Boosters and progression guide
Progression comes from expanding event collections and turning the available cards into stronger decks. Boosters never need to be guessed: each pack contains five cards, and every source is attached to a clear account or event rule.
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Account and email rewards
A new account receives eight welcome boosters, and validating the email address adds one more. Opening the initial packs provides the first collection from which a complete six-card deck can be assembled.
Boosters belong to an event, so verify the active mode on the opening and collection pages. Cards opened in one event do not silently become selectable in every other open event.
- Each booster opens exactly five cards.
- Complete email validation to unlock its additional booster.
- Open all available packs before deciding the first active deck.
Season: daily pack plus quest rewards
The active Season assigns one free booster each day. It also assigns two daily quests—one fixed and one weighted random—and each completed quest awards one booster.
Objectives include ordinary wins and composition conditions involving race, maximum rarity, or surviving cards. Build for the written condition before playing; the reward is tied to completing the quest, not merely entering a battle.
- Check quests before selecting the day’s active deck.
- Maintain restricted variants so a quest does not require rebuilding from zero.
- Season cards move into Legacy after the event closes.
Draft and Ascension use their own schedules
Weekly Draft supplies fourteen boosters: eight on day one, then one per day to the cumulative total, with catch-up for missed days. The three-race restriction means those openings create a temporary, focused card pool.
Daily Ascension starts with two boosters and grants two more after each of the first six stage wins. These packs evolve the run’s dedicated deck and must be opened before advancing.
- Draft progress does not depend on the card Market, which is disabled there.
- Rebuild after later Draft packs instead of treating day-one cards as final.
- In Ascension, keep the active list at six cards after each reward opening.
Referrals and efficient collection decisions
A valid referral can award five boosters to the referrer after account validation. Anti-abuse rules prevent self-referral, apply an IP safeguard, and cap the referrer at three successful referrals.
More cards create options, not an obligation to upgrade immediately. Keep useful same-level groups for Catalyst, protect working deck cards, and compare event and leaderboard constraints before consuming or listing anything.
- Use referrals only with real new players who complete validation.
- Lock cards that should stay out of Catalyst selection.
- Review a booster’s five new cards against every active deck, not only their raw levels.