The next card set Coming

Rise of the Sigils

The realm's card masters earn their sigils.

180 new cards, four new keywords, and eighteen Legendaries: the card masters you meet in the world. Coming in Silver and Gold Packs.

Play free Meet the card masters
  • Bram, Host of the Hearth, a Neutral Legendary: 4 mana, 3 attack, 4 health. Welcome: restore 2 health to your hero.
  • Vyrna, Mother of Broods, a Dragon Legendary: 7 mana, 5 attack, 6 health. Guard. Entry: give all other friendly Dragons Shield.
  • Lunara Moonsong, an Elf Legendary: 5 mana, 5 attack, 6 health. Entry: add copies of the last two spells you played to your hand.

Three of the eighteen new Legendaries

01The set

A new deck of tricks.

Thirty new cards for each of the five factions, and thirty Neutral cards that fit any deck. Each faction gets the two new keywords that suit it best.

Thirty for every side

  • Orcs30
  • Elves30
  • Kingdom30
  • Dwarves30
  • Dragons30
  • Neutral30

By rarity

  1. Silverhorn Stag, an Elf Common: 6 mana, 7 attack, 7 health, Unseen. Common
  2. Shield Marshal, a Kingdom Uncommon: 4 mana, 3 attack, 3 health. Shield. Your other creatures with Shield have +1 attack. Uncommon
  3. Glowheart Wyrm, a Dragon Rare: 5 mana, 4 attack, 6 health. Your spells deal 1 extra damage. Entry: add a Flicker Flame to your hand. Rare
  4. Greytooth Pack Leader, an Orc Epic: 5 mana, 3 attack, 3 health. Unseen. Entry: summon two 1/1 Goblin Sneaks with Unseen. Epic
  5. Hilde Boomhand, a Dwarf Legendary: 6 mana, 2 attack, 3 health. Entry: summon two 1/1 Spark Bots. Legendary

02The Legendaries

Every Legendary is someone you have met.

The set's eighteen Legendaries are the realm's card masters: the fifteen card players of the regions, Innkeeper Bram and Wandering Bard Lyra of the tavern, and Arena Master Varric. Sit down against them at their tables today.

  • Snik Quickfingers, an Orc Legendary: 3 mana, 3 attack, 2 health. Unseen. Entry: copy a random card in the enemy's hand into yours.

    Snik QuickfingersGoblin Scout Snik, a card player of the Badlands

  • Shaman Urza, an Orc Legendary: 5 mana, 3 attack, 4 health. At the end of your turn, summon a 2/2 Horde Grunt.

    Shaman UrzaShaman Urza, a card player of the Badlands

  • Mog the Big-Hearted, an Orc Legendary: 6 mana, 5 attack, 5 health. Guard. Welcome: give it +1/+1.

    Mog the Big-HeartedOgre Brute Mog, a card player of the Badlands

A deck holds one copy of each Legendary.

03New keywords

Four new words to play with.

Each faction gets the two that suit it best; Neutral cards use all four. On the board, Farewell and Welcome show as icons, Shield as a bubble and Unseen as a shimmer, so a glance tells you what a creature can do.

  • Puffscale Whelp, a Dragon Common: 2 mana, 1 attack, 1 health. Farewell: summon a 1/2 Ember Whelp.

    Farewell

    Happens when this creature is defeated.

    When Puffscale Whelp is defeated, it leaves a 1/2 Ember Whelp behind to carry on the fight.

    Played byElvesDwarvesDragonsNeutral

  • Castle Page, a Kingdom Common: 1 mana, 1 attack, 1 health. Shield.

    Shield

    The first damage this creature would take is stopped.

    Castle Page is small, but the first hit bounces off. It takes a second blow to bring it down.

    Played byKingdomDwarvesDragonsNeutral

  • Tavern Cat, a Neutral Common: 1 mana, 1 attack, 1 health. Unseen.

    Unseen

    Enemies cannot attack or target it until it attacks.

    Nobody notices the Tavern Cat under the table, until it pounces.

    Played byElvesOrcsNeutral

  • Tusk Chieftain, an Orc Uncommon: 5 mana, 5 attack, 5 health. Welcome: give it +1 attack.

    Welcome

    Happens each time another friendly creature enters.

    Every creature that joins Tusk Chieftain's side gets +1 attack as it enters, so each newcomer hits harder.

    Played byKingdomOrcsNeutral

04The packs

Silver or Gold.

Every pack holds five cards of Rise of the Sigils, from any faction and Neutral. The Gold Pack has the better odds.

The Silver Pack: a silver foil card pack with the sigil ring in its centre.

Silver Pack

A Rare or better in every pack.

  1. 1Any rarity
  2. 2Any rarity
  3. 3Any rarity
  4. 4Any rarity
  5. 5Rare or better

Four cards of any rarity, and a fifth that is always a Rare, an Epic or a Legendary.

The Gold Pack: a gold foil card pack with the sigil ring in its centre.

Gold Pack

No Commons. Two Rares or better.

  1. 1Uncommon or better
  2. 2Uncommon or better
  3. 3Uncommon or better
  4. 4Rare or better
  5. 5Rare or better

Three Uncommons or better, and two cards that are always a Rare, an Epic or a Legendary.

  • At most two copies of a card in one pack.
  • Within a rarity, every card is as likely as the next.
  • Packs wait unopened in your collection until you open them.
  • No bundles and no special offers: packs come one at a time.

05The opening

Tear it open at the table.

The pack lies on a tavern table in warm light. Its glow tells you the best card inside before a single card turns.

A Gold Pack on the tavern table, its foil strip torn off and flying away, the pack blazing with golden rays: it holds a Legendary.
Five cards dealt face down in a row on the table, waiting to be turned.
Three cards turned, Alley Pickpocket, Overgrowth and Mercenary Captain, the last marked New; the fourth card gathers a purple light as it starts to turn: an Epic.

In gameA Gold Pack opened in the game

  1. 1

    The light

    The pack shakes, then glows in the colour of its best card: blue for a Rare, purple for an Epic, gold for a Legendary.

  2. 2

    The row

    Five cards slide out face down. Turn them one by one, or all at once.

  3. 3

    The reveal

    An Epic or a Legendary turns in its own light, and a Legendary fills the screen with its name on the title plaque. New cards are marked, with the copies you own.

06Fair by design

Rules you can see, built in.

Packs need rules players can trust. These are part of the shop itself, the same for every player.

  • The odds, in plain sight

    Every pack's odds sit beside it in the shop and are one click away while you open it: exactly the odds the server draws by.

  • A limited print run

    Each season's packs are made in advance: a limited run, announced before the sale, holding exactly what its odds say. The shop shows the packs left, and the Legendaries and Epics still to find.

  • Guarantees

    An Epic or better, and a Legendary, within a set number of packs, counted for you and each kind of pack. The shop shows how far away each one is, and says so plainly when the season's run has none left.

  • An honest light

    The pack shakes the same whatever it holds, then glows in the colour of its best card, and only that. No near misses, no false lights.

  • Your limit, your pause

    Set a spending limit per day or per week in Settings, or pause buying for a while. A pause cannot be ended early.

  • Shuffled and logged

    Each run is shuffled with a secure random source and gets a fingerprint when it is made. Every pack opened is logged, so any opening can be checked.

07Play and balance

Won at the table. Tuned for it.

Packs from the tables

Beat a region champion for the first time and a Silver Pack is yours: one from each of the five champions, and a Gold Pack for your first win in the Champions' Final. With a Season Pass, the ranked leagues you reach give packs as well.

  1. Warchief Grokka
  2. Archdruid Sylvaris
  3. Queen Elara the Unbroken
  4. Thane Borin Ironbeard
  5. Ignaroth the Sun Dragon
A Silver Pack

Balanced to stay fair

The set was tuned in the game's balance simulator, match after match against decks of the free Core Set, so a stronger card gives an edge, never a sure win. Players with the Core Set stay in the game.

Commons
As strong as the Core Set's
Rares and up
A step stronger
Every card
Tested against the free Core Set

The sigils are rising.

Rise of the Sigils is coming. Until then, the Core Set is free, and the card masters are waiting at their tables.

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