The eight campaign regions
The campaign crosses eight regions, each with 15 opponents of increasing difficulty. Levels 13 and 14 are sub-bosses and level 15 is the region's champion. Beating the champion unlocks the next region and earns a Closed Deck draw.
1. Starting Village — Where it all began
A village of stables, bakeries and open fields where every mage takes their first steps. Opponents mix elements and teach the basics.
How to face them: Bring cards that benefit from the region's field, keep shield up once the champion has more than 6 energy and don't rely on a single element: their deck is Electric, but mixes support from others.
- Region element: Nature. Battlefield: Village Crossroads.
- Champion: Alaric Solano, Old Master of the Village — Electric, 5,100 health. Style: unpredictable: switches between attack, defense and combos as the situation demands.
- Champion base reward: 72 coins, 88 XP.
- Region's Closed Decks: Apprentice Circle (Common), First Light Trails (Common), Watch of Eight Flames (Common), Crossroads Pact (Rare), Courtyard Voices (Rare), Founders Seal (Epic) and Dawn Crown (Legendary).
2. Whispering Forest — Green that conspires
Ancient trees that seem to whisper to each other. The forest's guardians use regeneration and bark shields.
How to face them: Bring cards that benefit from the region's field, keep shield up once the champion has more than 6 energy and don't rely on a single element: their deck is Nature, but mixes support from others.
- Region element: Nature. Battlefield: Ancestral Forest.
- Champion: Thalanor Living-Crown, Druid of the Eternal Forest — Nature, 5,400 health. Style: unpredictable: switches between attack, defense and combos as the situation demands.
- Champion base reward: 96 coins, 118 XP.
- Region's Closed Decks: Watchful Roots (Common), Granite Sprout (Common), Fern Trail (Common), Moss Rampart (Rare), Whispering Sap (Rare), Heart of the Woodland (Epic) and Throne of the Old Root (Legendary).
3. Crystal Coast — Tides beneath the moon
Crystal beaches beneath the full moon, where tides obey sorceresses. Expect healing and the dreaded Blizzard.
How to face them: Bring cards that benefit from the region's field, keep shield up once the champion has more than 6 energy and don't rely on a single element: their deck is Water, but mixes support from others.
- Region element: Water. Battlefield: Tidal Coast.
- Champion: Marisol of the Full Moon, Queen of the Crystal Tides — Water, 5,700 health. Style: unpredictable: switches between attack, defense and combos as the situation demands.
- Champion base reward: 120 coins, 149 XP.
- Region's Closed Decks: Dawn Foam (Common), Crystal Beacon (Common), Tidal Net (Common), Silver Tide (Rare), Reef Watch (Rare), Song of the Current (Epic) and Scepter of the Depths (Legendary).
4. Crimson Volcano — Forge of the earth
A living forge of lava and ash. Enemies hit hard from the start and burn for several turns.
How to face them: Bring cards that benefit from the region's field, keep shield up once the champion has more than 6 energy and don't rely on a single element: their deck is Fire, but mixes support from others.
- Region element: Fire. Battlefield: Volcano Crater.
- Champion: Emperor Magmus Lava-Heart, Tyrant of the Crimson Volcano — Fire, 6,000 health. Style: unpredictable: switches between attack, defense and combos as the situation demands.
- Champion base reward: 144 coins, 179 XP.
- Region's Closed Decks: Stone Ember (Common), Scarlet Forge (Common), Marching Ash (Common), Magma Veins (Rare), Glowing Rampart (Rare), Crater Pulse (Epic) and Obsidian Crown (Legendary).
5. Thunder Peaks — Where gods fall
Summits where lightning never stops falling. Electric combos are doubled the first time — and the bosses know it.
How to face them: Bring cards that benefit from the region's field, keep shield up once the champion has more than 6 energy and don't rely on a single element: their deck is Electric, but mixes support from others.
- Region element: Electric. Battlefield: Thunder Peaks.
- Champion: Hrafnar Storm-King, Sovereign of the Thunder Peaks — Electric, 6,300 health. Style: unpredictable: switches between attack, defense and combos as the situation demands.
- Champion base reward: 168 coins, 209 XP.
- Region's Closed Decks: Highland Spark (Common), Thunder Sentinel (Common), Escarpment Winds (Common), Thundering Fury (Rare), Storm Wings (Rare), Lightning Song (Epic) and Scepter of Split Skies (Legendary).
6. Golden Desert — Sand that remembers
Dunes that hold memories of ancient kingdoms. Healing is weaker, so battles are decided by shields and damage.
How to face them: Bring cards that benefit from the region's field, keep shield up once the champion has more than 6 energy and don't rely on a single element: their deck is Earth, but mixes support from others.
- Region element: Earth. Battlefield: Golden Desert.
- Champion: Pharaoh Khamun-Ra, Eternal One of the Golden Dunes — Earth, 6,600 health. Style: unpredictable: switches between attack, defense and combos as the situation demands.
- Champion base reward: 192 coins, 239 XP.
- Region's Closed Decks: Watchful Dunes (Common), Oasis Ember (Common), Sand Rampart (Common), Dune Pact (Rare), Horizon Forge (Rare), Seal of the Old Sun (Epic) and Throne of Living Sands (Legendary).
7. Shadow Marsh — Where echoes die
A dark marsh where even echoes vanish. Ordinary healing weakens, but Shadow cards preserve their healing.
How to face them: Bring cards that benefit from the region's field, keep shield up once the champion has more than 6 energy and don't rely on a single element: their deck is Shadow, but mixes support from others.
- Region element: Shadow. Battlefield: Shadow Swamp.
- Champion: Nyxia, the Carrion-Mother, Queen of the Eternal Marsh — Shadow, 6,900 health. Style: unpredictable: switches between attack, defense and combos as the situation demands.
- Champion base reward: 216 coins, 270 XP.
- Region's Closed Decks: Ebony Mist (Common), Silent Tide (Common), Marsh Lantern (Common), Dark Current Veil (Rare), Reflection Pact (Rare), Heart of the Mire (Epic) and Scepter of the Sunken Night (Legendary).
8. Celestial Citadel — Throne of champions
The floating citadel of champions, the final challenge. Light and sustain make every win a test of patience.
How to face them: Bring cards that benefit from the region's field, keep shield up once the champion has more than 6 energy and don't rely on a single element: their deck is Light, but mixes support from others.
- Region element: Light. Battlefield: Citadel of Light.
- Champion: Sun-King Aurelian Eternal-Ardor, Sovereign of the Celestial Citadel — Light, 7,200 health. Style: unpredictable: switches between attack, defense and combos as the situation demands.
- Champion base reward: 240 coins, 300 XP.
- Region's Closed Decks: Celestial Watch (Common), Dawn Courtyard (Common), Belfry Winds (Common), First Light Lance (Rare), Tower Choir (Rare), Firmament Wings (Epic) and Daybreak Throne (Legendary).
Rewards for beating the final champion
Every win against a region's final champion draws a Closed Deck from that region, at most once every 24 hours per region. The odds are 60% common, 25% rare, 10% epic and 5% legendary. If you already own the drawn deck, you get a duplicate copy that can be sold for coins. Losses do not draw a deck, and the usual coin and experience rewards still apply.
A region's legendary decks can also only be bought in the shop after you beat that region's champion.