Herald
Connect early Herald plays to a useful later reward. Learn how to count progress, plan board space, and keep enough defense to reach the finish.
Herald names both a printed mechanic and a group of CATACLYSM cards. It summons Soldiers with effects from class Colossal parts. Repeated Herald uses improve those effects.
The aim is to make useful early and middle turns while working toward a larger reward.
Count real progress
Track actual Herald uses. Cards drawn and turns passed do not count as uses. Judge each Herald play by what it does now as well as what it sets up.
If an early Herald card does little against the enemy board, pair it with an answer or choose a different time. Count the mana for the next step and the spaces for the Colossal and its extra parts.
Each class supports Herald differently. It may use defense, Coins, threats, or repeat effects. Players also write Harold for related slow decks. That nickname does not mean every list uses the same cards.
Strengths and weak spots
A good Herald group connects early help to a strong late game. It can pressure enemies that cannot answer several large threats.
Fast damage, quicker combos, and hands with too many costly cards can beat it. Do not judge only the largest reward. Ask how often you reach it safely. Also ask whether the small steps help when the game ends before the full plan is ready.
To check the synergy group, name the setup, reward, and useful plays between them.