Tales of Tribute Guide

WHY PLAY TRIBUTE?
Tales of a Tribute is a fun deck-building game with tons of variety and strategy. Matches are usually pretty quick (5-10 minutes), and each one will be very different based on which Patrons are selected, which upgrades are in the mix, which cards flop onto the Tavern, and which cards you draw from your deck. While RNG plays a big role, you can get this to work in your favor based on how you change up the Tavern.

Figuring out the most effective order to play the cards you have is a good mental exercise, and there are lots of fun combos to try for. You can test different strategies and see what works and what isn’t so reliable. Winning is never certain, and it’s exciting to pull off crazy combos to try to get ahead.

There are also many rewards for playing matches, whether directly through achievements or repeatedly through end-of-match reward purses. Additionally, there are extra furnishings and Transmute Crystals each season for progressing through the ranked leaderboard.

THE BOARD
The playing area may be a bit overwhelming at first, but there aren’t too many parts. You can hover over any of the components for more info. The best way to become familiar is to play a few matches to see what your options look like–the board is laid out quite intuitively, and things glow if they are current options.

In the center are the 5 purchasable cards in the Tavern. Your Coin, Prestige, and Power are displayed below. Patrons are on the right as well as the timer. You’ll play cards from your hand to generate resources, purchase cards and/or interact with a Patron, and end your turn.

This is a deck-building game, and there aren’t supposed to be many surprises. One big thing is to learn that you can click on the various piles to see what is in them. You can click your Opponent’s Draw Pile to see what they are most likely to do on their coming turns, so you can play around that. If your opponent has exactly 5 cards in their hand, click the Opponent’s Cooldown pile instead, and then Opponent’s Draw and Hand, and you can see exactly what’s in their hand this coming turn.

It’s often good to check your own Draw Pile to see if you can potentially hit a combo by drawing a card or if it’s best to wait. There are many situations where checking these piles will be relevant, so keep it in mind as a tool.

GAMEPLAY
Early: Your options will be very limited with only 4-5 Coin in the beginning. Your goal should be to take strong cards from the Tavern if you can afford them. Otherwise, Treasury upgrades are often the right choice at the beginning so you can afford more powerful cards in a few turns.

Mid: Continue to strengthen your deck and try to get cards that will combo with other cards you already own. Be mindful of what your opponent is going for as you may need to act defensively if things are lining up too well for them.

Late: Think about a path to victory and how your opponent might react. Focus more on useful Contract cards rather than continuing to buy cards for your deck.

VICTORY
Most matches are a matter of whomever reaches 40 Prestige first, but that’s a little oversimplified. You win if you maintain at least 40 Prestige and your opponent is unable to surpass you. Otherwise, you can continue to leapfrog each other. Play continues on ties, so that’s always an aim to keep things going.

Matches also end if a player can end their turn with 80+ points. This is quite rare, but this can happen all in a couple turns with super combos or in very even matches that continue to leapfrog from 40 to 80.

Matches end instantly if a player can win the favor of all four Patrons. This isn’t very common outside of NPC matches since most players can play around this relatively easily. There are a small handful of cards that grant extra Patron interactions, and that does change the dynamic.

DECKS AND PATRONS

TREASURY
Pay 2 Coin to sacrifice 1 card from your played cards. Generate a Writ of Coin.

Writ of Coin is basically an upgraded Gold but gives 2 Coin instead of 1. It’s very important early on to get some upgrades in this way to be able to afford better cards. Suited starter cards can also be good cards to upgrade if they are otherwise weighing you down. Treasury is also a great way to get rid of pesky Bewilderment cards.

SAINT PELIN
Favored: Pay 2 Power to move an Agent from your cooldown to the top of you draw pile
Neutral: Pay 2 Power to move an Agent from your cooldown to the top of you draw pile
Unfavored: Pay 2 Power to move an Agent from your cooldown to the top of you draw pile

Pelin’s Patron ability allows you to move a powerful agent to the top of your deck, allowing you to draw it the next turn or immediately if you have drawing cards. This patron power is not used very often.

The flavor of Pelin’s deck is mostly about raw Power with very little fuss. Strong agents with Taunt can be used to shield other Agents from other decks.

Going all in on Pelin can be a brisk march towards 40 Prestige, but you’ll be hurting for economy and could readily be surpassed if your opponent can line up combos.

GRANDMASTER DELMENE HLAALU
Favored: Sacrifice a card to gain Prestige equal to the card’s coin value minus 1
Neutral: Sacrifice a card to gain Prestige equal to the card’s coin value minus 1
Unfavored: Sacrifice a card to gain Prestige equal to the card’s coin value minus 1

Hlaalu’s Patron ability allows you to sacrifice expensive cards in the final stretch to victory. It can also be used to thin out your deck of relatively weak cards you picked up early on.

The flavor of Hlaalu’s deck is about building up economy, acquiring cards, and then sacrificing them. Lining up acquisition combos is important. Late game, sacrificing valuable cards can be way to pad your Prestige.

Going all in on Hlaalu cards may leave you starved for Power and unable to deal with threats.

DUKE OF CROWS
Favored: Can’t be used
Neutral: Sacrifice all your current Coin and gain Power minus 1
Unfavored: Sacrifice all your current Coin and gain Power minus 1

Crow’s Patron ability is often used to end a game if it can get you to 40 Prestige. It’s one and done unless your opponent flips it back to Neutral, so only use this when needed. It may need to be used early to deal with agents, or it may make sense to flip it when you have a lot of Coin but not other good options.

The flavor of Crow’s deck is about massive chained Draw combos. This can allow you to cycle through your deck with a good balance of Coin and Power.

Going all in on Crows can be effective if you are consistent with being able to hit combos, but you generally have to hit Combo 3 to trigger Draws, which can be quite difficult to pull off reliably.

PSIJIC LOREMASTER CELARUS
Favored: Pay 4 Coin to knock out an opponent’s active agent
Neutral: Pay 4 Coin to knock out an opponent’s active agent
Unfavored: Pay 4 Coin to knock out an opponent’s active agent

Celarus’s Patron ability is a surefire way of killing one agent, but it’s expensive.

The flavor of Celarus’s deck is about using the Toss mechanic to bypass weak cards and to line up combos.

Going all in on Celarus will generally leave you starved for resources. This is more of a utility deck.

ANSEI FRANDAR HUNDING
Favored: Can’t be used but gives 1 Coin at the start of each turn
Neutral: Pay 2 Power, Gain 1 Coin
Unfavored: Pay 2 Power, Gain 1 Coin, flips to Favored

Hunding’s Patron ability is the only one that flips from Unfavored to Favored, so it ends up being a tug-of-war over who gets the extra Coin each turn. Having some source for power can help to secure this more readily.

The flavor of Hunding’s deck is about choices: usually between raw Power and moving cards to the top of your deck. Pick whichever is more useful given the situation. Using Refresh can often line up crazy combos.

Going all in on Hunding may leave you a bit economy starved and hurting for Draw power.

Deck acquired in High Isle in 5 fragments: Delve Bosses, World Bosses, Public Dungeon Bosses, Volcanic Vents, “A Chance for Peace” quest (main story completion)

RED EAGLE, KING OF THE REACH
Favored: Pay 2 Power, Draw 1 card
Neutral: Pay 2 Power, Draw 1 card
Unfavored: Pay 2 Power, Draw 1 card

Red Eagle’s Patron ability allows you to draw a card–it’s very simple, but very effective for hitting extra combos.

The flavor of Red Eagle’s deck is about removing weak cards from your deck, allowing you to play stronger cards more often and hit combos more reliably.

Going all in on Red Eagle is not really possible. The deck is almost exclusively Contract cards, so you’ll need to pick up Coin and Power generators from other decks.

Deck acquired by earning “The Tribute Champion” achievement, which is finishing the Tales of Tribute quest storyline involving Brahgas.

SORCERER-KING ORGNUM
Favored: Pay 3 Coin, Gain 1 Power for every 4 cards you own, Create a Maormer Boarding Party card
Neutral: Pay 3 Coin, Gain 1 Power for every 6 cards you own
Unfavored: Pay 2 Coin, Gain 2 Power

Orgnum’s Patron ability allows you to gain power, and the bigger your deck, the more power you can get. This can be very useful for dealing with agents or for racing towards victory.

The flavor of Orgnum’s deck is about Prestige and Power. Cheap Contract cards can often trigger combos even in a low-coin match. Generating Maormer Boarding Party cards can allow you to march towards 40 Prestige even without other resources.

Going all in on Orgnum will leave you very much hurting for economy. Your opponent may be able to slow you down with Agents or to strengthen their deck more quickly than you can generate Prestige each turn.

Deck acquired by defeating the 5 Founders. These aren’t very easy to find, so locations are marked here.

Tribute Founder Fillia is in a the Sweetbreeze Cottage hut in Grahtwood

Tribute Founder Murzaga is in Ravenwatch Castle (up a floor) in Rivenspire

Tribute Founder Nhorhim is in a cave in Eastmarch. Cave entrance is marked, then proceed deep down to find him.

Tribute Founder Linyia is in a down in a pit in Craglorn at the entrance of Shada’s Tear

Tribute Founder The Author is in Hollow City (pavilion next to the stables) in Coldharbour. This is the final Founder match!

RAJHIN, THE PURRING LIAR
Favored: Pay 3 Coin, Create a Bewilderment card for your opponent
Neutral: Pay 3 Coin, Create a Bewilderment card for your opponent
Unfavored: Pay 3 Coin, Create a Bewilderment card for your opponent

Rajhin’s Patron ability allows you to fill your opponent’s deck with nasty Bewilderment cards–they are deadweight in the deck and a pain to remove.

The flavor of Rajhin’s deck is mostly about big Coin, countering Agents, and sapping your opponent’s Prestige.

Going all in on Rajhin can allow you to reliably knock out Agents. Rajhin’s Agents don’t generate much Coin, so you need to balance your economy. Hitting the 3-4 card combos is very strong but also incredibly difficult to pull off.

Deck acquired by earning the “Flower of Chivalry” achievement in High Isle. This is basically doing all the High Isle side quests as well as “A Final Peace” which is a random daily delve quest.

THE DRUID KING
Favored: Pay 2 Power, Remove up to 2 cards from the Tavern. Passively hit Combo 4 Druid King to create The Chimera
Neutral: Pay 2 Power, Remove up to 2 cards from the Tavern. Passively hit Combo 5 Druid King to create The Chimera
Unfavored: Pay 2 Power, Remove up to 2 cards from the Tavern

Druid King’s Patron ability let’s you manipulate the Tavern. This can either be used to give yourself more options or to deny your opponent something strong. If you can get the super combo, The Chimera is an extremely powerful agent that may well signal the end of the match.

The flavor of Druid King’s deck is about Agents with persistent effects and the potential for insane amounts of Coin.

Going all in on Druid King can be a good way to try to summon The Chimera or to hit the big combos necessary to generate Coin. However, not hitting combos will leave you economy starved, and the Agents are relatively weak on their own

Deck acquired with Galen (Firesong DLC) in 5 fragments: Delve Bosses, World Bosses, Volcanic Vents, “The Best of Friends” achievement, “The Dream of Kasorayn” quest (near end of main zone story)

ALMALEXIA
Favored: Pay 1 Coin and discard a card to look at the top 5 cards of your opponent’s draw pile and move 1 to their cooldown pile
Neutral: Discard a card to look at the top 4 cards of your opponent’s draw pile and move 1 to their cooldown pile
Unfavored: Pay 1 Coin to look at the top 3 cards of your opponent’s draw pile and move 1 to their cooldown pile

Almalexia’s Patron ability is versatile and often lets you use move powerful cards to your opponent’s cooldown. This can also be very effective at breaking up combos.

The flavor of Almalexia’s deck is about discarding weak cards in your hand for stronger cards or combos from your deck. Confining your opponent’s strong cards can deny critical combos.

Going all in on Almalexia may have you cycling your whole deck with Donate but not generating many resources

Deck acquired with Necrom (Telvanni Peninsula and Apocrypha) in 5 fragments: Delve Bosses, World Bosses, Public Dungeon Bosses, Wandering Bosses, “Llaro’s Headache” quest (Retainer Balver quest giver southwest of Necrom)

A FEW TIPS
Core play is to make your deck stronger by using your resources effectively. This can be from buying strong cards, especially ones you are most likely to combo. The Tavern is quite fluid later in the game and your aim is to open up good opportunities for yourself and deny clutch cards to your opponent. Remove weak cards from your deck when you can. Avoid buying too many cards.

REWARDS
Aside from unlocking decks and card upgrades, many rewards can be earned and used outside of Tribute matches.

Dyes:
Cardsharp Crimson (Roister’s Club Master achievement, play matches to gain rank)
Patron’s Gold (Tales of Tribute Master achievement, get all the decks and complete the quest and rank up)
Roister’s Cerulean (Tales of Travel achievement, play NPC matches in the various zones)

Furnishings:
Brahgas house guest (Tales of Tribute Master achievement, get all the decks and complete the quest and rank up )
Captain Kaleen house guest (Memories of the Spearhead achievement, open Tribute purse rewards)
Tales of Tribute Decks, Display gallery furnishing (Deck Builder achievement, earn the first 8 decks)
Tales of Tribute Table, Display gallery furnishing (Roister’s Club Master achievement, play matches to gain rank)
Tribute Trophy, Orichalcum/Ebony/Quicksilver/Voidsteel/Rubedite (earnable each season through ranked PVP play)

Emotes:
Card Conjuring (Card Conjurer achievement, open Tribute purse rewards)
Sapphire Heraldry Horn 1 (Founder’s Foe achievement, unlock Orgnum deck)
Sapphire Heraldry Horn 2 (Tribute Tactician achievement, must earn and use the first 8 decks )
Sapphire Heraldry Horn 3 (High Roller achievement, play 100 ranked matches)

Titles:
Cardsharp (Ebony Roister achievement, reach Ebony in ranked PVP play)
Club Contender (Quicksilver Roister achievement, reach Quicksilver in ranked PVP play)
Club Virtuoso (Tribute Tactician achievement, must earn and use the first 8 decks )
Game-Baron (Rubedite Roister achievement, reach Rubedite in ranked PVP play)
High-Stakes Gambler (Voidsteel Roister achievement, reach Voidsteel in ranked PVP play)
Roister’s Club Adept (Roister’s Club Adept achievement, play matches to gain rank)
Roister’s Club Expert (Roister’s Club Expert achievement, play matches to gain rank)
Roister’s Club Initiate (Roister’s Club Initiate achievement, play matches to gain rank)
Roister’s Club Novice (Roister’s Club Novice achievement, play matches to gain rank)
Roister’s Club Regular (Roister’s Club Regular achievement, play matches to gain rank)
Roister’s Club Trainee (Roister’s Club Trainee achievement, play matches to gain rank)
Roister’s Club Veteran (Roister’s Club Veteran achievement, play matches to gain rank)

CARD LIST

In addition to the deck of neutral Treasury cards, each player will add their 2 selected decks to the shared tavern draw pile. Upgrades in each deck are based on the selecting player’s unlocked upgrades. While potentially overwhelming at first, there really aren’t many cards per deck.

The below table can be sorted at the top by various columns. Green text indicates While In Play effects.

Patron Card Name Type Coin Cost Play Effect Combo 2 Combo 3 Combo 4 Base Qty Upgraded Qty
AlmalexiaCollection PlateAction01 CoinDonate 111
AlmalexiaALMSIVI’s CharityAction51 Power AND HandRefresh 11 Coin01
AlmalexiaMother’s MercyAction51 Power AND HandRefresh 121
AlmalexiaFestival of ForbearanceAction42 Coin AND Donate 11 Power AND Donate 102
AlmalexiaBardic VenerationAction42 Coin AND Donate 1Donate 131
AlmalexiaHand of AlmalexiaContract Agent: 3 HP61 PowerConfine 202
AlmalexiaDevotional GaolerContract Agent: 3 HP61 PowerConfine 1Confine 131
AlmalexiaMercymother EliteAgent: 5HP+Taunt81 CoinPatron 101
AlmalexiaTribunal SentinelAgent: 5HP+Taunt8Patron 121
AlmalexiaMournhold ClergyContract Agent: 3 HP62 Prestige/DiscardDonate 1 and Confine 122
AlmalexiaPhilanthropyAction31 Power/Discard AND 1 CoinDonate 1Donate 133
AlmalexiaTemple ArbiterAgent: 2 HP62 CoinConfine 1Confine 122
AlmalexiaThe Lesson of AyemAction5Donate 1Draw 1Donate 133
HundingWay of the SwordAction0Choose: 1 Coin OR 1 Power11
HundingAnsei’s VictoryAction9Choose: 6 Power OR Acquire 1001
HundingAnsei AssaultAction9Choose: 5 Power OR Acquire 921
HundingGrand OratoryContract Action3Choose: 2 Power OR DrawRefresh 12 Coin02
HundingBattle MeditationContract Action3Choose: 2 Power OR DrawRefresh 131
HundingHel Shira HeraldAgent: 3HP6DrawRefresh 21 Power02
HundingNo Shira PoetAgent: 3HP6DrawRefresh 11 Power31
HundingHira’s EndAction6Choose: 4 Power OR DrawRefresh 32 Power02
HundingMarch on HattuAction6Choose: 4 Power OR DrawRefresh 31 Power31
HundingConquestAction4Choose: 3 Power OR Acquire 41 Power33
HundingShehai SummoningAction5Choose: DrawRefresh 2 OR Acquire 5DrawRefresh 133
HundingWarrior WaveAction4Choose: 3 Coin OR 3 Power33
CrowsPeckAction01 Coin11
CrowsBlackfeather KnaveAgent: 2HP62 CoinDraw 101
CrowsBlackfeather BrigandAgent: 2HP61 CoinDraw 121
CrowsMurder of CrowsAction41 Coin2 Coin AND 2 Power2 Power02
CrowsScratchAction41 Coin2 Coin AND 2 Power42
CrowsPlunderAction6Draw 1Draw 1Draw 101
CrowsPilferAction6Draw 1Draw 121
CrowsToll of SilverAction42 CoinDraw 11 Coin02
CrowsToll of FleshAction42 CoinDraw 142
CrowsBlackfeather KnightAgent: 3HP61 Coin2 Coin AND 2 Power22
CrowsLaw of Sovereign RoostContract Action4Draw 1Discard 122
CrowsPool of ShadowAction42 PowerDraw 13 Coin22
CrowsSquawking OratoryAction6Draw 1Draw 14 Power22
HlaaluGoods ShipmentAction01 Coin11
HlaaluEbony MineContract Action32 Coin4 Coin02
HlaaluKwama Egg MineContract Action32 Coin3 Coin31
HlaaluHlaalu CouncilorAgent: 2HP10Acquire 9Replace 101
HlaaluHlaalu KinsmanAgent: 1HP10Acquire 9Replace 121
HlaaluHouse EmbassyAction87 CoinAcquire 701
HlaaluHouse MarketplaceAction86 CoinAcquire 721
HlaaluOathmanAgent: 2HP62 CoinAcquire 602
HlaaluHirelingAgent: 2HP62 CoinAcquire 531
HlaaluCurrency ExchangeAction7Replace 1 AND 5 CoinPatron 122
HlaaluCustoms SeizureAction4Acquire 533
HlaaluHostile TakeoverAction51 PowerAcquire 722
HlaaluLuxury ExportsAction23 Coin33
CelarusMainland InquiriesAction01 Coin11
CelarusAugur’s CounselContract Action3Toss 32 Power02
CelarusSage CounselContract Action3Toss 31 Power31
CelarusCeporah’s InsightAction5Replace 1 AND Toss 43 Power01
CelarusPsijic’s InsightAction5Replace 1 AND Toss 42 Power21
CelarusProphesyAction43 Coin AND Replace 202
CelarusPrescienceAction43 Coin AND Replace 131
CelarusPsijic RelicmasterAgent: 3HP61 Coin AND Toss 401
CelarusPsijic ApprenticeAgent: 3HP6Toss 421
CelarusScrying GlobeAction22 Coin AND Toss 244
CelarusThe Dreaming CaveAction6Draw 1 AND Toss 42 Power33
CelarusTime MasteryAction3Toss 42 Coin33
RajhinSwipeAction01 Coin11
RajhinGrand LarcenyAction54 CoinKnockOut 1 AND -1 Prestige02
RajhinPounce and ProfitAction54 CoinKnockOut 131
RajhinProwling ShadowAgent: 1HP42 Coin-1 Prestige02
RajhinJeering ShadowAgent: 1HP41 Coin-1 Prestige31
RajhinRing’s GuileContract Action7Discard 1Draw 1Discard 1 AND Draw 101
RajhinBag of TricksContract Action7Discard 1Draw 1Discard 121
RajhinShadow’s SlumberAction7KnockOut 2 AND 1 Coin4 CoinDiscard 101
RajhinJarring LullabyAction7KnockOut 2 AND 1 Coin3 CoinDiscard 121
RajhinMoonlit IllusionContract Action3Destroy 1-1 Prestige33
RajhinSlight of HandAction22 CoinReplace 133
RajhinStubborn ShadowAgent: 3HP+Taunt6-2 Prestige33
RajhinTwilight RevelryAction10Discard 1Replace 3-3 PrestigeDraw 311
Red EagleWar SongAction01 Power11
Red EagleBlood SacrificeContract Action6Destroy 1 AND 3 PowerDraw 101
Red EagleBloody OfferingContract Action6Destroy 1 AND 2 PowerDraw 121
Red EagleElder WitchContract Agent: 3HP6Destroy 1Replace 102
Red EagleClan-WitchContract Agent: 3HP6Destroy 131
Red EagleHagraven MatronAgent: 3HP9Destroy 13 Power01
Red EagleHagravenAgent: 3HP9Destroy 11 Power21
Red EagleImperial PlunderContract Action3Replace 22 Coin02
Red EagleImperial SpoilsContract Action3Replace 21 Coin31
Red EagleBonfireContract Action3Destroy 133
Red EagleBriarheart RitualContract Action51 Power AND Destroy 222
Red EagleKarth Man-HunterContract Agent: 2HP51 PowerDestroy 122
Red EagleMidnight RaidAction43 Power2 Power33
PelinFortifyAction01 Power11
PelinKnight CommanderAgent: 5HP+Taunt93 PowerHeal 201
PelinBanneretAgent: 5HP+Taunt93 Power21
PelinKnights of Saint PelinAgent: 4HP+Taunt71 Coin AND 1 Power1 Power01
PelinBangkorai SentriesAgent: 4HP+Taunt71 Coin AND 1 Power21
PelinLegion’s ArrivalAction32 Coin3 Power02
PelinReinforcementsAction32 Coin2 Power1 Power31
PelinSiege Weapon VolleyAction44 Power1 Coin02
PelinArcher’s VolleyAction43 Power1 Coin42
PelinRallyAction86 PowerDraw 122
PelinShield BearerContract Agent: 5HP+Taunt61 Power22
PelinThe ArmoryAction61 Coin AND 5 Power22
PelinThe PortcullisAction22 Power1 Coin33
OrgnumSea Elf RaidAction01 Coin1 Power11
OrgnumPyandonean War FleetAction32 Power3 Power02
OrgnumSerpentprow SchoonerAction32 Power2 Power31
OrgnumSea Serpent ColossusAction21 Coin AND 1 Prestige2 Power02
OrgnumGhostscale Sea SerpentAction21 Coin AND 1 Prestige1 Power31
OrgnumSerpentguard RiderAgent: 2HP52 Power1 Power AND Replace 102
OrgnumStorm Shark WavecallerAgent: 2HP52 PowerReplace 131
OrgnumSummerset SackingAction21 Prestige1 Prestige1 Coin02
OrgnumMaormer Boarding PartyAction21 Prestige1 Prestige31
OrgnumKing Orgnum’s CommandContract Action2Patron 122
OrgnumMaormer CutterContract Action21 Power1 Power2 Power22
OrgnumSea Raider’s GloryContract Action21 Prestige3 Prestige22
OrgnumSnakeskin FreebooterAgent: 3HP51 CoinBoarding 122
Druid KingRitual HerbsAction01 Coin11
Druid KingDraoife RitecallerAgent: 3HP61 Coin AND 1 Coin/CooldownWispheart 101
Druid KingEldertide FenwitchAgent: 3HP61 Coin AND 1 Coin/CooldownWispcalller 121
Druid KingDruid King VestmentsAction22 Coin AND 1 Power/Cooldown02
Druid KingRunes of the DraoifeAction22 Coin AND 1 Power/AgentCooldown31
Druid KingEnvoy of the DraoifeAgent: 3HP51 Power AND 1 Coin/Agent02
Druid KingStonelore RockseerAgent: 2HP51 Power AND 1 Coin/Agent31
Druid KingWispheart TotemAction31 Coin2 Coin2 Coin3 Coin02
Druid KingWispcaller TotemAction31 Coin2 Coin3 Coin31
Druid KingDeepwoods RitualAction42 PowerReplace 13 Prestige22
Druid KingFiresong HaruspexAgent: 2HP51 Prestige AND 1 Coin AND 1 Prestige/AgentCooldown33
Druid KingForest WraithContract Agent: 3HP41 Power AND 1 Power/Cooldown22
Druid KingThe ChimeraAgent: 5HP+Taunt0Replace 12 Power3 Prestige00
Druid KingWhispers of the GroveContract Action2Replace 12 Coin22
NeutralGoldAction01 Coin66
NeutralAmbushContract Action3KnockOut 211
NeutralBartererContract Action1Replace 144
NeutralBlack SacramentContract Action2KnockOut 133
NeutralBlackmailContract Action32 Power22
NeutralHarvest SeasonContract Action2Draw 133
NeutralImprisonmentContract Action54 Power33
NeutralRagpickerContract Action3Destroy 122
NeutralTitheContract Action3Patron 122

PLAY EFFECTS

Coin, gain coin to spend on Tavern cards or to activate Patrons (Crows/Celarus/Rajhin/Orgnum)

Power, gain power to knock out Agents or to activate Patrons (Pelin/Hunding/RedEagle/DruidKing); extra Power becomes Prestige at the end of your turn

Prestige, gain Prestige directly; hitting 40 Prestige usually triggers the end of the game

Draw, place the top card from your Draw Pile into your Hand; this will be random unless you’ve placed cards on top or otherwise looked at them

Replace, remove cards from the Tavern, which will be replaced with random ones from the Tavern Draw; this gives you more options

Patron, gives an extra Patron interaction this turn; only a few cards give this, but it makes Patron Victory much more likely

Knock Out, removes active agents from the field

Acquire, mostly associated with Hlaalu, gain a card from the Tavern up to the stated cost

Toss, unique to Celarus, look at the top cards of your deck and move whichever you like to your Cooldown

Draw Refresh, unique to Hunding, place a card from your Cooldown to the top of your Draw Pile

Destroy, unique to Red Eagle, remove a card from your Played Cards pile from play, gone forever!

(-)Prestige, unique to Rajhin, reduce your opponent’s Prestige directly, slowing their pace to victory. If they hit 40, and you get them under, the game isn’t over yet!

Confine, unique to Almalexia, place a card from your opponent’s cooldown under the agent that has this effect. They will be liberated when the agent is killed. Try to pick the strongest cards that you can.

Donate, unique to Almalexia, discard a card from your hand and then draw a card. This doesn’t do anything if you have no cards in your hand, so be careful to save some of your less useful cards for donations!

Important note is that when a card says “Up to”, this can include 0, so just hit Confirm to bypass the mechanic if you’re feeling good with things as they are.

Unique Effects:
Heal, unique to Knight Commander from Pelin, this agent will restore up to 2 health in a combo, which makes it a bit tougher to deal with if your opponent can’t kill it outright.

Boarding Party, unique to Snakeskin Freebooter from Orgnum, this will generate a Maormer Boarding Party card that gets added to your Cooldown. This can either keep combos going on a quick path to 40 Prestige, or it might really slow you down.

Coin per Agent Activated, unique to Stonelore Rockseer and upgraded Envoy of the Draoife from Druid King, you gain 1 Coin per Agent that is activated, which includes your opponent’s turn! If your opponent has these out, best to try to kill them before you play your own agents.

Coin per Card placed in Cooldown, unique to Eldertide Fenwitch and upgraded Draoife Ritecaller from Druid King, gain 1 Coin every time you place a card in your Cooldown. This is especially potent coupled with Toss and Donate effects. This also includes purchasing cards from the Tavern, upgrading to a Writ of Coin, or even receiving Bewilderment cards!

Power per Card placed in Cooldown, unique to Forest Wraith from Druid King, gain 1 Power every time you place a card in your Cooldown. This is especially potent coupled with Toss and Donate effects. This also includes purchasing cards from the Tavern, upgrading to a Writ of Coin, or even receiving Bewilderment cards!

Power per Agent placed in Cooldown, unique to Runes of the Draoife from Druid King, you gain 1 Power whenever an agent is placed in your cooldown, which is normally from buying them from the Tavern.

Prestige per Agent placed in Cooldown, unique to Firesong Haruspex from Druid King, you gain 1 Prestige whenever an agent is placed in your cooldown, which includes when your opponent knocks them out.

Wispcaller Totem, unique to Eldertide Fenwitch from Druid King, this creates a Wispcaller Totem card. Getting many of these can give you massive Coin and potentially summon The Chimera.

Wispheart Totem, unique to Draoife Ritecaller from Druid King, this creates a Wispheart Totem card. Getting many of these can give you extremely massive Coin and potentially summon The Chimera. Try to keep in mind that HEART is the best! <3

Power per Discard, unique to Philanthropy from Almalexia, gain 1 Power every time you Discard a card–this is usually self-procced from Donate effects, but there are additional ways that cards are considered Discard.

Hand Refresh, unique to Mother’s Mercy and upgraded ALMSIVI’s Charity from Almalexia), this returns a card from your Cooldown directly to your hand! This is incredibly powerful since you can pick the most useful card from your Cooldown. You could also purchase something from the Tavern and immediately gain access to it. This effect whiffs if there’s nothing in your Cooldown, so be careful.

CARD UPGRADES
About 1/2 the cards are upgraded automatically through various achievements, while 1/2 are earned through cryptic clues. Many of these drop from mailed rewards for completing matches. The clues aren’t always easy to figure out, so here are maps for the various clues.

Once you have upgraded a card, you will see it as part of the deck if you select the corresponding Patron. Since these are part of a shared pool, they don’t necessarily give you an advantage over your opponent, though you will have more assurance that combos from that deck will be stronger.