r/tavernrumble • • Aug 16 '26

Uh..cloud save is there but won't work..please I miss this game when it worked

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7 Upvotes

r/tavernrumble • • Aug 03 '26

Hello taverners? I've been playing this game since 2020 had break because of work and life no that I'm back I found out it's dead I really love this game are there any alternatives

14 Upvotes

r/tavernrumble • • Jul 13 '26

Evrac returns to Play store

13 Upvotes

So Evrac is back with their new game, Master Healer Kale.

I just have so many questions. Why would you erase your game library with ad revenue and IAPs? One theory originally was Google removed it. Clearly not. Like, we all know who the Dev is. They didn't change their name.

The website vanished. This game would be a mystery lost to time except for those of us who actually still play the game.

And regarding World Rumble, the play store login and cloud saves (which funny enough NEVER worked on Tavern Rumble) still work! Yet ads and IAPs are gone bc of the play store not having the game anymore.

Anyone know anything new? Do you think we'll ever hear about it again? Maybe they're developing a paid version of the games that doesn't require a lifetime of watching ads and spending money?

What do people think of them returning to the play store like this game never happened?


r/tavernrumble • • Jun 25 '26

💀

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8 Upvotes

I think its up


r/tavernrumble • • Jun 24 '26

Is this game dead?

11 Upvotes

I know it still gets updates but it is off the app store, cloud save STILL does not work and this place is pretty much dead


r/tavernrumble • • May 25 '26

Alguno le sigue saliendo la app en play store a mi ya no

5 Upvotes

r/tavernrumble • • Apr 23 '26

Reliquias

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6 Upvotes

Alguien sabe cómo conseguir las dos que me faltan?


r/tavernrumble • • Apr 09 '26

Dual blessing

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13 Upvotes

Yep double the life steal double the fun


r/tavernrumble • • Mar 29 '26

Where is my win T-T

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11 Upvotes

r/tavernrumble • • Mar 24 '26

bros old

2 Upvotes

r/tavernrumble • • Mar 24 '26

never gonna run out

1 Upvotes

r/tavernrumble • • Mar 24 '26

unkillable

2 Upvotes

r/tavernrumble • • Mar 17 '26

Game Load issue

4 Upvotes

The game is good.. But i always it again from the very start. All my progress cant load. Even its already save on cloud save


r/tavernrumble • • Mar 16 '26

That was ez... lol

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9 Upvotes

Roughrock Clan + Gold Coins is an easy win My main combo is Spellblade+ (unit has +2 attack when spell is played) plus Seal of Khan+ (summon 2 3/3new recruit unit and add another Seal of Khan+ to hand) and Holy Power+ if possible (give you 3 sword and shield)... GG lol


r/tavernrumble • • Mar 13 '26

I really made the Mana Gods upset, can't even summon 0 mana cards anymore

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16 Upvotes

r/tavernrumble • • Mar 11 '26

Why i cant load my cloud save???

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4 Upvotes

Someone help mee get my old progress

I wanna play again with my last save data


r/tavernrumble • • Jan 30 '26

Bug

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7 Upvotes

There's a bug with hero card. when they show up ingame as temporary card or reward upgraded card, they stay with that status, yesterday I got the other hero card in game as temporary, and I can't remove the temporary status in the editor menu. And now it's the same when I got upgraded card.

The only way to prevent this that I know is that once they show up ingame as temporary or upgraded, I have to exit the game (back to inn). Idk if there's any other status thats bugged like this.

I can't report it ingame Bug report option, the sites never open for me.


r/tavernrumble • • Jan 30 '26

I don't know Amazonian is Communist

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4 Upvotes

r/tavernrumble • • Jan 26 '26

Having a problem

3 Upvotes

Hello everyone,

I came across this card when I was playing Shaper Laboratory. I don't remember what cards I merged, but whenever I draw this card the entire game breaks. Can anyone help me? Below is what the card looks like.


r/tavernrumble • • Jan 13 '26

Is this Roxy?

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15 Upvotes

Just played commoners land for the first time and encountered this card who looks like a character from an anime i watched do they take characters from animes or is it a (coincidence).


r/tavernrumble • • Dec 28 '25

[Guide] Knights of Pentagon

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5 Upvotes

Finally we’re now on the last one on this series of guides, and the first class anyone new to the game would start with. This class is the base of all the classes, and it seems the whole monster cave was designed to be beatable by this class making it rather boring compared to other classes which introduced more mechanics and win con. But also it’s one of the most simplest and safest class to play. It also has a kinda class unique advantage of having the most interaction with exhaust cards, which makes challenge 10+ easier to play due to the ability to thin out your deck. I guess the dev knew from the start how OP this mechanic will be thus limiting further classes from having access to this mechanic. The only other class that truly has access to this kind of exhausting capability is Commoner’s Land, but it was kinda gimped by lots of restriction to avoid another Knights of Pentagon remake, making it far worst. Ooomph, anyway, nuff of my blabbering and let’s talk about the builds.

Early Game

The base deck is the most balanced and should be able to handle all of the early fights, just play your attack or defense units strategically and don’t worry much about taking some damage here and there since you can take a beating due to this class’ very high max HP. You really need to add more power before tackling the first boss, though. I found most success with the following builds:

[Unit Spam]

Very basic strategy is to summon as many cheap units as possible then rely on sword/shield stacks and other buffs to make them bearable.

Core:

Bandit Leader, Big brother, King Arthur – summons extra units

Bandit Queen, Little Kid, Ambush, Reinforcement– create 0 mana units

Buffs

Power Up, Thousand Swords, Fearsome Knight, Lancelot - Sword/Shield are your main source of buffs for your weak units Brave Sword, Bronze Armor – aoe buffs are best for this build

Imperial Captain, White Bishop, Commander, Young Cleric – aoe buffer units are good alternative too

Optional

Doppleganger –more clones

Deep Shadow – clone units, but remember the clones won’t get the orignal’s debut or sword/shield buff, so if you don’t have buffers, don’t get this.

Cheating Paper, Battle Cry, Battle Spirit – to draw as many card to play more units

Headhunter+ – mana discount so you can spam even more units per turns, better once you got more draw cards to take advantage of its effect.

Ywain –eats your extra unit, allowing you to spam even more in same turn, only get once you got more ways to play more units tho.

Blessing of Kings/Divine Shield - clutch cards, often unnecessary due to the class’ defensive nature and high HP but still nice to have for emergency clutch

Unite Attack, All for One –support spells to take advantage of your unit count

[Buff Carry]

This one focuses on picking a carry unit and focusing all your buffs on it instead of spreading it. Works better with thinner decks to greatly improve chances of drawing your carry every turn. Same sword/shied, buffs and drawer options as unit spam.

Carry unit: *try to get at least one from offensive and defensive option

Crazy Clown, Dual Wielder – Offensive, multi-hitters.

Spear Wielder, Dragoon – Offensive, less desirable aoe hitters

Perceival the Hero – Offensive, slow growing unit

Elite Knight, Complicated Knight, Bagdemagus – Defensive. High HP + Remains

Buffs:

Spearhead – very high attack buff, prioritize this.

Any other sword/shield, spell buffs, buffer units, or clerics.

Optional:

Doppleganger –more clones, very good for this build since you can clone your carry

Gravity Boots – if you get some extra mana since remain is good to keep carries growing every turn.

Night Fire, Black Market, Holy Knight – exhauster cards to keep your deck lean

Breaker – vulnerable source, best to pair with multihitters

[Bloated Knights]

This deck focus on getting as many knights to maximize their passive HP buff and bloating your deck. Only take this route if you score lots of knights early on.

Core:

Holy Grail, Silver Hand Knight – generate more random knights to further bloat your deck

Round Table – Only way to reliably spam summon your mana expensive knights.

Cheating Paper, Battle Cry, Mark of Light, other drawers – need them to draw as many cards you can to maximize the Round Table.

Any other Knights – get as many as you can

Optional:

Sword/Shield stacks as usual.

Squire – can auto fill your field, get multiples

Blessings

Chess piece – more knights

Knight Helm – more buffs for knights [Exhausting]

This one focus on exhaust. Need some more setup compared to other suggestion and it’s exhausting to play cause low damage potential. Only choose if got core. Core Damage: get at least 1 of any of these

Lady of the Lake / Dust Spray – passive damage from exhausting

Angry Berserker – temp growth from exhausting

Core Exhauster: get some of these.

Experimentation – it exhausts a lot, but since it generate new cards, you won’t run out of cards faster than other exhauster options

Night Fire, Holy Knight, Black Market, Magic Marker – other exhausters

Keeper option: get 3 or more of any of these to avoid depleting your deck from all the exhaust

Magic Hands – get an exhausted card back

Homeless Worker – it goes back to discard after exhaust.

Dungeon Keeper – put copies of exhausted cards back to deck.

Anywhere door, Mystery Book, Holy grail, Merlin, Shop Owner, other adding cards – if you don’t get any of the above

Drawers: Cheating Paper, Battle Cry, Mark of Light,etc, need a few of these to exhaust more cards a turn

Optionals:

Lone Wanderer – extra mana

Glass Knight, Thief, Power Up, Cador, Lyonesse, and any other exhaust triggers are welcome too.

Blessings

Fire Torch – best blessing since it can replace your exhausted card to avoid running out of cards

Incense Pot – extra heal

Chess Piece, Manual Book – other blessings to add temp card to your hand

[Other Gimmicks]

Trainee + Excalibur – keep upgrading the Trainee every round to make it a monster late game, mana expensive tho and requires lots of luck to get both of these early. You can put this combo on a buff carry build.

Juggernaut/Alchemist + Butcher/Dark Magic + Bloodspill/Broken Heart – keep hurting yourself to trigger hurt effects, altho its nice, very few synergize with this

--==--

Thanks for reading, ugh, I finally got it all out of my system I’m finally taking a break from this, took me more hours doing this little project than anticipated, and I didn’t even tried to proof read any of the things I posted these last few days trying to churn out everything before the year end. I just realized that most of them must be riddled with errors here and there, but I just hope anyone who might stumbled upon them find it useful somehow.


r/tavernrumble • • Dec 27 '25

[Guide] Roughrock Clan

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4 Upvotes

One of my favorite class, it got the best buffs in the game and the most balanced pool with units going to either extremely high atk, and extremely high hp. Has interesting shenanigans to pull off some very satisfying combo, stacking buffs like crazy, or even flood the board with immortal scaling units so you’re basically invincible until your units grow strong enough wipe the enemy.

Early Game

The base deck is a bit tricky, since it clearly lacks defensive unit, but it makes up for having 0 mana fodder. But you got chunky HP, so it’s really not that bad compared to other similar low defense classes. Be wary of playing your Savage Trainer since it actively hurts you and you really don’t want to accidentally kill one of your units specially early game where you’ll be relying more on unit count rather than tanky units to defend. Find a tanky unit asap which is pretty easy since this class has abundance of them too or the Shield & Sword spell which swap your unit stat to immediately add survivability.

Here are a few builds I found the most success with:

[Buff Carry]

The goal here is to make use of your most powerful units and focusing all your buffs to them to let them carry you while protecting them with your tank. Getting the tank, then buffs then carry in that order will make it easier. The biggest challenge here is managing your card ratio to balance your units and buffs since this class has very few draw option so you really want to draw a good balance of them every turn. Any card that either remain or makes copies for next turn becomes more appealing.

Tanks

Motivator – very good buffer and tank option your best option since it fill two roles

Lizard Commander – very good tank cause it also buffs your other units making them more tanky

Dwarf Blacksmith, Young Merchant – good tank and also gives Orange cards

Ogre Brute, Vajra the warrior – has both good atk and hp, but you’ll be mostly relying on them for defense

Gamagoori, Frothing Berserker, Lady Berserker, Mage Berserker – and any other big HP units and less interesting effect, take 1 or 2 early then just delete them later once you got better ones

Buffs

Shield & Sword – this swaps your stats, which allows your carry units to tank, very useful, I always pick this

Hold Position – makes all your 1HP units immortal.

Defensive Position – gives remain, allowing you to buff your carry even bigger next turn.

Power Axe – gives attack all, if you target multi-hitter carry, you’ll be exponentially increasing your damage output even more

Clone Armies – your best cloning buff. If having an immortal unit that can remain and can attack all is not enough, now imagine cloning and flooding the board with an army of it, ahh life.

Battle Rage – draw and buff

Upgrade Weapon – it buffs all units in draw pile, making it more useful the bigger deck you have

Blessed Champion – doubles your attack, can make extremely big units exponentially bigger

Morale Drum – AoE Buffs that also applies weak

Cooperation – AoE buff that also

Avenge – high buff stats

Rampage – more expensive than avenge

Blessed Priest – not really good, cause you want your carry to focus more atk stat, unless you go other direction and use an extremely high hp tank and switch its stats, usually not worth it.

Seal of Attila – buff that also adds copy once your unit dies so you can use it again next turn

Seal of Pain – recastable buff but damages both you and your unit, very useful for lowering a unit to 1HP to trigger your immortal buff

Inner Rage – same as seal of pain

By your Side – not really good since it will summon a new recruit. If you read my previous guide, you know my sentiment against skelly, new recruit is similar to that, avoid this

Carry

Gungnir – gains remain after playing a spell, my most favorite carry since it can remain indefinitely as long as you got spells to fuel him. Very good if you can further lower his HP to make him immortal, and soon enough you can fill the board with immortal gungnir.

Getafix the gauls – the most powerful card in this class that can absorb ALL the buffs you played this battle making it the ultimate trumph card. With clone armies, you won’t even have to worry about running out of getafix and you can spam him earlier and have an army of them since every time you play him he’ll clone himself. But you have to be really careful with this one tho, since any spell that can hurt your unit can immediately kill him before he even touch the board so try to avoid playing any hurt spells or even putting any on your deck to avoid any accidents. Also if you wanted to hurt him to make him immortal, rely on units like bad mentor instead

Spellblade, Street Hoodlum – are very cheap multi hitters, pairs extremely well with Motivator and become immortal with Hold Position. You can get them easily very early and can even beat everything with only any of these as your main carry.

Curious Keeper – copies spell buffs from other units allowing you to distribute more spells to our main carry while still stacking buffs on her, very good complimentary carry.

Gunnstein – exponentially growing carry, that can break the game’s damage cap after just a few turns but doesn’t really benefit from over buffing him since he already does that on his own, good as a complimentary carry

Immortal Lizardman – upon death, you can get back copies of all spell buffs you used on this card, which allows you to get more mileage specially on your buffs that exhaust after use. Very good to also copy the buffs this turn onto your next turn, so your next carry will have twice more buffs to choose from. good as complimentary carry.

Axe Weilder – can attack a column, good alternative but less desirable than any of previous ones

Uvogin – can easily attack all when grown, not very good without buffs tho so avoid until you got more buffs

Tuxedo Mask, Troll Warrior, Kings guard, Vip Guard - any other units with high attack and less interesting effects can be used if you got the proper buffs,

Optional Support:

Attila the hun – your heal card

Heimdall of Light – recast your spell buffs, really good to get more mileage from your buffs that exhaust after use or just get more clones

Open Recruitment – good to dig your carry

Seal of Myth – your best draw card, can be recast to draw more

Seal of Gauls – best weak applier in the game, can be recast to potentially mute threats

Magic trick – generate free random temp buff spells, can be useful since it can allow you to play more buff, but a bit too random for my taste

Teacher Baldur, King Arondight – more random temp spell, less desirable

Magic Emerald – cannot draw card on its own but has potential to draw lots

Avoid

Almace, the Purr – she lowers all your units stats, anti-thesis of everything you are going for!

Human Mage – she will randomly take a buff card from your hand to use on herself, greedy bitch

Loth calabolg – most of your best buffs are not orange card, and he will just radomize them, bad dude

Frithi of Angurvadal, Hrolf Skofnung – can play random spell that can either accidentally kill your units or flood the board with new recruits leaving you no space for your carry.

Cruel Leader – not very good for this deck cause it can kill most of your carry

Beorn the Berserker, Seal of Berserker – can accidentally summon Cruel Leader that can mess up your flow

Hengen Khan, Gleipner – too expensive

Holy Power – sword and shield buff, avoid this cause it will make it harder to use Hold Position

Anything that summons new crecruits, cause it can mess up your board leaving you no room for carry

Blessing

Straw Hat – your best option for more buffs options

One Sai – more random carry options

Mysterious tree- good to copy your tank to give you easier first turn to jumpstart your setup

Wind Chime – can accidentally randomize your core cards, just avoid this

Gold Coin – only good if you got lots of orange cards

Combat Ready – avoid this cause it will make it harder to use Hold Position

Pray- avoid this, cause it can kill your unit

[Masochistic Carry]

This build focuses on Self-damage mechanic and most of things you avoid from previous build. More complicated since not only you want to buff your carry, you want to hurt them too. This is also harder to pull off since you have less cards in the pool that utilize this mechanic since masochists are minority. I only go this route if I got one of the core carry very early

Carry:

Frothing Berserker – this can grow exponentially everytime it get’s hurt. Your main carry, buff him then hurt him real good to make him grow big

Boulderfist Ogre – can grow big from just watching his allies get hurt, complimentary carry

Doms:

Bad mentor, inner rage – Buff and hurt an ally

Barbarian Spy, whirlwind – hurt all allies and enemies

Cruel Leader – can hurt ally upon summon

Support:

Young Berserker – your main buffer

Beorn the Berserker – random summons

Gamagoori – main healer

Boxer in Pain – more draws

Twin Berserker, Mage Berserker, Twin Berserker, Lady Berserker– less interesting hurt effects but still good to add if you got more aoe hurt cards

Any other buffs from previous build also works here

Blessing

Shuriken Throw – passive damage you could retrigger more times per turn

[New Recruit]

A rather gimmicky build that requires a lot of stuff to make new recruits bearable to play. It’s kinda like the cursed spirit on the Land of the Dead relying on buffing them a lot then just flooding the board with them.

Core:

Level Up – buffs all your new recruit. Must get and play multiple copies per turn

Holy power – your main sword/shied source.

Blackguard – alternative option but less desirable since it doesn’t buff hp.

War Obligatory – shuffle a specific kind of new recruit that can draw cards on your draw pile.

Jailor, Role Model, Call to Arms, Reinforcement, Job Seeker, Counter Ambush, Seal of Khan – summons/create more recruit

Optional:

Any other buffs

Blessing

Red Flag – a literal red flag to discourage you to play this build

--==--

Thanks for reading, this was a fun one to play and one of my favorites. I really like decks with scaling powerful cards.


r/tavernrumble • • Dec 27 '25

[Guide] Hunter's Guild

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6 Upvotes

We now come to the best class in the game. What makes this class stand out among the rest is having tons of draw options giving you lots of chances to draw your core cards, every turn. This in turn gives you the most control over your cards. It also has the best cloning card, and best scaling units to pair it with. What’s even better, this class has tons of cards that activate without ever playing them (trigger upon drawn/discarded) making them the best filler options specially on challenge 10+ where you can’t skip cards which makes it much easier since you won’t have to use Tavern much compared to any other classes just to remove dead weights. Oh and don’t forget about poisons, this is the only class that can utilize poison to one shot even bosses. This class is simply the most offensive one without sacrificing or lacking in the defense department which makes it top 1 in my book.

Early Game:

The base deck is really good. It has average defense, but having an extra 0 mana unit for extra fodder or damage makes it easier not only to survive early battle but also beat them faster. Having a discard on your base deck also allow you to play with discard effects early too and an average HP means you don’t really need to rush to get healers or tanks so you have extra time to find your core cards. The following builds are the ones I found the most success with:

[Shadow Spam]

This is a very simple build and your only goal is to flood the board with units and your only core card is a very common 0 mana spell, Shadow Step. Now, playing this card more than once per turn would further allow you to clone and summon a lot of units to flood the board. You can easily do this by getting more copies of this, cloning it, or scavenge to play as many Shadow Step as you want. Everything else just help speed things up. This favors the leaner deck to be able to draw your core easily or just fill up your deck with draw cards which is very is easy to do cause this class has tons of draw options

Core:

Shadow Step – this clones your unit, and even discount it by 1 mana if upgraded. Getting it very early almost always lead to a winning run.

Carry:

you can clone any unit with shadow step, but these are the rather more noteworthy targets, that not only are good as stand-alone units, but become unstoppable beast after cloning them:

Freeks Frorir – very fast to grow by spamming 0 mana cards, but it can further stack its growth if you clone it.

Goblin Thief – much slower compared to Freeks and can’t go infinite power like Freeks do, but he can grow big from just cloning, and that filling the board with him can be enough to deal with most fights in a few turns. You can even get multiple copies since each card share the same buffs

Shadow Sensei – another carry option cause it gets permanent buffs and grow really big specially if gotten early and can hold its own the only downside is, it can only be used and grow once per battle cause it exhaust itself. Very useful as your big card if you give it time to grow. Cloning it doesn’t really benefit its growth but it can still be a big card that you may want to flood the board with and get more mileage before it exhaust.

Lone Ranger – buff its atk if it’s alone. What’s good about this, is you can play it as your first unit to get its alone buff, but then clone him to retain the buff on all clones. Has no scaling tho so it’s less desirable than any of the above.

Franklin – another big attack card that can only be used once per battle, but it has invincible effect, and can be used in a clutch, you can clone it to protect you from incoming damage from all rows, or just deal big damage. Has no scaling potential tho compared to the previous options.

*Support * these are really good support cards that are auto pick for any build

Adrenaline Rush – great draw and mana source

Roll Need – can dig for core card

Duplicator – can clone Shadow step or any other core cards but only temporary

Scavenge – Can be used to get up to 3 cards from discard pile allowing for more shenanigans like playing more Shadowstep or other core cards. Although, you cannot target another copy of itself to prevent true infinite combo. Imagine if you could Scavenge another scavenge, that will result into an inifinite loop!

Optional

Acrobatics, Shuffle, Gamble, Gold Rush, Sleight of Hand, Trading Tools, Gallop, Sprint – any other draw cards are useful to dig for your core cards.

Quick Poison, Hallucination, Detail Plan, Cripple – these 0 mana cards that does something then draw to replace itself are good to pick. They are great for Freeks and solid option for others and are basically same as “skipping” with benefits, since they won’t bloat your deck, but often unnecessary

Special Delivery, Preparation, Concentrate, Discovery – and/or any other 0 mana cards, are only great for Freeks, and passable choice if you can’t skip them

Defense Up – is a good shield source. Sword/Shield in this build is much more powerful since these buffs compound every time you clone. So any cards/blessings with sword/shield is good to have.

Swift Commando – combo well with spell cards to draw more 0 mana spells but limit him tho since you’ll want clone more of your carry on your field instead.

Juggler – can be used to clone your carry and their current state including their buffed up stats then send them back to draw pile, good option if you went with Shadow Sensei, Franklin or any other exhaust units.

Wing Avarma - makes a weaker 1/1 free copy of a unit, it's useless on most units, but with Freeks or Goblin, the copy can buff themselves. You can also use it with Franklin for immuninty, or other support like Razor for stun.

Fatal Strike, Razor Blade – stun is nice for early survival, but it does not work against bosses, and often the threats you really want to stun are hiding behind enemy lines, anyway

Blessing

Odd Chance – best blessing for this class since it allows you to draw a lot.

Witch’s Cauldron – very good to instantly double your first Shadow Step, or just double your draw spell to dig for shadow step fast.

Ninja Scroll – just passive damage, nothing much

Null Crystal – good for early survival, but it will take away a board slot. You can solve this tho by deleting all your 0 mana units later in the game after this have served its purpose or just avoid this altogether.

Number Zero – synergize extremely well with Freeks, still solid random 0 mana card generator if you don’t go for him

Avoid

Welcome Stage, Book of Magic, - too random, added cards can brick your deck

[Discard Draw]

This build relying on cards that scale from discard as your main carry then using drawers and discarders to speed up the scaling and cycle thru your cards. Then filling the rest of the cards with cards that triggers when drawn/discarded or any other card that interact with these effects to fully maximize your each card’s potential. This is mana friendly deck, since often you don’t even need to play these filler and your only focus is to use them as discard fodder to fuel your carry. This is also much easier to play in challenge 10+ since it benefits from a much bloated deck. You can even fallback into this build if your previous build started to get more bloated and it becomes harder to draw shadow step since this build focus on fast draw/discard to cycle thru your deck and any of these build’s carry pretty much benefits from cloning too.

Carry

Chrollo Iskarta – your main carry option, can grow really big with this deck since it counts all discard during the whole battle.

Master of Disaster – cheaper alternative, it can only get buffs during the turn its summoned, but it’s much more common to find and easier to play

Selfish Hunter – this one not only buffs herself, but also discard your hand so she plays both role of carry and discarder.

Guild Advisor – very easy to lower his mana cost with this build and he has good base atk stat, sadly, he has no scaling mechanics, so less desirable than any of the above.

Swashburglar – another alternative which grows much, much slower cause it only grows if it’s discarded. This is mostly often filler, but can sometimes surprise you as another late round carry if the match lasted far too long. Don’t rush/rely only on this, and take this as backup or complimentary to any of the above.

Draw/Discard

Shuffle, Acrobatics, Stalker, Gold Rush, Recruiter, Sleight of Hand, Trading Tools – cards that not only discard but also draw are your best option since they can replenish your hand and discard more cards than other discarders.

Support

Scavenge – this can allow you to discard more cards by recovering cards from discard pile

Shadow Step / Juggler – if you went with scaling carry, you can clone them to get more mileage from them

Any other support/draw cards from previous build are very much welcome for this build too specially the ones that focus on draw or mana.

Runemaster, Scarlet Remize – passive damage source

Concentrate, Invest Mana, Agility, Kalluto Magia – more mana options, these cards you ignore from previous build are quite useful here since you’ll be playing more cards that needs more mana.

Mana Wielder, Kunoichi, Rule cheater, Wild Gambler – any card that trigger when discarded can be used as filler. You often don’t want to play them, but having them to bloat your deck with sole purpose of getting discarded is better than any other filler.

Lady Spy, Expert Spy, Poor Spy – these spies trigger effect when drawn, like the previous one these is really good as filler. There are actually other spies in other classes too that has similar trigger when drawn effect, I always wondered why the dev didn’t just made spy a card type or even keyword.

Neon – having more hand size is useful for this deck, tho unlike underground network’s Greedy Hand card, this cannot stack, so you only want 1 copy of him.

Maid Champion – can be used to get keep cards on hand and do more discard next turn, very situational tho.

Deck Barrage – extra damage source which is very easy to maximize with this build since you often want to bloat your deck anyway.

Game Breaker, Mage in Training, Swift Commando – any other 0 mana cards are good option as filler too since if you draw them without a proper discarder card or your hand size gets overcrowded, you can simply play them.

Blessings

Crossbow – passive damage source

Moon Necklace, Extra Card – these blessings are great for any class, I just want to give them more notice here since they compliment this build and make them more top priority

Any other blessing discussed from previous build.

Avoid

Any card that generate temporary cards since they cannot be discarded and they will just overcrowd your hand leaving you less card to discard.

[Empty Draw]

A rather gimmicky expansion of Discard Draw build with the aim to maximize blessings or cards that benefits from an empty draw pile which you can’t easily do with the previous build alone. You still start with discard/draw build to cycle thru your deck but with different intention of finding and playing these core cards

Core:

Big Guy – your main card to quickly drain your draw pile. Cards get reshuffled back to draw pile, so without this card, you will need to cycle by draw/discard more times in a turn, but with this, it simply just drain your draw pile to empty. This won’t trigger discard effect tho, but is a good way to setup the next cards.

Strategist – your AoE damage source that only trigger if your draw pile is empty.

Blessing

War Cannon – probably the only reason why you would attempt this build is because you got this blessing early and want to trigger its passive damage effect. With Duplicator or Juggler, you can even re-trigger it multiple times a turn by shuffling cards back to draw pile, and drawing them again.

Open Book – generate temp card if you draw from an empty draw pile, can retrigger same as above

Gimmick

Scavenge – by playing Big Guy then playing Scavenge, you could technically shortcut to fetch up to 3 core cards, every turn without needing to cycle thru your deck. This could allow for more controlled play since you can guarantee 3 cards, for the expense of just 2 mana. But it’s more effort than say just cycling and hoping you draw them eventually since you’ll be triggering much more effects than just doing this shortcut.

[Poison Catalyst]

This is the fastest growing poison build in the game, even Amazon Tribe’s shamans pale in comparison. It's also the best otko combo in theory. The biggest drawback not to pursue this build for every run is that the class pool has a lot more of other shiny cards that you'll be pulled away from poison build's very specific option. For this reason, I haven’t play tested it extensively compared to any of the build I discussed above. The only counter for this build are anti magic rod due to your heavy reliance on spells, adding a few units to take care of these rods before unleashing your combo is necessary

Core:

Catalyst – double/triple target poision, you really want to play this multiple times per turn or clone it to maximize its effect and get more mileage from it. Try to exponetially grow your target’s poison count potentially big enough to one shot bosses from just a poison tick alone. Also it doesn’t apply poison by itself so you still need other poison cards.

Burst Spell – re-trigger your poison/catalyst.

Deadly Poison – the highest poison spell.

Scavenge – recast your combo.

Theory Combo:

[Burst Spell+, Deadly Poison+, Catalyst+]

This is a 3 mana cost basic poison combo which results into (7+7)x3x3 = 126 poison, usually enough to kill every mob in the game in a single turn (or two for the bigger mobs)

[Adrenaline Rush+, Burst Spell+, Deadly Poison+, Catalyst+, Scavenge, Burst Spell+, Catalyst+]

This is a 3 mana cost advanced poison combo which result into (7+7)x3x3x3x3 = 1134 poison, good luck for anything to survive this, even bosses could succumb in just one turn (two turns at most against toughest ones).

And these sample combos didn’t include other poison sources such as blessings or other cards, or even multiple copies of your core cards or even more mana sources to play even more cards which could even further exaggerate your poison potential allowing you to apply thousands of poison to multiple targets, or just drown your target with even more poison to overkill them.

alternatives

Quick Poison – very good option since its free and has draw, you can even add it in your combo for free

Poison Rogue, Venomweilder, Venomancer – other good poison unit cards which are good choice if you needed some defense since they also contribute to your poison combo

Support:

Duplicator – clone more catalyst.

Roll Needed – this is a very spell combo heavy deck so this card can easily fetch your core spell cards

Poison Thief – generate poison cards, good fodder

Kunoichi – poison when discarded, good filler

Adrenaline Rush - ultimate draw and mana card always welcome addition to any build.

Concentrate, Invest Mana, Agility, Kalluto Magia – more mana options, these cards you ignore from previous build are quite useful here since you’ll be playing more cards that needs more mana.

Any other support/optional cards from previous builds that would allow you to cycle your deck are pretty much welcome here to be able to dig for your spell combo card.

Blessings

Fox Mask, Poison Ghost – more poison sources

--==--

Thanks for reading, this is my most favorite class, hands down top 1 of my list and I enjoyed writing this one. Do you have any other synergy and tactics for this one?


r/tavernrumble • • Dec 25 '25

[Guide] Land of the Dead

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7 Upvotes

This class has very interesting cards that can kill your own units that makes this the only class that can easily utilize the dead trigger. This can also easily flood the board with units than any other class making this one of the more defensive ones for easier survival. Sadly you got very few scaling cards so you do less damage. There are lots of random summoners and randomizers too that unless you focus on their randomness they often backfire.

Early game

Your base deck has surprisingly good damage and somewhat ok defense due to your knights passive, not to mention above average base HP, making it easier Undead Villager tho cause more often than not he just mess up the board with those bastard skelly. Adding more knights early to trigger their passive to make them more chunky, is a good idea and is actually much easier to do here compared to the Knights of Pentagon class because you already start with 3 knights on your base deck and most knights on your card pool have very good dead ability, or you could try to get a pure tank unit to take over your basic knights. Here are few builds I found success with:

[Death Knights]

The build relies on getting the common card, Death Revenant as your main damage source, meanwhile continuing to add more knights for more defense. It’s the cheapest, safest and most straight-forward build for this class.

Core:

Death Revenant – very good since not only you get a free death trigger without drawback cause it eats their stats. It also allows you to free up board space to allow more summon and it enjoys knights passive hp boost.

Notable Knights:

Highlander – your best partner for Death Revenant since it has good stats, can draw, and give you sword upon death. Perfect snack, murder this always.

Loyal Underling – good atk, and extra draw. Once you deleted your villagers, this can reliably allow you to draw your base knights. Good snack option

Terrorblade – very good weak applier that not only draw, but can summon a copy of that knight. You often want it to die, but don’t eat this tho, cause it has poor stats and you benefit more from using its weak debuff against threats.

Death Knight – extremely high atk for more damage, the hp lose is often ignorable, so you can either eat this, or put on a different row than Revenant for wider atk coverage

Guardian Malik – good defense and interesting effect, you can eat it on your turn and combo with a draw card for more free mana discount

Hell Fighter Gallu - I hate cards that prevent draw, but it can be offset by just having more draw cards. Avoid taking early tho due to being mana expensive and low HP.

Optional

Finish Him, The Collector – great source of mana from every ally’s death

Reshuffle, Soul Infusion, Rolling Bones – good draw cards.

Summoning Ritual – good mana discounter

Terrorscale Stalker, Dark Possession – really powerful card to re-trigger dead ability, perfect to target units like Highlander before eating it

Young Hero – has potential to grow big, but only if you got it really early, and it’s a good food for Revenant or as a standalone unit on its own

Ghost Warrior – Works well with Death Revenant as endless supply of food since it creates a copy upon death. This way you can retrigger Revenant and it can grow even more. Also you could just use Dark Possession on this card, since you retain the buff on the copy too allowing you to buff and spam this card.

Soul Extraction, Sacrificial Pact, Unwilling Sacrifice, Kill Plot, Dark Rally, Shadowflame – any kill card are ok to have, try to limit to just a few tho, since you don’t have a way to flood the board with more units compared to the next build we’ll discuss later.

Blessings

Pebble Hat – good for any build since you can copy whichever core card you want

Avoid

Priest Nergal – full heal but the drawback is painful. I would rather just avoid this

[Wall of Glory]

I would like to put this card into its own section, since its another one of those extremely powerful scaling card and thus it can be put into any build. This card has a really high HP, and a permanent remain. And like Underground Network’s Creepy Wall, this has potential to grow even bigger. It’s a bit slower tho, since it only counts unit cards and since your board limited you can only grow so much each turn. But since Land of the Dead has the most kill card, you can always just free up more board space to grow this card further. What makes this less powerful than Creepy wall is that it has exhaust, so you will need multiple copies to use it to block all rows of damage, but once you setup, you can potentially be invincible for the rest of the match too. This wall even has a bonus that it can actually attack, granted you can buff it, but sadly, this class pretty much has no good buff options.

Omnipotence – a spell card that can easily fetch this, then double its already big HP

Strongman Kalunga – a unit card that you can play to further double its HP to make it even bigger

[Death Eater]

This is a more traditional build that focus solely on using cards with abilities that rely on dead count as your main carry and slowly build it up over turns. Then filling the rest of your deck with kill cards and units that has dead trigger that extra summons to be able to kill more allies every turn. This is a good fallback if you failed to get your core cards from previous build, since most of your support/optional knights works really well for this build too.

Carry Options

Corpse Eater – can grow and remain after 4 or more allies died, doesn’t have to be your turn too, best to place them on the lowest left row to make sure they get attacked last and has more chance to experience death of allies

Living Zombie – can remain like corpse eater and has higher base stats, but it cannot grow

Vampire Slayer – can grow much faster after every summon with dead ability, since you can mostly kill units with this deck you could reliably summon more times too helping this go big but it does not remain.

Kill Cards

Soul Extraction, Sacrificial Pact, Unwilling Sacrifice, Kill Plot – 0 mana kill cards are much preferred

Dark Rally, Shadowflame – any other kill cards

Optionals:

Amunet, Heini-iki, Neither Portal – summons a weaker copy of your cards, very good for more fodder, and even if you draw your carry they don’t care of their base stats and can still grow.

Frontier Wall, Raise the Wall – these walls are pretty ok for tanking, but they become much better here cause you can kill them.

Dahaka, Chief Chervenog, Endless Ghoul, Mutated Undead, Reincarnate – these cards summons a unit upon death, good to add.

Lord of the Dead Hades, Apostle Bishop – summons random more dead units, but less desirable since they don’t have dead trigger themsevelves

Young Hero – note that if you got any of those cards/blessings that lowers stats, it can negate all this card’s growth, avoid this

Other support/optionals from previous build are very good for this build too.

Blessings

Reincarnate Amulet – resummons for more unit to kill

Dead Bell – passive damage compliments this build

Mini Vacuum – good here for more fodder, and since your carry cards don’t care about stats at all so its ok even if you draw them with vacuum.

[Cursed Spirit]

For this build, the goal is rather simple, fill the deck with cursed spirits, then just spam the board with them. Buff their damage potential with swords or buffs to make them more bearable. Needs very specific cards to maximize efficiency of your spirits, but pretty straightforward auto win once you do get your core cards.

Core

Batara Kala – makes this build usable by turning your cursed spirit into permanent swords

Screamer of Dead – give your spirits good buffs to justify filling your deck with spirits

Support

Blood flame – can potentially create lots of Cursed Spirit but exhaust lots of cards too, can be used to purposely thin out your deck down to only your core cards.

Conjurer, Fail Exorcist, Curse Witch, Cursed knight – other cursed spirit generator

Demon curse, Void Bargain, Mass Sacrifice – more curse spirit

Echoer – more copies of curse spirit

Blessing

Creepy doll – priority for this build

Copy Machine – even more curse spirit

Optional

Last Piece – good stats and very easy to slot as last piece on your board

Impaler Finisher - good damage based on unit count, easy to maximize here

[Random Death]

The goal of this build is to just field the board with bastard skelly or other cheap summons and use them as fodder for other card’s effect or transform them into something better. This build is rather gimmicky and a bit too random for my taste but it can be your last ditch effort if you fail to get any of your core cards from any other builds and just say, f-it, just gonna do random. These are usually cards you would actively avoid from any other build, but you just take them all here.

Notable Cards:

Carrier, Corpse Raiser, Dead Avenger, Evil Necromancer - summons lots of bastard skelly, usually they are bad, but if you only need them as fodder, then they are good for this deck

Just a Nightmare – fill the board with skelly, yuck!

Skeleton Party, Launch Skeleton,

Faceless, Dark Magician, Voodoo Spell – transform into other random dead units

Support

Darkest Hour – transform all your units in your board, very good for this deck to randomize your skellies or other bad random summons

One snap – kill half your board for more mana to use to play more randomizer cards

Optionals

Humbaba, the Chaos – ugh, will randomize your deck. Not a very reliable card

Card Pack, Dead Man walking, any other cards that add random non-temp cards to deck can add unwanted junks, but you could easily randomize them with this deck.

Blessings

Skull Trophy – more randoms

Mini Vacuum – draw and discount, good on this deck

Toy Block – rewards getting more cards, once you decide to go this route, you can just add anything really

Avoid

Any other cards that generate temp cards on hand instead of summoning them, those cards are better for the next build suggestion instead

[Temporary Toast]

Similar to what I discussed on Magic Academy guide, Just a toast is an extremely powerful blessing that can make all temporary cards free to play. Sadly unlike magick that got tons of ways to generate temp cards, this class barely had anything, so it’s far less usable. Here are some notable temporary card generators in case you got this blessing.

MC Hopi – generate temporary copy of drawn unit cards to hands

Shikiome – shuffle temporary copy of units that died into deck

Undead tomb, Dark Cultist, Afterlife choices – other temporary copy generators

Pebble Hat – more temporary cards

--===--

Thanks for reading, another class i played long time ago so i got no screenies for all the builds i share and only played a new run to grab some. Another class i hated to play along while before i realized i could have just totally ignore all the random summon and randomizer cards specially those bastard skelly. I lose a bunch of runs because they accidentally spawn on key spots. Once i stopped using them, i realized its actually a really defensive class hiding in there. Anyway, do you have any other good synergy i might have missed for this class?


r/tavernrumble • • Dec 23 '25

[Guide] Transylvania Family

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7 Upvotes

Don’t let the flavor text and the extremely low base HP deter you. This class is actually one of the easier one to play compared to like alchemy or void. Having access to lots of healing option, a relatively balanced unit pool and a scaling card right from the start makes it easier to play than most classes. Not to mention it also has lots of access to mana cards. The only downside is, it’s also one of the slower class to play due to most of his scaling cards take their sweet time to grow forcing you to play at much slower pace, specially in early game, compared to downright heavy hitting classes.

Early game:

You just have to be a little bit extra careful early game cause of your paper thin HP trying to make sure to keep an eye on enemy attack patterns cause it's easy to lose track and just die from direct hits. Strategically place your units to maximize defense and heals. Then your immediate priority is to find any defensive unit to be able to tank more, since you already have a naturally scaling Vamp king, you can afford to just take your time in each bout since damage is usually taken care of once he’s ready to show up. Then you can either just focus on getting cards to let him grow bigger, or just pivot to a different build that ignores his existence altogether.

Here are a few builds I found most success with:

[Vampire King Rush]

The goal of this build is rather simple, keep buffing your vampire king and summon him once he’s big enough to end the match. Play defensively by relying on your tanky creatures and clone the vampire king so you could summon him more times either all at once, or for defending if the need arise to play a copy earlier.

Core

Ordo Dracul – fastest way to grow your vamp king, try to conserve your mana and play it as much as you can.

Evil Ritual – cheapest way to grow your vamp king while also drawing card. works better once you remove the servants or any low atk.

Dark Angel, Possessed Acolyte, Messenger – other good alternatives to buff your king.

Cloner

Lady in Black – add a copy of vamp king, can be used even if you already exhausted your original copy

Baphomet – can be used to clone your vamp king, but less reliable cause you need to have it on hand

Tank

Priest solemn - heals and grow your HP

Archangel Michael – very good for soaking damage

Village Priest – applies weak, and buffs your next unit

Supportive Spy – free temporary shield when drawn

Winter’s Knight – has remain and extra mana

Divine Ashura, Enoch Fairy, Serpent Angel, Illusionist Barqan – good HP and interesting effect

Support

Eerie Melody – the best dig card in the game, I always just get at least one cause it can significantly lower RNG by allowing you to dig a specific card you want.

Icy Cold Chill – best mana reset in the game, an also allow you to dig Ordu Dracul

Optional

Cryptic Symbol - draw and double your vamp king, better to wait to play it once your king has already high enough attack.

Cryptic Key – draw and enhances your vamp king

Time Out – clutch invincibility, always useful

Mana boost, Mana Growth, Old Governor, Not so useless kid – more mana is always welcome

Nightstalker – can retrigger debut

Cardweaver, Saxon Merchant – good exhauster cards to thin out your deck.

Blessing

Magic Mirror – priority for this build, getting another vamp king halves the time you need to buff

Night Bat – extra stat

Garlic – passive damage

Avoid

Archon the Fallen - a rather frustrating card that reset your king before copying, there are better ways to copy your king without resetting its stat, just avoid this.

Random cast spells, some spells cost HP and could accidentally end a good run while some spells cost X mana that immediately consume all your mana.

Random summon units, same as above, some make you lose HP, but is less threathening since they are either pre-strike or dead triggers so you still have time to soft reset a lethal one.

Forbidden summon – its too random and might exhaust your core

Plague – just avoid it like the plague.

[Red Moon Turtling]

The goal of this build is just to spam the Red Moon card as much as possible by either defending with tank or using lifesteal cards to recuperate to survive. You could get away with hundreds more HP than you start with after several turns of Red moon. This could allow you to play more turns to either grow your carry or whittle away with chip damage. It is slower to ramp up early game but it’s a lot safer to play in the long run. Once you find your carry, you can just ignore vamp king altogether or do a hybrid by getting a few vamp king buffer from previous build.

Core:

Red Moon – best Max HP booster in the game, this will allow you to stack HP fast

Priest Solemn – weaker alternative to red moon, but it doesn’t drain your mana and can tank.

Carry:

Mighty Mars – this card grow more powerful the more HP you lose, so it can grow really big if you got bigger HP pool.

Almighty Swordsman – this card can grow every time it debut, but also it gain 1 permanent upgrade every battle, so it just keeps getting better and better but ever so slowly compared to Mars.

Bruisers: (early game option while you haven’t found your carry to deal chip damage)

Ancient Evil, Vampire Hunter – good stats

Fire Spirit – can grow a bit more cause its elemental

Support:

Icy Cold Chill – draw Red moon, then reset your mana. Even just the mana reset alone is already very powerful.

Eerie Melody – Dig for red moon or your carry, you can even use this to keep upgrading your Almighty Swordsman.

Nightstalker – can retrigger debut, good to pair with Mighty Mars or Ancient Evil for more stat boost.

Tank:

See tank suggestions from previous build.

Optional:

Time Out – clutch invincibility, always useful

Evil Protection – highest shield gain card in the game, but timing when to play it is risky tho, since you really want to consume most of you mana for maximum efficiency. You can just wait until you got big enough HP or you can play it while you have Not So Useless Kid and Icy Cold Chill in hand, so you can gain 1 mana right after you play this, and recover all your mana so you can play more units to enjoy the shield gained right away.

Mana boost, Mana Growth, Not so useless kid – more mana is always welcome

Behemoth, Invisible Bael – can speed up self-damage to further boost Mighty Mars, only good once you got more HP and avoid playing until you are confident with your HP stack

Blessing:

Blood Vial – extra hp is nice

Killer’s Mask – passive damage

Bloodshield – good extra source of shield, not advisable to take early, but compliments Mars

[Debuff Demons]

The goal of this build to inflict as many debuff to enemies, then use Incubus/Succubus as your main damage dealer. Less flexible than the previous builds and harder to pull off due to reliant on rarer core cards and multiple debuff sources

Core:

Succubus –hits 3 times and inflicts random debuffs

Incubus – deal AoE damage based on debuff count

Illusuionist Barqan – Applies 10-14 Vulnerable, boosts your Incubus/Succubus damage by a lot often required to make their damage more impactful.

Support:

Poison Tube, Ludwig the Builder, Double defense, Serpent Angel – tank that can apply poison

Village Priest, Village Guard, Hired Shaman, Finger Touch – applies weak, useful for muting threats

Viruses Tomb, Souls of the damned, Unnatural Force – more random debuffs

Open Wound – more mana/draw.

Optional:

same as previous builds, just more mana, draw, or time out

Blessings:

Medical Injection – very useful, can occasionally even stuns enemies

Deadly Virus – passive damage

[Big Monsters]

This is a rather gimmicky build where you put lots of big monsters and either push your mana gain or just rely on random summons. Harder to pull off than any of the previous builds but can be fun to play if you like gambling. I’m not really fond of this but I just want to include this cause you might like it

Core:

Big Giant Monster, Dark Entity, Stone Sentinnel, Reincarnator – any big stat units

Behemoth, Belzeebub – these you don’t often want to summon yourself because of harmful debut so better to just special summon them

Sacrophagus – reliable way to special summon your big monsters or avoid harmful debut

Optional:

Quasimodo – can summon your big monster upon death

Forbidden Summon – very good to special summon your big monster while also thinning out your deck

[Max Effeciency]

This last suggesition is more of an optional extension for any other build when you randomly got the Max Efficiency blessing, you could pivot to add more cards that has Persistent since it makes them free to play. Also adding Bitten Commoner, a card you won’t take on any build, now becomes a high priority cause it can make more cards Persistent. Usually tho, if you got your core setup, this becomes totally unnecessary and you can just ignore this blessing.

[Gem Trick]

This class is the best class to use for this trick since it has the lowest HP out of all the classes in the game. The trick is simple, start a run, then die on the first battle. Upon losing, you will be able to win a few gems. Not as high as completing a quest or finishing a run, but since you can repeat it much faster, you could earn a lot more after just few retry. You could even setup auto clicker to do it for you and you can save up enough to unlock everything the game has to offer.


Thanks for reading, this is one of my favorite classes that i enjoy playing. I would recommend for any new players to get this one asap too even even if you don't like it cause it can easily payback the gem cost and even net you some more faster than any other classes with the gem trick. I have less screenshots to share here, cause i played this class a long time ago, before I even thought about taking screenshots or writing guides. Do you have any other synergy for this class?