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KeyForge: Dark Tidings Archon Deck DISPLAY (12)
KeyForge: Dark Tidings Archon Deck DISPLAY (12)

The fifth set of Archon Decks for KeyForge.

Each Dark Tidings Archon Deck contains a single, ready-to-play 36-card deck, bringing together three of the diverse Houses of the Crucible into a single deck—featuring its own mix of cards and unique from every other Archon Deck in existence.

Bursting onto the scene with the addition over 250 brand-new cards into the remixed cardpool, Dark Tidings pushes the possibilities to their breaking point and brings billions more unique decks to the forefront. Each of these decks is completely unlike any that have come before, and with the addition of a brand-new faction, the shifting tides of the Crucible, and the concept of evil twin decks, Dark Tidings offers its own twist on what you have come to expect from KeyForge.

Just as with earlier sets, there are plenty of ways for you to get started playing KeyForge with Dark Tidings. If you’re already playing, you’ll want an assortment of Dark Tidings Archon Decks, each offering a ready-to-play unique deck. If you’re getting into the game for the first time, however, you have some options! The Dark Tidings Deluxe Deck has one deck and tokens for one player, while the Two-Player Starter Set offers two decks, paper playmats, and tokens for you and your opponent. Whether you’re a veteran or just starting to look into the game, Dark Tidings is a perfect entrypoint.

Unfathomable Depths
Dark Tidings begins by introducing a brand-new House to your games of KeyForge, replacing House Dis in the rotation of active Houses. Dwelling deep in the oceans of the Crucible, House Unfathomable takes Dark Tidings in a decidedly aquatic direction. With a mix of humanoid Aquans and dangerous deep-sea beasts, the Unfathomable can be deadly for unprepared creatures that stray into their domain. But with the tides rising across the Crucible, the entire planet may soon fall under the control of House Unfathomable…

As a faction, House Unfathomable specializes in controlling their foes by exhausting enemy creatures. With cards like Kiri Giltspine (Dark Tidings, 342) keeping your opponent’s creatures down, it quickly becomes difficult for them to muster a fighting force or reap enough æmber. Then, once your enemies are exhausted, you can keep them out of commission with the unusual powers of The Chosen One (Dark Tidings, 332) or even wipe away their board by playing Sleep with the Fishes (Dark Tidings, 344)!

Of course, the Unfathomable are known for another area of mastery—the tides that crash across the Crucible. The tides may be as unusual as every other part of the Crucible, but you can count on one thing—if it’s high tide for you, it’s low tide for someone else. Every Archon Deck in Dark Tidings comes with the new Tide Card (Dark Tidings, 0), and it forms an integral part of many cards in this set. The Tide Card starts each game out of play, but as soon as one player raises the tide, the Tide Card is brought into play, with High Tide facing toward you and Low Tide facing your opponent. High Tide has no inherent effects, but many cards become more powerful, or can only be used, if you have the High Tide, such as Hookmaster (Dark Tidings, 358). Many effects can raise the tide, such as Seabringer Kekoa (Dark Tidings, 364), but even if they aren’t available, the player with Low Tide can always suffer three chains to turn the tide in their favor!

As tides begin to swell across the Crucible, the power of the Unfathomable may be rising, but they certainly don’t have a monopoly on harnessing the tides. Every House in KeyForge has ways to take advantage of the Tide Card in Dark Tidings!

Logos seeks to master and regulate the unpredictable nature of the tides by employing a Tide Warp (Dark Tidings, 28)—an artifact that strives to ensure fair and balanced access to the tides for both players. Meanwhile, Marshal Ewer (Dark Tidings, 116) lets you consistently raise the tide, and Ol' Paddy (Dark Tidings, 408) pulls more and more creatures out of the depths of your deck. The Star Alliance turns to characters like Lieutenant Valmart (Dark Tidings, 296) to keep your opponent’s keys out of reach, a Sea Urchin (Dark Tidings, 239) is a poisonous thief, and Undagnathus (Dark Tidings, 182) can be a real heavy-hitter if you have the high tide.

My Evil Twin
They say that you can find anything on the Crucible, if you search hard enough for it… even your own evil twin. Now with the Dark Tidings set, the developers continue to push the KeyForge algorithm, and you just might find an evil twin of your own in the game.

Evil twin decks are a brand-new type of deck appearing in Dark Tidings, and they’re quite unlike anything you’ve ever seen before. For example, you may open a deck that’s entitled Speaker Domitia’s Evil Twin. This deck is an exact copy of Speaker Domitia, a real deck that has been printed and can be found by another player out in the world. The crucial difference is that in an evil twin deck, many of your creatures look a little different.

In the Dark Tidings set, many creatures have evil twin variants, and if you find an evil twin deck, every creature with an evil twin variant appear in that form. These evil twin creatures feature new artwork, graphic design, and abilities, making them a significant departure from the original creature. For example, if the “original” deck had Undagnathus and Lærie of the Lake (Dark Tidings, 115), the evil twin copy of the deck would swap in the evil twin versions of Undagnathus (Dark Tidings, 130) and Lærie of the Lake (Dark Tidings, 66), as well as any other creatures in the deck that have an evil twin version.

You may know your evil twin exists somewhere on the Crucible, but finding and playing against your evil twin in the real world is an experience that you don’t want to miss!

Beneath the Waves
The tides of the Crucible are wild and unpredictable, but with this new KeyForge set, you can venture out into these strange oceans. Search for evil twin decks, unlock the secrets of House Unfathomable, and master the tides.

      loppu varastosta
143.30 €
KeyForge: Mass Mutation Archon Deck
KeyForge: Mass Mutation Archon Deck

The fourth set of Archon Decks for KeyForge!

The world of the Crucible is pushed and pulled by constant twists and turns, but a great change is coming—unlike anything we’ve seen before. A vault containing mysterious dark æmber has been opened, causing strange and unknowable transformations. While each House must decide to condemn or enjoy the dark æmber mutations, one thing is certain: KeyForge will never be the same!

The KeyForge cardpool grows and expands once more with Mass Mutation, giving you access to billions upon billions more completely unique decks—decks with their own strategies and tactics that only you can truly master. Drawing from a cardpool of 422 cards, Mass Mutation brings over 250 brand-new cards to your decks, and with the introduction of dark æmber, mutation runs rampant. You’ll find strange new versions of familiar characters, massive creatures that stretch across more than one card, and the triumphant return of House Sanctum.

As with previous sets of KeyForge, there are plenty of ways for you to enter the game. If you’re already playing, you can easily pick up an assortment of Mass Mutation Archon Decks, each offering a ready-to-play unique deck. Or, if you’re getting into the game for the first time, the Mass Mutation Deluxe Deck contains one deck and tokens for one player, while the Two-Player Starter Set contains two decks, paper playmats, and tokens for you and your opponent. Whether you’ve been playing KeyForge since the first day, or it’s just now catching your eye, Mass Mutation is the perfect time to get started.

Dark Æmber Mutations
The vault of dark æmber has been opened, and the mutations that it causes are already running rampant across the Crucible. These mutations are not inherently good or evil, though House Sanctum would certainly argue otherwise. But although each House chooses to despise or embrace the mutation, one thing is undeniable—the changes that it brings to familiar creatures are certainly strange.

Bad Penny has been a familiar creature since the game’s very first set, Call of the Archons. With Mass Mutation, however, you’ll find a new twist on what you know with the introduction of Rad Penny (Mass Mutation, 255). Rad Penny gets shuffled into your deck rather than returning to your hand upon destruction, but she also steals an æmber from your opponent when she’s played. Or, you may uncover a deck with Snarette (Mass Mutation, 14), a mutant version of Charette. Snarette captures æmber more slowly, but its potential is far higher, and as an Action, you can clear all of its captured æmber.

Other creatures may be found in multiple versions, as mutations bring the houses in your deck closer together than ever before. For example, in House Logos, you may find a Dino-Bot (Mass Mutation, 119), bringing elements of Saurian and Logos playstyle together. However, there is also a Lyco-Bot (Mass Mutation, 120), an Umbra-Bot (Mass Mutation, 123), and other variants of this same type of creature for each of the Houses.

While many mutations have been wrought in the Crucible, some are specific to your very own deck with the introduction of the new enhance keyword. Unlike most keywords, which come into effect during gameplay, enhance does all of its work as your deck is first being algorithmically generated and collated. Essentially, enhance simply adds bonus icons to cards in your deck. Up to this point, the only bonus icon has been Æmber, which lets you gain an æmber when a card with this bonus icon is played. Mass Mutation, however, introduces three additional bonus icons alongside the enhance keyword! The Capture bonus icon lets any friendly creature capture one æmber, the Damage bonus icon lets you deal one damage to a creature in play, and the Draw bonus icon lets you draw a card.

For example, the Star Alliance gains access to the resources offered by Armory Officer Nel (Mass Mutation, 319). With the enhance keyword, Armory Officer Nel enhances a single random card in the deck with a Draw bonus icon. Then, whenever you play the card with that bonus icon during a game, you’ll be able to draw a card! Your KeyForge Archon Decks already boasted a completely unique mix of cards, but with the introduction of the enhance keyword, you have the chance to find specific, individual cards in your deck that no other player has ever encountered.

Stomping into Action
Adding a few new icons to cards in your deck may seem like a small change, but not every mutation born of dark æmber is small in scale. In fact, Mass Mutation also sees the introduction of the game’s first gigantic creatures—titanic mutants too large to be contained on a single card!

Each of the gigantic creatures in Mass Mutation stretches across two cards in your deck, and you’ll need both of those cards in your hand to be able to play the creature. The rewards are well worth the challenge, however, as you’ll see with the towering Deusillus (Mass Mutation, 244). This 20-power creature captures all of your opponent’s æmber and deals five damage to a creature when he enters play—and every time he fights or reaps, he discards an æmber and deals two damage to every enemy creature!

Deusillus is just one of the gigantic creatures arriving with Mass Mutation, and every time these mutants thunder onto the battlefield, they’re sure to make a significant impact.

Purge the Unclean
Mass Mutation also marks the triumphant return of House Sanctum as they return to the game, eager to combat the rising tides of mutation. Taking the place of House Brobnar in the cardpool, the Sanctum have learned much in their time out of the spotlight, but their zeal is wholly undimmed.

New cards like Ardent Hero (Mass Mutation, 126) boast a vendetta against Mutants—between the taunt keyword and immunity to damage from Mutants and high-power creatures, this hero is certain to protect the rest of your battle line. Or, you may simply play Gizelhart's Wrath (Mass Mutation, 163), an action that destroys each Mutant creature in play. And yet, despite their fervor, House Sanctum is not untouched by mutation. With powerful creatures like Bull-wark (Mass Mutation, 127) joining the battle, even the Sanctum may soften the harsh lines they draw.

Change Is Coming
Dark æmber spills out across the Crucible, and it’s about to be the game’s biggest shake-up yet. (If you thought the Four Horsemen were impressive, wait until you see the Seven Sins!) Prepare for the coming mutations!

  !   tilattava tuote
12.00 €
KeyForge: Mass Mutation Deluxe Archon Deck
KeyForge: Mass Mutation Deluxe Archon Deck

The Mass Mutation Deluxe Deck contains one deck and tokens for one player.

The fourth set of Archon Decks for KeyForge!

The world of the Crucible is pushed and pulled by constant twists and turns, but a great change is coming—unlike anything we’ve seen before. A vault containing mysterious dark æmber has been opened, causing strange and unknowable transformations. While each House must decide to condemn or enjoy the dark æmber mutations, one thing is certain: KeyForge will never be the same!

The KeyForge cardpool grows and expands once more with Mass Mutation, giving you access to billions upon billions more completely unique decks—decks with their own strategies and tactics that only you can truly master. Drawing from a cardpool of 422 cards, Mass Mutation brings over 250 brand-new cards to your decks, and with the introduction of dark æmber, mutation runs rampant. You’ll find strange new versions of familiar characters, massive creatures that stretch across more than one card, and the triumphant return of House Sanctum.

As with previous sets of KeyForge, there are plenty of ways for you to enter the game. If you’re already playing, you can easily pick up an assortment of Mass Mutation Archon Decks, each offering a ready-to-play unique deck. Or, if you’re getting into the game for the first time, the Mass Mutation Deluxe Deck contains one deck and tokens for one player, while the Two-Player Starter Set contains two decks, paper playmats, and tokens for you and your opponent. Whether you’ve been playing KeyForge since the first day, or it’s just now catching your eye, Mass Mutation is the perfect time to get started.

Dark Æmber Mutations
The vault of dark æmber has been opened, and the mutations that it causes are already running rampant across the Crucible. These mutations are not inherently good or evil, though House Sanctum would certainly argue otherwise. But although each House chooses to despise or embrace the mutation, one thing is undeniable—the changes that it brings to familiar creatures are certainly strange.

Bad Penny has been a familiar creature since the game’s very first set, Call of the Archons. With Mass Mutation, however, you’ll find a new twist on what you know with the introduction of Rad Penny (Mass Mutation, 255). Rad Penny gets shuffled into your deck rather than returning to your hand upon destruction, but she also steals an æmber from your opponent when she’s played. Or, you may uncover a deck with Snarette (Mass Mutation, 14), a mutant version of Charette. Snarette captures æmber more slowly, but its potential is far higher, and as an Action, you can clear all of its captured æmber.

Other creatures may be found in multiple versions, as mutations bring the houses in your deck closer together than ever before. For example, in House Logos, you may find a Dino-Bot (Mass Mutation, 119), bringing elements of Saurian and Logos playstyle together. However, there is also a Lyco-Bot (Mass Mutation, 120), an Umbra-Bot (Mass Mutation, 123), and other variants of this same type of creature for each of the Houses.

While many mutations have been wrought in the Crucible, some are specific to your very own deck with the introduction of the new enhance keyword. Unlike most keywords, which come into effect during gameplay, enhance does all of its work as your deck is first being algorithmically generated and collated. Essentially, enhance simply adds bonus icons to cards in your deck. Up to this point, the only bonus icon has been Æmber, which lets you gain an æmber when a card with this bonus icon is played. Mass Mutation, however, introduces three additional bonus icons alongside the enhance keyword! The Capture bonus icon lets any friendly creature capture one æmber, the Damage bonus icon lets you deal one damage to a creature in play, and the Draw bonus icon lets you draw a card.

For example, the Star Alliance gains access to the resources offered by Armory Officer Nel (Mass Mutation, 319). With the enhance keyword, Armory Officer Nel enhances a single random card in the deck with a Draw bonus icon. Then, whenever you play the card with that bonus icon during a game, you’ll be able to draw a card! Your KeyForge Archon Decks already boasted a completely unique mix of cards, but with the introduction of the enhance keyword, you have the chance to find specific, individual cards in your deck that no other player has ever encountered.

Stomping into Action
Adding a few new icons to cards in your deck may seem like a small change, but not every mutation born of dark æmber is small in scale. In fact, Mass Mutation also sees the introduction of the game’s first gigantic creatures—titanic mutants too large to be contained on a single card!

Each of the gigantic creatures in Mass Mutation stretches across two cards in your deck, and you’ll need both of those cards in your hand to be able to play the creature. The rewards are well worth the challenge, however, as you’ll see with the towering Deusillus (Mass Mutation, 244). This 20-power creature captures all of your opponent’s æmber and deals five damage to a creature when he enters play—and every time he fights or reaps, he discards an æmber and deals two damage to every enemy creature!

Deusillus is just one of the gigantic creatures arriving with Mass Mutation, and every time these mutants thunder onto the battlefield, they’re sure to make a significant impact.

Purge the Unclean
Mass Mutation also marks the triumphant return of House Sanctum as they return to the game, eager to combat the rising tides of mutation. Taking the place of House Brobnar in the cardpool, the Sanctum have learned much in their time out of the spotlight, but their zeal is wholly undimmed.

New cards like Ardent Hero (Mass Mutation, 126) boast a vendetta against Mutants—between the taunt keyword and immunity to damage from Mutants and high-power creatures, this hero is certain to protect the rest of your battle line. Or, you may simply play Gizelhart's Wrath (Mass Mutation, 163), an action that destroys each Mutant creature in play. And yet, despite their fervor, House Sanctum is not untouched by mutation. With powerful creatures like Bull-wark (Mass Mutation, 127) joining the battle, even the Sanctum may soften the harsh lines they draw.

Change Is Coming
Dark æmber spills out across the Crucible, and it’s about to be the game’s biggest shake-up yet. (If you thought the Four Horsemen were impressive, wait until you see the Seven Sins!) Prepare for the coming mutations!

  !   tilattava tuote
19.50 €

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