Pack your favorites
Bring five building types and eight combat cards. Pick a crew that looks fun, then make them work together.
You've got one minute, a handful of buildings, and a rival who wants your Keep. Here's how to make that a very bad day for them.
SHOW ME HOW
Build your island, unleash your army, and wreck the other Keep before yours becomes seaside property.
Bring five building types and eight combat cards. Pick a crew that looks fun, then make them work together.
Drop up to six free buildings, link them to your Keep, and sketch the routes your troops will charge down.
Your buildings train troops for free. Release them in waves, play your combat cards, and redraw routes on the fly.
Crack the rival Keep before they crack yours. If both survive the bell, the healthier one wins after Overtime.
After four minutes, the final 60 seconds bring 2× mana regeneration and 25% faster troops.
Higher Keep health wins · equal health is a drawThey can't peek at your setup. Put the tough stuff where the punches land, keep your Mana Well safer in the back, and leave your troops more than one way out.

Put a Watchtower where routes cross. Use a Wall to shape the approach, not to trap your own army.

Give Barracks and Fletcheries enough cover to finish a few free training cycles.

Mana Wells work everywhere and cannot fight. Keep them back. Just remember the Tide makes no promises.
The first Tide Shift always takes land. After that, the sea may swallow another mirrored pair, or spit old tiles back out as sand you can cross, but never build on.
It looks like perfectly good building ground. Keep one eye on the warning.
Troops drown and buildings are destroyed. If one Wall segment sinks, the whole Wall collapses.
The tile rises as silted sand. Troops may cross it, but no building can use it again that match.

The structure is destroyed. If the tile later rises, only sandy walking ground returns.
The structure freezes and cannot act or take damage, then returns intact when the water clears.
The best deck has a personality. Pick how you want to win, then make every card help pull it off.
Want a troop-heavy deck? Bring all four troop cards, then add four dirty tricks that help them arrive, survive, or ruin a rival's plan.




Give every building a job and your island starts fighting before the battle does.
Barracks, Fletchery, or a siege Yard
Watchtower or Wall
Mana Well
Double down on the match plan
Know your rotation. You see four combat cards. After you play one, it returns only after four later plays.
One great path is never enough. Keep a spare lane ready for rising water, Barricades, and tempting gaps.
A Watchtower covering several routes causes far more trouble than one stranded at the very front.
Full garrisons make a proper entrance. One lonely Guard is just an easy warm-up for the other side.
Sitting at 10 mana wastes every new drop. Make a play, then save enough for your next nasty surprise.
Your pieces reveal nearby tiles. Scout the scary fork before marching an expensive formation straight into a trap.
Battles are fun, but Keep damage wins. When a lane opens, stop admiring it and charge.
Paths are instructions, not rails. A troop follows each marked arrow once, but a nearby visible enemy takes priority.
Obstacles are real terrain. Routes bend around rocks unless Passage temporarily phases one original obstacle out.
Sand is for marching. Both permanent Crossings and resurfaced silt are walkable, but never valid building ground.
Free buildings still need a frontier. Every 60 seconds both captains receive the same bonus building type; place it on visible ground beside a living friendly structure.
Production costs no mana. Training and releasing garrisons are free. Direct troop cards and tactics spend your mana.
Make your one-time boost count. Spend one mana to double passive production for eight seconds. It shines when you can keep spending through it.
Try a deck, surprise a rival, lose a tower, laugh, tweak it, and go again.
FIND YOUR NEW FAVORITE CARD