Demonic Defense

Compendium

All 135 cards, both casts, with every number resolved exactly as the game resolves it. Flip the whole grid between the mana face and the burn face — some cards change effect category entirely between the two, which is why filtering by effect can give you different results per mode.

135 cards

Reading a card

Two casts, one card

The blue gem in the top-left is the mana cost — cast from anywhere, resolves immediately, the card goes to your discard and comes back around.

The orange gem in the top-right is the heat cost — you have to be standing at your own campfire. The effect is bigger, but the card is exhausted: it never returns for the rest of the match.

Attack cards are the sharp edge of that trade. Mana-cast, they spawn monsters at every opponent's rift now. Burn-cast, the same monsters go into their next night legion instead — delayed, but bigger, and arriving at the worst possible moment.

Symbols on the face

— the card's text reads your live Soul count. In your hand it resolves to a real number; in the collection it shows the glyph.

the card's text reads your live gold.

Words picked out in colour are keywords — they mean the same thing wherever they appear, on a card, on a unit's stat block, or as a status icon on your buff row. Open a card to see its definitions.

Uses are per copy, per match. A card with 3 uses can be cast three times before it's spent — discarding and reshuffling doesn't refill it.

The pool at a glance

Mana curve

Cards at each mana cost, across the whole pool.

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Burn curve

The same cards by their heat cost — note how much further right it sits.

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Heat is banked in discrete tiers (10 / 30 / 60 / 100… fuel) and capped one tier above your base tier, so the right-hand end of the burn curve is gated behind base building rather than behind time. See Base & Building.