- Deck Size: Each deck must contain exactly 50 cards, no more, no less. This limit must be adhered to in order to ensure fairness in gameplay and maintain the balance of power between decks.
- Mage Card: Each deck must include exactly one Mage card. The Mage card serves as the key foundation of your deck.
- Card Clans: The cards in your deck must obey the clan of the Mage. For example, if your Mage belongs to the Fire Clan, you may include cards from any clan except the Water Clan, as they are opposite elements. Further information about opposite elements and their interactions can be found in the gameplay rules section.
- Sacrifice Cards: Your deck must include at least 8 Sacrifice cards, but no more than 14. These cards are the resources for the game. They are crucial for the execution of powerful moves and strategies in the game.
- Henchman Cards: At least 1 Henchman card must be included in your deck. These cards provide support to your mage, provide attack to the enemy’s mage, and versatility to your strategies.
- Card Copies: Players can include up to 3 copies of the same card in their deck. However, if a card is indicated as "UNIQUE," only one copy of that card can be included in a deck.
- No Limitations on Card Types: Beyond the rules specified above, there are no additional restrictions on the types or amounts of cards in your deck. This provides you with a wide range of strategic options when building your deck using Sacrifices, Henchmen, Spells, and Weapons.
- No Restrictions on Rare or Powerful Cards: Powerful or rare cards can be as frequent as you wish in your deck as long it obeys the rule of 3, with the exception of cards labeled as "UNIQUE".
Clans
Each player's deck is defined by the clan of the Mage card within it. The Mage card is the heart of the deck and dictates its general strategy and direction. Once a Mage card from a specific clan is chosen, the player can then populate their deck with cards from any clan that is not diametrically opposed to their Mage's clan. This opposition is determined by the natural relationships between the elements and are defined as follows:
- Fire Clan opposes the Water Clan
- Water Clan opposes the Fire Clan
- Wind Clan opposes the Earth Clan
- Earth Clan opposes the Wind Clan
For instance, if a player chooses a Mage from the Fire Clan, their deck can include cards from the Fire, Earth, and Wind Clans, but it cannot include any cards from the Water Clan. This interplay between clans encourages strategic thinking and deck-building, as players must consider the balance of their cards and how well they can support their Mage's abilities.