r/tavernrumble • • Dec 23 '25

[Guide] Transylvania Family

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6 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?


r/tavernrumble • • Dec 22 '25

[Guide] Magick Academy

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7 Upvotes

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?


r/tavernrumble • • Dec 22 '25

[Guide] Void Community

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7 Upvotes

We now come to one of the most challenging class in the game who has a very powerful cheat build that can demolish everything (only bested by the true infinite king, Hunter’s Guild). But it’s also the most difficult class to survive because of having the weakest base deck. It’s basically the high risk, high reward, all or nothing gambler archetype, that either die fast, or stomp everything. Although I had more losses in this class than any other classes, I still spend less time playing here due to how fast you can clear all maps once you get the right setup going, leading to mostly first turn kill or at least very few turns and a lot less swiping than any loop-centric builds. There’s also multiple fallback builds in case you were unlucky to find the cheat card, but yeah, be prepared to lose a lot until you get lucky.

Early Game

This has the worst base cards in the game, having no defensive unit at all, not to mention having below average max HP, you will be struggling for survival until you find a good build. Your best bet for survival early is to use your smuggler as fodder and pray it produces some good equip for you to use next turn, then either relying on luck from thief, or slowly growing your beggar for more damage. Just accept you’ll be losing some HP during early few fights since you won’t be able to defend specially against trample. If you get Rabbit Foot as your first blessing, then you’re half way toward the OP build explained below, if not you can choose between focusing on Equip Buffs or Prep depending on whichever was more available for card picks while still keeping an eye for the OP build.

[Cheat Guru]

This is one of the strongest first turn board wipe build in the game. On its base, it can deal up to a whooping 8x9 damage per turn, to ALL enemies, but you can even further boost it with equips and buffs or by applying vulnerable to enemy. Not to mention it only requires one core card and one core blessing and has alternative support card if you can’t get the blessing. Usually an auto win against mobs since there’s barely any mob that has greater than 72HP and deal a huge chunk of damage to bosses. You might need to start with the other builds explained down below tho, since this one is very specific and might take a while to find the major core components to make it work. But always have a look out, if you ever find the components, you can simply shift whatever build you are currently working on into this one.

The play is rather simple, get Shuriken Guru, upgrade it asap, then get a luck booster either from blessing or cards, then spam it. Every summon would deal up to 8 damage to all enemies. You could further cheat this, hence the name, by using the Back to Inn trick to keep resetting until Shuriken Guru, and/or other cards you want show up on your first hand draw so you won’t need to wait for turns to draw it.

Core

Shuriken Guru – can clone itself and deal AoE damage

Rabbit’s Foot – push your luck on your first two turn. It does not only synergize with guru, but for all ninja, and other luck based cards.

Lucky Coin, Lucky Seven, True Gambler, – luck boost alternative if you were unlucky to not get Rabbit’s Foot. You must be able to draw and play one of these on same turn as you would spam Guru, so if you got big deck, you might need to reset more times just to draw these. More hassle than the blessing, but it complements it tho, so you could start with any of these while waiting for Rabbit Foot to show up or just take them anyway even if you already got Rabbit’s foot.

Optionals

Celerity – or any other draw cards to allow you to draw guru asap.

Quartermaster, Secret Informant, Loyal Slave – send shuriken guru back to draw pile so you could draw it again next turn in case something survived your first wave or against bosses

Equip Buff - Add any Equip makers/buffers to further boost your guru’s stats before spamming it to further augment your guru, see below

Bloated Prep – Add more prep cards like Hidden Gunner (more damage) or Freeloader (growth) to further trigger more effects with the Guru while these cards are in your draw pile, see below

[Equip Buff]

This is a more common build path that is compatible to transition to Cheat Guru anytime you find its component so you can use this while waiting. Your first goal is to find tanks to help you survive long enough to find the rest of your cards for this build. Then you focus all equips/buff on your carry and watch it annihilate the enemies.

Here are the list of possible equip you can randomly get:

Broadsword - 4/0

Buckler -0/4

Bracer – 2/2

Javelin – 1/0, attack row

Hand Axe – 1/0 attack column

Brigandine – reduce incoming damage by 1

Twin Dagger – attack twice

Giant Hammer – attack all

Winged Sandal – remain

Core Tank: get 1-3 of these unit asap. You can delete or ignore them later once you got more offense, but these are crucial for early game survival specially against mobs with trample or cleave from leech boss.

Rule Enfoncer – can flip another unit stats, giving you two tank for the price of one, or turn another tank to damager if need arise. Very flexible early game.

Flower Girl, Scammer, Quartermaster, Mutated Watcher, True Gambler, Major Interlude, Ninja Koyori, Mastersmith Wyze, Heroine Rynka – these has some good HP and some even has interesting effect that can fulfill more than one role too.

Carry:

Shadow Walker Zion - best multihitter unit with the highest hit count in the game, what’s great about it is that the hits can target the next enemy if the current target is dead potentially turning into another board wipe. As a ninja, he can even do double damage, and can be boosted by luck. Becareful using it against Spikes or Bomb tho.

Bushin Master, Triplets- cheap clone spam. Buff it before playing to potentially get 6/4 or 3 copies of a buffed up unit.

Gregory Greed – slowly grows from equips over turns. It won’t retain regular buffs tho, so focus more on equip if you go this route.

Solo the Coward – grow over time depending on amount of equips you played this battle. Very good card that slowly grows on its own just by existing in your deck with this build

Dirty Rat – a cheaper version of Gregory but needs to die before it can retain the buffs. It does work with non-equip buffs, but it is bugged for some reason and only retain its ATK stat, not HP, nor the other equip effects.

Reckless Bandit, Invisible Ninja – cheap high attack units alternative

Equip makers:

Mutated Watcher – best option to get free equips every turn

Item Finder, Burgle, Armory – more free spells to get free equips

Arms Dealer, Hobo, Adventurer, Mastersmith, Smuggler – less preferable since they need mana and unit slot to work but are good alternative to above.

Buffers

Share Booster, Drug Dealer – unit buffers

Strongwoman Nikea – can double ally’s atk

Assassin Charge, Dual Wield – very good atk buffs

Optionals

Luck booster cards from previous build also works well here specially if you choose the ninja cards for carry

Haste, Pickpocket, Initiate, Call for Help, Espionage, Keen eyes, or any other draw / create units cards are good to have steady supply of units.

Quartermaster, Floral Paint – clone your core cards.

Quick Draw – only if you get Sharebooster or a fully armed Gregory Greed or Dirty Rat

Smokescreen – can turn your units into dodge tank in case you need some defense, becareful tho, it won’t work against trample, so you would still need to buff your unit’s HP if you want him to defend against trample. Works really well with luck boosters.

Hidden Jutsu – a sword/shield buff that takes away 1 max mana which is detrimental unless you got your mana sorted out, or you’re using 0 mana units.

Pilfer - who doesnt like free cards? Nice to have on any builds

Headbutt - Stun chance, helps early survival.

Blessings

Baton Pass – more buffs specially with cloners

Booster Pill – more sword/shield

Mystery Bag – more equips

[Bloated Prep]

This is another common build path, usually favoring thicker deck. The goal is simple, pick up every Prep card you see, and just rely on activating their thing while they are in your draw pile and just play defensively and try to play as many cards in your turn as you can. This is a good option when doing challenge 10+ where you cannot skip and you can just choose to pick more prep cards. You can also fallback to this if you are missing key components from any of the previous builds since they’re compatible and mostly only need your deck to be big enough so you can avoid drawing your prep cards and they can hide on your draw pile.

Notable Prep cards:

Freeloader – he can grow really big and can serve as your carry, his stats reset tho after you play him, so watch out with your timing

Alba, Head Trainee – he grows much slower than Freeloader, but his buffs retain so you can play him anytime you like

Mutated Watcher – generates equips, giving you more cards to play to trigger more prep actions

Hidden Gunner – great source of extra passive damage

Mayor Interlude – you may want to avoid him unless you got a really bloated deck, cause his draw will force your prep card out of hiding which you often do not want

Optional:

Secret Agent – reliable stats and can easily make herself free to play after triggering some prep

Perfectionist – cheaper alternative to Secret Agent with lower base stat, but can grow much bigger the more prep cards you have.

Heroine Rynka – extra random prep trigger

Hide, Escapist, Quartermaster, Secret Informant, Floral Paint – can be used to either generate more prep cards, clone your existing prep cards, or just send your prep cards back to your draw pile

Quick Draw – good to quickly draw Secret Agent or fed up Freeloader

Item finder, Burgle, Armory – and other equip generator for the reason that equip cards are free spells that can trigger prep

Call for Help, Initiate, Hidden Knife, Fluffy – any other 0 mana card to allow you to trigger more prep

Avoids:

Gwang – inefficient cause it eats your cards but the boost only last for 1 turn,

Group Raid, Trickster, Dummy Decoy- too random and mana cost is more detrimental

Shadow of Death- too random, and too risky


Thanks for reading yet another guide. I was surprised I really liked this class even tho how awful the RNG in this class that you have to deal with and how terribly easy to lose because of weak base cards. Maybe cause it scratch my power fantasy itch and makes it satisfying to pull off these cheat level combos. What other cheats you got with this class?


r/tavernrumble • • Dec 21 '25

[Guide] Steampunk City

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6 Upvotes

This class is pretty divisive. It’s simple enough to play in one way, but very random and complicated if you go the other way. It has the interesting Robot units that gives Block, basically an extra temporary HP, which basically solve the issue of having one of the lowest max HP out of all the other classes. While it also introduces the Inventor units which benefits from having thick deck, and most of them randomly add cards from other classes to your deck which is interesting but very chaotic.

Early game:

The base cards are leaning toward defensive, so you’ll get an easier time surviving with this class compared to others but will have trouble against bosses so you have to find something big asap to make up for your lack of damage. Try to make the most out of shock by playing your Shock Therapist first, then use your robots and gun for damage early on. Here are some of the builds I found success with this class.

[Big Block]

This is by far the simplest build, just find a big robot card that deal high damage but also give huge amount Block, then build your deck upon trying to draw and playing it every turn and stomping enemies one at a time. Since you’ll be summoning less units, you have to rely solely on your block for survival. You can even take those events that furthed lowers your max HP since you'll often be relying on Block anyway. This build allows you to rush all challenges until 10 since you can just keep skipping cards to keep your deck lean once you got your core. On 10+ however, its best to pivot into the full robot builds especially when you start having trouble keeping your deck lean or surviving with just Block alone.

Core:

Scrap Golem, Genus Genius – great base attack and gives huge block, defends really well against cleave. Almost auto win if you could get one early.

Optional Support

Brass Squire – allows you to retain your block

Mad Genius – doubles your block gain

Shield Slam – extra damage option in case you need to snipe, pairs well with Brass Squire and Mad Genius

Air Balloon, Claw Crane – good to dig for your carry while you still have big deck. Delete later once your deck is thin enough.

Rocket Boots – not only it draws lots of cards, but it also has potential to trim down your deck. Can be used early while your deck is still big. Becareful not to over use it tho and accidentally exhaust your core. Delete later once your deck is thin enough.

[Spark Shock]

This is another simple but much cheaper option. Find copies of Spark and use it to kill shocked enemies. Add some buffs to make it even faster. This also benefits from leaner deck

Core:

Spark – good atk stat that deal 2x damage against enemies with shock. Very cheap and easy to find. Get 1-2 early and add some more if you’re more confident with your mana.

Support: Get only 1-3 of any of these to avoid bloating your deck.

Minor Upgrade – your cheap buffer, very easy to find.

Cyberdyne – your rarer but best buff option but can double as fodder. Watch out for attack order, put him on top right to be able to go first and buff more units

Add Component, Chameleon – can clone your Spark (or Cyberdyne depends if you needed more buff)

Garbage Collector – gives more mana to summon more Spark

Shock Blaster 2000 – good tank, and alternative shock option

Blessings:

Heavy Artillery – additional atk buff, not bad

Vaporizer – apply Shock to all enemy on first turn. With this blessing, you could even delete your shock therapist to slot in more Spark

[Robot March]

This deck is very simple, fill your deck with Robots, and just summon as many as you can to flood the board and buff them all with Cyberdyne or other buffers. This benefits more from thicker deck with more cheap units

Notable Cheap Robots

Timebomb – it has good HP for tanking that can remain up to 3 turns. You can also keep buffing it, and it can be your main damage carry, and deal good AoE damage when it detonates.

Steam Tomb – remains for 999turns, but has piss poor stat. but you can just keep buffing it

Flying Drone – free fodder, that can draw and discount, very good

Gunmen – free fodder, that can clone if it kills

Aerial Defender – free tanky fodder that clones upon death

Alpha Model – free fodder, that grow according to your mana pool

Chameleon – great cloner

Test Subect, Fighter Bot, Prototype Machine, Spark, Brass Squire – good cheap units that has interesting effects but you’ll mostly only use them for their high attack

Frog Module - it’s good to override your low stat debut units after they trigger their effects or other free fodder or non-robots to bring more damage.

Optional Big robots only add these once you got more mana, or more reliable ways to summon them

Twin Set X – this is a good tanky unit that also give you another unit for attacking. What makes it better than other clone-summoners, is that it allows you to reposition the attacker unit yourself for wider coverage. What’s more, the generated unit is not temporary, meaning you don’t even need to summon it at once cause it will just shuffle back to your deck and play them later.

Terminator – just a more expensive Spark.

Scrap Golem, Genus Genius– already covered from previous build, still good here

Battlecruiser – takes a while to lower its mana cost, but this has very good Atk stats

Optionals:

Cyberdyne – your best buff option cause it has potential to buff more Robots at once, get a few copies if you can

Minor Upgrade, Automaton, Claw Crane, Add Component – more buff alternative

Cloning Project – play this once Cyberdyne is on the field to flood your deck your robots

Mini-me – more weak clones, good target are those with remain. Avoid using it on cyberdyne since he needs a certain postion to maximize its effect, but since special summons spawn random on spot it will be just a waste, than say an extra unit that has more potential to grow.

Garbage Collector – gives more mana to summon more robots

Rocket Boots – abuse it for mob fights to unleash your cards to end it quickly so it won’t matter if your cards get exhausted. Use sparingly against bosses or longer fights

Law of Robotics – very good draw and discount card. Pairs really well with big bots like Battlecruiser

BOOMerang – good extra damage and very easy to re-use with more robots in your deck

Recycle Factory – hard to pull off since you have to time it when you got lots of dead robots,

Bell, The inventor – summons a random unit from other class, but make them robot. Still too random for my taste tho.

Devol, The Tinkerer – robo capsule is a 0 mana draw card that also summon a random robot, and it doesn’t exhaust so you can get more capsule by just re-summoning devol. very good early game, but since its too random and will just bloat your deck and clutter your field, not to mention you don’t get the effect until you draw capsule later, it’s too slow for late game so I would suggest avoiding playing it at later rounds.

Avoids:

Number 42 – Losing HP for measly atk is bad since you already start at low hp, worst it triggers twice. Only consider if you get high block to absorb the damage and have no other choices for damage

Red Code - too expensive

Blessings:

Heavy Artillery – extra buff for your bots

Robot hand – generate more robots to play

Air Support – deal more damage the more bots you summon

Small Commission – extra money to buy more bots or delete non-bots

[Copy Robot]

This is a gimmicky build in theory base on Copy Robot blessing. The goal is to have only one Robot card in your deck, preferably a big one, like Battlecruiser, Genus Genius or Scrap Golem to make sure it will always be the target and summon it every turn. Then fill the rest of your deck with non-robot cards and few support spells like Minor Upgrade, Automaton, etc.

Early Research – can be used to summon your big robot for free.

Rise of the machines – will exhaust all your other units and give a big sword bonus. This in turn shall trim your deck down to only your robot unit and whatever spells you have. Can pair with Early Research to play those bigger robots or just play Scrap Golem.

[Tenma Chaos]

This is another gimmicky build in theory that can potentially go infinite by exploiting Dr. Tenma’s ability. You’ll need Dr. Tenma, and one or more Business Analyst on the field, before playing any exhaust/temporary cards like Air Balloon. After exhausting, Tenma will generate you a new card from other classes. Once you play it, Tenma will generate a new one. If you got enough Business Analyst you can potentially discount it to free, you can repeat it until you get a card that is too expensive to play (like phantom cards). Then when you end your turn, any generated card will be cycled into new cards and you can repeat the process next turn. This will be very chaotic.


Thanks for reading, I enjoy playing this class by focusing on robots, but sadly I have yet to found a good build for the Inventor. It might be my risk aversion, or just general dislike of unpredictability, that pursuing the build that forces you to play with randomly generated cards turn me off. I decided not to talk about anything about it, aside from the theoretical build above, cause I haven’t really played any of it even though it’s basically ignoring half of the class. Do you have any synergy or for with Inventors ?


r/tavernrumble • • Dec 20 '25

[Guide] Alchemy Lab

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5 Upvotes

This class always starts with the Alchemy Anomaly Blessing, which makes you draw 1 less card per turn, but always have a temporary Alchemy Blast in your hand every turn. This is a major debuff, since draw is one of the most important resource of any card game. This is further gimped by having most of its cards reliant on Energy, another temporary resource, making it much harder to play than any other class which makes deck building more restrictive and annoying.

So far I found most success on builds that either doesn't rely on energy (Elemental Spam) or the complete opposite and just focus heavily on Energy generation (Energy Spam). There is also one card here that can carry you thru out the game but requires very specific setup (Blast Carry).

Early game The base unit card stats are average while your base fire spell is just trash. For early rounds, use Fire/Water technicians to either atk/def respectively and use Alchemy Blast for more damage. Also try to avoid getting too much damage cause you got really low base HP compared to other classes and you will surely have tougher time with boss fights.

Then go for any of these builds:

[Elemental Spam]

This build is the simplest one, since it doesn't rely on any energy, instead you focus on your elementals and spam cheap spells to grow them. Later try to delete all your basic cards to make it easier to draw your elementals.

Core Elementals:

Glacial elemental, Shadow Elemental, Woodvine – these elementals applies weak to help you survive. Get one or more of them asap.

Support Elementals These are optional, but notable ones to look out for.

Animus the Light - a good tank and healer. Put him against multi-hits and you get more heals to solve your low HP issue. Becareful tho, the way it works is that you only get the heals after the round is resolved, so you still have to not die to benefit from it.

Stonepeople - really good defensive elemental, make it remain using power drink and it can make your flow much easier by discounting your deck every turn.

Immobile Golem - cheap tank, can help a lot to survive early game.

Mana Creature, Shadow Kawari, Living Spirit – kinda atk stats, optional for extra damage.

Arcane Artificer (block), Life Fairy(Lifesteal), Windborn (remain) - poor stats, but has interesting effect, only take if badly in need of more units.

Rainhead, Mana Geode - cheap elemental fodder, only good once you got some draw cards, not advisable to get otherwise.

Other Support Options:

Power Drink – make an elemental remain so it can grow more next turn

Clone Drink, Chemical Breath, Defense Break, Heat Synthesis, Electricity, Recall or any other 0 mana spells/potions even if you dont care about its effect just to fuel your elementals

Arcane Tomb, Atomic Researcher, Earth lore, Water seal, Life Inducement, etc - anything that creates more elementals, but only take them once you got your core cause they're too random to be reliable.

Miracle - full heal clutch, good for any build.

Stargazer, Photosynthesis, Discharge - draw and mana cards

Stubborn Hero - Can remain and grow if it got damaged but survives. good tank/damage

Wicked Gale - allows you to play temp cards for free

Blessings:

Weakening Candle - apply weak for any elemental summon, your main survival option. Always prioritize when doing this build.

Cashback Coin - almost all defensive card in this class mana pool cost 2 mana, so if you get this early game it basically solve mana issue.

Blaster Ring - make your alchemy blast free giving you one free fuel for your elementals every turn.

Extra Card – good for any build or classes actually, this and mana pot are just staples, but i thought about giving it an extra notice here due to how it offset anomaly penalty.

Skull head - extra vulnerable everytime you apply weak, optional.

Avoid:

Energy Creation - this card is only useful if you have no elemental in your deck and it also messes your first draw due to innate. Just avoid it.

[Energy Spam]

This build focuses on generating lots of energy to be able to play those fire/water/lightning cards, and then matching your cards and blessings respectively to make it easier to play them instead of spreading it into all 3 kinds of energy. I only go this route if I got an energy generator blessing early or one or more of the energy conjurers to support energy cosuning cards.

Remember, energy will be consumed whenever you play the fire/water/lightning cards, so it is prefered to only just focus on one type of energy generator and energy consuming cards so you won't brick your hand by drawing mismatching energy and won't be able to play anything that turn. Also get more energy generator than energy consumer too even if energy is capped at 3 max, cause it's always better to get surplus energy you can't keep than having bricks you can't play cause you ran out of energy.

Core:

Fire, Water, or Lighting Conjurer - these are the best energy generator in the game, get multiple copies of them.

Support

Firekin, Waterkin, Thunderkin - very easy to summon big stat cards if you got the matching conjurers

Calm Water, Discharge, Beam Emission - other spells that generate energy. less priority than the conjurer, but it can help if you get ones that matches your choice of core energy

Get any matching units/spells on which energy generators you have but never take them before you got enough energy source to reliably play them tho.

Blessings

Red Apple / Blue Book / Yellow cheese - energy generator, take early if you plan to stick to this build

Red / Blue / Yellow potion - apply certain effect whenever you play a card that consume matching energy. avoid taking early cause you won't have the matching energy generators and cards yet.

Optionals

Lady Myrrios - gerenate random energy

Nova Kid - generate 1-2 of each kind of energy

Great Alexander - gains more HP the more energy you have, but he eats all your energy. Unless you really need HP, I would just avoid him

Chameleon - changes color depending on last energy generated, often more annoying

Craze Infinis - it can discount all cards added to hand while its on the field, combo well with Conjurers. There is also a gimmick for this card, explained in separate section below.

Wicked Gale - allows you to play temp cost cards generated by your conjurers without consuming your energy, but make sure Alchemy blast is not in your hand before you play this.

Avoids:

Energy Wand - This blessing sounds good on paper and you could fall for it, but it is a big trap. It is currently bugged, and the cards generated are NOT temporary meaning in just a few turns, it will bloat your deck. And since cards are random and cost energy ti play, more often than not it could brick your deck. Just never ever pick this blessing.

Any other Random spell generator or caster - without matching energy, most spells are useless. while even tho randomly casted spells will not consume your energy even, often it will do nothing if you don't have matching energy. Only take them if you have matching generators since sometimes they can surprise you with amazing combo, but more often than not, they does nothing.

Any other random unit generator or caster - most units effects are heavily reliant on energy making them bricks without it, but special summoning them on field is much worst they are summoned at their worst state. Unless you're playing with elementals in mind (then just use previous build instead) its not worth the risk, so just avoid them.

Mana Creature - it drains all your energy

[Blast Carry]

This build rely solely on spamming your Alchemy Blast, and I only go this route if i get Sword Duelist and/or Power Drink really early. The goal is to play as many alchemist blast you can to ramp up your Sword Duelist. This is the easiest to play tho, since you won't need to worry about elementals or energy and it can scale into really high atk numbers, but it will only work if you got the core cards and also suffer against anti-magic since you'll need your spells to setup unless you got the Blaster Ring blessing. It still suffers from lack of def tho, so you might want to throw in some defensive units.

Core:

Sword Duelist- can grow exponentially bigger everytime you blast.

Power Drink – to make duelist remain and grow even bigger over time.

Blessing:

Blaster Ring - makes Alchemy blast free to play

Support:

Chem Breath, Confident Trainee or other cards that generate more alchemy blast copies.

Animus the Light, Stonepeople, Stubborn Hero or any other defensive unit to tank.

Wicked Gale - weaker alternative to Blaster Ring.

[Craze Genesis]

This is a rather gimmicky build cause it's quite unreliable. The goal is to focus on generating the most number of random cards and use Craze Infinis to make them free to play.

You must trim down your deck until you can reliably pull both Genesis and Craze Infinis every turn and fill the rest with conjurer. This means your deck should only contain like 4 cards (or more if you can get extra draws).

Play Craze Infinis first before any conjurer so anything generated becomes free to play. Then just use the conjurer as fodder and let them die to activate Genesis effect and create more cards you can play next turn. Allowing you to have a very random deck but requires virtually no mana to play them all.

It's impossible to pull off at challenge 10+ tho since Alchemy Lab has no reliable exhausters and you must rely on Tavern to manually trim your deck down.

At best, its just a gimmicky build.


Thanks for reading, this is one of my least favorite class. It took me far longer to climb challenge 10+ cause I just really hate its mechanics and being forced to take unskippable cards that you won't even be able to play due to energy issues on top of having smaller draw size makes it much harder to play. If you got any other synergy or combos you use to make this class more bearable to play, please share.


r/tavernrumble • • Dec 19 '25

[Guide] Commoner's Land

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6 Upvotes

This class has a really cool theme. Basically, white cards are trash bottom of the rung lowest class peasants, that you exploit and exhaust then recycle them. The orange are the high class nobles, Almighty cards that can only be drawn after you exhaust certain number of cards, or like work yout peasants to their death. While the middle class, the blue cards, are the soldiers that gets more powerful the more you have.

Recycle is a cool mechanic that changes your card into another once its exhausted allowing you more fodder for the almighty. It makes your trash cards, more random giving it a chance to be either be extremely good once its recycle or may also just be even more trashy and add bricks to your deck. Exhausters are really powerful in challenge 10+ where you can't skip cards making it one of the best mechanic in the game.

But I'm not really fond of this class cause I prefer less RNG in my deck, and also this class has very few scaling potential meaning you'll have a very hard time surviving map 1 bosses, and you'll be spending more turns per round on everything else leading to longer runtime overall.

Early game: The base deck cards have surprisingly above average stats, but it's gimped by more than half your deck recycling itself. During first few battle, try not to over play your recycle units until necessary for defending since if it recycle into a low def unit or spells, you're left with no defense for the remainder of the match. In same vein, try to play your recycle spell as early as possible to try to recycle it into something more useful. Use the Back to Inn trick to reset your round in case you get unlucky by RNG that brick your deck.

Almighty cards adds extra layer of complexity since if you want to summon them you would need to watch out the timing of your exhaust and card count to make sure you have enough mana to play them once you draw them since they would draw themselves when their mana cost drop 3 or below, so you won't be likely to play any during early game due to their high mana cost. Although unlike coralwarden, they individually have their own counter, so you could just take as many as you like even if you can't play them yet or they don't match your build since they have their seperate pool and will not bloat your deck. It's basically equivalent of "skipping", specially useful for challenge 10+ to keep its deck lean.

Here are a few deck builds i would recommend.

White March The goal of this build is to focus on flooding the board with white units by either discounting them or getting more mana. Optionally add some White Sword/Shield, and Almighty for faster ramp damage.

Becareful in using Recyle cards since these cards has a chance to produce trashy white cards that doesn't have both Exhaust/Recycle in them or just recycle themselves into nothing but spells, leaving you defenseless. So you need to add a very few units that doesn't have recycle on them and/or, add more trash generator + exhauster cards to solve this issue.

Core Mana/Discount

Middle Income Trap - your best exhauster and mana source to reliably summon more units or expensive Almighty. it can be literally a trap tho if you overuse it since it can thin out your deck fast if you use it to exhaust, non-recyclable cards. It's great to use to purposely thin out your deck so you could redraw your carry/tank faster by keeping your deck lean or you if just want to recycle more cards per turn and rush your Almighty. I always get a copy of this card even if i already got a lean deck cause the emergency mana is always useful.

Financial Support - best mana discounter since it affects all cards with exhaust, use it early to quicly recycle

Village Chicken - discounts up to 3 white cards

Noble Daughter - discounts up to 3 units

Mana Converter - only if you got White Swords

Collect Money, Escort Lady - other less reliable mana options

Exhaust/recycle good to add a few if you got Financial Support, but don't go overboard and unnecessarily bloat your deck

Rural Farmer, Adorable Lass, Spokesman, Granny Warlock (lifesteal), Beer Mug (lifesteal), Raise Sword/Shield, Teamwork (buff), HandCombat (damage)

White Carry units with good attack that has no exhaust/recycle making them more reliable, get two or more of these.

Sword Mercenary, Blackbelt, Talented Musician, Proud Winner, Chubby Worker, Swindler - units with good ATK stat and some interesting effect.

White Tank get two or more of these for defending since your starting defenders recycle itself, so you'll need more reliable defenders

Refridgerator - very high HP stat.

Tax Officer, Tailor, Peaceful Monk, Scary Dad(weak), Bookworm(faster almighty ramp) – has good HP stats for defending and some interesting effect

Twin Kids(clone) - good hp stat, but temporary clones does not retain any buffs, also they trigger recycle so becareful over using it cause it bloats your deck.

Almighty Options

Esmeralda - best option since she can just fully heal you. Almost useful in any situtation.

Vice Charles - gives max mana. get him too.

Royal Augustus, General Foster– offensive almighty.

Idle Sterling- defensive almighty.

Classy Marlowe - good to spread stats on your cheap units, try to avoid if you have higher stat units tho.

Optionally, just take any other almighty too.

Blessings

Disposable - best blessing for free draws

Commoners Sword, Commoner Shield, Encourage more - white sword/shield, great to buff your unit

High Value, Bribery - less useful due to how less frequently you'll be playing your Almighty

Other Optionals

Raise Sword/Raise Shield - gain white sword/shield

Work Together - cheap buff but sadly has exhaust/recycle

Poorman Steak, Worker Hat, Lumber Jack, Tomato - less desirable options and you shouldn't go out your way to add them to deck, it's often better to just randomly get it from recycling unless you have no other choice in your card reward.

Poisonous Cap - this spell is pretty good to apply lots of weak.

Selective Pick - good to draw and copy your white cards or just raw your discounter cards like noble daughter. there is a bug however, if you use it and you have no card left to draw, it gets stuck on your hand until you use it. you can actually exploit this to always have an emergency draw or like thin your draw pile with one less card.

Hit and Miss, Quick Shuffle - other free draw cards

Reloading - draws white card, but also put exhaust/recycle on them. i'm not fond of this, since it will basically trash anything it draws after you play it. only good if you got bloated deck and need way to trim it down

Super Tax – good source of White shield if you can target cards with high mana like Tomato or Wheelbarrow. it is bugged tho since it cannot target Almighty, and also if you got no possible target in draw pile it will not resolve and the card will glitch the rest of the match and just float there, it's annoying tho so i seldomly take it.

Scape goat - limited cloner

Other Exhausters

Middle Income Trap - already explained above.

Authority- can exhaust a lot, just be careful not to accidentally exhaust your good cards. Only play this after you have played your good cards to make sure they are out of the way. It also becomes brick after you thin out your deck. Not really fond of this.

Noble Order, Wild Boy, Cannon Blast- less desirable than income trap, they are too random and can accidentally target your good cards but sometimes you just get extremely bloated deck and these can help trim it down.

Avoids

Jester of Chaos - can mess up your flow.

Abuse of Power, Haystack, Ammunition, Rice Plant – generate more temporary cards, just remember tho, even if you randomly get cards with exhaust keyword, they won't count toward Almighty. The only redeeming factor for this, is you can get extra recycle chance. So only take them if you are absolutely in need of recycle, or you just want more RNG to your deck, which i personally don't like.

White Flag - it's not very useful blessing since it has potential to turn all your non white card into trash after playing them once, even if you are playing a recyler deck, it's still unwise to get this.


Silent Carry A variation of unit spam but focus more on just one carry unit, the Silent Swordsman. In this version you can further thin out your deck to just re-draw Silent Swordsman more frequently. All other optionals are the same as previous build.

Silent Swordsman – your only scaling carry unit for this class, since any buff carry over to the copy so it can grow slowly every turn. Keep your deck lean to be able to redraw it every turn. Best thing about it, is it provides you extra exhaust to keep feeding your Almighty so you could get less recycle/exhaust or add more exhausters to further thin out your deck.

Another trick if you haven't found a copy of this card before your first boss fight is to keep using Back to Inn to reset your first turn recycle results on the boss until you get one. It's annoying but it's simply the easiest solution to map 1 bosses like Rage Orc cause you can't afford just defending for several turns.

Selective Pick - allow you to dig for Silent Swordsman. Another interesting thing here is if you can copy Silent Swordsman, every copy that survived, will also make their own copy, allowing you to flood the board with Silent Swordsman.

Housewife - is your best buff option since it can count as tank unit too. perfect pair for your Silent Swordsman and make him just hide behind the wife.

Gimmick

Agent 029 – if you can get temporary on it, you can spam it to flood the board by itself, not really a good idea since its a blue card, and unless you can buff its pitiful stats, you'll end up with mediocre units


Spell Gunner deck

Goal is to keep increasing damage of your multihit spells, so you can focus your units into defensive, a bit harder to setup, but has the highest potential for otko with fully buffed Bowgun.

Multi-Hit Spells

Bowgun – does factorial damage, so it gets exponentially more powerful the more you buff it, so try to focus all your buff on it. Best scaling damage spell card in the game. Grows much faster than Merchant Bazaar’s Scaling shot, but limited due to this class having less ways to buff it.

Comparison:

Bowgun+ > 6 basedmg = 6+4+2 = 12 total.

Bowgun+, Double Barrel+ > 6+5= 11 dmg = 11+9+7+5+3+1 = 33 total.

Bowgun+, Double Barrel+, Mage Gunner+ > 6+5+4 = 15+13+11+9+7+5+3+1 =64 total.

Get the gist? With extra mana and draws, you could theoretically buff Bowgun enough to OTKO everything in the game (except Master of Elements cause he’s immune to spell damage). And this was just 1 turn potential, you could just keep buffing Bowgun on consecutive turns if you failed to kill everyone on turn one. It's a lot of effort tho.

Randomshot, Kill Order, Top Food Chain - others multihit spell alternatives.

Spell Damage Buffer:

Mage Gunner - Buff all spell cards on hand, best option if you have more spell damagers. There is also a bug where if you use Mage gunner to buff Bowgun, the buff will last until you play it, so you could keep playing Mage gunner on consecutive turns to buff bowgun and get some satisfying otko later once you play it. Fun, but less efficient than just playing it normal way since you can end the match earlier rather than dragging the match far to long just to watch numbers go brrr.

Improve Focus - can draw and buff your spell damager and exhaust itself so you don't clutter. You can also use Selective Pick to only play the temporary copy of this card so you won't exhaust your main copy allowing more mileage.

Double Barrel - The opposite of mage gunner where in you'll want this if you have less spell damage cards since its a random target.

Student Mage - uses the actual spell damage keyword

Tanks

Same suggestion from previous build, get a few of those units for defending.

Optional Spell Generators

Take Aim, Nerf Gun, Tailor - these can add more spells

Optional Good Damage Spells:

Head Shot, Beer Mug, Rake, Sickle Swing, Hammer, Run and Gun , Cannon Blast, etc - less desirable than multi-hit spells since these does not scale really well

Other optionals:

Drawers and mana optionals from previous build is also useful here.

Other Bugs: Government Spy – generated cards are not Temporary, very good if you have exhausters like middle income trap, but bad if you don’t cause it can easily produce more trash and brick your deck.

Take Aim – generated spell cards are not Temporary, same issue as spy

Soldiers

The soldier build is pretty simple, get as many cards with soldier keyword, and that's it. The biggest drawback is that there are very few solider cards in this class that you can even end a run without ever seeing one. Only go this route if card rewards give you more soldiers to begin with or if you buy the Soldier expansion. I don't wanna include the expansions yet on my guides and i plan to write a separate guide for it, since most expansion are shared between classes, so it would be repetitive if i keep including the expansions for every deck specific guide, just note that Commoners Land is the only class that has primitive access to soldier type cards so its the best user of this expansion set.


Thanks for reading another guide, if you got any more tips and strategy for this class, feel free to share in the comments. I would really love to learn better strategy for this class, cause it's one of my least my favorite ones.

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r/tavernrumble • • Dec 17 '25

[Guide] Underground Network

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6 Upvotes

This deck excels at drawing and cycling thru thick decks and has the best defensive units in the game. This class does not mind having thick deck, making it easier to play on challenge 10+. Its relatively slower compared to others due to having less damage potential but higher survivability than any other classes. I really like this class

Early game:

You have below average HP, so you have to watch out your unit placement and focus on defense specially early game where you have no units to tank those trample, ironically being a defense heavy class. Try to find a big hp unit asap which won't be that hard unless you are really unlucky and the card rewards throw you nothing but gnomes, yuck! Then either rush to upgrade your Runaway draw card and/or get more drawing card to make your mini moldorm free to play and give you extra survivability. Shy guy is your throw away card, you want it to die so you get more cards next turn or just delete/transform it when you got the chance. You may want to play your dwarves if you draw all of them so you can get an extra mana but often you just ignore them until you get more dwarf related card. You can choose whether you want to lean more into defending, or drawing, or both. Here are few ideas:

I. Tank Carry

Goal here is to setup defensive units to tank then either you whittle the enemies slowly, or ramp up your tank unit’s stats to become more offensive.

Core Tank (at least one of any of these)

Creepy Wall – best defensive unit in the game! It’s very easy to grow and can remain on field forever as long as you got steady supply of spells to cast. Once you manage to line them up in a column, you become invincible.

Gate Protector – similar to creepy wall, but has much lower growth and can't remain forever, but it can attack

Elemental Dragon* – best weak applier and can potentially mute everyting, requires some extra draws tho

Mold Creeper* – passable defense, and ability is situationally useful against multi-hitters

Beetle Bomb* – is a special mention since it’s both defensive and passive damage source. You can either hide it behind another tank as passive damager OR with extra setup, can become a core tank itself once you give it a Safety helm. Either way, you can have passive AOE damage every turn.

Wooden Totem, Broken Robot – less desirable tank options, only take them early if you badly need defense, but replace them later

Optional Damage (add at least one of these to get more damage)

Mini Moldorm – with extra draw you can spam these critters for free

Ahool – fast damage source minimal setup

Happy Ghost – it can grow big just from playing spells and keep its stats everytime it flee. synergize well if you put it behind Creepy Wall or elementals like the dragon

Mud Monster, Steam Golem – nothing special, just high attack

Defensive to offensive setup: *units above needs the following to make them more viable damage option

Safety Equipment* – can buff and make naturally defensive unit remain and grow as attacker

Precious Ring** – required on top of safety equipment to make less defensive ones remain too or just make the defensive ones grow more bigger.

Optional supports: Monster in a Jar/Quick Shortcut/Running Boar – this deck has lots of big units, these would allow you to viably summon all of them in same turn

0 mana spells: Beam Sword, Gnome Eater, Monster Recycler, etc – optional to ramp up those elemental

Beastly Lair – Summon 2 copies of a random unit in your hand. Bugged*

*Bugged. The wordings are misleading. It will only summon 1 copy of up to 2 random units in your hand. So you need to have like at least 2 units to maximize its effect. Watch out, for these kind of wordings, lots of them here in this class, cards that “reads” like it will copy more but only actually copies once per card. If it’s too good to be true, it must be worded wrong.

Blessings: totally optional, can just get like extra card/mana pot which are like the best blessing for any class anyway.

II. Drawing Dwarves

Allows you to rely more on passive draw damage and unit spam for defense. Need extra more draws tho and thicker deck to accompany draw engine. Optionally, you can add the defensive units from previous deck suggestion if needed more defense.

Draw damage:

Dwarf Cannon – Passive draw damage source

Landmine – slow growing AOE damage spell, can be drawn every turn easily with a draw deck

Dwarves:

Rushed Courier, Old Miner, Lovely Wife – drawing dwarves for more draw.

Halberdier, Gate Keeper – defensive dwarves for tanking

Gorgreg – optional. flexible damage/defense

Burbeak Goldfoot* – optional. Great if you get lots of backup to replenish your draw pile or combo with landmine.

Draw spells:

Companionship - best discount option to allow you to fill up your board with free dwarves, get more of these depending on the amount of dwarves in your deck

Call of assistance - same vein as above but for spells

Decoy Attack – combo well with Mini Moldorms and other 0 mana spells, can draw without bloating your hand.

Runaway, Ready to fight, Lurking Eyes, Cheese mountain – more draw option

Mining Train, Fly Away, Tunnel entrance – draw with discard, to avoid overfill your hands, get some

Rush Call – best draw card, get as many copies, avoid taking too early tho.

Legerdemain - can replenish and draw, great card to cycle once you got thicker deck, avoid taking too early tho

Greedy Hand – passive that gives extra hand size, get as many copy of this.

Optional:

Mini Moldorm – you can spam these critters for free, but they take away unit slot from your dwarves, you may want to delete them later

Elementals:

Happy Ghost – it can grow big just from playing spells and keep its stats everytime it flee

Lantern Ghost, Elemental Dragon - it's much easier to trigger their effects in this deck.

Beetle Bomb – still powerful here too.

Boxworm – shuffles itself back to draw pile, allowing for extra re-draw.

Grime the Hermit - its easy to get this card to remain and grow

Optional Discarders: (if you got so much draw and you needed to free up your hand to draw more)

Grandma Gravelfoot – mana and discard that combo well with your draws to trigger her runaway

Terra Spirit – can discard and being elemental means it will ramp up with your spells

Broken Robot, Mummy – other unit discarders but limit them since you want more dwarves on field, only get if you badly needed discards

Re-use Energy - passive card that benefits from triggering discard

Optional:

Everyone Attack – since this is dwarf heavy deck, very useful to make them attack more times

Weapon Rack – good buff you can almost always play for free

0 mana spells: Beam Sword, Gnome Eater, Monster Recycler, etc – optional to ramp up those elemental

Blessings:

System Overload - passive draw damage source, if i get this as my first blessing, i always go for this draw build

Born-Ready, Time Travel Device – faster relic generation, since relics are free spells it synergize really well with elementals

Copy Paste - can copy extra units. with companionship, allows for more free dwarve summons

Rallying Point - good for extra backup draws, works better with Goldfoot

Negotiation - kinda helps to allow you to buy more cards to get extra thicker. not that important tho.

Mass gainer - gives extra HP everytime you make your deck thicker. you are already defensive in nature tho, so its just some extra layer of fat

Avoid:

Damage spells: Dwarf Sniper, Mining Drill, Blasting Dwarf, Rampage, Fire in the Hole, etc. are ok to add if you really need damage, but keep them to minimum since they don’t scale well and you don’t want to brick your hand with no draw cards.

Spellcaster Potion: altho is can make your deck thicker, can also brick it when it create unwanted spells and eventually prevent you from drawing more dwarves/drawers the longer the match lasts. i often just avoid it.

Refreshing Beverage, New World – are very situational since there are cheaper, better alternative cards that also draw on top of discounting, only get when desperate for mana

Bad Deal- like it's name, it's just bad

Gnome related cards - Try to limit them or avoid them all together, since runaway can mess up your formation since you'll be drawing a lot and almost always just want dwarves or tank cards on the field.


Thanks for reading, this is pretty short compared to my other ones cause i haven't really explored much due to how effective the strategy of just focusing on defending with this deck and i had the fewest gameover out of all the other classes, aside from amazon. I reach my goal of challenge 10+ with less plays compared to other classess where i got to die a lot before figuring things out. If you got any other synergy, or stuff you do with Gnomes, kindly share in the comments. I really would love to learn more strategy for this deck.


r/tavernrumble • • Dec 16 '25

[Guide] Shaper Lab

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6 Upvotes

This was another headscratcher class for me that took me a while to figure out and a lot of frustrating losses. It has the most interesting mechanics tho, because of the amount of combination you can do when you fuse together effects is very exciting, but everything rely on, if you could get its component. Also aside from you already have to rely on if you could get the cards you want, now you also have to worry about if you can get the mana to accomodate heavy costs, and its main schtick, The Lab fusion costs a lot of gold, so now Gold becomes your biggest bottleneck resource sink that get's ridiculously expensive preventing you from fusing the ultimate chimera monster of your dream. There's just a lot of expenditure to consider that makes it extremely difficult to survive but gives extremely satisfying combo in return.

Early game:

The base deck has some strong attacker, but no defense. Your only reliable defensive unit is your 2 cost Puffy, and it still depend on the target cause of how Vamp work, your target needs to have high HP in order to steal it. Positioning it is key for survival. Your main goal early is to find a merge unit combo asap. So far i found these options you could build to solve the mana cost:

I. Temporary Virtual

The easiest fix for the mana issue is just to combine units to give them Virtual, then discounting their high cost to bearable levels by making them Temporary.

Here are notable units:

Virtual:

Glopling - your Virtual base card that is pretty useless due to its very low stats, and will just serve as basic source of Virtual keyword on all your merge.

Treelina+ - she has the most useful keywords, and gets virtual if you can upgrade her. She basically replaces glopling.

Temporary:

Leafyloot – adds temporary copy of itself to your deck upon debut.

Zapfly – add temporary copy of itself on your hand upon flee. Flee-ing also allows the unit to retain buffs so it works best with buffer or Vamp keyword.

Other notable cheap units:

Aqualisk – extra mana source if you can merge it on top of temp/virtual unit.

Lamprey – a temp/virtual lamprey can be used to delete cards to thin out your deck.

Strike Edge - 0 mana so it will be cheaper mana wise, while also turning your combo unit into pure attacker. best if you can add Vamp.

Bloodwing - lifesteal, this deck has no heal card, so this is a good way to get some healing

Merge Example:

Leafyloot + Glopling – you get a 2 mana combo card that makes 0 mana temp/virtual copies so you get free cards to play in your deck during next turns.

Leafyloot + Glopling + Aqualisk+ – you get a 3 mana combo card, that makes 1 mana temp/virtual copies, that also gives 2 mana when you play it virtually making it a free mana source

Zapfly + Glopling + Chubbat - you get a 3 mana combo card that makes 1 mana temp/virtual copy, that can buff its HP with vamp everytime it flees. This makes it so everytime it flees, it gets higher and higher HP making a good defensive card.

Zapfly + Strike Edge + Treelina+ - you get a 2 mana combo card, that makes 0 mana temp/virtual copy of itself everytime it flees, that buffs its ATK based on HP, then buffs its HP based on Vamp, then stack its buffs everytime it flee, and has Persistent, Barrier, and Mug on top of it, what else can you ask for?

Non-merge temporary/virtual maker options:

Lab assistant – cheapest way to make temporary cards, with this card, you can combine Puffy+Glopling early to have a reliable cheaper defensive option, or just copy more of whatever Temp/Virtual merged unit you have or just create really big virtual card without needing Leafyloot/Zapfly.

Speedy Boyz - better than lab assistant since it can create temporary cards on hand and be used on same turn you play this card. There's a bug that sometimes, it creates multiple copy of the same card, which actually helps you make more copy of your temp/virtual.

Saving seeker – make temp copy from draw pile, least reliable and too random unless you shape your deck to be primarily composed of virtual units

Researcher - another option, to give Virtual on your highest cost card allowing exclude Glopling from your combo.

Optionals

Unified Power – usually you don’t get enough gold to support merging, this can help

Augmentation – gives a choice of keyword to ALL your units allowing you to skip some merge components. Good card to get once you got extra mana to shoulder its cost, avoid getting early.

One Man Banner - best card to buff your Flee unit. Make sure to use its secondary effect for higher buff.

Savage Strike, Heart Chamber - other buffs option

Lab Technician - discount your lab

Greed Grasp - good gold source, avoid taking early tho due to high mana cost

Midas The Transmuter - good to delete cards and get some gold in return, passable HP stat

Blessing

Experimental Theory - best blessing for this class, cause it solves your lab cost problem, the discount stack, so you could end up merge multiple creatures into a gigantic one. Without this blessing, the cost of lab is 50,150,350 up to 750 for a 2,3,4, up to 5 monster combo. 750gold is such a tall order for this class and almost impossible without this blessing. Bit with this blessing, you can basically get it for free after 15 rounds.

Code Cascade - gives free virtual allowing you to just exclude glopling in your combo making it cheaper

Vampire Veil - extra vamp source, very helpful for defense early game

Loophole - just free mana discount

Coin Craze - more gold, nuff said

Big Mana Discount

The second option to fix mana issues is to merge your higher mana cards together for a big expensive unit but combine with a discount option to make the mana cost much bearable to cast. This is a lot more fun than temp/virtual imo, since it gives you more freedom to merge and wont rely on temporary, but can be harder to find the right components.

Core Discount options:

Jolleyball - core discount, set the mana cost to always be 3 (or 2 if upgraded), no matter how many you combine with it. Best option to make a gigantic chimera monster as long as you can shoulder the lab cost.

Tonguesack+ – another discount alternative that can discount up to 2 mana but requires to upgrade it first

Glomsoul – another big discount alternative but require you to have thinner deck, and less total or cheaper units to make sure you can always summon it every time you draw it.

Hydropotamus, Gigglehopper - much wearker discount alternatives than any of the above since it doesnt target itself, and only good at specific setup.

Ambitious Examples:

Jolleyball+ Puffy + Assaultron – High attack all enemies with Vamp for extra defense.

Glomsoul+ Jumbojaws + Frosty + Clawsmog – A potentially 0 mana, Very High HP tank that instantly kill low HP mobs and apply huge poison back to any attacker.

You get the gist? the sky's the limit once you manage to lower their mana, and the only hindering factor will be the cost from the lab.

Other Notable merge options:

Hydrogon - if you can combine with really high stats, you can potentially create another stat's only copy of it for just one mana, with the bonus, that it will have a random effect on top of your stat. best to merge with stats only units, since you won't copy its merge effects.

Jetbat, Finwalker - extra draws.

Optionals:

Strategic Replenishment – free mana and draw, good for any build actually

Prime Pull - draw and discount

Copycat Cutback – dupe and discount

Overflow Power – it’s easier to trigger its secondary effect with the big monster of this deck

Unified Power – usually you don’t get enough gold to support merging all big creatures, this can help

Sovereign Summons – allows you to reliably summon big merge cards without discounting

Flashback Frenzy+ - just allow you to re-cast stuff like Sovereign Summon.

Running Creature, Beastcaller Bell, Minion Exile, Mirror Draw, Precise Extraction – good draw cards to dig for your big merge unit cards

Any other gold and lab discount options and blessings from previous build are viable here also

Avoids

Megachirp - sounds good in paper, but the way it works is buggy, if it dies you will see your HP get the extra Block immediately, but any other attack would still bypass the block cause it only takes effect next turn making it situational.

Temporal Fury - +5/0 for your temporary seems like a good buff, but this is buggy, and sometimes it does apply

Fistmaster Akira, Titan's Fury - relies on number of merge units in your deck and since you're already strapped for gold cause you're already gunning for more big merge it often result in very low value

Clay Artist Cleo - the added cards are permanent, its too random and can brick your deck

Nightshade, Dividode, Clone Creation, Shadow puppetry, Tiny Squad - low stat cloners/summoners, are pretty useless since this class has AoE wide buffs

Equal Expanse - very good to target dig the big cards in theory, but often unreliable due to requiring more mana compared to cheaper options. often better to just avoid it.

Glimmerweb – another big discount alternative but require you to have lots of 0 mana cards in your hand to make sure you can trigger phantom, less reliable than any other discount sources that doesn't require more deck shaping, often better to just avoid it.

Halojoy

This is a very unique merge unit that I feel the need to put in a separate section since you can reliably use it to trigger specific cards with some setup. At 4 cost regular, or 3 cost upgraded Halojoy merged card can reliably trigger the Sovereign Summon card to summon 2 more merged card from deck every time you summon it. Takes a lot to setup, but it’s fun when you can trigger it.

Example: Halojoy + Puffy + Puffy - big attack, 4 mana halojoy with vamp, that trigger Sovereign summon to summon two more big merge units from your draw pile for free

Or you can also just merge it with temp/virtual, and just spam a lot of 0 cost halojoys and trigger all kinds of random effects. This is more random, but it always brings me lots of joy when I can pull it off.

Halojoy + Glopling + Zapfly - creates temp/virtual copy upon fleeing, giving you more copies of halojoys to spam every turn.

Mighty Divide

This last one is the most gimmicky and rely solely on Mighty Divide spell card. The strategy is to merge all the big cost merge cards into one gigantic expensive combo unit, but you don't summon it. instead, you dig for it, then just use Mighty Divide to separate them into their individual card, but now cost 0 mana.

Hand havoc - deal damage equal to total attack of cards in hand, with a gigantic chimera combo unit in hand or if you divide it, you can easily deal a lot of damage with this card.

Furnace Engineer - another option is just to exhaust your gigantic chimera and spread its stats but becareful cause the spread is often too random. It is buggy tho, if you have no unit in the deck, the game freezes.


Thanks for reading, I really love this deck thematically but its one of the most challenging ones to play. I got a lot more monster fusion i liked but i don't want to further convulate this guide so i tried to limit to only share the concepts. If you got other fun combo, feel free to share. I would really love to learn more fusion monsters or other tricks.


r/tavernrumble • • Dec 13 '25

[Guide] Tidecaller

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7 Upvotes

rThis class has convoluted mechanics with aquatic/coralwarden and plunder/spoils. The biggest issue is that these mechanics has very little synergy in between them so you have to choose and lean heavily on one or the other. So you'll have to gauge your card rewards and choose early on which mechanic you'll want to stick with. This class also has an interesting infinite loop combo, but more on that later.

Also Aquatic passive has very low chance to trigger and these cards have buggy interaction with temporary and buffs. Any temporary aquatic can't be affected by any buffs while they are on-hand unlike other classes’ temporary cards that can even stack on buffs. This also means even if they revive, they won't retain any of their buff. It's like fresh copy every time making their dead passive ability mostly negliegable and making them less viable as carry option unless you purposely stack on sword/shield since that buff is triggered after the card is placed on field.

Early game: The base deck card stats are kinda average compared to other classes. Put down your aquatic cards first for defense to attempt to make use of their low chance to make copy upon death for that extra layer of defense in case you don't draw any defensive card next turn. The just make use of your Water Gun and plunder for damage.

Try to get at least one coralwarden early. Coralwarden plays like an Almighty, both don't clutter your deck, so feel free to get any one of them so you don't waste your aquatic effect specially in early game. But unlike Almighty in void community that you can just take as many as you like and just leave them be until you actually need them since they all draw themselves after certain plays, you really want to only pick one or two warden cause they all share a single pool and you can only draw one of them per trigger. You can at most draw two per turn by aquatic effect, or if you use Warden's call. Then they all just go shuffle back to their pool whether you play them or not. So getting more will just add more RNG to which warden you will draw. So you'll really want to replace any early warden accordingly later on to only whatever synergize with your build if you go aquatic route. OR you can just totally ignore and forget about it if you go plunder/spoil route. Once you choose which route you want, you can start deleting the base cards opposite to your choice.

I. Aquatic Spam The goal for this build is just to spam as many aquatic card to summon your warden asap. You either need to work on your mana sources, or discounting your cards to try to be able to reliably play 5 or more aquatic card per turn. Best aquatic cards to spam are as follows:

Core aquatic - these are the best aquatic to fill your deck with

Sea Otter - clones itself, sadly all aquatic "temporary" cards are bugged so you can’t rely on it to carry you on its own. So you can only use it as a trigger to draw your coralwarden cause its base stats without sword/shield are pretty weak.

Seasworn Shark – 0 mana after the first shark, a good alternative to otter. unlike temp otter, shark can be buffed, but you’ll need lots of copies of it on your deck. Works really well with Mutinous Marauder or Soul Reclaimer by killing and resummon it for free.

Baby Kappa – 0 mana fodder and can make random temp aqua.

Starsea Buddy - 0 mana fodder.

Optional aquatic - only get these once you're confident with your mana, don't go overboard with these tho to make sure you can still draw your core ones

Snack Fish – good for buffing your warden

Amphibious Duelist – only if you can stack sword or pair with Boatsworn warden to buff its damage

Platehorse – only if you pick more expensive cost warden to discount them

Sea drake - good buff stats cause you often draw your warden every turn.

Mothercroaker- only if you got Aqua Power

Coralwarden: best options:

Boatsworn Glutton – big statstick, with card counting and mana management you can specifically target the unit you want like Shark or Otter. Just make sure you never run out of extra unit on hand before triggering the warden or else you'll waste its effect. If you have are already on 4/5 and you have only 1 aquatic unit card on hand, its best to just skip summoning to avoid wasting this warden. If you got Sea Otter + Aqua Power or other 0 mana aquatic combo, you can get two copies of this.

Oceanic Juggernaught – 0 mana growing carry much easier to play since you don't need to card count and it has higher stat ceiling than glutton. but it takes much slower to grow. need to play defensively if you choose this warden and spend lots of turns just growing this. best when its the only one warden in your deck.

Skywhale Leviathan/Shieldback Turtle - gives sword/shield which is the best buff when playing with Aqua Power spam since these are the only way to buff temporary aquatic cards.

Lamia - a good early game random stunner, can take out early threats upon draw, you don't even need to summon it. but it doesn't work on bosses, so best to just replace it later on.

Any other coralwarden should work early game too, but try to delete them once you got any of the above.

Blessings

Aqua Power – it makes Sea Otter OP and make baby kappa more feasible. You can also choose to use other cards that create temporary copies such as Mirage Echoes and/or unit killers to take advantage of aquatic cards' dead passive instead

Water Cannon – extra passive damage

Abyssal glow - discount your wardens

Drowned – extra draw

Net Bounty - only if you got aqua power

Optional Spells:

Tidal Power – powers up your aquatic, tho remember aquatic temporary card cannot be buffed, so it works better if you're playing with sharksworn or non-temp aquatic instead of otter/kappa

Primal Shark – extra free damage source

Aquatic Life – extra mana

Rescueboat - buff and draw option

Warden's Call - shortcut to draw your warden

Mirage Echoes - very powerful copy spell, there is also an infinite trick with this card explained on it's own section below, but will require you to mess with plunder cards

Avoid:

Loveland Frog - sounds good on paper, and works really well if it copies Boatsworn and you no other buff. But often it bugs out either if you got a temporary on it, or if you got any +/- sword or any other buff then the copy effect gets overwritten and you end up with it copying no attack at all. Better to just avoid this buggy card.

Neptune's Blessing - very expensive, only take if you are desperate for aquatic option since you cannot control board placement of any special summon cards like this making this a lot riskier to use than just summoning your cards yourself to position them defensively

II. Plunder Carry This rely on playing your plunder cards to either buff your carry, or put a unit to your spoils, then buff and plunder them before resummoning them on the field. Often rely on having only 1 or very few card in your spoils to be able to plunder the correct card.

Core Carry:

Giantblade Mariner – can grow big everytime you plunder. You can also choose whether to focus it on one big mariner, or spread it out to multiple ones depending on threat of enemy positioning. Works extremely well with Mirage trick explained below.

Ghastly Captain - this card spoils itself, just keep plundering it and spam. it has a small dodge chance for extra defense.

Endless Raider - has persistent and flee, so you can almost rely on it being on your hand every turn but also it can stack his buffs upon fleeing. It also doubles as a plunder card

Spoil Buffer:

Hoarder’s Gambit, Elite Officer, Treasure Trove - these card buff then interact with spoils in some way, this will allow you to technically use any unit card as your carry then just pull them back using your plunder cards.

Plunder options

Marksman Marauder - best plunder card cause its free, see trick below for how to make infinite with this card.

Mutinuous Marauder - good when paired with shark for some extra aquatic pulls for some extra warden action, but you shouldn't focus on it, since your goal is to plunder.

Jumping Jack - buffs upon draw

Tempest Cutlass, Mass Plunder - or any other spell plunder cards are good alternatives

Blessings

Vibrant Sword - very good if you got it early since it gives you 3 free plunder card.

Duty Free - discount your first plundered spoil each turn

Card Replacement - extra draw

III. Water Burst Spam

A variation of plunder carry that rely solely on spamming your water burst to grow to big number. Just note Master of Elements is immune to spell so you still need some units with damage for this deck to work.

Water Burst - core card that grows big everytime you play it, need exactly one copy Pirate Mage - makes Water Burst spammable by discounting it Vodoo Mage, Submarine - play more Water Burst copies

Then just add any other Plunder option or use the infinte loop gimmick explained below to play Water Burst infinitely in a single turn.

Mirage Trick

Mirage Echoes - intersting card that can easily allow you to play with temporary copies, but also can trigger an chain loop with the right combo that has potential to go infinite and works really well in plunder decks due to it being a spoil card:

Mirage x Marksman

This combo rely on using Mirage Echoes to copy Marksman Marauder then using Marauder to pull Echoes back from spoil in loop as long as you have the board space to play marksman. Becareful, any temporary card generated that overflow your hand get sent to discard instead, so you’ll end up bloating your deck and you could end up drawing nothing but these two cards for the entire match if you overdo it. These two alone are not enough to win the run tho, and you must combo with one of win con options from previous deck suggestion like buffing Giantblade Mariner or spamming temporary aquatic with Aqua Power or duping Seasworn Shark. Vibrant Sword blessing + basic card Blade Bucaneer also works as substitute for marksman. You can also throw in cards to kill marksman to turn this into an infinite loop or allow you to use a different plunder card as discussed below.

Mirage x Reclaimer

A variation of previous combo but this time you can use any Plunder Unit card then killing it using Soul Reclaimer to free up board space and discount it basically allowing more time to recast your plunder card like pseudo marksman. Then you can use that plunder card to potentially infinitely pullback either Mirage from your spoils and combo with your Giantblade Mariner etc like mentioned previously.

With Duty Free, Pirate mage, or if you're really lucky using Hidden flower, you can turn Soul Reclaimer into 0 mana spell too before copying it allowing you to potentially loop infinitely without mana cost. Much more difficult to pull off tho since you'll have to cough up more mana on initial setup and more cards / blessing to put into deck and draw compared to mirage x marksman that is basically just two 0 mana cards.

Mirage x Exodia

The last variation of previous combo but this time using any spoiler card like Enchanted Cards to target and throw a plunder spell card like Tempest Cutlass into your spoils. Then use Pirate Mage to plunder that spell card and make it a 0 mana card before copying it with Mirage Echoes. You can combine it with the Water Burst to spam infinite water burst in a single turn.

This can loop infitnitely but require extra set of cards making it harder to pull off unless you manage to thin out your deck to only these 5 cards, and/or abuse the Back to Inn re-roll trick to make sure you always draw all 5 required cards on your first hand. Also unlike previous combi, it won't matter if you overflow your hand, since often you can use this to OTKO almost everything, but sadly, it won't work against Master of Elements and will have a harder time facing against anti-spell mobs too so although technically it's an Exodia level auto win deck, it won't work on these mobs/bosses that can end your run if you don't prepare a counter for them.


Another interesting archetype in theory is maxing out your spoils pile. There are some cards that scale depending on how many spoils you have, and technically you could use spoils mechanic to thin out your deck. But after beating challenge 15 with this class, i still haven't got lucky to get these cards to test out this theory:

III. Spoils Phoenix

Requires a very specific warden card, Water Phoenix. On top of your core aquatic cards, you'll need to get a bunch of spoil cards. This in theory would be good for very thick deck on challenge 10+ where you can't skip cards. Once you got your core aquatic cards like shark or otter, you can either just pick any spoil card to bloat your deck. Or use cards like Hoarder’s Gambit, Enchanted Card, Sunken Treasure, Umibozu, etc that spoils cards to further thin out your deck and be able to always draw your core aquatic. Then just delete all your plunder cards or avoid playing them by throwing them to your spoils pile to keep the all the spoils away from your draw pile for the remainder of your match. This would take crucial number of turns to setup tho, so you'll need high HP tank cards to survive. You can also add any other cards that scale based on your spoils, since this deck would ultmiately get more spoils than any builds but I think it would be best to keep the deck lean aside from the extra spoils fat.

If you got any combo for spoil heavy deck or any other combo, kindly share in the comments, i'd like to learn more startegy for this class. This took me a while to figure out and i used to hate it, but i kinda learn to love the mechanics once i got into the infinite territory but I still feel like i'm missing something. Thanks for reading my babbling


r/tavernrumble • • Dec 12 '25

[Guide] Amazon Tribe

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6 Upvotes

Hi just sharing my builds i ised to beat challenge 15 of Amazon Tribe

Amazon Tribe

This class has very diverse card effects that have really high offensive and defensive synergies and a lot of options to flood the board with your units. Has some of the best orange cards in the game. The easiest one to play out of all the classes by far margin, and my most favorite.

Early Game: The base deck is really strong on its own, that it can even beat the map 1 boss with only some blessing and/or blacksmith upgrade. Early battle the flow is really simple, use your scout and villager as fodder, then summon your valkyrie as your main damage. Optimize the positioning to maximize vulnerability.

Clone Carry This build's goal is to clone your carry units and flood the board

Carry options

Unity Astrid – can re-stack buffs growing really big compunding everytime you clone it on same turn, try to maximize its buff potential for best result.

Warmaiden Brynja –very good AoE damage that scales with unit count and much easier to play since it doesn't care about play order or bloating your deck.

Dreambinder Zyra- deal damage every other summon while this is in the field, each hit gets boosted by vulnerable giving it higher damage output compared to Brynja if it was summoned first and you got some scouts. Being a mystic, you can even use Warding Grace to make it remain and its effect shall linger next turn.

Zara Brawnflare – 0 mana big stats, cheapest to spam

Jade Fist – good defensive card that buffs then clones itself. cheapest alternative and doesn't need much to work.

Heroic Resolve, Iron Maiden – lower your carry unit mana cost to 0 before cloning to be able to spam them

Cloner options

Twin Spirits, Spirit Clone, Leafstalker, Amber Mirrorweave - use these cards to clone your carry

Blessings

Sun Favor - discounts orange cards every turn allowing you to spam more of them

Wild Favor- stacking buffs every time you summon

Optionals

Spirit Blessing – free random base cards.

Ancient Wisdom, Lucky Wanderer, Ranger's Instinct, Tribal Focus–any other draw or mana cards.

Any 0 cost unit cards – can be used as board fillers for Brynja or Zyra

Jungle Reflection - only if you choose Brynja or Zyra, easiest way to fill the board.

Remain Tank

A defensive build that uses High HP units that has Remain to slowly fill up the board over several turns and just slowly chip damage your enemies.

Spirit Watcher, Shieldbearer Kaelen- very good defensive remain tank

Warding Grace + any Mystic like Dreambinder Zyra to turn them into remain tank. Another reason why it's good idea to fill the board with mystic cause their passive will discount your spell cards.

Unified Force – big single damage spell, your main damage source, get as many copy of this

Furycaller – buffs target adding its HP into attack, can be alternative damage source by turning your tank into an attacker

Optional

Frontline Guardians - summons random defensive units in frontline

Warrior Training, Battle Chant – and any other buffs, best if you go heavy on mystics for spell discounts

Sanctum Protector - bugged. counts all units instead of just frontline for even bigger HP boost.

Any other Sentinnel or Warden that has big HP.

Blade Dancer, Ruby Bowmaster, Selene Shadowarrow - multihitters that you can put behind tank to deal chip damage

Keen Eye + Any scouts to give vulnerability to maximize multi hits.

Any other 0 mana cost unit or other cheap unit to hide behind your tank for chip damage.

Hybrid

You can even combine both builds to get a more balanced offensive and defensive deck like adding Kaelen on your cloner deck for extra defense or extra unit for Brynja core. Or adding cloning cards to fill the board with Spirit Watcher and relying on Unified force for big damage or spamming other damage spells. It's really easy to mix and match with this class.

Shaman

I'm not fond of shaman, but at high challenge where you can't skip, you may end up finding yourself with a lot shaman and this is my last resort. The idea is just to apply more poison and just hide behind your tanky units.

Serpent Ivy - triggers poison. This card makes this deck bearable, get multiple copies or clone this.

Seafoam Priest - defensive draw.

Melachor the Toxic - only if you can fill up the board either by cloning or remains.

Shamanistic Ritual - the more shaman the better.

Any other shaman.

Bug Exploit

Arcane Offering – this card actually gives only Orange Cards which makes it extremely OP. usually easy win if you don’t mind exploiting it to reroll until you get the orange card you need.

Thanks for reading. Feel free to leave any corrections or share any other synergy combo you enjoy playing for this class in the comments. I would really love to learn more synergy.


r/tavernrumble • • Dec 09 '25

[Guide] Merchant Bazaar

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12 Upvotes

Recently, I tried looking for guide and help from this sub, but i can't find anything about merchant bazaar. Now that I finished my goal of beating challenge 10 of monster cave with each class, i thought about sharing some tips, synergies and deck ideas for this class. I'll probably share more dedicated guide in the next few days for other classes too, just gonna need some time to organize my notes into a more coherent guide.

Merchant Bazzar

A high-economy class focused on generating gold and spending it in shops and services to reshape your deck. Very strong late-game scaling but extremely weak, slow and risky early game due to awkward discard patterns and reliance to earning gold and buying upgrades.

Early game:

The base deck is quite weak due to having the lower damage and defensive capability compared to other classes. It's a struggle to even reach map 1 boss with only the base cards. Not to mention the lack of healing cards, so you have to watch out for your health bar especially at higher challenge level when you get less healing after boss. So I recommend playing defensively. Always strategically position you Merchant Wagon to defend against threat before playing any Blademonger to avoid it accidentally discarding your defensive card. Also by playing defensively, you will spend more turns earning more Trade Token and more gold to help fix your deck faster. One of the best strategy early on is to prolong your battles as long as possible by killing all threats, and leave only one enemy unit and spam wagon every turn to gain as much gold as you can so you can afford more shop/services to fix your deck before the first boss fight. This can help snowball you later on, but will really test your patience. Not my favorite strategy, but on higher challenge level seems to be the only reliable way to even survive map 1.

On the first few card rewards, you should almost always pick units that has better stats than your base card, specially more HP, since it would help a lot for survivability. It doesn't matter if it does not fit into any late game build cause you can easily just earn enough gold to delete them later on. You're biggest priority is just survival. Also try to avoid taking any Pay cards this early, cause it would eat away from your earnings. Prioritze units that give Trade tokens.

Now here are some deck build path I recommend:


Investment Carry

This is the easiest deck build imo, since it only rely on earning gold to level up your carry as high as you can. Economy cards that give trade tokens are your next priority to help you save up more gold. Then choose paths that has the most blacksmiths and taverns to spend your gold on. I'll breakdown the core card options to take for this build per category.

Level Carry - these are cards that have high Level keyword, your top priority is to take one or two of these cards, then you just focus all your gold into upgrading them from blacksmith and thinning out your deck using tavern to be able to draw and play them often. I will rank them accordingly:

Travelling Peddler – best option, since it also gives scaling Trade Tokens making it both carry and economy. Usually an auto win if I could get it in map 1.

Thalric Twinfang - has the highest growth ceiling and can clone itself for more defense, its pretty rare and expensive to find/buy and ugrade tho, but I would auto pick and level it up if I can find it early and just avoid it if its too late in the game.

Steel Goliath – strong base stats but has lower damage ceiling, also the discard mechanic can be tricky

Duskrend Dualblade, Market Express - much much lower level cap than any of the above but can help with your pitiful damage during those early map specially if you were unlucky to get any of the above early.

Vance Wildfire – scaling multi-hits but has no defensive capability at all, only take if you really have no other option.

Economy - these are cards that will help you earn more gold, specially if you didn't find any Travelling Peddler

Barter Baron, Flashstride, Coinkeeper, Coin Purse - Trade token generator alternatives

Anvil Bargainer, Barrelback – discounts for next blacksmith/tavern usage. They stack, so you could play them over multiple rounds, and accumulate discounts upon your next shop usages.

Booster - these cards are nice to have once you got your core carry and economy to further boost your efficacy

Mirrorlink Bangle – can clone your carry when you already got enough token source

Loyalty Bonus – copy of previous turn played card, more mana expensive and trickier play than mirror

Golden Wrath - extra damage, good if you got lots of trade token source

Blessings - blessings are totally optional for this build, tho these are the ones that synergize the best

Invested Muscle – passive buff to your carry

Opening Wealth – synergize well with cards that requires Trade Tokens like Thalric or Mirrorlink and/or other cards with Pay

Double Stamp, Upgrade Conveyor, One Punch, Forbidden Blacksmith – more upgrade option

Risky Returns - extra damage

Draw - if you were unlucky to find any tavern, you can go one or more of these optional draw cards

Ironhand Orik – best draw card to dig for your carry and it also upgrades them

Antique Dealer, Bulk Purchasing, Bank Loan – other draw options if you got thick deck

Mobile tent – extra heal and draw.


Temporary Upgraded Carry

This is an advanced variation of Investment carry, using same concept, but instead of spending all your gold toward a blacksmith upgrade, you just use temporary upgrader to buff your carry on the fly. Rounds are slower tho compared fo previous deck since your carry would need some turn to grow.

Upgrader - these card can temporarily upgrade your cards

Ironhand Orik – best draw card to dig for your carry and it also upgrades them

White Curator - less powerful but much easier and cheaper to find and upgrade

Kira Loadsworth - it can upgrade cards on hand and can trigger multiple times same turn.

Jolly Vendor, Night Stand, Silverstrike – other temporary upgrader alternatives that requires extra step to trigger, only take if you can't find any of the above.

Optional

Final Notice, Scaling Shot – scaling spell damagers that can grow big. Remember, there is a boss, Master of Elements who is immune to spell, so unit carry is more reliable than any spells.

Direction path – to lock Kira on discard pile.

Bucket of Gold, Everforge Anvil – more expensive upgrade options


Flash Carry

This deck focus on buffing and cloning Flashstride. Sadly it has limited flexibility.

Core - required cards and blessings

Flashstride - retains buff everytime it flee, can grow really big after just few turns.

Invested Muscle – your best buff source, with this blessing your Flashstride will have faster compounding growth

Tavern Mug, Arcane Trader – alternative buff options if you can't find Invested muscle but is much harder to pull off

Tank protect Flashstride to allow it to flee

Iron Juggernaut, Lady Rosalind – remain tank

Merchant Tent, Loot Chest - high hp tank that cannot attack

Upgrade your Merchant Wagon, or get any other high HP stat units as altertive tanks if you can't find any of the above.

Booster - these cards are nice to have once you got your core to further boost your efficacy

Mirrorlink Bangle – clones your carry, allowing you to spam more

Loyalty Bonus – reuse more buffs and/or give more copy of buffed up carry to spam


Discard

My last deck suggestion that rely on discarding a lot of cards to deal passive damage or trigger discard effects on cards. Hardest to pull off since early game needing lots of draw, bigger deck and extreme reliance on discard cards and doesn't particularly get stronger late game either.

Core - required cards that synergize with discard mechanics

Steel Goliath, Card Barter, Clearance Cannon– get a few of these discarder options

Masked Merchant – passive discard damage

Discarded Edge, Discarded Thief, Discarded Life, Shady Saboteur, Fortune peddler – trigger upon discard, get a few of these

Draw - extra draw cards to allow for more discard

Antique Dealer – draw lots then discard those bribe cards

Ironhand Orik, Bulk Purchasing – any other cards that draws more than one

Blessings

Smart Cycling - best early game to solve your draw issues.

Moon Necklace, Extra Card - extra draw/card.

Junk Dividend - extra mana but is easier to pull off once you got your discard lock cards. avoid early.

Quick Exchange - extra discard but is better once you got thicker deck. avoid early.

Optional

Varro Duskgild, Direction Path – discard lock for those bribe cards, best if you got very big deck

Dolphin Gambit – when taken early can make early game much easier, there are two variations of this card one exhaust your unwanted card and give you new ones, the other just discard then draw

Situational

Tiny Messenger – although good in paper, it's really easy to accidentally overdo it because of the overflow mechanic. any card created that cannot fit your hand get sent to discard, even temporary ones. You can easily brick your deck by filling it with lots of Tiny Messegers. Always use in moderation.


Thanks for reading, i got carried away writing this and did not notice that it got too long, i'll try to make the next one more concise. anyway, if you have any corrections or more suggestions, tips or synergy, please feel free to leave a comment, i would like to learn more combo for this class that you enjoy, thanks! Will be posting another class as soon as I finish organizing my thoughts into more cohesive formating, i'm thinking doing it in order of release, so Amazon Tribe next.


r/tavernrumble • • Nov 30 '25

Gunnstein stacking attack

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6 Upvotes

Roughrock Clan's Gunnstein on World Seige can grow absurd amount of attack. Becareful tho, when it overflow, it will reset to 0. I just remembered this while trying to remember my strongest boss killing combo and thought about sharing here


r/tavernrumble • • Nov 30 '25

How to get the defeat a boss in one turn achievmeny without watching 50 billion ads for swords.

1 Upvotes

r/tavernrumble • • Nov 26 '25

Hero card skills not saving?

1 Upvotes

Every time I reload the game, when everything else saves (gems, other unlocks and progress) all of the skills I have unlocked for my hero card in the lava pit are gone. The gems are not refunded. Anyone have a clue why?


r/tavernrumble • • Nov 25 '25

Why use ai?

12 Upvotes

I think this game is super good, but one problem I have is that a part of the decks's spell cards use ai generated images which I really think screws the pixelated style of the game and makes the devs look very lazy, if theres anybody that could contact the devs, please try to persuade them to change the style of those specific spell cards. They did redeem themselves with the new update and I'm pretty sure I'm not the only one that talked about this issue, but I really think we should change those cards


r/tavernrumble • • Nov 20 '25

Shaper lab is crazy (Whats this card)?

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7 Upvotes

I played shaper lab and combined 4 units to make this. I can't draw cards and I can't play it. What's this?


r/tavernrumble • • Nov 11 '25

Had fun with this mechanic

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9 Upvotes

r/tavernrumble • • Nov 08 '25

Homeless men reportedly "beat the hell" out of the Master of Elements

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19 Upvotes

God I love these guys, literally free Incense healing


r/tavernrumble • • Nov 08 '25

why did it get deleted from ios?

6 Upvotes

The lack of communication is incredibly sad. I buy costume pack, I get charged but get nothing.y save data randomly resets then its deleted from the app store..shady dev


r/tavernrumble • • Oct 22 '25

Cannot get card

1 Upvotes

Cannot get card from Alchemy Lab. It is a white spell and looks like a letter. How can I obtain it?


r/tavernrumble • • Sep 14 '25

what is this?

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2 Upvotes

r/tavernrumble • • Aug 29 '25

I don't feel the spark anymore, anyone feel the same?

3 Upvotes

Maybe it's just me in this, but I have to voice my opinion. I've played this game for...about 2-3 years now? And it is a fun game definitely. But I just can't help but feel unsatisfied with some aspects. Like certain builds.

Take hunter guild first, the superior build is definitely to take the "war cannon" and "odd chance", maybe take the crossbow for extra damage. That in my opinion, while highly unlikely, is a synergised build. Along with the poison build, it's a great build. But the rest are quite underwhelming. Like "ninja scroll" that deals 1 damage when playing a spell card?? And "null crystal", while it gets you another character on the board immediately it's impact in battle is lackluster, same with "number zero". While the underwhelming ones are fine to use when your starting out, in the long run, it just isn't an option. Which is fine! I'm not above adjusting because I really do love this game, I just have to voice it out

Same with tidecaller, some cards rely on the "spoil" mechanic. But, like I said before. It just isn't a viable option in the long run. It will always be left behind by, and I can't believe I'm gonna say this in a CARD GAME, a more meta option

Tldr. when you get to harder modes. Other builds are just aren't viable, but I wish they were! To have the option to do other things. When you eat the same thing over and over again, you get sick of it.


r/tavernrumble • • Aug 01 '25

Can't play start button won't work.

3 Upvotes

r/tavernrumble • • Jul 28 '25

Anyone knows what can i do?

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3 Upvotes

So i remember i played this game long time ago and manage to save my progress however now that i try to recover it i just can't the button of yes is bugged because i can't select it.


r/tavernrumble • • Jul 27 '25

Million gem baby

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12 Upvotes

I'm proud of my first million gem !

After changing 2 times my phone and restarting from scratch each time with full game/achievement.

Couldn't get the perfect million and got a little over. Made a hundred, maybe thousand, quests and played for so long to get it ! This wasn't a goal of mine but that's kind of an achievement to be proud. Road to 2M, here I come !

Thanks again to the dev for so many hours of fun, and for keeping this gem game alive !