SolForge is a free-to-play digital collectible game in which players construct their own decks to challenge their friends or battle against the computer. The current open beta version includes deckbuilding, collection management, online play, AI opponents, tournaments, drafts, and more.
User reviews: Very Positive (630 reviews)

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

“SolForge is now in open beta! Play for free and start building your collection now. Your feedback will help shape the development of the game!”
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Recent updates View all (10)

December 22

Happy Holidays from SolForge!

Happy Holidays from the SolForge team! We have some fun gifts in store for you as thanks for being a part of our awesome community.

Holiday Tournament Queues

Until the end of the year, the Competitive Draft & Constructed tournament queues are becoming Holiday Tournaments! These will have the same entry and payout structures as before, but anyone who goes 4-0 will also receive a random Alternate Art card – which can include the new Festive Nuada!

Holiday Chest

We have added new Holiday Chests for a limited time! These will cost the same as previous Legendary Chests and will have all of the same contents plus an additional random Alternate Art Card – which can also include Festive Nuada! If you purchase a bundle of five chests, you’ll receive a Festive Nuada card for free!

Website Store

We will be adding more content to our website store, including some old favorites that we removed from the in-game store! If you’re looking to pick up Holiday Chests, Chest Bundles, old pre-constructed decks, or game skins, be sure to check out the store!

We hope you have a happy holiday season, and have fun playing SolForge!

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November 12

Imprisoned Heralds Update is Now Live

Find patch notes here

http://solforgegame.com/news/imprisoned-heralds-patch-notes/

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Reviews

"...one of the best demos on our showfloor."
Penny Arcade

"To say I’m excited for the game would be a dramatic understatement."
5/5 – Game Informer

"SolForge is visually stunning. The art is glowing and beautiful. Casting your creatures and spells is smooth."
Legit MTG

"With deck building, draft tournaments and multiplayer raids, I think SolForge is going to set a new trend in online mobile card gaming."
Geeks With Juniors

"Looks fantastic...I was able to jump in and start playing right away"
http://www.wired.com/geekdad/2012/08/solforge-looking-good/

About This Game

SolForge is a free-to-play digital collectible game in which players construct their own decks to challenge their friends or battle against the computer. The current open beta version includes deckbuilding, collection management, online play, AI opponents, tournaments, drafts, and more. Players can customize their decks with cards from their collection that they can earn through gameplay or purchase from the store. Try it now absolutely free!

The full release of SolForge will feature all of the strategy and tactics of a full-fledged CCG, including a single-player campaign mode, co-operative raids, and more. Unlike other online collectible games. SolForge was designed specifically for the digital space, with smooth game play and an intuitive interface.

The core mechanic in SolForge is leveling. Whenever you play a card, that card levels up into a new, more powerful version. As the game progresses, you level up, and gain access to your more powerful higher level cards. Some cards start off weak and level up into powerhouses, while others start off strong and don't improve much as they level, presenting strategic and tactical choices that will challenge even the most seasoned gaming veterans.

Key Features

  • Challenge your friends or play against AI opponents with multiple levels of difficulty
  • Simple to learn, difficult to master.
  • Tutorial to get you playing right away
  • Unique leveling mechanic transforms your cards as you play
  • Online Play
  • Deck Customization
  • Tournaments and Draft Mode

Planned Features

  • New Cards
  • Card Forging System
  • Campaign Mode
  • Cooperative Raids
  • Animated Cards
  • And more!

System Requirements

    Minimum:
    • OS:Windows Vista
    • Memory:1 GB RAM
    • Graphics:256MB DirectX 9.0c compatible video card
    • Hard Drive:200 MB HD space
    • Sound:DirectX 9.0c compatible sound card
    Recommended:
    • OS:Windows 8
    • Memory:4 GB RAM
    • Graphics:512MB DirectX 9.0c compatible video card
    • Hard Drive:500 MB HD space
    • Sound:DirectX 9.0c compatible sound card
Helpful customer reviews
13 of 18 people (72%) found this review helpful
740.8 hrs on record
Posted: August 14
Early Access Review
New Edits 8/21/2014

Ok they made some changes today and I feel like I need to slide this over to "Don't recommend" now (from recommend previously).

They introduced more overpowered and unbalanced cards today which will serve to exasperate the "P2W" aspects & lucky draw/who draws bomb first wins, <edit> I originally put they nerfed rewards too, but this appears not to be the case, the client is just super glitchy since the update- I'm still going to leave as don't recommend for now; and suggest you look at all the 500 hour plus negative reviews BEFORE SPENDING MONEY on this game , but by all means do try it for FREE 1st.

If you have the "skill" to be able to drop $200-$300 on the game; then the game maybe for you as you can immediately reach the upper echelon with no other requirements. I would say first play a bit to see what cards you need to buy and them buy them individually through deck builder and "card of the day" , and specific starter decks ----don't waste money on packs and chests!

I understand they need revenue but as others reviews point out the "whale" model sucks - (less than 10% of players even buy 1 thing ever, 80-90% of revenue comes from 1-2% of players; ride them until the game is dead and abandon it) Yes whales keep it "free" for eveyone else but they don't keep it FUN.

If the game wasn't so unbalanced, they have interesting mechanics, a nice draft set-up, some truly fantastic art on some cards. Therefore this game could, SHOULD, and would be supported with a traditional pay model. (buy the base game and pay once for each expansion, plus extra to enter tourneys).

The fact that it would work traditionally, and is microtransaction instead smacks of pure greed at this point; particularly considering everything is ridiculously overpriced. Their Gold>Silver exchange rate isn't even consistent from item to item last time I checked.

xxxxxxxxxxx
Previous review below

Early Access Review

I gonna say "recommend" for now ONLY on the basis that it is free to play; (and it's just barely a recommend)

No mana management is AWESOME , so I really dig transformation as an alternate mechanic.

Relatively quick games are also a plus, almost all my hours have come from sitting down and playing while I eat lunch.

I'm happy with the fact that if you play to at least one "win" each day you can earn a "ticket" and get a free draft, once a week, with 7 tickets. I usually play to 3 wins each day to max free rewards (1st and 3rd wins are the bonus payouts)

I did pay $10 several hundred hours into this game as I thought it was fair given my playtime; but to be honest did not get any useful cards out of the "legendary chest" I bought.

That said I don't think they P2W aspect is as bad as everyone says, the real problem is there are some seriously overpowered and unbalanced cards in this game. Yes people pay and put three of them in their deck, but with proper balancing it wouldn't be a problem. It is because they are unbalanced they are the problem. Some of these cards I have yet to get one of even after 600 hours of play although you can get cards everyday. So there is a definite P2W existing because of balancing issues.

There is at least one busted mechanic that has been broken since launch, (or else the description is wrong)

Luck of the Draw seems to feel like a huge factor in games more so than others I've played.

I started first day on Steam, so I think I would be far more frustrated if I was trying to join now. They need to start giving new players a bunch of cards at sign up- I know they won't because there is money in the pre-made deck starters. I think this will ultimately kill the game I don't think I would stick with it going the free route if I was just starting out at this point. I'd be frustarted as hell trying to get my 3 daily wins as a newbie with no money in now if i had to play one of those dialed in spender decks, or heck even a few of my decks. I play a lot of "♥♥♥♥ing around decks" for fun, but also have a few that would crush a day 1 player 100-0 like nothing.

I don't remember for sure , but I think you can still get some or all of the 1st 3 win awards by playing the computer so thats helpful too.

I may update this further at some point in the future, tired of typing.
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7 of 11 people (64%) found this review helpful
786.1 hrs on record
Posted: July 3
Early Access Review
Avoid this like you would the black death!.

This game has far to much RNG and level screw

and is also very pay to win.

i myself have put far to much money in to this game than i should of done.

i have a nice collection but what personally ruins this game is down to RNG. That and the cash shop they sell skins for cards at roughly $20 a pop. and if you want these you idealy need 3 for a playset.

i have put over 400hours into this game. and i regret it.
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2 of 2 people (100%) found this review helpful
46.8 hrs on record
Posted: October 20
Early Access Review
Addicting gameplay. One more game syndrom for sure. Only gripe is that money is rewarded too infrequently. Winning games against other humans should have some type of bonus reward.
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2 of 2 people (100%) found this review helpful
1,420.8 hrs on record
Posted: December 15
Early Access Review
I have nearly fifteen hundred hours recorded on steam, and I also play this game a ton on my iPad. I have gotten more enjoyment out of SolForge than any other game that I have ever played ... and the game is still in early access!

As someone who Kickstarted this game, I have found that it is worth every penny.
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1 of 1 people (100%) found this review helpful
51.5 hrs on record
Posted: December 11
Early Access Review
I know I havent played much but I am in love with this game already! I have played alot of hearthstone, and this game, like most card games, reminds me of the Blizzard game, however it has less of the childish (sometimes annoying) noises. Obviously like all F2P games there is a way of purchasing a head start (like extra card packs, tournement tickets, etc) but as a F2P player I have yet to need to purchase such items as the game is extremely well balanced and fair about rewards. Unlike alot of F2P it is easy to catch up to those that pay for such items, if you only put in some effort and time. I would give thi game 10/10, espically as its a F2P that is easy to understand and quick to pick up!
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1 of 1 people (100%) found this review helpful
30.8 hrs on record
Posted: December 19
Early Access Review
Took me a few tries to understand this, and it still mahages to surprize me, still more to learn, but this is a great casual fun game.
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7 of 13 people (54%) found this review helpful
1,574.9 hrs on record
Posted: August 14
Early Access Review
If you play hard this game is quite rewarding cause i have never spent cash and im stacked from daily play and tourneys
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7 of 13 people (54%) found this review helpful
1,257.3 hrs on record
Posted: August 13
Early Access Review
need a break from Hearthstone and want something faster than MTG? Solforge is the answer!
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2 of 4 people (50%) found this review helpful
79.0 hrs on record
Posted: August 18
Early Access Review
I do recommend this game, but I don't recommend spending any money on this game. It's an interesting ccg, lots of fun to play, but the gap in power between legendaries and other cards is a bit much. When you combine that with the prices for everything, it just doesn't have reasonable value.

As far a how the game plays, even though you can only play 2 cards per turn (you can play more than 2 with the right cards) it seems somewhat shallow at first, but the real strategy comes in as you understand the different Rank during play and identifying when your opponent will be weakest and/or when your deck is strongest and trying to level the appropriate cards and strike at the appropriate time.
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1 of 2 people (50%) found this review helpful
133.3 hrs on record
Posted: October 28
Early Access Review
The leveling mechanic is unique to this type of game. There is a very sharp learning curve, so expect to lose often against more experienced on line players. The forging system and daily rewards allows even F2P players to build competative decks given enough time.
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1 of 2 people (50%) found this review helpful
87.5 hrs on record
Posted: October 31
Early Access Review
Quick, simple gameplay. Yet there is an element of strategy involved (as well as some luck). Decent rewards for playing that don't make it feel like you are beinging forced to buy packs in order to have fun.
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1 of 2 people (50%) found this review helpful
35.0 hrs on record
Posted: November 2
Early Access Review
Usually not into games much... I played a little Magic Online, but found Solforge easier to master and grasp... I love it!! Free to play too!
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1 of 2 people (50%) found this review helpful
204.5 hrs on record
Posted: November 2
Early Access Review
The closest game I can equate SolForge to is chess. Chess with cards, which means the chess pieces are not always the same, nor does your opponent have the same pieces as you posess.

So, why do I equate it with chess. I equate it with chess as it is the only game, I came over to Steam from playing SolForge on my iPhone, I have played on my phone that allows me to think. To really use my brain. The process of using my losses and wins, by utilizing the knowledge and wisdom of other players on the various forums, and building on experience I gain by playing everyday. Rewards me with a deep satisfaction, and a sense of enhancing my brain as I received over the years of learning and playing chess.

I do not know how to recommend to someone well or high enough to play SolForge. Nor how to thank all those involved in creating and continually improving this wonderful game. Particularly in comparision to the benefits I receive by playing this game not to mention my appreciation to all involved with SolForge for their generosity in the countless gifts the give to help their players, which to me is so very kind of them, and when combined with the benefits I stated earlier makes this game, to me, an absolute joy and a priceless gem.

Sincerely,

Strangebear
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1 of 2 people (50%) found this review helpful
16.6 hrs on record
Posted: October 24
Early Access Review
Pretty Fun, Daily Bonuses for playing, and pretty simple, yet pretty complex.
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1 of 2 people (50%) found this review helpful
199.9 hrs on record
Posted: November 19
Early Access Review
Some of the best computerized card game play. My only regret is that I can't draft more often for free.
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1 of 2 people (50%) found this review helpful
0.3 hrs on record
Posted: September 25
Early Access Review
Played on a recommendation. It's free, so that's nice, but it's a dumbed down version of MTG. I wasn't a huge MTG fan in the first place, so this is not for me. CCG fans may get some enjoyment out of it though.
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3 of 6 people (50%) found this review helpful
115.8 hrs on record
Posted: September 19
Early Access Review
Great game. Fans of Spectromancer would probably like it. Never play online though. The turn clock system is incredibly abusable.
---
To elaborate further, SolForge is a digital collectible card game created by Stone Blade Entertainment, prior Gary Games and creators of Ascension: Chronicles of the Godslayer. Taking experience from their previous game and Richard Garfield's work on Spectromancer, SolForge has the same kind of fluidity of a deckbuilder (though not the main construction mechanic) and combines it with lane based combat. What results is a fairly decent game; proper planning and foresight is required to secure the game. There's no traditional resource system, and instead players must manage a limited amount of card plays each turn to both gain control of the board and level up their cards for later turns. It's a unique mechanic that takes fair use of the digital space, and although it's not readily intuitive it offers a lot of flexibility in card design and deckbuilding, as not all cards are equal at all levels.

The system itself is problematic in a number of ways, though. Each player's hand consists of a new set of five cards each turn. Fresh hands each turn are nice, but occasionally you can get a raw deal that breaks the rest of the game (the dreaded five spell hand). Further more, even with a thirty card deck, you only see about twenty cards per rank (every four turns), meaning you can end up missing key cards that need to be leveled. Drawing leveled cards on the rank is required; especially at rank 3 and beyond, leveled cards are drastically superior to their lower leveled counterparts, even where cards are designed to be low-level monsters. It's a flaw adapted from Ascension's design of first come first served powerhouses. It's not serving of a strategic game to have such drastic swings in ability due to chance, and though it usually isn't the norm to draw a stinky hand in a well constructed deck, when a player draws a perfect or perfectly trash hand, the effects are felt for the rest of the game.

Outside of the gameplay itself are a myriad of other problems, mostly rooted in its initial offering as a mobile formatted game. There's no right clicking anything: Every interaction is done through a series of clicks and drags. Sometimes those 'gestures' change between screens: Double clicking to zoom in game would instead add or remove cards in the deck builder. Elements of the game lag, as if the client does no work in handling gameplay. It's poor optimization all around, and has been around since the very beginning, and this game has been in development for quite some time. Worse yet, and quite possibly the most sinister flaw to ever be unaddressed is the in-game timers for each player. Instead of going with a sensible, scalable turn timer, each player gets 20 minutes minimum to take all their turns.

Expect every win to cost you 15 minutes of your life. There is no end to how many times this is abused outside of moderated events.

No game of SolForge ever legitimately takes the entireity of a player's clock, and of course the whole reason the clock still exists to this day is not only poor optimization burning away seconds just to execute one of your two card plays (and god forbid if you can do other things in a turn), but is voraciously defended because of the game's mobile roots, to allow players on poor connections to enjoy the game, or so it is justified. No other card game, to my knowledge, no matter how complex it is, uses a death timer over flexible turn timers. This flaw alone, that you're constantly playing chicken with trolls over the clock's function, ruins any sense of reward and competition the game brings. The multiplayer component, core to the dueling card game experience, is completely obviated by a dumb design decision. Any other space, any other game would punish you if you simply got up and walked away from it to waste the time of other players. You'd likely get banned over unsporting conduct.. SolForge never discourages it. It's the other player's burden to bear.

The clock is in fact the core reason I do not recommend SolForge. Everything else is overlookable. The interface isn't good at all, but it is borderline functional at least. Getting a bad turn ruins the game, but that's simply what you buy into with these kinds of games. Nobody should have to monitor a game where nothing is going on for fifteen minutes just to declare victory. It's a poor point in the game that the developers have overlooked, an inconvenient problem for them that they'll never address, and it'll bleed out their playerbase down to the patient saints and the sinner provocateur. It has lost me, and I'm saddened to have lost the experience of this game to this albatross hung ceremoniously around SolForge's neck.
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5 of 10 people (50%) found this review helpful
43.7 hrs on record
Posted: August 17
Early Access Review
Summary:
Constructed: Pay to win.
Draft: Fun.

Let me tell you a story why you don't want to play constructed with a slim wallet.
At the beginning, my starter deck was fine, I tried to make the best out of it with more or less success. Then I was lucky enough to open a Tarsus Deathweaver from a booster pack, forged 2 more, and built a whole new synergy-based deck around it. Only commons and rares, a couple of heroics and no legendaries. It worked literally awesome, I won 80% of my matches even against players with better cards overall.
After a while, I felt, I'm being paired agains players who had spent a bunch of money to buy the same starter deck 3 times (since this is the most reliable way to get legendaries). Now, I can only win 20% of my matches because in the other 80%, my opponents present more legendaries in their first 4 turns then I have in my whole collection.

You might feel tempting to buy legendary chests. Once you spend money on the game to play better constructed deck, you are part of the big grinding. The daily rewards are far not enough to get good cards.


On the other hand, drafts are suprisingly good. The system works differently than anything else I've ever seen. You draft alone, which means no other players are involved in your draft procedure, thus you can draft in your own pace. Once you drafted the 30 cards, it becomes your deck and you are now ready to play your matches. However, you don't need to play them on the spot! Play them whenever you have time. If you're too tired in the evening, you can draft the cards and play the games on the next day or whenever you want. This means you don't need to spend 1-2 hours to draft and play at the same time.
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3 of 6 people (50%) found this review helpful
355.4 hrs on record
Posted: July 27
Early Access Review
I DON'T like Solforge. Even though the game has everything a good cardgame should have: Cards, strategy, a specific playtime period and the oppertunity to get better cards via playing, tournaments and other forms matches!

What I don't like about Solforge is the following: The amount of luck u need in order to win a match is staggering.....so much so that all the tweaking and gathering of cards is pure and simple a con to pull some more money out of the players. Pure and simple.

Luck plays too big a part:
The 'luck' factor is way to high. With that I mean the chances of one player drawing lower level cards (consistently) and the other player drawing higher level cards is devastating in any match. No amount of strategy or color of cards can make up for that. I dont base this on 1, 2 or 3 matches but many matches and draft tournaments.

There is simply no telling what u get but u can be damn sure the opponent gets better cards. U try to improve the odds with cards like 'meta transfer' or 'technosmith' and other discard and level up mechanics but the result is still the same... the chance u get lousy cards late in the game are simply too damn high... getting your first lvl 3 card(s) in round 3.3 or later is going to devastating for any match especially if the other guy is playing them from the start of 3.1

Server connection:
There is also the server connection. For any online cardgame to work u need a stable connection. At the moment however that stable connection is not there. To many times during a tournament the error message is shown that the client is unable to communicate with the server, frequently resulting in a big amount of lost time that u dont get back...and could mean the difference between winning a match or losing.

9 second refund:
There is also the point where u get about 9 seconds back after each turn to make up for slow connection between u and the server but it also means u can play whole rounds without losing any time at all...why have a maximum playtime if u are goimg to build in a way to cheat the given time? Something to look at for sure!

All in all this game could become a favorite of mine but for the moment with the above mentioned problems being what they are... this game is irritating as hell...

I will keep playing though in the hopes of it getting better but for now the tournament is off limits due to the extreme luck or bad luck u generally have as a player!
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129 of 211 people (61%) found this review helpful
209.1 hrs on record
Posted: February 19
Early Access Review
Lazy game design, rather little skill compared to other CCGs.

Edit:

I'll go further into detail as to why I don't support the game anymore. The company behind it is rather high on themselves because they had a few big names behind their game, and so they charge outrageous prices for things, and have little value for customers because the entire game was kickstarted, meaning all of the money they make afterwards is more or less entirely profit due to the low maintenance cost of digital card games, and most of it being data being pulled from a database. They don't do any form of maintenance between large updates. Most games have a weekly downtime for a few hours to fix bugs, and add improvements to interfaces, or make the game flow more smoothly, not this. They only update when they have content that they can monetize, such as a new handful of cards, which leaves existing bugs present in the game for months. They have a difficult time managing the iPad version with the PC version, and both appear to be neglected at times because of it, though personally I can not speak for the mobile (phone) version. They had closed beta last for the better part of 8 months, the first six of which involved literally nothing for the player, you had the same demo decks for six months. It was technically longer than that, since it came out shortly before Christmas, but i'll round down because I don't have the exact dates, and frankly don't care enough to get them. Then, in the summer following the closed beta, they come out with their first set of cards, and go into open beta, but they give a brief window of just a few days for any of the closed beta participants and kickstarter backers to spend their store credit after having nothing to do with it for the past six months, and post it in an obscure section of their forums to even announce that it was happening. Nothing on steam, nothing in the client, nothing in the announcement section of their forums, and nothing on their homepage of their website. They did announce it on twitter once or twice, though. So if they happened to be the only people you follow, you may have seen it after having no reason to look at their page for six months. Personally, I chose to read that as trying to squeeze what value they could out of even the players who backed them before the game was even a demo, but read what you will into it.

Gameplay: If you have ever played Magic: The Gathering before, this game is incredibly simple to pick up. The mechanics in the game are outrageously simple; and many of them actually exist in Magic under other names. That being said, imagine one of the game rules in Magic being changed so that a Wheel of Fortune was cast every turn. All of the multiple-turn decision trees, and all of the long-term strategy would be removed; and that is exactly what SolForge did. You get a new hand every turn, and with no resource system, you are instead limited to how many cards per turn you can play (two, aside from a few cards enabling other cards to be free here and there, but two is the default by game rules). So you have a hand of five cards, and can play two of them, every turn, forever. With a new hand every turn. Which basically equates to you have five cards to choose from, but the game state usually dictates which of them are the best to play (if you're behind on board, or if your opponent has a creature you have to kill or you lose, that sort of thing) which leads to very few decisions actually being made by the player. Early game, of course, you have the options of what cards to play in order to level them, sure. But you have a relatively high chance of never seeing the leveled version when it matters again, which happens far more frequently than you'd think.

What the mechanics equate to, at this point is: Level your important cards, and level answers to your opponent's important cards. If you draw your answers to your opponent's cards, while they don't draw answer's to your cards, you win. The opposite is true, as well of course, but it creates for very little interesting gameplay, without ever having any complex board states, or very many things you can due since you can (almost) always only play two cards per turn.

All of that being said, I didn't mention their failure to balance anything outside of a large update, and even then, there is rather little of it going on. They don't do any balance changes until they have their large updates (which has averaged once every four months or so, thus far). Which means if something is overpowered, it is overpowered for a while. And if something is garbage and unplayable, it is that way for a while. The game is stagnant, and in a bad place, and it won't get better for a very, very long time, if at all. They couldn't even balance for draft, as everyone who has drafted more than twice can tell you exactly what the best factions are in order, and what cards among them matter. And once you know what cards you have to draft to win, it boils down to who draws what cards, and when they draw them. There is no concept of: "First turn, i'll play Dude A, and then the next turn i'll play Dude B that goes really well with Dude A" because you have a high chance of not even drawing Dude B, and in the next combat phase, Dude A is dead.

And then you have the lazy game design. All sorts of RNG where it really isn't needed. Not just in the Wheel of Fortune every turn. Not just in whether or not you drew a leveled version of a card. It is a huge factor in draft, as you aren't guaranteed any cards of any specific rarity, and once you choose two factions, you have no say in what you get beyond that. It gets even worse; though, because they have it literally invade their cards. There are currently 10 cards that have built-in randomized effects (random amount of damage, random movement, etc); which to me, is just lazy design. And that's not counting cards that only have things happen at certain times (upon leveling, for example) which is - in a way - pseudo RNG in the sense of it's much stronger on certain turns than others (An example of this would be one card that if you draw it the turn before you level, you can play it and have it end the turn with twice as much attack and health as on any other turn). Even better games implement some RNG on their cards, Magic for example has cards like Mana Clash, but the percentage of the total card pool is much lower, and it is almost never on very relevant cards (due to the whole future future league testing a set for two years before it's released publically).

All in all, the game itself is okay. But if you play it as strictly free-to-play, you're going to have a highly negative experience, as there is no built-in way for you to not be paired up against someone who has played for over a year and has every card, as opposed to you with just starter cards. And if you play against their AI, you miss out on the most relevant reward for the daily system, which is only given for an online win. All in all, I can't very well advise anyone to get into this game. There are better alternatives for your money and time, but this is just one person's opinion.
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