
Holy Roman Order
Control and structure
Factions
Each faction rewards a distinct tactical approach. Build around tempo, control, burst, or sustained board presence.

Control and structure

Aggression and tempo

Combo and pressure

Ranged advantage
Reclaim recursion, graveyard setup, and attrition pressure.
Card Pool: 69
Strengths: Recursive value engines, Token swarms, Durable board rebuild
Weaknesses: Can be tempo-negative early, Relies on graveyard sequencing
Life-gain + Conviction scaling with resilient frontlines.
Card Pool: 55
Strengths: Sustained survivability, Board-wide buffs, Efficient late-game closers
Weaknesses: Can be vulnerable to burst combo turns, Requires setup for peak output
Explosive ideas, sacrifice loops, and damage conversion.
Card Pool: 59
Strengths: Fast pressure, High spell reach, Flexible burn/removal
Weaknesses: Resource volatility, Can overextend into board wipes
Colonize economy, card generation, and ship control lines.
Card Pool: 64
Strengths: Resource scaling, Card advantage, Control through naval units
Weaknesses: Requires strong sequencing, Can stall without ship access
Raid tempo, extra attacks, and combat snowball pressure.
Card Pool: 63
Strengths: High combat tempo, Explosive midgame spikes, Efficient unit pressure
Weaknesses: Sensitive to hard removal, Less inevitability if board is cleared
Militia swarms, flexible tactics, and board-centric value trades.
Card Pool: 56
Strengths: Wide-board pressure, Tactical adaptability, Strong role cards
Weaknesses: Can run out of hand gas, Needs board presence to convert value
Cross-faction utility package, tech choices, and neutral glue.
Card Pool: 62
Strengths: Universal tech options, Curve smoothing, Draft/synergy support
Weaknesses: Less faction-specific payoff, Can dilute primary gameplan