Standard reference & strategy
Deck archetypes
Deck archetypes

Tribal

Use shared minion types to support useful card groups. Learn how tribal decks check bonus conditions, handle awkward draws, and keep early plays.

A tribal deck uses many minions of one or more types so its bonus effects work often. Beasts, Dragons, Elementals, Demons, Mechs, and Pirates are types, not winning plans by themselves.

A tribal deck can be fast, midrange, or slow. Its rewards decide how it should play.

Balance matching types with useful cards

Read each card's rule. Holding a type in hand, playing it, summoning it, and having it on the board are different checks.

A weak card may not deserve a place just because its type matches. A strong card of another type may still make several bonuses less likely. Judge the whole group rather than adding the most matching types possible.

Keep the needed condition in place. Playing your last Dragon may switch off a card that needs one in hand. A trade that protects a required board minion may beat damage to the hero.

Cards that find certain types can help. What they can find changes as you draw or play cards.

Strengths and weak spots

Matching types can give strong stats and useful effects. Bad draw order or repeated removal can stop those bonuses.

Keep early cards that work on their own too. When reviewing a loss, ask if a card was weak by itself or if you failed to support the condition it needed.

To build a linked card group, test its conditions when cards arrive in the wrong order.