energy. Deal 8 damage.

Measured Cut+

0 energy · Attack

Deal 8 damage.

Enemy

Measured Cut: Attack, basic, 1 energy. Deal 6 damage.

Measured Cut

1 energy · Attack

Deal 6 damage.

Enemy

Starter card

Starter swap: Weapon Mastery.

Compare upgrade

Upgrade

Measured Cut+: Attack, basic, 1 energy. Deal 10 damage.

Measured Cut+

1 energy · Attack

Deal 10 damage.

Enemy

Oath of Iron: Tactic, uncommon, 0 energy. Gain 4 guard. Spend.

Oath of Iron

0 energy · Tactic

Gain 4 guard. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Oath of Iron+: Tactic, uncommon, 0 energy. Gain 7 guard. Spend.

Oath of Iron+

0 energy · Tactic

Gain 7 guard. Spend.

Self

Spend

Offensive Banner: Rite, uncommon, 1 energy. Banner (3 turns): +2 Might each turn it stands.

Offensive Banner

1 energy · Rite

Banner (3 turns): +2 Might each turn it stands.

Self

Starting pool

Compare 2 upgrades

Branch A

Fight Now!: Rite, uncommon, 1 energy. Banner (5 turns): +3 Might each turn it stands.

Fight Now!

1 energy · Rite

Banner (5 turns): +3 Might each turn it stands.

Self

Branch B

Mobile Offensive Banner: Rite, uncommon, 0 energy. Banner (3 turns): +2 Might each turn it stands.

Mobile Offensive Banner

0 energy · Rite

Banner (3 turns): +2 Might each turn it stands.

Self

One-Handed Axe Mastery: Rite, uncommon, 1 energy. Discipline. Your first Attack each turn deals +4 (crit).

One-Handed Axe Mastery

1 energy · Rite

Discipline. Your first Attack each turn deals +4 (crit).

Self

Starting pool

Compare upgrade

Upgrade

One-Handed Axe Mastery+: Rite, uncommon, 1 energy. Discipline. Your first Attack each turn deals +6 (crit).

One-Handed Axe Mastery+

1 energy · Rite

Discipline. Your first Attack each turn deals +6 (crit).

Self

One-Handed Mace Mastery: Rite, uncommon, 1 energy. Unique. Discipline. Attacks apply Winded 1. Attacks have a 25% chance to Stun their target (about every 4th). Echo: Your next Attack this turn Stuns.

One-Handed Mace Mastery

1 energy · Rite

Unique. Discipline. Attacks apply Winded 1. Attacks have a 25% chance to Stun their target (about every 4th). Echo: Your next Attack this turn Stuns.

Self

Unique

Set 1

Compare upgrade

Upgrade

One-Handed Mace Mastery+: Rite, uncommon, 1 energy. Unique. Discipline. Attacks apply Winded 1. Attacks have a 33% chance to Stun their target (about every 3rd). Echo: Your next Attack this turn Stuns.

One-Handed Mace Mastery+

1 energy · Rite

Unique. Discipline. Attacks apply Winded 1. Attacks have a 33% chance to Stun their target (about every 3rd). Echo: Your next Attack this turn Stuns.

Self

Unique

One-Handed Sword Mastery: Rite, uncommon, 1 energy. Discipline. Attacks deal +1 damage and apply Bleed 2.

One-Handed Sword Mastery

1 energy · Rite

Discipline. Attacks deal +1 damage and apply Bleed 2.

Self

Starting pool

Signature reward: Weapon Mastery.

Compare upgrade

Upgrade

One-Handed Sword Mastery+: Rite, uncommon, 1 energy. Discipline. Attacks deal +1 damage and apply Bleed 3.

One-Handed Sword Mastery+

1 energy · Rite

Discipline. Attacks deal +1 damage and apply Bleed 3.

Self

Pace Yourself: Tactic, common, 1 energy. Gain 3 guard. Draw 2.

Pace Yourself

1 energy · Tactic

Gain 3 guard. Draw 2.

Self

Starting pool

Compare upgrade

Upgrade

Pace Yourself+: Tactic, common, 1 energy. Gain 5 guard. Draw 2.

Pace Yourself+

1 energy · Tactic

Gain 5 guard. Draw 2.

Self

Pin in Place: Tactic, uncommon, 2 energy. Root one enemy. Spend.

Pin in Place

2 energy · Tactic

Root one enemy. Spend.

Enemy

Spend

Set 1

Compare upgrade

Upgrade

Pin in Place+: Tactic, uncommon, 1 energy. Root one enemy. Spend.

Pin in Place+

1 energy · Tactic

Root one enemy. Spend.

Enemy

Spend

Plant the Standard: Tactic, uncommon, 1 energy. Gain 5 guard. At the end of your next turn gain 4 guard (the banners hold one more turn).

Plant the Standard

1 energy · Tactic

Gain 5 guard. At the end of your next turn gain 4 guard (the banners hold one more turn).

Self

Starting pool

Compare upgrade

Upgrade

Plant the Standard+: Tactic, uncommon, 1 energy. Gain 8 guard. At the end of your next turn gain 4 guard (the banners hold one more turn).

Plant the Standard+

1 energy · Tactic

Gain 8 guard. At the end of your next turn gain 4 guard (the banners hold one more turn).

Self

Planted Feet: Tactic, common, 1 energy. Gain 6 guard. At the start of your next turn Shield Wall keeps up to 10 guard.

Planted Feet

1 energy · Tactic

Gain 6 guard. At the start of your next turn Shield Wall keeps up to 10 guard.

Self

Set 2

Compare upgrade

Upgrade

Planted Feet+: Tactic, common, 1 energy. Gain 9 guard. At the start of your next turn Shield Wall keeps up to 10 guard.

Planted Feet+

1 energy · Tactic

Gain 9 guard. At the start of your next turn Shield Wall keeps up to 10 guard.

Self

Plate Harness: Tactic, common, 2 energy. Gain 13 guard.

Plate Harness

2 energy · Tactic

Gain 13 guard.

Self

Starting pool

Compare upgrade

Upgrade

Plate Harness+: Tactic, common, 2 energy. Gain 17 guard.

Plate Harness+

2 energy · Tactic

Gain 17 guard.

Self

Raise Banner: Tactic, basic, 1 energy. Gain 4 guard. Each ally gains 2 guard.

Raise Banner

1 energy · Tactic

Gain 4 guard. Each ally gains 2 guard.

Self

Starter card

Starter swap: Banners.

Compare upgrade

Upgrade

Raise Banner+: Tactic, basic, 1 energy. Gain 6 guard. Each ally gains 3 guard.

Raise Banner+

1 energy · Tactic

Gain 6 guard. Each ally gains 3 guard.

Self

Raise the Standards: Tactic, rare, 2 energy. Raise a Healing, Defensive and Offensive Banner, each standing 2 turns. Spend.

Raise the Standards

2 energy · Tactic

Raise a Healing, Defensive and Offensive Banner, each standing 2 turns. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Raise the Standards+: Tactic, rare, 2 energy. Raise a Healing, Defensive and Offensive Banner, each standing 3 turns. Spend.

Raise the Standards+

2 energy · Tactic

Raise a Healing, Defensive and Offensive Banner, each standing 3 turns. Spend.

Self

Spend

Rally Horn: Rite, rare, 2 energy. Whenever an ally plays an Attack, they gain 1 guard.

Rally Horn

2 energy · Rite

Whenever an ally plays an Attack, they gain 1 guard.

Self

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Rally Horn+: Rite, rare, 1 energy. Whenever an ally plays an Attack, they gain 1 guard.

Rally Horn+

1 energy · Rite

Whenever an ally plays an Attack, they gain 1 guard.

Self

Rampart: Rite, uncommon, 1 energy. Whenever you play a guard card, gain 1 Thorns.

Rampart

1 energy · Rite

Whenever you play a guard card, gain 1 Thorns.

Self

Set 2

Compare upgrade

Upgrade

Rampart+: Rite, uncommon, 1 energy. Whenever you play a guard card, gain 2 Thorns.

Rampart+

1 energy · Rite

Whenever you play a guard card, gain 2 Thorns.

Self

Rim Strike: Attack, common, 1 energy. Deal 4 damage. Gain 6 guard. If the target is in the front row, Push it.

Rim Strike

1 energy · Attack

Deal 4 damage. Gain 6 guard. If the target is in the front row, Push it.

Enemy

Starting pool

Compare upgrade

Upgrade

Rim Strike+: Attack, common, 1 energy. Deal 6 damage. Gain 8 guard. If the target is in the front row, Push it.

Rim Strike+

1 energy · Attack

Deal 6 damage. Gain 8 guard. If the target is in the front row, Push it.

Enemy

Shield Bash: Attack, uncommon, 1 energy. Deal 7 damage. Gain 4 guard.

Shield Bash

1 energy · Attack

Deal 7 damage. Gain 4 guard.

Enemy

Starting pool

Compare upgrade

Upgrade

Shield Bash+: Attack, uncommon, 1 energy. Deal 10 damage. Gain 6 guard.

Shield Bash+

1 energy · Attack

Deal 10 damage. Gain 6 guard.

Enemy

Shield Bash: Attack, basic, 1 energy. Deal 5 damage. Gain 3 guard.

Shield Bash

1 energy · Attack

Deal 5 damage. Gain 3 guard.

Enemy

Starter card

Starter swap: Shield Mastery.

Compare upgrade

Upgrade

Shield Bash+: Attack, basic, 1 energy. Deal 7 damage. Gain 4 guard.

Shield Bash+

1 energy · Attack

Deal 7 damage. Gain 4 guard.

Enemy

Shield Brother: Tactic, uncommon, 1 energy. Gain 10 Guard. This turn, attacks aimed at your allies hit you instead. Enemies that hit you this turn gain Shaken 1.

Shield Brother

1 energy · Tactic

Gain 10 Guard. This turn, attacks aimed at your allies hit you instead. Enemies that hit you this turn gain Shaken 1.

Self

Starting pool

Compare upgrade

Upgrade

Shield Brother+: Tactic, uncommon, 1 energy. Gain 14 Guard. This turn, attacks aimed at your allies hit you instead. Enemies that hit you this turn gain Shaken 1.

Shield Brother+

1 energy · Tactic

Gain 14 Guard. This turn, attacks aimed at your allies hit you instead. Enemies that hit you this turn gain Shaken 1.

Self

Shield Charge: Attack, uncommon, 2 energy. Deal 10 damage. Apply Sundered 1. Gain 5 guard.

Shield Charge

2 energy · Attack

Deal 10 damage. Apply Sundered 1. Gain 5 guard.

Enemy

Set 1

Compare upgrade

Upgrade

Shield Charge+: Attack, uncommon, 2 energy. Deal 13 damage. Apply Sundered 2. Gain 5 guard.

Shield Charge+

2 energy · Attack

Deal 13 damage. Apply Sundered 2. Gain 5 guard.

Enemy

Shield Mastery: Rite, uncommon, 1 energy. Gain 2 Bulwark.

Shield Mastery

1 energy · Rite

Gain 2 Bulwark.

Self

Starting pool

Signature reward: Shield Mastery.

Compare 2 upgrades

Branch A

Active Blocking: Rite, uncommon, 1 energy. Gain 4 Bulwark. Whenever an enemy attacks you, deal 2 back and heal 2.

Active Blocking

1 energy · Rite

Gain 4 Bulwark. Whenever an enemy attacks you, deal 2 back and heal 2.

Self

Branch B

Passive Reflection: Rite, uncommon, 1 energy. Gain 2 Bulwark and Thorns 2. Each time Thorns triggers, heal 1.

Passive Reflection

1 energy · Rite

Gain 2 Bulwark and Thorns 2. Each time Thorns triggers, heal 1.

Self

Shield Up: Tactic, basic, 1 energy. Gain 5 guard.

Shield Up

1 energy · Tactic

Gain 5 guard.

Self

Starter card

4 in the starting deck before mastery swaps.

Compare upgrade

Upgrade

Shield Up+: Tactic, basic, 1 energy. Gain 9 guard.

Shield Up+

1 energy · Tactic

Gain 9 guard.

Self

Shield Wall: Rite, uncommon, 1 energy. While you stand in the front row, allies in the back row take 2 less from reach attacks.

Shield Wall

1 energy · Rite

While you stand in the front row, allies in the back row take 2 less from reach attacks.

Self

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Shield Wall+: Rite, uncommon, 1 energy. While you stand in the front row, allies in the back row take 4 less from reach attacks.

Shield Wall+

1 energy · Rite

While you stand in the front row, allies in the back row take 4 less from reach attacks.

Self

Shieldwall Push: Attack, uncommon, 1 energy. Deal 8 damage.

Shieldwall Push

1 energy · Attack

Deal 8 damage.

Enemy

Starting pool

Compare upgrade

Upgrade

Shieldwall Push+: Attack, uncommon, 1 energy. Deal 11 damage.

Shieldwall Push+

1 energy · Attack

Deal 11 damage.

Enemy

Shove: Attack, uncommon, 1 energy. Deal 6 damage. Push the target to the back row (a pushed enemy is Planted: it cannot be pushed again for 2 turns).

Shove

1 energy · Attack

Deal 6 damage. Push the target to the back row (a pushed enemy is Planted: it cannot be pushed again for 2 turns).

Enemy

Starting pool

Compare upgrade

Upgrade

Shove+: Attack, uncommon, 1 energy. Deal 9 damage. Push the target to the back row (a pushed enemy is Planted: it cannot be pushed again for 2 turns).

Shove+

1 energy · Attack

Deal 9 damage. Push the target to the back row (a pushed enemy is Planted: it cannot be pushed again for 2 turns).

Enemy

Skull Ringer: Attack, uncommon, 2 energy. Deal 10 damage. If the target is Winded, Stun it. Spend.

Skull Ringer

2 energy · Attack

Deal 10 damage. If the target is Winded, Stun it. Spend.

Enemy

Spend

Set 1

Compare upgrade

Upgrade

Skull Ringer+: Attack, uncommon, 2 energy. Deal 14 damage. If the target is Winded, Stun it. Spend.

Skull Ringer+

2 energy · Attack

Deal 14 damage. If the target is Winded, Stun it. Spend.

Enemy

Spend

Spiked Carapace: Tactic, rare, 2 energy. Gain 8 guard. Until your next turn take 30% less damage; each enemy attack on you deals 3 back to the attacker and heals you 3.

Spiked Carapace

2 energy · Tactic

Gain 8 guard. Until your next turn take 30% less damage; each enemy attack on you deals 3 back to the attacker and heals you 3.

Self

Starting pool

Compare 2 upgrades

Branch A

Mage Killer: Tactic, rare, 2 energy. Gain 8 guard. Until your next turn take 30% less damage; after each enemy attack your debuffs are removed and the attacker is Shaken 1.

Mage Killer

2 energy · Tactic

Gain 8 guard. Until your next turn take 30% less damage; after each enemy attack your debuffs are removed and the attacker is Shaken 1.

Self

Branch B

Arrow Catcher: Tactic, rare, 2 energy. Gain 8 guard. Until your next turn take 30% less damage; each enemy hit on you deals 2 back to the attacker (multi-hits reflect per hit).

Arrow Catcher

2 energy · Tactic

Gain 8 guard. Until your next turn take 30% less damage; each enemy hit on you deals 2 back to the attacker (multi-hits reflect per hit).

Self

Spiked Rim: Tactic, common, 1 energy. Gain 5 guard. Until your next turn, enemies that attack you take 3.

Spiked Rim

1 energy · Tactic

Gain 5 guard. Until your next turn, enemies that attack you take 3.

Self

Starting pool

Compare upgrade

Upgrade

Spiked Rim+: Tactic, common, 1 energy. Gain 7 guard. Until your next turn, enemies that attack you take 4.

Spiked Rim+

1 energy · Tactic

Gain 7 guard. Until your next turn, enemies that attack you take 4.

Self

Splitting Blow: Attack, uncommon, 2 energy. Remove all the target's guard, then deal 12 damage and apply Sundered 2.

Splitting Blow

2 energy · Attack

Remove all the target's guard, then deal 12 damage and apply Sundered 2.

Enemy

Set 1

Compare upgrade

Upgrade

Splitting Blow+: Attack, uncommon, 2 energy. Remove all the target's guard, then deal 16 damage and apply Sundered 2.

Splitting Blow+

2 energy · Attack

Remove all the target's guard, then deal 16 damage and apply Sundered 2.

Enemy

Stagger Blow: Attack, common, 1 energy. Deal 6 damage. Apply Winded 2.

Stagger Blow

1 energy · Attack

Deal 6 damage. Apply Winded 2.

Enemy

Set 1

Compare upgrade

Upgrade

Stagger Blow+: Attack, common, 1 energy. Deal 9 damage. Apply Winded 3.

Stagger Blow+

1 energy · Attack

Deal 9 damage. Apply Winded 3.

Enemy

Standard Bearer: Rite, uncommon, 1 energy. Unique. Whenever you play a Banner (or any Rite or Spend card), gain 5 guard and draw 1. Echo: Draw a card.

Standard Bearer

1 energy · Rite

Unique. Whenever you play a Banner (or any Rite or Spend card), gain 5 guard and draw 1. Echo: Draw a card.

Self

Unique

Starting pool

Signature reward: Banners.

Compare upgrade

Upgrade

Standard Bearer+: Rite, uncommon, 1 energy. Unique. Whenever you play a Banner (or any Rite or Spend card), gain 8 guard and draw 1. Echo: Draw a card.

Standard Bearer+

1 energy · Rite

Unique. Whenever you play a Banner (or any Rite or Spend card), gain 8 guard and draw 1. Echo: Draw a card.

Self

Unique

Steady Advance: Tactic, uncommon, 1 energy. Gain 7 guard. Draw 1.

Steady Advance

1 energy · Tactic

Gain 7 guard. Draw 1.

Self

Starting pool

Compare upgrade

Upgrade

Steady Advance+: Tactic, uncommon, 1 energy. Gain 10 guard. Draw 1.

Steady Advance+

1 energy · Tactic

Gain 10 guard. Draw 1.

Self

Strap Tight: Tactic, common, 1 energy. Gain 1 Bulwark (+1 guard whenever you gain guard). Spend.

Strap Tight

1 energy · Tactic

Gain 1 Bulwark (+1 guard whenever you gain guard). Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Strap Tight+: Tactic, common, 1 energy. Gain 2 Bulwark (+1 guard each per guard gain). Spend.

Strap Tight+

1 energy · Tactic

Gain 2 Bulwark (+1 guard each per guard gain). Spend.

Self

Spend

Sweeping Bulwark: Attack, common, 1 energy. Deal 4 damage to ALL enemies. Gain 4 guard.

Sweeping Bulwark

1 energy · Attack

Deal 4 damage to ALL enemies. Gain 4 guard.

No target selection

Starting pool

Compare upgrade

Upgrade

Sweeping Bulwark+: Attack, common, 1 energy. Deal 5 damage to ALL enemies. Gain 6 guard.

Sweeping Bulwark+

1 energy · Attack

Deal 5 damage to ALL enemies. Gain 6 guard.

No target selection

Sword Strike: Attack, basic, 1 energy. Deal 6 damage.

Sword Strike

1 energy · Attack

Deal 6 damage.

Enemy

Starter card

3 in the starting deck before mastery swaps.

Compare upgrade

Upgrade

Sword Strike+: Attack, basic, 1 energy. Deal 10 damage.

Sword Strike+

1 energy · Attack

Deal 10 damage.

Enemy

Taunting Strikes: Rite, rare, 2 energy. Whenever you play an Attack, Taunt its target and gain 3 guard.

Taunting Strikes

2 energy · Rite

Whenever you play an Attack, Taunt its target and gain 3 guard.

Self

Set 3

Compare upgrade

Upgrade

Taunting Strikes+: Rite, rare, 1 energy. Whenever you play an Attack, Taunt its target and gain 3 guard.

Taunting Strikes+

1 energy · Rite

Whenever you play an Attack, Taunt its target and gain 3 guard.

Self

The Castle: Rite, rare, 2 energy. At the start of your turn gain 6 guard.

The Castle

2 energy · Rite

At the start of your turn gain 6 guard.

Self

Starting pool

Compare upgrade

Upgrade

The Castle+: Rite, rare, 2 energy. At the start of your turn gain 8 guard.

The Castle+

2 energy · Rite

At the start of your turn gain 8 guard.

Self

The Iron Wall: Rite, rare, 3 energy. Whenever an enemy attacks you, it takes 5 and is Shaken 1.

The Iron Wall

3 energy · Rite

Whenever an enemy attacks you, it takes 5 and is Shaken 1.

Self

Set 3

Compare upgrade

Upgrade

The Iron Wall+: Rite, rare, 2 energy. Whenever an enemy attacks you, it takes 5 and is Shaken 1.

The Iron Wall+

2 energy · Rite

Whenever an enemy attacks you, it takes 5 and is Shaken 1.

Self

Turn the Blow: Tactic, common, 1 energy. Gain 6 guard. Until your next turn, each enemy attack on you deals 3 back to the attacker.

Turn the Blow

1 energy · Tactic

Gain 6 guard. Until your next turn, each enemy attack on you deals 3 back to the attacker.

Self

Starting pool

Compare upgrade

Upgrade

Turn the Blow+: Tactic, common, 1 energy. Gain 9 guard. Until your next turn, each enemy attack on you deals 4 back to the attacker.

Turn the Blow+

1 energy · Tactic

Gain 9 guard. Until your next turn, each enemy attack on you deals 4 back to the attacker.

Self

Unbroken Wall: Rite, rare, 2 energy. Unique. Shield Wall keeps all your guard. Echo: Gain 6 guard.

Unbroken Wall

2 energy · Rite

Unique. Shield Wall keeps all your guard. Echo: Gain 6 guard.

Self

Unique

Set 2

Compare upgrade

Upgrade

Unbroken Wall+: Rite, rare, 1 energy. Unique. Shield Wall keeps all your guard. Echo: Gain 6 guard.

Unbroken Wall+

1 energy · Rite

Unique. Shield Wall keeps all your guard. Echo: Gain 6 guard.

Self

Unique

Undying: Rite, rare, 2 energy. Unique. The first time you would die this fight, stay at 1 HP, heal 20% of max HP and take no attack damage until your next turn ends. Echo: Heal 5.

Undying

2 energy · Rite

Unique. The first time you would die this fight, stay at 1 HP, heal 20% of max HP and take no attack damage until your next turn ends. Echo: Heal 5.

Self

Unique

Set 3

Compare 2 upgrades

Branch A

Cockroach: Rite, rare, 2 energy. Unique. Undying; each kill has a 50% chance to re-arm it once spent (about every 2 kills). Echo: Heal 5.

Cockroach

2 energy · Rite

Unique. Undying; each kill has a 50% chance to re-arm it once spent (about every 2 kills). Echo: Heal 5.

Self

Unique

Branch B

I'm Back: Rite, rare, 2 energy. Unique. The first time you would die this fight, stay at 1 HP, heal 40% of max HP and take no attack damage until your next turn ends. Echo: Heal 5.

I'm Back

2 energy · Rite

Unique. The first time you would die this fight, stay at 1 HP, heal 40% of max HP and take no attack damage until your next turn ends. Echo: Heal 5.

Self

Unique

Unyielding: Rite, rare, 2 energy. Shield Wall keeps 5 more guard between turns.

Unyielding

2 energy · Rite

Shield Wall keeps 5 more guard between turns.

Self

Set 2

Compare upgrade

Upgrade

Unyielding+: Rite, rare, 2 energy. Shield Wall keeps 10 more guard between turns.

Unyielding+

2 energy · Rite

Shield Wall keeps 10 more guard between turns.

Self

Vengeance of the Wall: Attack, rare, 2 energy. Deal 8 damage to ALL enemies. Apply Winded 2 to each. Gain 8 guard.

Vengeance of the Wall

2 energy · Attack

Deal 8 damage to ALL enemies. Apply Winded 2 to each. Gain 8 guard.

No target selection

Starting pool

Compare upgrade

Upgrade

Vengeance of the Wall+: Attack, rare, 2 energy. Deal 11 damage to ALL enemies. Apply Winded 2 to each. Gain 10 guard.

Vengeance of the Wall+

2 energy · Attack

Deal 11 damage to ALL enemies. Apply Winded 2 to each. Gain 10 guard.

No target selection

Wall of Shields: Tactic, uncommon, 2 energy. Gain 18 guard.

Wall of Shields

2 energy · Tactic

Gain 18 guard.

Self

Starting pool

Compare upgrade

Upgrade

Wall of Shields+: Tactic, uncommon, 2 energy. Gain 24 guard.

Wall of Shields+

2 energy · Tactic

Gain 24 guard.

Self

Wall's Answer: Attack, common, 1 energy. Deal 7 damage.

Wall's Answer

1 energy · Attack

Deal 7 damage.

Enemy

Starting pool

Compare upgrade

Upgrade

Wall's Answer+: Attack, common, 1 energy. Deal 10 damage.

Wall's Answer+

1 energy · Attack

Deal 10 damage.

Enemy

Keywords and effects

Attack

A card type: Attacks deal damage, usually to one enemy you drag them onto.

Bleed

Takes this much damage at the start of its turn, every turn. A new Bleed replaces a weaker one.

Bulwark

+1 guard per stack from every card that gives guard.

Discipline

A weapon mastery Rite. Different Disciplines work side by side.

Echo

What a copy of a Unique Rite does when you play it while that Rite is already up: a small one-time effect.

Energy

Every card costs energy (the number in its gem). You get 3 each turn; what you do not use is lost.

Guard

Soaks hits before your HP; it falls away at the start of your next turn.

Might

+1 damage per stack on every attack.

Planted

Was shoved to the back row; cannot be pushed again for this many turns.

Push

Moves an enemy from the front row to the back row.

Reach

Bows, spells, breath and attacks that hit all enemies reach the back row; melee does not.

Rite

A card type: a Rite is played once and keeps working for the rest of the fight.

Rooted

Cannot attack this turn (bosses deal half). A direct hit breaks the root; damage over time does not.

Rows

Fighters stand in a front row or a back row. Melee only reaches the front row while anyone stands in it.

Shaken

Deals 30% less damage for this many turns.

Spend

After you play it, the card leaves this fight (it goes to the Spent pile). It is back in your deck next fight.

Stunned

Skips its next turn. Elites and bosses shrug off a second stun in the same fight.

Sundered

Takes 40% more damage for this many turns.

Tactic

A card type: Tactics guard, draw, heal or set things up. Most are played by dragging them up.

Taunted

Must attack the hero who taunted it.

Thorns

Anyone who attacks you takes this much damage.

Unique

Only one copy works at a time. Play another copy while it is up and that copy does its Echo instead (and if it is upgraded and yours is not, yours becomes the upgraded one). Spare copies help you find it sooner.

Winded

Gains 30% less guard for this many turns.

Build the rest of your party