More time to plan.
More ways to answer.

Full balance draft 2 · 20 October 2026. Fresh tests include Construct blocking and the six-Construct Prismforge deck. Earlier full-roster reports predate that rules change.

Start a new match for revised cards. Existing saves keep their stored card rules. This is a tested balance draft; individual matchups and human play still need review.

Changes

Fresh paired confirmation

Selected before testing on 7,344 new scenarios per version. 14 screened configurations covered 34,272 games; broad Hourglass cost and durability buffs and a Snapmaw cost increase were rejected. An earlier 14,688-game check informed the second screening round and is development evidence, not the final holdout. Faction RMS distance from 50%: 4.47 → 1.70 percentage points.

FactionBeforeUpdated
Hearthbound49.4%47.6%
Skyrunners45.4%47.5%
Veilborn44.1%47.9%
Ironmaw55.6%50.3%
Hourglass Covenant50.6%51.1%
Revelwild43.2%50.7%
Prismforge53.7%51.8%
Vigilant Array54.7%51.4%
Elderwake53.3%51.7%

Win score = wins + half of draws. Faction rows each cover 1,536 cross-faction games. These are bot results, not human win estimates.

Hourglass, specifically

OpponentBeforeUpdated
Hearthbound45.8%47.9%
Skyrunners58.3%54.2%
Veilborn59.9%55.2%
Ironmaw50.0%59.4%
Revelwild56.8%50.0%
Prismforge41.7%46.9%
Vigilant Array47.4%50.0%
Elderwake44.8%45.3%

Each row has 192 games per version, covering both opposing Companions, seats, starts, styles and three fresh scenarios.

Every Companion

CompanionBeforeUpdated
Brindle — Companion46.1%44.7%
Korr — Companion52.8%50.5%
Vey — Companion47.9%49.3%
Nima — Companion43.0%45.7%
Nyxara43.1%49.7%
Morrow45.1%46.1%
Rauk55.7%52.3%
Skara55.5%48.4%
Orryx, the Unfinished47.7%50.0%
Saela, Keeper of Tomorrows53.5%52.2%
Zazri, the Grand Misrule44.7%51.8%
Pippa, Lanternheart41.8%49.5%
Vitra, the Shaping Heart56.9%55.7%
Keldrax, Walking Citadel50.5%47.9%
Aegrix, Keeper of the Last Gate54.4%52.2%
Syntra, the Questioning Signal54.9%50.5%
Tharuun, the Buried Dawn52.9%51.2%
Nhalora, the Deep Remembering53.6%52.2%

All matchups

Read the row faction’s win score against the column. Mirrored faction rates are omitted.

Row versus columnHearthboundSkyrunnersVeilbornIronmawHourglassRevelwildPrismforgeArrayElderwake
Hearthbound—51.6%40.1%51.6%52.1%44.8%49.5%46.4%44.8%
Skyrunners48.4%—52.6%53.6%45.8%50.0%37.5%47.9%44.3%
Veilborn59.9%47.4%—60.4%44.8%42.7%36.5%43.2%48.4%
Ironmaw48.4%46.4%39.6%—40.6%44.8%76.3%48.4%58.1%
Hourglass47.9%54.2%55.2%59.4%—50.0%46.9%50.0%45.3%
Revelwild55.2%50.0%57.3%55.2%50.0%—47.9%47.9%41.7%
Prismforge50.5%62.5%63.5%23.7%53.1%52.1%—57.8%51.0%
Array53.6%52.1%56.8%51.6%50.0%52.1%42.2%—52.6%
Elderwake55.2%55.7%51.6%41.9%54.7%58.3%49.0%47.4%—

Remaining watchlist

These are priorities for human games with deck and first-player swaps. Overall averages can hide hard counters. Hourglass’s delayed, public effects still give the opponent a turn to answer; that counterplay remains intentional.

First-player win score 49.2%; mean numbered round 6.13 (before 6.19); 140 games reached round 12; 2 draws. These are pacing signals, not a measurement in minutes.

Current cards

Hearthbound

Brindle — Companion

Brindle — Companion

WB-001 · Companion · 0 Charge

At three journey marks: choose Hearthkeeper (1,7,2; when you Explore, remove 1 damage from another friendly unit here) or Trailblazer (3,5,1; your first move each turn costs 0).

Force 1 / Guard 5 / Insight 1

Lampkin

Lampkin

WB-003 · Ally · 1 Charge

No ability.

Force 1 / Guard 2 / Insight 1

Burrowguard

Burrowguard

WB-005 · Ally · 2 Charge

No ability.

Force 2 / Guard 4 / Insight 0

Lantern Scout

Lantern Scout

WB-007 · Ally · 2 Charge

No ability.

Force 1 / Guard 3 / Insight 2

Hearth Singer

Hearth Singer

WB-009 · Ally · 3 Charge

On entry: remove 2 damage from a friendly unit.

Force 1 / Guard 4 / Insight 2

Emberback

Emberback

WB-011 · Ally · 4 Charge

No ability.

Force 3 / Guard 6 / Insight 1

Mend

Mend

WB-013 · Tactic · 0 Charge

Heal a friendly character by 3.

Trail Snack

Trail Snack

WB-015 · Tactic · 1 Charge

Draw 2 cards.

Stand Together

Stand Together

WB-017 · Tactic · 1 Charge

Ready an exhausted friendly Ally; it cannot Explore this turn.

Guiding Glow

Guiding Glow

WB-019 · Tactic · 1 Charge

A friendly character gains +2 Insight until the end of your turn.

Long Way Home

Long Way Home

WB-021 · Tactic · 1 Charge

Move your Companion to any Route without exhausting it; heal it by 3. Does not ready it.

Korr — Companion

Korr — Companion

RR-001 · Companion · 0 Charge

At 3 journey marks, pay 2 charge: choose Shellwarden or Bridgewright. Keep damage, readiness, location and marks.

Force 2 / Guard 5 / Insight 1

Bellburrow

Bellburrow

RR-007 · Ally · 2 Charge

On entry, heal 2 damage from one friendly unit.

Force 2 / Guard 4 / Insight 1

Mossmason

Mossmason

RR-008 · Ally · 2 Charge

Rooted: this Ally cannot move while in play, including through card effects.

Force 2 / Guard 5 / Insight 0

Shared Shelter

Shared Shelter

RR-011 · Tactic · 1 Charge

Choose a Route; heal each friendly character there by 2.

Force 0 / Guard 0 / Insight 0

Span Repair

Span Repair

RR-012 · Tactic · 1 Charge

Heal a friendly character by 3; optionally move it to an adjacent Route without exhausting.

Force 0 / Guard 0 / Insight 0

Ember Prowler

Ember Prowler

OFF-001 · Ally · 2 Charge

No ability.

Force 3 / Guard 2 / Insight 0

Bramblehorn

Bramblehorn

SP-001 · Ally · 3 Charge

No ability.

Force 5 / Guard 1 / Insight 0

Stonehush

Stonehush

SP-002 · Ally · 3 Charge

No ability.

Force 0 / Guard 6 / Insight 0

Wickmender

Wickmender

FA-001 · Ally · 2 Charge

Lantern Care — When played, heal another friendly character at this Route by 2.

Force 1 / Guard 3 / Insight 1

Cindertusk

Cindertusk

FA-002 · Ally · 4 Charge

Kindled Fury — While this character has damage, it has +2 Force.

Force 3 / Guard 5 / Insight 0

Hearthshell

Hearthshell

FA-005 · Ally · 3 Charge

Sheltering Glow — Other friendly characters at this Route take 1 less Challenge damage, minimum 1 for positive damage. Does not stack. Works while exhausted. Does not protect itself.

Force 1 / Guard 6 / Insight 0

Thornrush

Thornrush

FA-006 · Ally · 3 Charge

Breach — When this character defeats a ready opposing character through a Challenge, gain 1 Renown. Includes Companions. No bonus against exhausted targets.

Force 4 / Guard 3 / Insight 0

Cinderbolt

Cinderbolt

TC-001 · Tactic · 2 Charge

Deal 3 damage to an opposing character at any Route. Can defeat a Companion under its normal return rule.

Briar Verdict

Briar Verdict

TC-003 · Tactic · 5 Charge

Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.

Turn Back

Turn Back

TC-005 · Tactic · 2 Charge

Return an opposing Ally at any Route to its owner’s hand. Its damage and temporary effects clear. Replaying costs its normal Charge. Cannot target Companions.

Wildfire Passage

Wildfire Passage

TC-007 · Tactic · 6 Charge

Defeat every opposing Ally at one Route. Friendly characters and all Companions remain. Ready opposing Companions still block Explore.

Briar Surge

Briar Surge

TC-009 · Tactic · 1 Charge

A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.

Skyrunners

Vey — Companion

Vey — Companion

WB-002 · Companion · 0 Charge

At three journey marks: choose Windguide (2,5,2; your first move each turn costs 0) or Stormwing (4,5,1; when you defeat an Ally, gain 1 Renown).

Force 2 / Guard 5 / Insight 1

Kitelet

Kitelet

WB-004 · Ally · 1 Charge

No ability.

Force 1 / Guard 2 / Insight 1

Cloudfencer

Cloudfencer

WB-006 · Ally · 2 Charge

No ability.

Force 3 / Guard 3 / Insight 0

Ribbon Scout

Ribbon Scout

WB-008 · Ally · 2 Charge

No ability.

Force 1 / Guard 3 / Insight 2

Gale Courier

Gale Courier

WB-010 · Ally · 3 Charge

On entry: move another friendly unit one adjacent Route for free; ignore its movement limit.

Force 2 / Guard 3 / Insight 2

Thundercrest

Thundercrest

WB-012 · Ally · 4 Charge

No ability.

Force 4 / Guard 4 / Insight 1

Guststep

Guststep

WB-014 · Tactic · 0 Charge

Move a friendly character to an adjacent Route without exhausting it. Does not ready it or consume its normal move, and ignores its normal movement limit.

Clear Skies

Clear Skies

WB-016 · Tactic · 1 Charge

Draw 2 cards.

Sudden Squall

Sudden Squall

WB-018 · Tactic · 1 Charge

Deal 3 damage to an opposing Ally at your Companion’s Route.

Tailwind

Tailwind

WB-020 · Tactic · 2 Charge

A friendly character gains +2 Insight until the end of your turn.

Open Horizon

Open Horizon

WB-022 · Tactic · 1 Charge

Move your Companion to any Route without exhausting it; heal it by 3. Does not ready it.

Nima — Companion

Nima — Companion

RR-004 · Companion · 0 Charge

At 3 journey marks, pay 2 charge: choose Chartweaver or Stormdancer. Keep damage, readiness, location and marks.

Force 2 / Guard 5 / Insight 1

Cloudskipper

Cloudskipper

RR-009 · Ally · 2 Charge

Swift: your first normal move each turn costs 0 charge. Normal movement restrictions still apply.

Force 1 / Guard 3 / Insight 1

Stormling

Stormling

RR-010 · Ally · 3 Charge

No ability.

Force 3 / Guard 4 / Insight 1

Lantern Signals

Lantern Signals

RR-013 · Tactic · 2 Charge

Draw 2 cards. You may move a friendly character to an adjacent Route without exhausting it. Does not ready it.

Force 0 / Guard 0 / Insight 0

Measured Gust

Measured Gust

RR-014 · Tactic · 1 Charge

A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.

Force 0 / Guard 0 / Insight 0

Cloudfencer

Cloudfencer

OFF-002 · Ally · 2 Charge

No ability.

Force 4 / Guard 2 / Insight 0

Thundercrest

Thundercrest

OFF-003 · Ally · 4 Charge

No ability.

Force 5 / Guard 3 / Insight 1

Dawnquill

Dawnquill

SP-003 · Ally · 3 Charge

No ability.

Force 0 / Guard 1 / Insight 3

Prismarten

Prismarten

SP-004 · Ally · 3 Charge

Shift — Once per turn, pay 1 charge: switch between Guide (0/2/2) and Striker (4/2/0). Keep damage, readiness and Route.

Force 0 / Guard 2 / Insight 2

Reedrunner

Reedrunner

FA-003 · Ally · 2 Charge

Lightfoot — Once during your turn, pay 1 additional Charge when making a normal move to avoid exhausting. Adjacency and normal movement limits still apply.

Force 2 / Guard 2 / Insight 1

Glass Lynx

Glass Lynx

FA-004 · Ally · 3 Charge

Precision — When Challenging, you choose which ready opposing character defends. If none are ready, choose any opposing character at this Route.

Force 3 / Guard 2 / Insight 1

Veilwing

Veilwing

FA-007 · Ally · 3 Charge

Slipstream — When Challenging, choose any opposing character at this Route, bypassing ready defenders. Does not bypass Explore blocking.

Force 3 / Guard 2 / Insight 0

Duskquill

Duskquill

FA-008 · Ally · 2 Charge

Star Chart — When played, privately look at up to the top 3 cards of your deck. Put one into your hand and the others on the bottom in either order. No discard recycling for this effect.

Force 1 / Guard 3 / Insight 1

Starfall

Starfall

TC-002 · Tactic · 2 Charge

Deal 3 damage to an opposing character at any Route. Can defeat a Companion under its normal return rule.

Sever the Thread

Sever the Thread

TC-004 · Tactic · 5 Charge

Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.

Back to the Clouds

Back to the Clouds

TC-006 · Tactic · 2 Charge

Return an opposing Ally at any Route to its owner’s hand. Its damage and temporary effects clear. Replaying costs its normal Charge. Cannot target Companions.

Empty the Horizon

Empty the Horizon

TC-008 · Tactic · 6 Charge

Defeat every opposing Ally at one Route. Friendly characters and all Companions remain. Ready opposing Companions still block Explore.

Veilborn

Nyxara

Nyxara

VB-001 · Companion · 0 Charge

Unseal — Once during your turn, pay 1 Charge to open the Netherway. Does not exhaust Nyxara.

Force 1 / Guard 5 / Insight 1

Morrow

Morrow

VB-002 · Companion · 0 Charge

Between Worlds - Once during your turn, pay 1 Charge to move from Lantern Crossing into the open Netherway without exhausting. Counts as its normal move; must be ready and not have moved normally.

Force 1 / Guard 5 / Insight 1

Riftcrown

Riftcrown

VB-003 · Ally · 4 Charge

Realmstrider - Its normal move into the Netherway does not exhaust it. Normal movement cost, readiness and once-per-turn movement limit still apply.

Force 3 / Guard 4 / Insight 2

Vesperant

Vesperant

VB-004 · Ally · 2 Charge

Foretold Return - After another friendly character explores the Netherway, it may emerge at Vesperant's normal Route and heal 1. It stays exhausted. No effect while Vesperant is in the Netherway.

Force 2 / Guard 4 / Insight 1

Wispweaver

Wispweaver

VB-005 · Ally · 1 Charge

Stitch the Veil - When played, open the Netherway if it is closed.

Force 0 / Guard 3 / Insight 1

Grinshade

Grinshade

VB-006 · Ally · 3 Charge

Uncertain Form - When chosen to defend a Challenge, you may pay 1 Charge and roll a six-sided die. On 5-6, prevent that Challenge's damage. Once per round per Grinshade. The attacker still exhausts.

Force 3 / Guard 2 / Insight 1

Seamling

Seamling

VB-007 · Ally · 1 Charge

Force 1 / Guard 2 / Insight 1

Null Harrier

Null Harrier

VB-008 · Ally · 2 Charge

Beyond the Mask - While in the Netherway, this character has +1 Force.

Force 3 / Guard 2 / Insight 0

Hexmantle

Hexmantle

VB-009 · Ally · 2 Charge

Fading Hex - When played, give an opposing character at this Route -1 Force until the start of your next turn. Hex penalties do not stack; use the strongest.

Force 1 / Guard 4 / Insight 1

Rift Cantor

Rift Cantor

VB-010 · Ally · 3 Charge

Voices Between - After this character explores the Netherway, draw 1 card. Once per turn.

Force 1 / Guard 3 / Insight 2

Unseal the Netherway

Unseal the Netherway

VB-011 · Tactic · 1 Charge

Open the Netherway. Play only while it is closed.

Passage Unseen

Passage Unseen

VB-012 · Tactic · 0 Charge

Move a friendly character from Lantern Crossing into the open Netherway without exhausting or readying it. Does not consume its normal move. Rooted cannot move.

Whispers Beyond

Whispers Beyond

VB-013 · Tactic · 1 Charge

Draw 2 cards.

Unravel

Unravel

VB-014 · Tactic · 1 Charge

Return an opposing Ally at any Route to its owner's hand. It loses damage and temporary effects. Replaying costs normal Charge and resolves entry abilities. Cannot target Companions.

Void Lance

Void Lance

VB-015 · Tactic · 2 Charge

Deal 3 damage to an opposing character at any Route, including the Netherway. Companions follow their normal defeat-and-return rule.

Stolen Horizon

Stolen Horizon

VB-016 · Tactic · 3 Charge

Choose an opposing non-Rooted Ally in a normal lane. Open the Netherway if closed, then move that Ally there and exhaust it. Does not extend an existing realm. Cannot target Companions.

Vanta

Vanta

VB-017 · Ally · 4 Charge

Riftfire Ambush - After Vanta explores the Netherway and emerges exhausted, you may deal 2 damage to one opposing Ally at his exit Route. Cannot target Companions. Normal exploration restrictions apply.

Force 3 / Guard 4 / Insight 1

Ironmaw

Rauk

Rauk

IM-001 · Companion · 0 Charge

Siege Rhythm - During your turn, after another friendly character Challenges at Rauk's Route, Rauk gains +1 Force this turn. Maximum +2 per turn.

Force 1 / Guard 5 / Insight 1

Skara

Skara

IM-002 · Companion · 0 Charge

Relentless - After its own Challenge defeats an Ally, you may pay 2 Charge to ready Skara. It cannot Explore this turn. Once per turn. Eight-legged predator with oversized interlocking fangs.

Force 1 / Guard 5 / Insight 1

Gorequill

Gorequill

IM-003 · Ally · 3 Charge

Pack Momentum - During your turn, after another friendly character Challenges at its Route, this character gains +1 Force this turn. Maximum +3 per turn.

Force 2 / Guard 4 / Insight 0

Snapmaw

Snapmaw

IM-004 · Ally · 2 Charge

First Bite - Its first Challenge during the turn it enters has +1 Force for that Challenge.

Force 3 / Guard 1 / Insight 0

Ridgebreaker

Ridgebreaker

IM-005 · Ally · 5 Charge

Cleave - After its own Challenge defeats an Ally, deal excess damage to one other opposing Ally at that Route, chosen by the defender. No further spillover. See timing guide.

Force 5 / Guard 5 / Insight 0

Bloodhowl

Bloodhowl

IM-006 · Ally · 5 Charge

Hunting Chorus - During your turn, other friendly characters at this Route gain +1 Force. Multiple Hunting Choruses and Pack Bastion do not stack.

Force 3 / Guard 4 / Insight 1

Shardsprinter

Shardsprinter

IM-007 · Ally · 1 Charge

Force 2 / Guard 1 / Insight 0

Craggnash

Craggnash

IM-008 · Ally · 2 Charge

Force 2 / Guard 3 / Insight 1

Spineknuckle

Spineknuckle

IM-009 · Ally · 3 Charge

Grim Recovery - After its own Challenge defeats an Ally, heal this character by 1.

Force 3 / Guard 4 / Insight 0

Emberlash

Emberlash

IM-010 · Ally · 2 Charge

Scent of Victory - During your turn, after another friendly character's Challenge defeats an Ally, this character gains +1 Force this turn. Once per turn.

Force 2 / Guard 2 / Insight 1

Bloodrush

Bloodrush

IM-011 · Tactic · 2 Charge

A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.

Run Them Down

Run Them Down

IM-012 · Tactic · 1 Charge

Ready an exhausted friendly Ally. It cannot Explore this turn.

Pack Provision

Pack Provision

IM-013 · Tactic · 1 Charge

Draw 2 cards.

Jawbreaker

Jawbreaker

IM-014 · Tactic · 2 Charge

Deal 3 damage to an opposing character at any Route, including the Netherway. Companions follow their normal defeat-and-return rule.

Shatter the Line

Shatter the Line

IM-015 · Tactic · 5 Charge

Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.

Stampede

Stampede

IM-016 · Tactic · 6 Charge

Defeat every opposing Ally at one Route, including the Netherway if open. Friendly characters and all Companions remain. Surviving ready enemies still block Explore.

Hourglass Covenant

Orryx, the Unfinished

Orryx, the Unfinished

HC-001 · Companion · 0 Charge

Once during your turn, reduce the Charge cost of a Foretell Tactic you schedule by 1, minimum 0. Your first Explore with Orryx each turn while you have a pending Foretell gains 1 additional Renown; no extra Journey mark.

Force 1 / Guard 5 / Insight 1

Saela, Keeper of Tomorrows

Saela, Keeper of Tomorrows

HC-002 · Companion · 0 Charge

After your Foretell Tactic resolves, Saela gains +1 Insight for her next Explore this turn. If she is ready and has not moved normally, you may also move her to an adjacent normal Route for 0 Charge. This is her normal move and exhausts her.

Force 2 / Guard 5 / Insight 1

Secondhand Sentinel

Secondhand Sentinel

HC-003 · Ally · 3 Charge

After your Foretell Tactic resolves, this character gains +2 Force until the end of your turn, once per turn.

Force 4 / Guard 4 / Insight 0

Yesterday’s Echo

Yesterday’s Echo

HC-004 · Ally · 1 Charge

When played, look at the top 2 cards of your deck and put them back in either order. Do not reshuffle for this effect.

Force 0 / Guard 2 / Insight 1

Dunewick

Dunewick

HC-005 · Ally · 1 Charge

Instinct — Relies on its printed stats.

Force 1 / Guard 2 / Insight 1

Pendulum Warden

Pendulum Warden

HC-006 · Ally · 2 Charge

During your turn, this character has +1 Force while you have a pending Foretell Tactic.

Force 2 / Guard 3 / Insight 1

Copper Archivist

Copper Archivist

HC-007 · Ally · 3 Charge

Instinct — Relies on its printed stats.

Force 1 / Guard 3 / Insight 2

Afterimage Courser

Afterimage Courser

HC-008 · Ally · 2 Charge

Instinct — Relies on its printed stats.

Force 2 / Guard 2 / Insight 1

Eonbreaker

Eonbreaker

HC-009 · Ally · 4 Charge

Instinct — Relies on its printed stats.

Force 5 / Guard 3 / Insight 0

Vesper Clock

Vesper Clock

HC-010 · Ally · 3 Charge

When played, you may change the locked Route of your pending Foretell Tactic to an adjacent normal Route. Its resolution time does not change.

Force 1 / Guard 4 / Insight 1

Borrowed Dawn

Borrowed Dawn

HC-011 · Tactic · 0 Charge

Foretell — At your next turn’s Foretell step, draw 2 cards.

The Coming Fracture

The Coming Fracture

HC-012 · Tactic · 3 Charge

Foretell — Lock a normal Route. At your next Foretell step, deal 2 damage to each opposing Ally and 3 damage to each opposing Construct there. Does not hit Companions.

Last Moment

Last Moment

HC-013 · Tactic · 2 Charge

Deal 3 damage to an opposing character or Construct at any Route. Immediate; not Foretell.

Unwritten Route

Unwritten Route

HC-014 · Tactic · 1 Charge

A friendly character gains +2 Insight until the end of your turn. Does not ready it. This is immediate.

Deferred Shelter

Deferred Shelter

HC-015 · Tactic · 0 Charge

Foretell — Choose a normal Route when scheduling. At resolution, heal one friendly character there by 3.

Future Claim

Future Claim

HC-016 · Tactic · 1 Charge

Foretell — Choose a normal Route when scheduling. At resolution, if a ready friendly character and no ready opposing characters are there, gain 2 Renown. This is not an Explore and grants no Journey mark.

Revelwild

Zazri, the Grand Misrule

Zazri, the Grand Misrule

RW-001 · Companion · 0 Charge

Encore — After another friendly character Challenges from this Route, Zazri gains +1 Insight for its next Explore this turn, once per turn. An unused bonus expires at turn end.

Force 1 / Guard 5 / Insight 1

Pippa, Lanternheart

Pippa, Lanternheart

RW-002 · Companion · 0 Charge

Encore — After another friendly character Explores here, you may heal a friendly character here by 2, once per turn.

Force 1 / Guard 5 / Insight 1

Tatterstep

Tatterstep

RW-003 · Ally · 2 Charge

Encore — After another friendly character Explores here, if Tatterstep is ready and has not moved normally this turn, you may move it to an adjacent normal Route for 0 Charge. This is its normal move and exhausts it.

Force 2 / Guard 3 / Insight 1

Grumbleglow

Grumbleglow

RW-004 · Ally · 2 Charge

Encore — After another friendly character Challenges from this Route, Grumbleglow gains +2 Force until turn end, once per turn.

Force 3 / Guard 3 / Insight 0

Paintspark

Paintspark

RW-005 · Ally · 1 Charge

Instinct — Relies on its printed stats.

Force 1 / Guard 2 / Insight 1

Ribbon Duelist

Ribbon Duelist

RW-006 · Ally · 2 Charge

Encore — After another friendly character Explores here, this character gains +1 Force until turn end, once per turn.

Force 3 / Guard 2 / Insight 1

Maskbearer

Maskbearer

RW-007 · Ally · 2 Charge

Encore — After another friendly character Challenges from this Route, heal Maskbearer by 1, once per turn.

Force 1 / Guard 3 / Insight 2

Parade Weaver

Parade Weaver

RW-008 · Ally · 2 Charge

Instinct — Relies on its printed stats.

Force 1 / Guard 3 / Insight 2

Crescendo Hulk

Crescendo Hulk

RW-009 · Ally · 3 Charge

Encore — After another friendly character Explores here, this character gains +2 Force until turn end, once per turn.

Force 4 / Guard 4 / Insight 1

Backstage Sprite

Backstage Sprite

RW-010 · Ally · 1 Charge

Instinct — Relies on its printed stats.

Force 0 / Guard 3 / Insight 1

Steal the Spotlight

Steal the Spotlight

RW-011 · Tactic · 1 Charge

A friendly Ally gains +3 Force until turn end. If another friendly character already Challenged from that Ally’s current Route this turn, draw 1 card. Does not ready the Ally or prevent Explore.

Curtain Call

Curtain Call

RW-012 · Tactic · 0 Charge

Return one of your Allies to your hand, clearing its damage and temporary effects, then draw 2 cards. Cannot target Companions. Replaying the Ally costs its normal Charge.

Crowd Favor

Crowd Favor

RW-013 · Tactic · 1 Charge

Draw 2 cards.

Painted Rebuke

Painted Rebuke

RW-014 · Tactic · 2 Charge

Deal 3 damage to an opposing character at any Route.

Standing Ovation

Standing Ovation

RW-015 · Tactic · 1 Charge

Choose a normal Route and a friendly character that already Challenged from there this turn. The next friendly Explore there this turn gains 2 additional Renown if its explorer is different from that chosen attacker. No additional Journey mark.

Empty Seats

Empty Seats

RW-016 · Tactic · 2 Charge

Return an opposing Ally at a normal Route to its owner’s hand, clearing its state. You may then deal 1 damage to a different opposing Ally still at that Route. Cannot target Companions.

Prismforge

Vitra, the Shaping Heart

Vitra, the Shaping Heart

PF-001 · Companion · 0 Charge

Once during your turn, reduce the Charge cost of a Construct you play by 1, minimum 1. Route-slot restrictions still apply.

Force 1 / Guard 5 / Insight 1

Keldrax, Walking Citadel

Keldrax, Walking Citadel

PF-002 · Companion · 0 Charge

Foundation — Your first Construct this match costs 1 less Charge, minimum 1. Keldrax has +2 Force while at a normal Route containing your Construct.

Force 2 / Guard 5 / Insight 1

Shardling Surveyor

Shardling Surveyor

PF-003 · Ally · 1 Charge

When played, look at the top 5 cards of your deck. You may reveal one Construct and put it into your hand. Put the rest on the bottom in any order. Do not reshuffle for this effect.

Force 0 / Guard 2 / Insight 1

Facetbreaker

Facetbreaker

PF-004 · Ally · 3 Charge

This character deals +2 Challenge damage when attacking a Construct. During your turn, this character has +1 Force while at a Route containing your Construct.

Force 4 / Guard 2 / Insight 0

Chiselkin

Chiselkin

PF-005 · Ally · 1 Charge

Instinct — Relies on its printed stats.

Force 1 / Guard 2 / Insight 1

Chromewarden

Chromewarden

PF-006 · Ally · 2 Charge

During your turn, this character has +1 Force while at a Route containing your Construct.

Force 2 / Guard 3 / Insight 1

Refraction Mason

Refraction Mason

PF-007 · Ally · 3 Charge

Instinct — Relies on its printed stats.

Force 2 / Guard 3 / Insight 2

Lattice Vanguard

Lattice Vanguard

PF-008 · Ally · 3 Charge

Instinct — Relies on its printed stats.

Force 4 / Guard 4 / Insight 0

Shard Courier

Shard Courier

PF-009 · Ally · 2 Charge

When played, you may relocate one of your Constructs to an adjacent normal Route with an empty friendly Construct slot. Keep its damage.

Force 2 / Guard 2 / Insight 1

Core Tender

Core Tender

PF-010 · Ally · 1 Charge

When played, heal one of your Constructs at this Route by 2.

Force 1 / Guard 3 / Insight 1

Emergency Assembly

Emergency Assembly

PF-011 · Tactic · 0 Charge

Relocate one of your Constructs to an adjacent normal Route with an empty friendly Construct slot, then heal it by 2.

Prismatic Lance

Prismatic Lance

PF-012 · Tactic · 2 Charge

Deal 3 damage to an opposing character or Construct at any Route.

Pattern Recall

Pattern Recall

PF-013 · Tactic · 1 Charge

Draw 2 cards.

Facet Surge

Facet Surge

PF-014 · Tactic · 1 Charge

A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.

Salvage Order

Salvage Order

PF-015 · Tactic · 0 Charge

Return one of your damaged Constructs to your hand, clearing its damage, then draw 1 card. It must be replayed for its normal cost.

Focused Refraction

Focused Refraction

PF-016 · Tactic · 2 Charge

Deal 4 damage to an opposing Ally at a normal Route containing your Construct. Cannot target Companions or Constructs.

Resonance Spire

Resonance Spire

PF-017 · Construct · 2 Charge

Guard 3. The first friendly character to Explore here during your turn gains 1 additional Renown. This bonus is not an additional Explore or Journey mark. Blocks opposing Explore at this Route until destroyed or relocated.

Relay Prism

Relay Prism

PF-018 · Construct · 2 Charge

Guard 3. Once during your turn, reduce the Charge cost of a friendly character’s normal move from this Route by 1, minimum 0. It still exhausts unless its own ability says otherwise. Blocks opposing Explore at this Route until destroyed or relocated.

Facet Bulwark

Facet Bulwark

PF-019 · Construct · 2 Charge

Guard 4. Once per numbered round, reduce the first positive Challenge damage dealt to a friendly Ally here by 1, minimum 1. Does not combine with another Challenge-damage reduction; use the largest reduction. Does not protect Companions or Constructs. Blocks opposing Explore at this Route until destroyed or relocated.

Vigilant Array

Spark Surveyor

Spark Surveyor

VA003 · Ally · 1 Charge

Instinct - Relies on its printed stats.

Force 1 / Guard 2 / Insight 1

Latchguard

Latchguard

VA004 · Ally · 2 Charge

When Latchguard defends a Challenge, prevent 1 damage that Challenge would deal to it.

Force 1 / Guard 4 / Insight 0

Voltstrider

Voltstrider

VA005 · Ally · 2 Charge

Instinct - Relies on its printed stats.

Force 3 / Guard 2 / Insight 1

Signal Wisp

Signal Wisp

VA006 · Ally · 2 Charge

Instinct - Relies on its printed stats.

Force 0 / Guard 3 / Insight 2

Coilblade

Coilblade

VA007 · Ally · 3 Charge

On your turn, Coilblade has +1 Force while you have at least 2 Charge remaining.

Force 3 / Guard 3 / Insight 1

Mirror Marshal

Mirror Marshal

VA008 · Ally · 4 Charge

The first time each opponent turn you play a Reaction, prevent the next 1 damage that turn to Mirror Marshal. Multiple Marshals do not share shields.

Force 3 / Guard 5 / Insight 1

Orison, Last Directive

Orison, Last Directive

VA009 · Ally · 5 Charge

Once on your turn: pay 1 Charge to move another friendly character in Orison's Route to an adjacent standard Route. That character exhausts.

Force 4 / Guard 6 / Insight 1

Emergency Plating

Emergency Plating

VA010 · Tactic · 1 Charge

On your turn: heal a friendly character by 3. Reaction: After the defender of an enemy Challenge is locked, before damage: prevent 2 damage that Challenge would deal to that defender. It must be your character.

Feedback Spike

Feedback Spike

VA011 · Tactic · 1 Charge

On your turn: deal 2 damage to an exhausted enemy character in a standard Route. Reaction: After an enemy Challenge finishes dealing damage and resolving defeats: deal 2 damage to its surviving attacker. Legal even if your defender was defeated.

Intercept Protocol

Intercept Protocol

VA012 · Tactic · 2 Charge

On your turn: move a friendly character to an adjacent standard Route without changing its readiness. Respect Rooted. Reaction: After an enemy Challenge locks one of your characters as defender, before damage: move a ready friendly character from an adjacent standard Route into this Route as the new defender. Exhaust it; its exhaustion does not invalidate this interception. The original defender remains in place.

Target Lock

Target Lock

VA013 · Tactic · 2 Charge

On your turn: deal 3 damage to an enemy character in a standard Route. Reaction: After an enemy character completes movement into a standard Route and all movement consequences resolve: deal 2 damage to it if it remains in play in that Route.

Containment Pulse

Containment Pulse

VA014 · Tactic · 2 Charge

On your turn: exhaust a ready enemy character in a standard Route. Reaction: After an enemy character completes Explore: exhaust another ready enemy character in that same standard Route. The completed Explore keeps all Renown and Journey.

Aegrix, Keeper of the Last Gate

Aegrix, Keeper of the Last Gate

VA001 · Companion · 0 Charge

First Reaction each opponent turn: heal Aegrix by 1 after resolution if it remains in play and is not recovering.

Force 1 / Guard 5 / Insight 2

Syntra, the Questioning Signal

Syntra, the Questioning Signal

VA002 · Companion · 0 Charge

First Reaction each opponent turn with printed cost 2+: draw 1 after resolution if not recovering.

Force 1 / Guard 5 / Insight 2

Elderwake

Mossback Forager

Mossback Forager

EW003 · Ally · 1 Charge

Instinct - Relies on its printed stats.

Force 1 / Guard 2 / Insight 1

Cragling

Cragling

EW004 · Ally · 2 Charge

Instinct - Relies on its printed stats.

Force 3 / Guard 3 / Insight 0

Tideglass Pilgrim

Tideglass Pilgrim

EW005 · Ally · 2 Charge

Instinct - Relies on its printed stats.

Force 1 / Guard 3 / Insight 2

Basalt Hewer

Basalt Hewer

EW006 · Ally · 2 Charge

Awaken 1: deal 2 damage to an enemy character in this Route.

Force 3 / Guard 4 / Insight 1

Reef-Crowned Ogre

Reef-Crowned Ogre

EW007 · Ally · 3 Charge

Awaken 1: remove up to 4 damage from another friendly character in this Route.

Force 2 / Guard 5 / Insight 1

Hollowpeak Ancient

Hollowpeak Ancient

EW008 · Ally · 4 Charge

Awaken 2: deal 2 damage to each other character in this Route, friendly and enemy. Resolve the damage simultaneously, then defeats.

Force 4 / Guard 6 / Insight 0

Oruun, the Walking Horizon

Oruun, the Walking Horizon

EW009 · Ally · 6 Charge

Awaken 2: choose one - deal 4 damage to an enemy character in this Route; or Oruun gains +2 Insight until end of this turn. Choose the mode when preparing; damage target at resolution.

Force 6 / Guard 8 / Insight 1

Deep Nourishment

Deep Nourishment

EW010 · Tactic · 1 Charge

On your turn: remove up to 4 damage from a friendly character. It must have at least 1 damage.

Faultline Strike

Faultline Strike

EW011 · Tactic · 2 Charge

On your turn: deal 3 damage to an exhausted enemy character in a standard Route.

Shelter of Ages

Shelter of Ages

EW012 · Tactic · 1 Charge

On your turn: choose a friendly character with a pending Awakening. Prevent the next 2 damage to it before your next turn begins. This does not prevent movement or removal.

Seismic Roar

Seismic Roar

EW013 · Tactic · 3 Charge

On your turn: deal 2 damage to each character in a chosen standard Route, including yours. Damage is simultaneous; resolve defeats before another action.

Rising Deep

Rising Deep

EW014 · Tactic · 1 Charge

On your turn: move a friendly character from its current standard Route to an adjacent standard Route. Exhaust it. If it is ready and has Awaken, you may instead prepare its printed Awakening for 1 less Charge, minimum 0, paying that cost in addition to this Tactic. No movement in that mode; exhaust normally.

Tharuun, the Buried Dawn

Tharuun, the Buried Dawn

EW001 · Companion · 0 Charge

Awaken 2: deal 3 damage to an enemy character in this Route. Base form: +1 Insight while you control at least two Allies.

Force 2 / Guard 5 / Insight 1

Nhalora, the Deep Remembering

Nhalora, the Deep Remembering

EW002 · Companion · 0 Charge

Awaken 2: move another friendly character here to an adjacent standard Route without changing readiness. Base form: +1 Insight while you control at least two Allies.

Force 1 / Guard 5 / Insight 1

Evidence and limits

Actual Construct-blocking nine-faction rules with six Constructs in Prismforge. All 36 cross-faction pairings plus nine alternate-Companion mirrors; every Companion, both seats and starts, four scoring/aggressive policy combinations, three new deterministic shuffle scenarios per configuration. Fixed full 30-card decks, no mulligans. Card inventory, JSON save/restore, nonnegative Charge and unresolved character defeats checked after every action. Draws count as half a win; mirrors excluded from faction and Companion rates.

Heuristic practice-AI diagnostics, not human win rates or proof of optimal play. Matchup cells have 192 games; Companion rows 768. Same scenario configurations are paired across versions. Some individual matchups remain uneven despite closer faction averages. No browser layout QA; compiled controls and persistence tested using a minimal DOM. Human match duration and bluffing have not been measured.

Results, exact changes and source hashes · All paired baseline and selected matches