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Factions

Command Styles

Each faction rewards a distinct tactical approach. Build around tempo, control, burst, or sustained board presence.

Holy Roman Order

Holy Roman Order

Control and structure

Imperial China

Imperial China

Aggression and tempo

British Empire

British Empire

Combo and pressure

American Republic

American Republic

Ranged advantage

All Faction Identities

Rus Empire

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

Holy Roman Order

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

Imperial China

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

British Empire

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

Nordic Kingdoms

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

American Republic

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

Mercenary Coalition

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