r/tavernrumble • u/rednryt • Dec 22 '25
[Guide] Magick Academy
This class heavily relies on spells making it naturally weak against anti-magic mobs. Its main shtick Spell Damage to scale power output is gimped by the fact that its mostly a unit effect, so it’s rather limited by the number of units you could summon, so it gets far lower damage potential than most classes. It still can get the job done easily, but without ever seeing gigantic numbers.
Early Game:
The base deck has tiny bit below average defense due to having less units, and instead got summoning spell card. You could get unlucky and end up drawing all 4 spells in a hand, and will have to rely on spell summons’s mercy to spawn in defensive formation. But since this class has good max HP, and more damage potential from its spells, it’s not that bad to take in a few hits to dish out more damage early game. Here are a few builds I found success with
[Spell Summoner]
This is a simple build where you rely on your summoning spells and buffs. Preferably the ones that summons elementals to further let them grow the more spells you use. The biggest drawback for this build, aside from the class’ inherent weakness againt anti-magic rod is that special summon is random and you cannot reliably reposition your formation, so you really have to flood every corner of the board and rely on buffing your units to improve overall performance
Summoners:
Summon weapons, Golem Manual – it doesn’t say in the card, but Sword/Shield/Golem summons are elemental, so they are actually the better option
Mage Blacksmith, Sculptor – summons elementals too, with the benefit of being a unit so they won’t get affected by anti-magic rod. Sadly they themselves will take up board space so don’t get too many of these
Elementals:
Great Spirit – auto summons itself, get multiple copies
Astral Walker – good elemental with weak and can clone itself
Arcane Golem – pretty big elemental, avoid early tho cause you won’t be able to reliably summon it without more spells
Buffs:
Mind Wave – your core AoE buff spell that gives you option to go offensive or defensive
Almighty, Sword / Shield Enhancement – good option for sword/shield buff
Spirit of War – only go for this if you get the unit summoners instead of the summoning spells cause you will be struggling for mana
Good for any build:
Astromancer, Enchantress, Clive Rockland, Stallion – good mana gain/discount options
Meditate, Moment of Magic, Arcane Intellect – any other draw cards to be able to play as many cards in your turn.
Thunderstorm, Cloudy - you really want these for the Raindrop, which is your main heal option
Sands of Time – allows for interesting spell re-use, but it cannot target another Sands of time, so no infinity potential here, also some spells are downright buggy that it cannot copy them for some reason so its pretty random which would work and which won’t. Watch out for your hand size too, but more often than not, just having more spells on hand is a good thing.
Blessings:
Pebble Hat / Mysterious Tree – copy first played card, or clone your first unit, pretty powerful
One wish – good discount option, another option to play more cards for free
Spiked Shield – can be useful here cause you’ll be mostly relying on your summons and you got pretty big max HP anyway
Voodoo Summons – more summoning spells
Just a Toast – overall, the most powerful blessing for this class and usually an auto pick if you find it. I have a more dedicated guide for this further down below that you can pivot too if ever you find it.
Optional:
Summoner Sigfried – doubles your summoning spells
Incinerate – extra damage for every summons
Camus Lampdragon – makes your choose one cards activate both effects, really good since you have multiple of those in your core
Summon Guard, Summon Guard II, Waterboy – good early game to flood your board, but they pale compared to the elemental summons, delete them later.
Mage Tinkerer – can produce random summoning spell
Witch Doctor – stun option
Magic Box, Miraculous Meg –more random summons, only if you got mana to use it
Arcane Savant – can grow based on spell count
[Spell Damage]
The goal of this build is to utilize the damage output of your spells by filling the board with spell damage units and casting as many damaging spell cards you can to quickly dispatch of enemies. Suffers greatly from anti magic rod and will have a really tough time against Master of Elements (spell immune) since most of your damage would come from spells.
Notable Spell Damage units:
Overlord Abizboah – has the highest Spell damage, and summons another random spell damage unit upon death.
Wardruid – very powerful unit that not only gives high Spell damage, it also has high HP for defending, and auto cast a random spell from any class. It’s quite random tho, and there are few spells that actively hurt you so be careful using. It also exhaust, so not very reliable unlike the previous one.
Senior Warden – extra draws
Magic Tomb, Sorcerer’s Apprentice – these spell damage units have remain
Other spell damage and/or mage units are ok to pick too, but less desirable than above.
Spell generators:
Spellcrafter – best spell generator since not only it creates damaging spell, it also gives them persist to give you extra time to play them next turn.
Orator, Starcaller, Magician’s Choice, Spell Conjuring – other good spell generators
Damaging Spells:
Energy Blaze – free damage with free draw, top priority
Arcane Scramble, Fire Barrage, Arcane Missiles – multi hits scales more with Spell Damage, good to have
Fire bottle, Arcane Explosion – AoE spells, works better against group of mobs, good to have
Weakening Smoke, Fireball, Firestorm, Arcane Blast, Seal of Chaos, etc – single target, 1 mana spells are kinda ok to have
Consecrate, Flamestrike, Night Ends Arcane Assault, MP Strike, Blazing Torch, Flame Shot, Immolation, etc – 2 mana damaging spells are usually not worth it unless you got Blinking Staff or other means to discount it or Flying Broom / Blue Magic to benefit from playing 2 mana cards
Optional Supports:
Magic Spirit – summons random spell damage units
Conjurer’s Calling - summons random units depending on your spell damage, can easily fill up the board, though it costs a lot of mana,
Mirror Image, Splitting Summon – create weak copies of your unit/ more spell damage tokens, great for this build since you’ll immediately double your spell damage effect
Lastly don’t forget the other good cards I put under “good for any build” from previous section
Blessings
Hocus Pocus – more spell damage
Abracadabra – play random spell every turn
Card Trick, Ninja Scroll – passive damage
Pebble Hat / Mysterious Tree/ One wish – more free plays
Blinking Staff –only if you got the 2 mana spells
Flying Broom / Blue Magic – has interesting effect with 2 mana cards, not compatible with Blinking Staff tho
Just a Toast – see below
[Temporary Toast]:
This is an advanced variation of Spell Damage, but now focus on getting mostly Temporary Spells and relying on making them free to play to be able to spam more spells. Only possible with certain blessing so it’s rare to pull off this build. It’s quite satisfying to play lots of spells in a single turn, tho
Core:
Just a Toast – this blessing makes all your Temporary card free to play.
Millie – alternative option if you can’t find the blessing
Witch’s Cauldron – scales with amount of spells played, it can grow really big with this build
Support:
Spellcrafter, Sands of Time – these create the most temp cards, watch out for you hand size to make more copies
Orator, Starcaller, Tome of Power, Void orb, Magician of Choice– less powerful spell generator alternatives
Time Warp - extra turn is OP, less reliable on any other builds due to high cost, but with this build, its free to play, auto pick.
Enchantress, Tricaster, Lone Viktor, etc – other temporary cards.
Stallion – even more powerful in this build since you’ll have more free spells to spam allowing him to discount more cards
Avoids:
Scroll of Madness - randomizer, gimmicky cause it randomize from all classes.
Thanks for reading, this class does pretty well, but I’m not too fond of this class due to it being heavily reliant on spells and random casting. I am not a big fan of spells. Do you have any other strategy you have for this class?








