Inscribed by Archmage Valdross the Eternal · Keeper of the Infinite Turn · Lord of the Simulation Crystal

Archmage Valdross the Eternal
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AutoBattle Quick Start Guide
1
Build a deck. On first login you'll receive a starter card collection, a ready-made deck, and 777 free AutoGold — so you can jump straight to the Arena.
2
Enter an Arena. Register your deck for a cohort — Standard is the best place to start.
3
Battles run themselves. Every ~10 minutes the Simulator fights every deck against every other. No clicking needed.
4
Collect rewards and upgrade your deck. Earn AutoGold based on your ranking each cohort, then open packs in the Market to collect powerful cards across all rarities — Common, Uncommon, Rare, Mythic, and Legendary.
I A Royal Welcome, Champion
"Hear me, brave deckbuilder! You stand at the threshold of the greatest arena ever conjured — a realm where cunning strategy, rare cards, and a touch of fortune determine who rises to glory and who is sent back to the pack-opening screen. I am Valdross, and I have been running simulated battles since before your grandmother learned to shuffle. Welcome to AutoBattle."

AutoBattle is an automated card battle game. You build a deck, register it for an Arena cohort, and the Grand Crystal Simulator battles every deck against every other — no clicking required. Your job is to assemble the cleverest 100-card army possible, then watch the results roll in. The better your deck performs, the more Autogold you earn.

II Building Your Royal Deck

Every player fields a deck of exactly 100 cards. Not 99. Not 101. One hundred — the sacred number handed down by the ancient scrolls (and also the database constraint). Deck names must be no longer than 45 characters — brevity is the soul of conquest. Visit the Decks tab to create and edit your decks.

Card Types

TypeBehaviour
CreaturePermanent. Occupies a board slot. Has Health, Melee, and Armor stats. Its Melee contributes to your end-of-turn combat damage; its Armor adds to your combat defense. Persists until its Health reaches 0 or it is destroyed by an effect.
RelicPermanent. An artifact that fires its trigger effects each turn. Relics have no combat stats — no Health, Armor, or Melee — so they can't be damaged or destroyed in combat; only a targeted removal effect can get rid of one.
StructurePermanent. A fortified installation that triggers each turn. Excellent for stacking shields, grinding mill, and anchoring defensive strategies. May have Health and/or Armor stats — an Armored Structure still contributes its Armor to your combat defense even without Health (and so can't be targeted by creature-damage effects).
EnchantmentPermanent. A magical aura that lingers on the board indefinitely, firing its effects each turn. Enchantments deal in curses, blessings, and lingering consequences. No combat stats — no Health, Armor, or Melee — so it can't be damaged or destroyed in combat; only a targeted removal effect can get rid of one.
SpellNon-permanent. Played for its effect, then immediately discarded. Powerful and immediate, but gone in a flash.

Card Rarities & Deck Limits

Common ×15 Uncommon ×10 Rare ×7 Mythic ×3 Legendary ×1 Infinite ∞

Infinite cards are available to every player at no cost — the backbone of any collection. All other rarities must be opened from packs in the Market. The rarity also determines the card's power ceiling: commons are workhorses, legendaries are game-enders.

Ability Tags

Every card is automatically tagged based on its abilities. Tags help you filter and browse cards in the Deck Builder, and clicking a tag on a card's page jumps straight to its explanation below. A card can hold multiple tags — and a card with no special effects might only carry its type and rarity tags.

Cards also carry tags for their rarity (common, rare, legendary…), structural type (relic, creature, enchantment…), and — for Creatures — their subtype (Soldier, Frog, Demon…). Use the tag filter bar in the Deck Builder to find cards by what they do, and see the full Tag & Keyword Glossary below for what every one of them means.

"A wise Wizard King once told me: 'It is not the rarest card that wins — it is the right card at the right time.' That wizard was me. I tell myself this every time my legendary-heavy deck loses to a swarm of Infinite Power Stations."
III Entering the Arena — Cohorts

The Arena operates in Cohorts — short seasons where players submit their decks for battle. Here is how each cohort unfolds:

1
Register your deck. Go to the Arena tab and submit your best valid 100-card deck. This deck will represent you in the current cohort and all future ones until you change it.
2
The gates close. Each Cohort has an entry window. When it ends, all registered decks are locked into Battle Slots for the round.
3
Every deck fights every other. The Simulator runs a full round-robin — each pair of decks plays a two-game match. You don't need to be online.
4
Results are confirmed. Validators independently run the same battles and submit their results (see Section VII). Once consensus is reached, final standings are recorded and rewards distributed.

A deck must contain exactly 100 cards and be marked ✓ Ready to be eligible for the Arena.

III-B Arena Formats — The Ten Battlegrounds

Ten arenas, ten rulesets. Each arena runs its own cohort schedule. Your deck must satisfy that arena's card-legality rules to be enrolled. The same battle engine, validation system, and Autogold rewards apply in every format — only the card restrictions and special rules change.

🌱 Beginner Arena Curated Pool

The on-ramp for brand-new players. Instead of the full card database, you build from a small, hand-curated pool — one clean example of each mechanic (poison, honor, mill, shields, and more) — so there's less to learn before your first battle.

Your deck starts at 30 cards and grows automatically as you play, alongside the pool of cards you can choose from. Reach the final tier and you graduate into the full game — same collection, same nav, same arena access as everyone else.

Deck rules: Only cards in the curated Beginner pool, plus Infinite-rarity cards. Deck size and pool width grow with your tier instead of starting at 100.

⚔️ Standard Arena Open Format

Any 100 cards. No restrictions whatsoever. This is the widest meta — every rarity, every strategy, every combination is legal.

Deck rules: Exactly 100 cards, within per-card rarity limits. No other constraints.

👑 Champion Singleton Arena Singleton + Champion

Every deck must designate a Champion — a Legendary Creature that lives in its own Champion Zone, separate from your hand, deck, board, and discard. The Champion never shuffles into your deck and is never drawn normally.

At the start of each game, your Champion waits in the Zone, ready to be deployed. When you have enough energy to pay its cost, the engine will play it automatically (or hold for a better moment, depending on your Battle Plan). After being destroyed or returned, the Champion goes back to the Champion Zone — not to your discard — and can be replayed next turn, each time at an increasing additional cost.

Deck rules: Strict singleton — every card in the 100-card pool must appear exactly once. A Champion must be designated (a Legendary Creature card). No duplicate cards of any rarity, including Infinite.

👑 Champion Standard Arena Open Format + Champion

Same Champion Zone mechanic as Champion Singleton Arena — a Legendary Creature that sits outside your normal 100-card pool and gets replayed from its own Zone after being destroyed or returned — but without the singleton restriction.

Deck rules: Exactly 100 cards, within per-card rarity limits (same as Standard Arena). A Champion must be designated (a Legendary Creature card). No other constraints.

⚗️ Pauper Arena Commons Only

The people's arena. Uncommon, Rare, Mythic, and Legendary cards are forbidden. Only Common and Infinite cards are permitted — the workhorses of the collection.

Pauper rewards deep knowledge of the Common card pool. The ceiling is lower, but so is the floor — everyone fights on equal footing, without legendary power pulling the strings.

Deck rules: Only Common (rarity ×15 limit) and Infinite (unlimited) cards. No other rarities.

🌟 Legendary Arena Legendary + Infinite

100 cards of peak power. Only Legendary and Infinite rarity cards are permitted — no Champion designation, no mid-tier cards. Pure legendary firepower.

The Legendary Arena is the highest-ceiling open format. Games are decided by which legendary suite synergizes best, not by who drafted better commons.

Deck rules: Only Legendary (×1 limit) and Infinite (unlimited) cards. No Champions allowed.

🗡️ Journeyman Arena Mid-Tier

Neither floor nor ceiling. Uncommon, Rare, and Mythic cards — plus Infinite — are the building blocks here. Commons and Legendaries are both excluded.

Journeyman is the proving ground for mid-range strategies. The card pool is broad enough for real deck construction choices, but constrained enough that raw power level doesn't dominate.

Deck rules: Uncommon (×10), Rare (×7), and Mythic (×3) cards, plus Infinite (unlimited). No Commons, no Legendaries, no Champions.

🤖 Bot Challenge vs. AI

Bring your best deck and test it against a pool of AI-controlled bot opponents. No restrictions on cards — this is the open format against machine intelligence.

Bots aren't random — each day they clone the previous day's top-performing Standard Arena decks, so you're facing real, proven strategies. To keep things a real challenge, bots also play with a handicap: 107 starting life, 7 starting honor, 7 starting shields (instead of the usual 100/0/0), and one extra card in their opening hand. Bot Challenge is a good environment for testing new builds before entering competitive cohorts, and for earning Autogold when the other arenas are between windows.

Deck rules: Exactly 100 cards, within rarity limits. No other constraints. Opponents are bot-controlled decks with the handicap described above.

🎲 Random Arena Generated Deck

No deck building required — or permitted. When you register for a Random Arena cohort, a 100-card deck is generated from your collection automatically. You cannot choose the cards. You cannot edit the deck. What you drafted is what you play.

Every player's deck is generated fresh for each cohort. Your collection breadth matters: a wider collection gives the generator more to work with.

Deck rules: Deck is randomly generated from your collection at registration time. No manual editing allowed.

🌀 Chaos Arena Rotating Rule

The rules change every cohort. Each Chaos Arena cohort activates two global effects (chosen independently, so the same effect can be picked twice — doubling it) that apply to every battle in that season — both players, every game. No card restrictions apply, but the field is permanently tilted.

Deck rules: Any 100 cards within rarity limits. Two of the following Chaos Effects are active for the entire cohort (possibly the same one twice):

Extra Draw
Each player draws an extra card at the start of their turn.
Extra Energy
Each player gains +1 basic energy each turn on top of the normal gain.
Rallying Charge
All creatures enter the battlefield with +1 Melee permanently.
Ironclad Formation
All permanents enter with +1 Armor permanently.
Short War
The Honor victory threshold is reduced from 100 to 50. Honor strategies become dramatically more dangerous.
Toxic Air
Each player gains 1 poison at the start of their turn.
Slow Rot
Each player mills 1 card at the start of their turn.
Friendly Fire
Deals 2 damage to a random creature its controller controls at the start of their turn.
Reclamation
Each player recycles 1 card from their discard pile at the start of their turn.
Creeping Doom
Each player takes 3 damage at the start of their turn.
Fading Glory
Each player loses 1 Honor (can go negative) at the start of their turn.
Butterfingers
Each player discards a random card at the start of their turn.
Blood Price
Each player sacrifices a random creature they control at the start of their turn.
Crumbling Relics
Each player sacrifices a random relic they control at the start of their turn.
Vital Surge
Each player gains 3 Life at the start of their turn.
Arcane Toll
Spells cost +1 energy to play.
Conscription Fee
Creatures cost +1 energy to play.
Import Duty
Relics cost +1 energy to play.
Warded Ground
Enchantments cost +1 energy to play.

The active effects are displayed on the cohort lobby and are the same for all participants. Build accordingly.

🃏 Draft Arena Draft Format

Draft is a three-phase format: draft → build → battle. Decks are built from cards you pick during the draft, not from your permanent collection.

Phase 1 — The Draft. Players sit in a pod (2–16 seats, 8 by default, with bots filling empty chairs). Each player receives a pack of 15 cards. Pick 1, pass the rest to the next player. Packs 1 and 3 pass to the left; pack 2 passes to the right. Repeat until all 3 packs are exhausted — each player drafts 45 cards in total.

Phase 2 — Deck Building. After the draft closes, you have a limited window to construct your 100-card deck from your 45 drafted cards. Slots that remain unfilled are padded automatically with Infinite-rarity cards. You can also auto-build if you don't want to manually construct.

Phase 3 — The Battle. Once all seats have submitted (or the build deadline expires), a single cohort launches that bundles 10 round-robin rounds — every deck battles every other deck 10 times over — so the pod winner is decided by a larger sample than one pass alone. The draft cohort follows the same validation and rewards flow as any other arena.

Quick Draft — a shorter, cheaper variant built for new players. Instead of 3 packs of 15, you draft the same single 5-card pack 3 times in a row (15 cards total), and your deck fills to 45 cards instead of 100. Everything else about the three-phase flow is identical.

You can join a public lobby in the Draft Hub, create a private draft and invite friends with a code, or start a Solo lobby to draft immediately against an all-bot pod instead of waiting for a human roster to fill. Bot players also fill any open seats left in a public/private pod once it starts.

III-C Battle Plans — Instructing Your Deck

A Battle Plan is a set of strategic instructions attached to your deck. The engine follows these instructions during every battle — choosing which card to play first, when to hold energy, how to pick targets, which of your own cards or permanents to spend on a cost, which card to discard when over the limit, and when to deploy your Champion. Battle Plans are configured in the Deck Builder and apply across all arenas (fields that don't apply to a given arena are silently ignored).

"A general without a battle plan is merely a man holding a very heavy sword. Instruct your deck. Tell it who to attack. Tell it to wait. Tell it — firmly — that we do not discard our best card first. The Crystal Simulator listens."
Card Play Priority
Play Order
Controls which card the engine picks first each turn. Ties within a mode are broken by cost.
Cheapest first Costliest first Card Order Type Order Tag Order
Card Order — you define a ranked list of specific cards; those are played first.
Type Order — you drag card types into a priority ranking (e.g. Creatures first, then Structures, then Spells).
Tag Order — like Type Order, but by ability tag (Poison, Draw, Melee, ...) instead of card type. A card matching several tags uses whichever tag ranks best.
Energy Threshold
Energy Hold
Sets a minimum energy level. If your total energy (basic + ephemeral) is below this value, the engine skips the card play phase entirely that turn and saves up.
0 (always play) 1–9
Useful for strategies that need a burst of energy to play multiple expensive cards in one turn.
Targeting
Target Preference
When an effect damages a random creature, destroys a random permanent, kills a random target, or returns a permanent to a hand (yours or your opponent's) — this setting picks which one.
Random Weakest (lowest HP) Strongest (most HP) Least Armor
Applies everywhere this kind of targeting happens — a direct card play, a bounce effect, or a triggered/passive ability firing later in the turn all use the same preference.
Targeting (Optional)
Target Tag Priority
An optional refinement layered on top of Target Preference above: rank specific tags (e.g. "Undead" or "Flying") to prefer hitting permanents with those tags first, before Target Preference breaks any remaining tie.
Starts empty and has no effect until you add a tag — falls back to plain Target Preference if nothing on the board matches any listed tag. Any tag in the game can be added, even ones your own deck doesn't play, since this describes what to look for on an opponent's board.
Paying Costs
Cost Payment
Some cards have an additional cost paid from your own side of the board — Utilize a permanent, Sacrifice a permanent, or recycle/exile cards from your own discard pile. Reanimate and Tutor effects that pick from your own discard pile or library also use this setting. This setting picks which of your permanents, discard-pile, or library cards gets used.
Random Weakest HP / cheapest Strongest HP / costliest Least Armor
Discard-pile and library cards have no HP or Armor, so Weakest/Strongest is reinterpreted as cheapest/costliest by Energy cost there, and Least Armor falls back to random. Separate from Discard Priority below, which governs discarding from your hand, not your discard pile.
Hand Management
Discard Priority
When you have more than 10 cards in hand at cleanup, this determines which card gets discarded first. Also used whenever a card's additional cost requires discarding from your hand, or an ability discards cards directly.
Random Cheapest first Costliest first Lowest priority first
Protect your key cards or dump expensive cards you can't yet afford — the choice is yours. Lowest priority first shares its ranked list with Play Priority's Custom card order above — cards you haven't ranked are discarded before any ranked card.
Champion Arenas Only
Champion Timing
Controls when the engine plays your Champion from the Champion Zone. Ignored in arenas with no Champion.
ASAP (as soon as affordable) Hold until threshold
Hold mode — set an energy threshold. The engine will not play the Champion until your total energy meets that value. Useful for saving up to play the Champion alongside other cards in the same turn.
Battle Plans work everywhere. You configure one plan per deck in the Deck Builder. That plan applies in whatever arena the deck enters. Champion timing is the only field that is arena-gated — it has no effect outside Champion Singleton Arena and Champion Standard Arena. Everything else (play order, energy hold, targeting, discard) works the same in Standard, Chaos, Draft, or any other format.
IV The Grand Battle — How It Unfolds

Each match is played as two games — one where Player A goes first, one where Player B goes first. The player who wins the most games wins the match. If each wins one, it is a draw.

Each game is a turn-based simulation. Both players start fresh:

ResourceStarting ValuePurpose
Life100Reduced by enemy damage and Poison. Reach 0 and it's over.
Honor0Increased by honor effects. Reach 100 and you win outright — but fall to -100 and you lose.
Energy0Gain 1 basic energy at the start of each turn. Spent to play cards. Some effects grant bonus or ephemeral energy.
Shield0Reduces incoming damage — both counted as combat defense against melee attackers, and absorbing direct damage effects before Life is lost. Decays by 1 at the start of each turn.
Poison0At the start of your turn, you take damage equal to your poison stacks (absorbed by your Shields first, same as any direct damage), then stacks decrease by 1.

Starting Life and the Honor win/dishonor threshold both scale down together in smaller-deck formats: Beginner Mode practice rounds and Quick Draft use the format's target deck size (e.g. 45 for Quick Draft) in place of the standard 100 — so in a Quick Draft match, 45 Honor wins and -45 Honor loses, not ±100. Standard 100-card play always uses the full 100/-100.

Turn Sequence

0Upkeep: Active player's Shields decay by 1. Poison damage is dealt equal to stacks, then stacks decrease by 1.
1Draw: Active player draws a card. Drawing is always attempted regardless of hand size — a full hand does not block the draw. If the deck is empty, they lose immediately (Deck-Out).
2Energy: Active player gains 1 basic energy.
3Opponent triggers: All of the opponent's permanents with each_opponent_turn fire in seeded random order.
4Start-of-turn triggers: Active player's permanents with each_turn fire in seeded random order.
5Play cards: Active player plays cards from hand. The Battle Plan controls how cards are chosen: by default, cheapest cards are played first — but you can configure costliest-first, by card order, or by card type. A Battle Plan can also hold energy (skip playing until you have enough) — either every turn, just for your first play of the game, or just until the first card that actually costs energy (free cards always play regardless) — and control Champion timing. Some cards have an additional Utilize cost (see below).
6End-of-turn triggers: Active player's permanents with end_of_turn fire. Then, after armor recovers, Melee Combat resolves: the active player's non-utilized permanents deal damage equal to total melee minus the opponent's total armor and current shields.
7Cleanup: Ephemeral energy clears. Utilized permanents reset. Each permanent's current Armor recovers back to its base value. If more than 10 cards are in hand, cards are discarded according to the Battle Plan's discard priority (cheapest, costliest, lowest priority, or random) until exactly 10 remain. Turn passes to opponent.
Energy — Basic vs. Ephemeral vs. Restricted: Basic energy persists between turns and accumulates. Ephemeral energy is granted by certain effects and wiped at end of turn. Restricted energy (e.g. "+2 Energy, Relics only") persists like basic energy by default but can only pay for cards matching its tag or card type — a card can hold several differently-restricted pools at once. It can optionally be flagged ephemeral itself (e.g. "+2 Energy, Relics only (ephemeral — expires end of turn)"), combining both limits at once — a weaker, lower-power variant of the mechanic, useful for tuning down a card that would otherwise be too strong with a persistent restricted pool. When paying for a card, matching restricted energy is spent first, then ephemeral, then basic. A Battle Plan's Energy Hold threshold only ever looks at plain basic + ephemeral energy — never any restricted pool, ephemeral-flagged or not, since none of it can be spent on just any card. Its Apply to setting decides how long the hold lasts: every turn, only your first play of the whole game, or only until the first card that actually costs energy — that last option always lets 0-cost cards through immediately, so a free card can still come down on turn 1 while you bank energy for something bigger.
Utilize: Some cards have an additional cost — they require you to tap (utilize) one or more of your permanents in play. A card might require utilizing 1 up to 10 permanents of a specified type. If not enough valid unutilized permanents are available, the card cannot be played. Utilized permanents reset at the start of your next turn.
Melee Combat — At the end of each turn (step 6, after triggers), the active player's non-utilized permanents deal melee damage to the opponent. Here is how it resolves:
  1. Total Melee — Sum the Melee stat of every non-utilized permanent on your board. Utilized permanents (spent as an additional cost this turn) do not contribute.
  2. Opponent Defense — Sum the Armor stat of every permanent on the opponent's board, then add the opponent's current Shield count. This total is their combat defense.
  3. Combat DamageTotal Melee − (Opponent Armor + Opponent Shields) = Combat Damage. If the result is 0 or negative, no damage is dealt.
  4. Life loss — Combat Damage is dealt directly to the opponent's Life. Shields have already been factored into the defense calculation above.
  5. Passives fire — If the opponent loses life, their on_life_loss passives trigger. If any damage was dealt, your on_damage_dealt passives trigger.

The dual role of Armor: A permanent's Armor stat serves two purposes simultaneously — it reduces damage dealt to the permanent itself by targeted effects, and it reduces your opponent's melee combat damage every turn. A heavily armored board is both a tough target for spells and a stiff wall against melee attackers.

Shields as combat defense: Your current Shield count is added directly to your combat defense alongside your board's Armor. Stacking shields through structures or relics not only protects you from direct damage effects but also softens melee attacks — making shield generation a viable defensive strategy even against heavy melee boards.

"I have personally watched forty-seven thousand simulated battles. I have seen a single Infinite Power Station outlast a Legendary Titan through sheer persistence. I have wept. I have laughed. I have updated the simulator. I have had the Legendary Titan personally escorted from the premises. This is the life I have chosen."
V Victory Conditions — Ways to Win a Game

A game ends the moment any of these conditions are met. The match winner is whoever wins more of the two games.

💀
Death
A player's Life reaches 0. Their opponent wins.
🏆
Honor Victory
A player accumulates 100 Honor. They win immediately.
📭
Deck-Out
A player tries to draw from an empty deck. Their opponent wins.
💥
Mutual Destruction
Both players hit 0 Life simultaneously, or both reach 100 Honor on the same turn. A draw is declared for that game.
Time Limit
600 turns reached. Highest Honor wins. If tied, highest Life wins. If still tied — draw.
Tag & Keyword Glossary

Some cards carry keyword abilities — passive traits and special effects that go beyond simple stat bonuses. Every card is also automatically tagged based on what it does. This section is the full lexicon: click any tag on a card's page and you'll land right here.

Category Tags — the broad tags shown on card pages and used by the Deck Builder's search filters. A card gets one of these whenever any of its effects fall into that category — the tag doesn't describe one exact effect, it groups a family of related ones together.
Tag Covers
Damage Deals damage — to the opponent's Life, to one of their permanents, to a random or the weakest creature, or to every permanent matching a tag or cost filter. Damage to a permanent is absorbed by its current Armor first; damage to a player is absorbed by their Shields first. A few cards instead deal damage to yourself — a Drawback effect, but still absorbed by your own Shields first the same way.
Poison Inflicts Poison stacks on the opponent — or, for a Drawback card, on yourself. At the start of a poisoned player's turn, they take damage equal to their stack count (absorbed by their own Shields first, same as any direct damage), then the stack decreases by 1. Either direction is blocked by the poisoned player's own Antidote.
Antidote Cures Poison — either by removing a set number of your own stacks outright, or by granting standing immunity for as long as the card is in play (Poison effects targeting you fail outright). A card can do either or both; check its own text for which.
Mill Moves cards directly from the top of the opponent's deck into their discard pile, without them being drawn — or, for a Drawback card, from your own deck. A milled card can still come back via a Recycle effect — but only if its owner plays one. Either direction is blocked by the milled player's own Prevent Mill, and still triggers the milled player's own On Mill passives.
Honor Gains you Honor, or reduces the opponent's — or, for a Drawback card, reduces your own. Honor is a secondary win condition — reach 100 and you win immediately regardless of Life. Dishonor is the flip side: reduce an opponent's Honor to -100 and they lose outright — dishonoring them is a legitimate win condition in its own right, not just denial. Your own Honor never drops below 0 from a self-inflicted Drawback effect, though, so there's no risk of dishonoring yourself. Any Honor reduction is blocked by that player's own Prevent Honor Loss. Some cards instead require Honor as an additional cost to play — see Pay Honor below; unlike a reduction effect, Prevent Honor Loss does not block a cost you've chosen to pay, and you can never pay more Honor than you have. Honor can also be paid repeatedly as a triggered ability (e.g. "each turn, pay Honor → then..."), not just once at play — if you can't afford it that turn, the ability simply does nothing that turn. In smaller-deck formats (Beginner Mode practice, Quick Draft), both thresholds scale down to match the deck size instead of ±100 — e.g. ±45 in a Quick Draft match.
Shield Grants Shields, which reduce incoming direct damage and contribute to your combat defense against melee attackers. Shields decay by 1 automatically at the start of each turn. A Drawback card may instead strip Shields from you directly. Gaining Shields (for yourself) is blocked by an opponent's Prevent Shields. Some cards instead require Shields as a cost — either once to play, or repeatedly as a triggered "pay Shields → then..." ability — and you can never pay more than you have.
Life Gains you Life directly, or removes Poison stacks (protecting your future Life). A Drawback card may instead grant Life to your opponent. Some cards instead require Life as a cost — either once to play, or repeatedly as a triggered "pay Life → then..." ability — and you can never pay more than you have.
Draw Draws extra cards from your deck into your hand, beyond your normal one-per-turn draw. A Drawback card may instead make your opponent draw.
Discard Sends cards straight from a hand into that player's discard pile — distinct from Mill (which removes from the top of a deck, never drawn) and from being played (which requires paying its cost). Can hit the opponent's hand, or — as a Drawback — your own. Also usable as a cost: discard N of your own cards, either once to play the card at all (as an alternative or supplement to its Energy cost), or repeatedly as a triggered "discard → then..." ability.
Recycle Shuffles some (or all) of your discard pile back into your deck — a second chance at cards you've already played, or that were milled away. Also usable as a cost: recycle N of your own discarded cards, either once to play the card at all, or repeatedly as a triggered "recycle → then..." ability.
Reanimate Puts one or more permanents straight from your discard pile into play, matched by tag and optionally by cost — a random match, or every match. Unlike Recycle (which only returns cards to your deck), Reanimate skips the draw step entirely. The permanent enters as a fresh copy (full health/armor, no memory of how it died) and triggers On Enter normally, but does not count as being "played" from hand.
Tutor Searches your library (the cards you haven't drawn yet) for a specific card by name, or a random card matching a tag, and puts the result(s) into your hand or straight into play — permanents only for the "into play" option. Unlike Reanimate (discard pile) or Recycle (shuffles blind, no searching), Tutor lets a card find something specific from the cards still left to draw. The searched-for card(s) are removed from the library and it's reshuffled afterward, so it never reveals the rest of the deck's order.
Token Copy Conjures a fresh copy of a named permanent straight into play — unlike Tutor, nothing is removed from your library or discard pile; the copy is created from nothing. To balance that, a token copy is fragile: whenever it leaves play for any reason — bounced, destroyed, killed, sacrificed, milled off a board wipe — it doesn't go to your hand or discard pile like a real card would. It's Exiled instead, vanishing from the game entirely.
Energy Affects the resource spent to play cards from hand — granting bonus, ephemeral, or restricted energy (see the Energy info-box above), or draining the opponent's energy pool. A Drawback card may instead grant Energy to your opponent.
Utilize Taps one of your own permanents — either as this card's additional cost to be played, or as part of its own effect. A permanent tapped this way can't be tapped again until it resets at the start of your next turn.
Sacrifice Destroys one of your own permanents — either as this card's additional cost to be played, or as part of its own effect. Unlike Utilize, the permanent doesn't stay in play: it's actually killed, so its On Death and On Leave triggers both fire before it goes to your discard pile. A card with this cost simply can't be played if you have no eligible permanent to sacrifice. Always a Drawback.
Destroy Permanently removes one or more opponent permanents from the board and sends them to the discard pile. Indestructible permanents are immune.
Bounce Returns a permanent to its owner's hand instead of destroying it — it can be replayed later, but leaving play still resets anything tied to being on the board (Utilize state, ongoing buffs).
Exile Removes a card from the game entirely — it never lands in any discard pile, deck, or hand, so Recycle, Reanimate, and every other recursion effect can never get it back. Unlike Destroy, Exile bypasses Indestructible — nothing protects a permanent from being exiled. Can also target cards straight from a hand, discard pile, or the top of a library, and can be paid as a cost by exiling cards from your own discard pile — either once to play, or repeatedly as a triggered "exile from discard → then..." ability.
Melee This card has a Melee stat above 0 — it contributes directly to your combat damage each turn. See Melee Combat above.
Combat Keywords — Passive traits that activate automatically whenever the card's owner deals combat damage during the Melee Combat step (Step 6). Stackable keywords compound: two copies of the same keyword on the same board each add their individual multipliers.
Keyword Effect
Millbound ×N When your board deals combat damage, the opponent mills N × combat damage cards from the top of their deck into their discard pile. Blocked by prevent_mill.
Honorbound ×N When your board deals combat damage, the opponent loses N × combat damage Honor — same as Reduce Opponent Honor, this can push them below 0 and all the way to a dishonor loss (-100, or a smaller-deck format's scaled equivalent). Blocked by prevent_honor_loss.
Protective Passives — Standing immunities that block a specific opposing effect outright, for as long as the card granting them is in play. (Poison immunity specifically is covered under Antidote above, alongside its poison-removal half.)
Passive Effect
Prevent Mill While the card granting this is in play, you cannot be milled — Mill effects (including Millbound) targeting you fail outright.
Prevent Honor Loss Your Honor cannot be reduced by opponent effects (including Honorbound).
Prevent Shields Your opponent cannot gain Shields while this is in play.
Passive Chains & "Loops N" — By default, a reactive passive (On Draw, On Honor Gain, On Life Gain, and the rest of the "when X happens" passives above) only ever fires once per triggering event. If firing it causes ANOTHER reactive passive to trigger, that second passive is blocked — passives can't chain into each other indefinitely, which is what stops two cards from bouncing off each other forever. A few specifically-designed cards break this rule on purpose: if a passive's card text ends with "(loops up to N× per turn)", that specific passive is allowed to re-fire up to N additional times per turn when triggered by another passive's effect, on top of its normal first reaction — letting that card chain into a bigger, but still fixed and predictable, combo instead of stopping dead after one hop. Every copy of a card tracks its own budget independently, and it always resets at the start of your next turn.
Opponent-Reactive Passives — Every reactive passive above (On Draw, On Honor Gain, On Life Gain, and the rest) also has an opponent-facing twin: On Opponent Draw, On Opponent Honor Gain, On Opponent Life Gain, and so on for all nine. These watch your opponent's side instead of your own — "On Opponent Draw: gain 1 Honor" fires off your opponent drawing a card, not you. Everything else works exactly the same way, including the one-hop chain rule above and its "Loops N" exception — a card watching your opponent can chain into your own board's reactions (or even back into a matching card on your opponent's board), each side's budget tracked and capped independently.
Tag-Watcher Passives — React whenever a card whose tags match this passive's configured tag is played, enters, leaves, or dies on your own board — including the watcher's own card, if it shares that tag. Unlike every other passive above, these don't fire off something happening to you directly (life loss, poison, etc.) — they fire off a tag-matching card's lifecycle, making them the basis for tribal/subtype-synergy decks (e.g. "whenever a Soldier enters play"). Each of the four also has an opponent-facing twin (On Opponent Tag Played, etc.), same idea as the Opponent-Reactive Passives above — these watch the matching tag on your opponent's board instead of your own.
Passive Fires when...
On Tag Played ...you play any card with the matching tag — permanent or spell. The only tag-watcher that reacts to spells, since a spell resolves and goes straight to your discard pile without ever entering your board.
On Tag Enter ...a permanent with the matching tag enters play on your board (is played from hand).
On Tag Leave ...a permanent with the matching tag leaves your board for any reason — destroyed, killed, sacrificed, or bounced back to hand.
On Tag Death ...a permanent with the matching tag actually dies — killed, destroyed, or sacrificed. Narrower than On Tag Leave: a permanent bounced back to hand did not die, so only On Tag Leave fires for it, not On Tag Death.
On Opponent Tag Played ...your opponent plays any card with the matching tag — permanent or spell, same spell exception as On Tag Played.
On Opponent Tag Enter ...a permanent with the matching tag enters play on your opponent's board.
On Opponent Tag Leave ...a permanent with the matching tag leaves your opponent's board for any reason.
On Opponent Tag Death ...a permanent with the matching tag dies on your opponent's side — same bounce exception as On Tag Death.
Trigger Timing — Every trigger on a card fires at exactly one of these six moments, independent of what the effect itself does — searchable/filterable in the Deck Builder on their own, e.g. to find every card that does something "when played" regardless of what that something is.
Timing Fires when...
When Played ...immediately when you play the card from hand (permanent or spell).
On Leave ...the card itself leaves your board for any reason — destroyed, killed, sacrificed, or bounced back to hand.
On Death ...the card itself actually dies — killed, destroyed, or sacrificed. Narrower than On Leave: a card bounced back to hand did not die, so only On Leave fires for it, not On Death.
Start of Turn ...the start of your own turn, every turn it's in play.
End of Turn ...the end of your own turn, every turn it's in play.
During Opponent's Turn ...once during each of your opponent's turns, every turn it's in play.
Untargetable — A permanent with this keyword cannot be singled out by targeted effects. Cards that deal damage to a random creature, destroy a random target, or kill a target will never select an untargetable permanent as their victim. Area-of-effect abilities that hit all permanents (e.g. destroy all, deal damage to tagged) still apply normally — untargetable is immunity to targeting, not immunity to everything.
Indestructible — The opposite trade-off from Untargetable: an indestructible permanent can still be selected or matched by any effect, targeted or area-of-effect, but any destroy or damage effect that lands on it simply does nothing. It stays on the board unharmed, at full hp. Effects that move a card without destroying it (like returning a permanent to hand) are unaffected either way.
Amplify Passives — Build-around passives that boost the magnitude of the OWNING PLAYER'S OWN matching effects by +N. They don't do anything by themselves — they need another card whose effect they can amplify. Multiple copies (or multiple different amplify passives) stack.
Passive Boosts
Amplify: Poison +N Every Poison stack you inflict, by +N.
Amplify: Mill +N How many cards your Mill effects remove from the opponent's deck, by +N.
Amplify: Recycle +N How many cards your Recycle effects shuffle back into your deck, by +N.
Amplify: Shield +N The Shields granted by your gain-shield effects, by +N.
Amplify: Draw +N The cards drawn by your Draw effects, by +N. Does not affect your automatic once-per-turn draw — only card-triggered draw effects.
Amplify: Damage +N Every non-combat damage effect you deal, by +N — Deal Damage to Player, to a (random/weakest/tagged) creature, cost-filtered damage, all of it. Does not affect Melee Combat damage.
Amplify: Life Gain +N The Life gained by your gain-life effects, by +N.
Amplify: Honor +N The Honor gained by your gain-honor effects, by +N.
Anthem Passives — Static aura effects. While the anthem source is in play, every OTHER matching permanent on the same board (Creatures, by default) gets a standing bonus. The bonus is computed live from the board each time it matters — remove the anthem source and it disappears immediately, no lingering buff.
Passive Effect
Anthem: Melee +N Your other matching permanents in play get +N Melee.
Anthem: Armor +N Your other matching permanents in play get +N Armor.
Cost Modifier — A static passive that raises or lowers the energy cost to play matching cards (Creatures, by default) for either player, while the source is in play. One flexible mechanic covers all four directions: tax your opponent's matching cards (a benefit), discount your own (a benefit), or — as a Drawback — tax your own or discount your opponent's. Multiple sources stack by simple addition, and the effective cost can never drop below 0 — or a higher minimum, if a discount specifies one (e.g. "cost 1 less, to a minimum of 1 energy").
📉 Cost Scaling — Unlike Cost Modifier (a passive granted by a separate permanent), Cost Scaling is built into the card itself: its own energy cost rises or falls based on live game state at the moment you'd play it — never a fixed number. Each card lists one or more terms to add together — a count of tagged permanents in a zone (yours or the opponent's board, discard, or hand), and/or a raw stat (Honor, Shields, Life, Poison, or Energy) for either player — then multiplies the total by a per-point amount to get the discount or tax. A board wipe that reads "costs 1 less per permanent in play (either side), to a minimum of 1" gets dramatically cheaper the longer a game drags on, rewarding you for surviving to cast it rather than punishing your early plays. Cost Scaling never affects the cost of casting your Champion.
Symmetric — An opt-in flag on the five "all matching permanents" effects (Destroy All, Destroy Tagged, Destroy By Cost, Deal Damage to Tagged, Deal Damage by Cost). Normally these effects only ever touch the opponent's board. With Symmetric switched on, the exact same filter also runs against the CASTER'S OWN board — a genuine two-sided board wipe rather than pure one-sided removal. Indestructible immunity, on_leave triggers, and Champion Zone handling all still apply correctly and independently to both sides.
Scaling — A cross-cutting flag on any card whose amount isn't a fixed number, but derived live from game state, recounted fresh every time the effect resolves. Two modes exist: a live count of cards matching a tag in a zone — your or the opponent's board, discard pile, or hand (e.g. "deal damage to the opponent equal to your [station] permanents in play", or "draw cards equal to [spell] cards in your discard pile"); or Typeburst — the number of different permanent types (Creature/Relic/Structure/Enchantment/Spell, max 5) across your own board and discard pile combined (e.g. "deal damage equal to the number of different permanent types you control and have discarded"). If a tag-count effect's own zone is the same one being counted, the count is taken before that effect starts changing it, so a card that recycles cards equal to a count of your own discard pile counts the pile as it stood the moment the card resolved, not as it shrinks partway through. A Scaling card still carries its plain category tag too (e.g. a card that deals scaling damage is tagged both Damage and Scaling).
Drawback — A cross-cutting flag on any card that carries a genuine downside for its own owner: an effect that hurts you or helps your opponent, or an Utilize/Sacrifice/Pay Honor/Pay Life/Pay Shields/Discard/Recycle/Exile-from-Discard cost. These exist so you can build higher-risk, higher-reward cards — a big payoff paired with a real cost, rather than a strictly upside effect. Every cost type below can appear either as a one-time additional cost to play the card, or as a repeatable triggered ability ("each turn, pay/discard/etc. → then...") that simply does nothing on a turn you can't afford it. A Drawback card still carries its plain category tag too (e.g. a card that poisons yourself is tagged both Poison and Drawback) — Drawback just makes the "this card also costs you something" pattern separately filterable and searchable in the Deck Builder.
Effect What it does
Deal Damage to Self Deals damage to your own Life, absorbed by your own Shields first — the mirror image of Deal Damage to Opponent Player. Because you're both the one dealing and the one taking the damage in the same instant, both On Damage Dealt and On Life Loss passives fire for you (normally these land on two different players).
Gain Poison (self) Poisons yourself instead of the opponent. Blocked by your own Antidote, and still triggers your own On Poisoned passives.
Lose Honor (self) Reduces your own Honor. Blocked by your own Prevent Honor Loss.
Pay Honor (additional cost) Requires N Honor to play this card, spent the moment it's played — you simply can't play the card without enough Honor banked. Unlike Lose Honor above, this is a cost you're choosing to pay, not damage being done to you, so Prevent Honor Loss does not exempt you from it. Can also appear as a repeatable triggered ability ("each turn, pay N Honor → then...") instead of a one-time play cost — if you can't afford it that turn, the ability just does nothing that turn.
Pay Life (additional cost) Requires N Life to play this card, spent the moment it's played — you simply can't play the card without enough Life to spare. Works exactly like Pay Honor above, just spending Life instead, and can likewise appear as a repeatable triggered ability instead of a one-time play cost.
Pay Shields (additional cost) Requires N Shields to play this card, spent the moment it's played — you simply can't play the card without enough Shields banked. Works exactly like Pay Honor above, just spending Shields instead, and can likewise appear as a repeatable triggered ability instead of a one-time play cost.
Lose Shield (self) Strips Shields directly from you.
Mill Self Mills your own deck instead of the opponent's. Blocked by your own Prevent Mill.
Opponent Gains Life Grants Life to your opponent instead of yourself.
Opponent Draws a Card Makes your opponent draw instead of you — refilling their hand, and triggering their own On Draw passives, not yours.
Opponent Gains Energy Grants Energy to your opponent instead of yourself, letting them play more/bigger cards this turn.
Discard Self Discards N cards from your own hand. See Discard.
Discard (additional cost) Requires discarding N of your own OTHER cards to play this card — the card being played never counts toward its own cost. You simply can't play it without enough spare cards in hand. Can also appear as a repeatable triggered ability ("each turn, discard N → then...") instead of a one-time play cost.
Recycle (additional cost) Requires shuffling N cards from your own discard pile back into your library to play this card — unlike Discard above, this doesn't touch your hand at all. You simply can't play it without enough cards in your discard pile. Can also appear as a repeatable triggered ability instead of a one-time play cost.
Exile from Discard (additional cost) Requires removing N cards from your own discard pile entirely (see Exile) to play this card — those cards are gone for good, not shuffled back like Recycle. You simply can't play it without enough cards in your discard pile. Can also appear as a repeatable triggered ability instead of a one-time play cost.
Effect Keywords — These appear on card triggers rather than as passive traits.
Effect What it does
Remove Opponent Energy Destroys N of the opponent's Energy. Setting amount to 0 removes all of their energy.
Return Opponent Permanent Returns N random opponent permanents of the chosen type (Creature, Relic, Structure, Enchantment, or any Permanent) back to the opponent's hand. Untargetable permanents cannot be returned this way. See Bounce.
Return Own Permanent Returns N of your own permanents of the chosen type back to your hand — useful for resetting enter-the-board triggers or protecting key cards.
Card Subtypes — labels like Soldier, Cleric, Frog, Demon, Undead, or Dragon are flavor and thematic groupings, shown alongside a card's type (e.g. "Creature — Fairy"). On their own they carry no rules text — nothing in the battle engine reads a card's subtype to change how it behaves. Two exceptions worth knowing: some tag-based effects (Deal Damage to Tagged, Destroy Tagged, and their random variants) can be built to target a subtype by name — so a card that "destroys a random Demon" really does only look at Demon-subtyped permanents, even though being a Demon does nothing passively by itself. Subtypes exist mainly to make browsing and deckbuilding around a theme easier.
Assassin Aura Beast Bee Bell Caster Cat Cleric Construct Crown Cultist Curse Demon Divine Dragon Elemental Elf Fairy Flag Fort Frog Ghost Giant Goat Goblin God Guard Helix Helm Homunculus Idol Imp Insect King Knight Library Lord Mage Mechanic Monk Monkey Mox Queen Rabbit Rat Rogue Scarecrow Scholar Shaman Shrine Siege Skeleton Snake Soldier Spirit Station Structure Toad Tome Tower Undead Veteran Warrior Weapon Wizard Worker Zombie
VI The Mint of Autogold

Autogold (AG) is the sacred currency of my realm. New players begin with 777 AG — a royal stipend of fortune. Spend it in the Market on card packs to expand your collection.

Ways to Earn Autogold

  • +1 AG — Complete a pre-validation shard while the Arena registration window is open
  • +5 AG — Run a retroactive validation shard on an older finalized cohort that still has open shards
  • Submit a valid battle validation that matches the majority consensus after a cohort closes
  • Earn a Cohort Trigger Bonus (+8 AG) when your deck registration causes a new cohort to be queued
  • Earn a Queue Extension Bonus (+77 AG) when your deck registration causes a brand-new cohort to be created in the queue
  • Receive 1 AG consolation when the validation round is already full (once per round)
  • Earn Arena win rewards when your deck wins matches in a finalized cohort

Card Packs in the Market

  • Standard Pack — 3 AG · Contains 5 cards of mixed rarity
  • Premium Pack — 8 AG · Contains 5 cards weighted toward higher rarities
  • Premium 10-Pack — 72 AG · Ten Premium Packs bundled together (50 cards) at a discount off the per-pack price
"During the Beta, all packs are 99% off. Do not ask me why. The royal treasurer is on holiday and I misplaced the pricing scroll."
VII The Sacred Rite of Validation
"My Crystal Simulator is mighty — but I am no fool. I do not trust any single machine with the fate of an entire Arena season. Therefore, I have devised a sacred system: the Validation Rite. Champions who run the simulator themselves and submit their results help confirm the true outcome of every battle. This is not charity. This is how we keep the realm honest."

Pre-Validation — Earn While You Wait

While the Arena registration window is still open, pre-validation shards are always available. Run a slice of the current cohort's matches early and earn +1 AG per shard. Pre-validation runs against the live registered pool — the moment a new deck registers, the next shard reflects it.

Full Validation — After the Gates Close

After each Cohort's battle window closes, a 10-minute Validation Window opens. During this time, any player can:

1
Download the Cohort payload. The Arena tab shows the active validation cohort and gives you a one-click Run button.
2
Run the battles locally. The simulator runs every match in the cohort on your machine — usually in seconds.
3
Submit your results. Your result hash is compared against all other submissions. If you match the majority — you earn Autogold!

Each validation round accepts a maximum of 20 submissions. If the round is full, you still receive 1 AG consolation for your noble effort — but only once per round.

Why does this matter? The validation system ensures no single result can be fabricated. A consensus of independent validators confirms every cohort outcome. Cheaters are exposed when their hash disagrees with the majority. The realm rewards honesty — and punishes those who tamper with the Crystal.

You can run validations from your browser on the Arena page, or from the terminal using the script found on your Profile page. Both methods count equally.

VII-B The Crystal's Inner Workings — Sharding & Hashing
"Some players accept that the validation system works and go on with their lives. Others are compelled to understand why it works — how the Crystal knows a liar from an honest validator. If you are in the second group, I admire you. Also: close the door behind you, there is a draft."

What Is a Shard?

A cohort with N registered decks produces N×(N−1) individual games — every deck battles every other, twice (once as first player, once as second). For large cohorts this is hundreds or thousands of games, which would be slow to validate as a single block. The cohort is therefore divided into shards — smaller, independently verifiable slices of the full battle set.

Shard assignment is deterministic. Given the same cohort seed and registered deck list, every client always produces the same shard boundaries and the same match ordering within each shard. There is no randomness in which battles belong to a shard — only in what happens inside each battle.

Pre-Validation Shards

While the Arena registration window is open, pre-validation shards are served live. As new decks register, the next shard is recomputed to include them. Running a pre-validation shard earns +1 AG and contributes to the cohort's eventual confirmation — it is not wasted work.

How Each Battle Is Hashed

Every battle runs under a seeded random number generator. The seed is derived from the cohort ID and the two deck IDs involved — nothing else. This means:

1
The simulation is fully deterministic. Two honest validators running the same shard against the same deck data will execute the same sequence of events — the same cards drawn, the same trigger order, the same targeting choices — and reach exactly the same outcome.
2
Each battle produces a canonical result record. After a game ends, the engine serializes the outcome (winner, final Life totals, final Honor, final turn count, and a compact play log) into a fixed-format byte string.
3
The shard hash is assembled. All battle result records in the shard are sorted by a canonical key (cohort ID + deck pair IDs + game index), then concatenated and hashed with SHA-256. This single hash represents the entire shard.
4
The hash is submitted. Your client sends the shard hash (and the shard ID) to the validation endpoint. The server records your submission alongside all others for the same shard.

Why Hashing Prevents Cheating

A cheater attempting to falsify results faces an impossible problem: the hash of a shard is sensitive to every bit of every battle record inside it. Changing even one win/loss flips the hash entirely. To submit a false hash that matches the majority, the cheater would need every other validator to also run the wrong results — which cannot happen if they are running the official (or correctly re-implemented) simulator honestly.

Consensus is the firewall. The validation server collects all submissions for a shard during the 10-minute window. Once the window closes, the majority hash wins. Validators whose hash matches the majority earn Autogold; validators who submitted a different hash earn nothing and are flagged. Because the simulation is deterministic, any honest validator — running the official binary or a correct custom implementation — will always match the majority. The only way to fail is to run a broken or manipulated engine.

What the Hash Covers

FieldWhy it's included
Winner (deck A or deck B)The primary result — which deck won the match.
Game 1 / Game 2 outcomesEach two-game match is tracked individually, not just the overall winner.
Final Life, Honor, TurnVerifies the simulation ran to the correct terminal state, not just that someone declared a winner.
Play log digestA compact fingerprint of every card played each turn — catches engines that produce the right final score through the wrong simulation path.
"I have seen validators submit hashes with one bit flipped, hoping the consensus would be thin enough to slip through. It was not. I have seen validators attempt to submit the hash of an empty string. I found this creative, if not effective. The Crystal remembers every submission. So do I."

The full hash format and byte layout are documented in the Validator Protocol Tomes. If you are writing a custom validator, matching the hash format exactly is the final and most critical step.

VIII The Dark Arts — Forging Your Own Validator
"There are those who are not satisfied with running the official simulator. There are those who wish to stare into the Crystal itself — to bend its inner laws, to forge their own engines of computation, to whisper to the battle states directly. These champions are either brilliant or dangerous. Possibly both. I respect this. I also request that you read the Tomes carefully, because if your hash disagrees with the majority, I will not be held responsible."

🔮 Writing Your Own Validator — A Warning and an Invitation

The AutoBattle battle engine is a deterministic simulation. Every match is seeded, every trigger fires in the same order, every coin flip lands the same way given the same input. This means: if you implement the engine correctly, your results will match every other validator's results exactly. If you get one thing wrong, your hash will be wrong, and the Crystal will reject your submission.

Implementing the engine yourself is powerful black magic. Seasoned wizards have done it in Go, in Python, in JavaScript. It requires intimate knowledge of:

  • The exact order of trigger resolution (seeded RNG, not shuffled)
  • The precise moment ephemeral energy is spent vs. basic energy
  • How Utilize costs are resolved and when permanents reset
  • How variable Utilize amounts (1–10 permanents) are selected without replacement
  • The difference between each_turn, end_of_turn, and each_opponent_turn
  • Which effects can be passive-intercepted and in what order
  • The exact hash format submitted to the validation endpoint

These are not casual matters. Whole afternoons have been lost in the pursuit of a disagreeing hash. The Crystal does not negotiate.

But for those who dare — the 📖 Validator Protocol Tomes contain the full specification: every effect, every phase, every edge case. It is dense. It is thorough. It is, according to one champion who preferred to remain anonymous, "genuinely the most interesting thing to read at 2am."

The official pre-compiled validators are available for Linux, macOS, and Windows on your Profile page. If you're writing your own: implement first, test against a known payload, compare hashes. The Tomes are your only guide. There is no customer support in the dark arts.

IX Rankings, Glory, and Public Fame

Once a Cohort is finalized, standings are calculated from all confirmed battle results:

MetricMeaning
Win RateMatch wins ÷ total matches played in this cohort
Wins / Losses / DrawsRaw match record (each match = 2 games, winner takes the match)
TiebreakerWhen Win Rate is equal: more wins ranks higher. Still tied: fewer losses ranks higher. Draws are better than losses — a draw does not lower your rank, a loss does.

The Champions page shows the overall top players across all arenas, plus per-arena breakdowns of top decks and top players — both all-time and recent.

Your deck's arena win rate influences the Auto Create feature — it biases card selection toward cards that have historically performed well. Auto Create always seeds your deck with 15–40 Power Stations as an energy backbone. Build wisely atop that foundation.

Every player has a public profile page showing their decks and record, accessible via the Share button on any deck.

"Glory is fleeting, champion. Today's Legendary deck is tomorrow's pack fodder. But the legends — the validators who kept the realm honest, the deckbuilders who cracked the meta with a clever combination of Enchantments and Creatures — they are remembered. Build your legacy."
So it is written. So it is simulated.
May your draws be favourable and your relics fire true.

Archmage Valdross the Eternal
Year of the Infinite Turn · Cohort Season Unknown · Updated with New Enchantments and Dark Arts