Skip to content
Evening

THREE DECKS FOR EACH COMPANY

Six roads to begin.

A starting hand, a different way of seeing the board.

Each deck has 30 cards and a distinct plan. Choose one as written or make it your own. These are beta starting points, not rankings; every matchup still has something to teach us.

Garden

Keep what is worth keeping.

Patient defense

Keepers of the Lamps

Creation / Memory · Start here

Leave a light behind, and something sturdy beside it. Establish footholds, restore Thread and carry your protection toward Bloom.

30 cards14 Figures2.7 avg. cost

At its heart

How this deck plays

Your opening

Look for a two-cost Figure and Seedwork Tender. Weave toward three Resonance, then escort your Rememberer to the outer Lamp before building a permanent defense.

Build the plan

Tender makes Lamp activation cheaper. Rootlings grow when they stay put; Mossback Grazer holds ground but cannot start a Challenge. Save Hold Fast for a defender whose survival keeps your Site controlled.

Once the network is lit

Finish the Lamps to gain the fourth shared Action. Thorn Sentinel can then arrive Ready beside your Veilwalker for its normal cost. Use the free Turnpoint turn to keep the next crossing aligned.

Mind the weakness

Slow defenders are easy to leave behind. Keep the Rememberer moving and do not spend every Action protecting an outer Ring that will eventually close.

See all 30 cards
  • 1 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 1 ×
  • 2 ×

Memory & rebuilding

Underroot Workshop

Creation / Memory · Thoughtful

Build a small engine of careful preparation. Remember the ground, recover useful tools and turn old knowledge into a route forward.

30 cards14 Figures2.8 avg. cost

At its heart

How this deck plays

Your opening

Keep an Apprentice or Archivist and an inexpensive Memory. Do not fill your opening hand with expensive Relics: grow the Loom before committing to Listening Pool.

Build the plan

Apprentice discounts small Relics. Mechanist searches for tools; Hands Built It Once can Ready the Installed Pool. Three differently named Memories resolving at the Pool awaken it. Replaying one Memory three times does not.

Once the network is lit

First Lamp activations Remember their Sites. With Vaelor in play, remembering leaves Root markers for his same-Ring route. The completed network gives the shared Action needed to combine travel with a workshop play.

Mind the weakness

This deck rewards setup but has modest early combat. A spread-out opponent can make you choose between tending the Pool and protecting your Rememberer. Do not wait for the whole engine before lighting the outer Lamp.

See all 30 cards
  • 1 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 1 ×
  • 1 ×
  • 2 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 1 ×

Formation & forward pressure

The Greenward Company

Creation / Story · Direct

Take your friends through the Gate. A traveling formation wins space, keeps a crossing open and gives your three travelers room to work.

30 cards14 Figures2.8 avg. cost

At its heart

How this deck plays

Your opening

Find an inexpensive Ally and a way to cross. A two-cost Duelist or Mercenary is more useful in the opening than holding every expensive Hero.

Build the plan

Serel rewards three allied Figures sharing a Site. Sablewind Outriders can escort a Traverse and arrive Ready; Petal-Pond Ferrier expands the escort at Water Gates. Through the Underroot helps the rest of the formation cross.

Once the network is lit

Protect your Rememberer with the formation as you light the Lamps. The fourth Action supports another deployment or Challenge; a normal, uncontested Turnpoint lets your Wayfinder turn once for free.

Mind the weakness

Clustering invites area damage and can waste movement. Virelya is powerful but expensive. Price of Passage costs real Thread, cannot replace a Remembrance, and does not bypass your network.

See all 30 cards
  • 1 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×

Wayfarer

There is always another road.

Ambush & Thread pressure

A Disturbance in Glass

Story / Memory · Cunning

Let your opponent feel comfortable, then make the reflection move. Hounds pressure a laden Veilwalker while hidden threats complicate the defense.

30 cards14 Figures3.2 avg. cost

At its heart

How this deck plays

Your opening

Look for Ruinwalker, Tidepool Diver or an early Hound. Advance the Rememberer while your cheap Figures contest useful ground. Keep a route toward Water or Reflection Sites.

Build the plan

Packleader strengthens the named Hounds around it. Seether and Hounds threaten a Veilwalker carrying Remembrances. Save a Memory for the Glass Widow’s escape; The Story Told Wrong can switch off a troublesome printed ability for a round.

Once the network is lit

All three active Waystations let Hounds, Packleaders and Stalkers deploy onto Garden-controlled, physical, non-Fraying Sites. They cost their normal Action and Resonance and arrive faceup and Exhausted, giving the opponent time to answer.

Mind the weakness

The remote threat needs a completed, active network. Deploying into enemy territory is a commitment, not an immediate free attack. Mirror Stalker does not receive Packleader’s named-Hound bonus.

See all 30 cards
  • 1 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×

Routes & efficient travel

The Unfinished Road

Story / Memory · Adventurous

Make the board a little smaller. Cheap travelers, clever Gate work and shifting roads let you spend more of each turn somewhere useful.

30 cards14 Figures2.3 avg. cost

At its heart

How this deck plays

Your opening

Keep a Runner or Door Mouse and a route card. Move Rook regularly once deployed; his reward applies to your next turn’s first lateral Move.

Build the plan

Mosslight Sprites can bring another cheap Figure along once per turn. Complete Gate Rites before spending Unmarked Door or Wanderer’s Shortcut. Bell-Faced Hare turns a Ring after its third Chime, so plan where that turn will leave the ports.

Once the network is lit

Link all three Waystations to move roles and ordinary Figures between physical, controlled stations for one Action per traveler. Use those links to reposition support while your Veilwalker gathers Remembrances.

Mind the weakness

Small Figures lose direct fights. Free lateral movement does not mean free Gate travel, and no shortcut bypasses Bloom eligibility. Spend your travel advantage on objectives before the outer Rings close.

See all 30 cards
  • 1 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 1 ×
  • 2 ×
  • 1 ×
  • 1 ×
  • 2 ×
  • 1 ×

Weather & positional pressure

Weather the Crossing

Creation / Story · Tactical

Move with the weather and make your rival move against it. Water routes and storm-touched Figures turn favorable terrain into a temporary advantage.

30 cards14 Figures3.1 avg. cost

At its heart

How this deck plays

Your opening

Keep a cheap Figure and grow toward Storm-Singer or Stormback Heron. Sky Strider is a late investment; do not stall your opening to keep it in hand.

Build the plan

Storm-Singer makes Water, which helps Riverjaw and ferry routes. Storm Over Starhold makes Weather across a Ring; Stormpath rewards your Weather and Storm Figures. Water and Weather are different conditions, so check the card’s exact requirement.

Once the network is lit

Waystation links carry your three roles and ordinary Figures between your controlled stations. That lets a completed network reinforce the Ring where you have prepared the best weather. This deck does not contain remote-deployment Hounds.

Mind the weakness

Weather is temporary and can affect your own Figures. Storm Over Starhold grants no blanket immunity to your team. There is only one Disaster play per Company per Round, and the largest Echo needs a well-developed Loom.

See all 30 cards
  • 1 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 1 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 1 ×
  • 1 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×
  • 2 ×

Every starter has an empty reserve. The Company label describes its intended play style, not an exclusive card pool. All Aspects printed on a card must fit your registered pair.

Things Found in Everburn

Kept only in this browser. No account, no tracking.

A small drawer for the things you happen upon. Nothing you need to collect.