Guides
Wellkeeper deckbuilding
In Wellkeeper rarity does not count, but your deck counts all the more. Here is how to put together 16 cards that work as a team.
Updated
The deck rules
- 16 cards from your album
- at most 2 per motif (two copies)
- at most 2 support cards (keeper cards) and at most 3 landscapes
- Ember frame: the costs of all 16 cards add up to at most 30, with at most 2 cards costing 4
You can save up to 5 Wellkeeper decks, separate from your path duel decks. The "suggestion from your binder" builds a valid deck for you, which is a good starting point.
1. Plenty of cheap creatures
You have at most 4 embers per turn. With 16 cards and a frame of 30 the average is below 2 embers per card. Cheap creatures (cost 1 and 2) get you onto the clearing early. You start with 5 cards in hand, and at least 2 cheap creatures are always among them.
2. Fast wanderers
Each creature wanders 1 field per turn, from speed 6 even 2. Fast cards reach the well and opposing fireplaces sooner, and that is exactly where glow comes from. Examples with speed 6 or more: Otter, Shadow Beanling, Hopper, Fairy, Elf, Moonhowler and Freshly hatched.
OtterA · 08/67 · Water
HopperA · 24/67 · Plant
MoonhowlerA · 57/67 · Shadow
Freshly hatchedA · 37/67 · Light
3. A few tough guards for home
Your fireplaces only give embers while they burn, i.e. while no opposing creature stands there alone. Cards with lots of life and guard circle (protects your other creatures on your fireplaces and at the well) or toughness (survives falling once per game) hold your fireplaces. Each ability's exact effect is on the card's page in the gallery.
4. Use support on purpose
Support cards cost 1 ember and stand at the campfire, not on the clearing. The Keeper brings Watch (opposing creatures on your fireplaces strike 1 weaker), the other Keeper card (the female keeper) brings Chronicle (once per turn draw 1 card for 2 embers). At first only one support stands at the fire, from the sapling stage twig two.
5. Landscapes for terrain
You either play landscapes as creatures or place them on a ring field: then it has a different terrain for 3 days. That makes a field home to your elements (+2) or takes the bonus away from your opponent. Since terrain starts mirrored, every landscape makes a real difference.
6. Focus your elements
Element edge multiplies strike by 1.25 to 1.35. The same family on a field (herd) and a matching element pair next to it give +1 each, at most +2 together. Two or three elements that complement each other beat a colourful mix.
Example: the loan deck "Embers and Wind"
The game offers loan decks to newcomers. "Embers and Wind" stays below the frame with 28 embers: two Spiky, Hedgehog, Llama, the female Keeper, Fire Beanling, Dragon, two Owls, Firn Stag, Otter, Freshly hatched, Moonhowler, Dachshund, Goblin and the landscape "Night over the Ember Ridge".
Checklist before the game
- At least 8 creatures costing 1 or 2?
- Three or more fast wanderers (speed 6+)?
- At most 2 expensive cards costing 4?
- A plan for the well: from day 2 it gives 2 glow, after the Worldseed surge even 4 for the sapling that is not ahead.
All Wellkeeper rules · Every card's stats in the gallery
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