

Rise from the ruins. Lead your warband.
Tactical turn-based duels: play cards from your hand, manage mana, pick your targets and break the enemy hero. Short on time? Send your formation into the automatic arena.
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Duel — main mode
Alternating turns, mana 1→10, manual targeting and fortifications. Every move is yours.
Automatic arena
Second mode: build a 10-unit formation, watch the fight and climb the ladder.
Packs & fusion
Slice packs open, collect 120 cards and fuse them up to ★★★ Holo.
Cards that grow with you
Every card has three tiers. Collect duplicates, fuse them and watch Phoenix evolve from rookie to shining holo legend.
1★ Base
ATK 5 · HP 9
The card as it drops from a pack.
2★ Upgraded
ATK 6 · HP 10
Fuse copies → +1 ATK, +1 HP and new artwork.
3★ Master
ATK 7 · HP 11
Peak power and the final artwork.
3★ Holo
ATK 7 · HP 11
Collector version from the Holo altar or a Holo boost, with a rainbow sheen.
Four nations

INFERNO
Demons and fire. Aggressive attacks, Burn, sacrifices.
- 3× The first standard attack by an Inferno unit each round deals +3 damage.
- 6× The first Inferno ally death each round applies Burn to a random enemy.
- 10× At battle start, 3 random Inferno allies gain +1 ATK.

NECRO
Undead. Revival, weakening, endurance.
- 3× The first ally death each round heals the most injured Necro ally for 1 HP.
- 6× The first Necro ally death each round applies Rot to a random enemy.
- 10× The first fallen Necro ally revives once with 15% max HP and −2 ATK.

ELARIS
Elves and nature. Healing, protection, positional bonuses.
- 3× The first Ranged attack by an Elaris unit each round deals +2 damage.
- 6× At round end, heal the most injured Elaris ally for 2 HP.
- 10× At battle start, 3 random Elaris allies gain Barrier 3.

AETHER
Mages and constructs. Barriers, marks, manipulation.
- 3× The first Aether attack each round ignores 2 DEF of its target.
- 6× At the start of each round, a random enemy gains Mark.
- 10× At the start of rounds 1–3, a random Aether ally gains Barrier 3.