1
×4
Alien
True Believer
Character · Storyborn · Ally · Alien · Toy · Rare
WE ARE ONE This character gets +1 {S} for each other Toy character you have in play. HE HAS BEEN CHOSEN During your turn, when this character is banished, return another character card named Alien from your discard to your hand.
⚔ 1❤ 1◆ 1
1
×4
RC
Remote-Controlled Car
Character · Storyborn · Ally · Toy · Racer · Common
LOW BATTERIES This character can't quest or challenge unless you pay 1 {I}. (You pay this cost each time.)
⚔ 3❤ 2◆ 2
2
×4
Hudson
Determined Reader
Character · Storyborn · Mentor · Gargoyle · Common
FINDING ANSWERS When you play this character, you may draw a card, then choose and discard a card. STONE BY DAY If you have 3 or more cards in your hand, this character can't ready.
⚔ 2❤ 4◆ 1
3
×3
Buzz Lightyear
On the Way
Character · Storyborn · Hero · Toy · Captain · Rare
SECRET MISSION Whenever you pay 2 {I} or less to play a non-character, draw a card, then choose and discard a card. WORLD'S GREATEST TOY Whenever you pay 2 {I} or less to play a character, deal 1 damage to chosen opposing damaged character.
⚔ 4❤ 2◆ 1
3
×3
Chief
Seasoned Tracker
Character · Storyborn · Ally · Uncommon
GOOD RIDDANCE {E} — If an opposing character was banished in a challenge this turn, draw a card.
⚔ 2❤ 5◆ 1
3
×3
Darkwing Duck
Shadowy Superhero
Character · Storyborn · Super · Hero · Detective · Common
PREEMPTIVE STRIKE When you play this character, you may deal 1 damage to chosen character.
⚔ 2❤ 5◆ 1
3
×4
Vixey
Forest Friend
Character · Storyborn · Ally · Uncommon
Evasive
SHOWIN' UP If you have a character named Tod in play, you pay 1 {I} less to play this character. Evasive (Only characters with Evasive can challenge this character.)
⚔ 1❤ 3◆ 2
4
×4
Freeze the Vine
Action · Rare
Banish all locations. Draw 2 cards, then choose and discard a card.
4
×4
Grand Councilwoman
Galactic Authority
Character · Dreamborn · Alien · Rare
(no ability)
⚔ 3❤ 5◆ 3
5
×4
Dr. Bushroot
Evil Botanist
Character · Storyborn · Super · Villain · Rare
Ward
Ward (Opponents can't choose this character except to challenge.) FAIR IS FAIR Whenever this character is challenged, chosen opponent chooses and discards a card.
⚔ 4❤ 3◆ 3
5
×4
Lord MacGuffin
Clever Swordsman
Character · Storyborn · Ally · Uncommon
WAIT FOR IT... This character may enter play exerted to deal 3 damage to chosen damaged character.
⚔ 6❤ 4◆ 2
5
×2
Mushu
Sneaky Dragon
Character · Storyborn · Ally · Dragon · Uncommon
SNOWY SURPRISE When you play this character, deal 2 damage to chosen character.
⚔ 3❤ 2◆ 3
5
×2
Scar
Created by the Vine
Character · Floodborn · Vineling · Legendary
VICTOR'S REWARD During your turn, whenever one of your Floodborn characters banishes another character in a challenge, gain 1 lore. FILL THE RANKS During an opponent's turn, whenever one of your Floodborn characters is banished, draw a card.
⚔ 5❤ 4◆ 1
5
×4
Sprout
Experiment 509
Character · Storyborn · Alien · Rare
Resist
Resist +1 (Damage dealt to this character is reduced by 1.) BOTANICAL EVIL When you play this character, you may choose and discard an Alien character card or a location card from your hand. If you do, deal 2 damage to chosen character.
⚔ 4❤ 4◆ 2
6
×3
Shere Khan
Fearsome Tiger
Character · Storyborn · Villain · Legendary
Evasive
Evasive (Only characters with Evasive can challenge this character.) ON THE HUNT Whenever this character quests, banish chosen opposing damaged character. Then, you may put 1 damage counter on another chosen character.
⚔ 5❤ 4◆ 2
7
×3
Jetsam
Opportunistic Eel
Character · Storyborn · Ally · Common
AMBUSH FROM THE DEEP When you play this character, deal 3 damage to chosen opposing damaged character.
⚔ 6❤ 6◆ 2
7
×1
Milo Thatch
Getting His Hands Dirty
Character · Dreamborn · Hero · Super_rare
Ward
Ward SCHOLAR'S GAMBIT When you play this character, you may choose and discard a card to return chosen character to their player's hand. PRACTICAL KNOWLEDGE At the end of your turn, if 2 or more cards were put into your discard this turn, draw a card.
⚔ 5❤ 5◆ 3
8
×4
Stegmutt
Clumsy Dinosaur
Character · Storyborn · Ally · Dinosaur · Rare
WAKE OF DESTRUCTION For each item card in your discard, you pay 1 {I} less to play this character. COLLATERAL DAMAGE When you play this character, you may put 3 item cards from your discard on the bottom of your deck in any order. If you do, deal 3 damage to chosen character.
⚔ 7❤ 7◆ 2
Strategy Guide
Why it's good — the core engine
This Emerald/Steel midrange-control deck wins on three interlocking strengths the optimizer converged on.
1. The "damage → banish" removal chain
Mushu (deal 2 on entry) and Lord MacGuffin (enters exerted, deal 3 to a *damaged* character) soften things up — then Jetsam (deal 3 to a *damaged* character), Shere Khan (quest → banish a *damaged* opposing character), and MacGuffin finish them. Ping something, then delete it. You two-for-one your way through any board — that's why it grinds opponents out.
2. Threats they can't remove (Ward)
Dr. Bushroot (4/3 Lore 3 Ward — punishes anyone who challenges it by making them discard), Roo (Ward), and Milo Thatch (Ward) can't be targeted by removal — only challenged. So your lore engine sticks while theirs gets chained apart.
3. It never runs out of gas
Buzz Lightyear (draw when you play a cheap non-character like Freeze the Vine), Freeze the Vine (draw 2), and Chief (draw whenever you banish in a challenge) keep you fueled. In a grind you out-card them.
Add an evasive clock (Vixey, Shere Khan quest unblocked) and fat finishers (Stegmutt 7/7, Jetsam 6/6) and the plan is: remove everything, stick unkillable questers, out-draw them, close with evasion.
Mulligan
- - Keep: 1–2 early plays (Vixey, RC, a 3-drop) + at least one removal card (Mushu, MacGuffin) + ideally a draw piece (Buzz / Freeze the Vine).
- - Toss: hands that are all 5+ drops (too slow), or all 1-drops with no removal or threats.
Turn-by-turn
- - T1–2: ink, drop a cheap body. (RC costs 1 to quest — don't force it if you'd rather just develop.)
- - T3–4: Vixey (evasive, starts the clock) or Buzz; play Freeze the Vine for cards (Buzz draws off it, and it nukes opposing locations). Start pinging with Mushu.
- - T5 — the power turn: Lord MacGuffin (enters exerted → deal 3 to something you already damaged = a kill) or Dr. Bushroot (sticky Ward quester they can't remove). Sprout for a Resist body vs aggro.
- - T6–7: Shere Khan (evasive + banishes a damaged thing every time it quests — removal on a clock) and Jetsam (6/6 that kills a damaged threat on entry). Now you remove a card AND add a body every turn.
- - Close: Stegmutt (7/7, cheaper the more items you've burned) or just race with the evasive/Ward questers they can't answer.
Matchups
- - vs aggro: lead with removal (Mushu, MacGuffin) + Sprout's Resist to blunt damage; stabilize, then Ward threats + card draw bury them. Trade early, don't greed.
- - vs control: your Ward questers (Dr. Bushroot, Milo) are the win — they can't remove them. Grind, out-card with Buzz/Chief, Shere Khan picks their board apart.
- - vs evasive/tempo: the damage→banish chain kills their evasive threats; your own evasive (Shere Khan, Vixey) races back.
Honest note
A couple of picks are optimizer quirks: RC is awkward (pay-1-to-quest), and the light Toy subtheme (Alien, Buzz) isn't fully leveraged. If RC feels bad in practice, it's a fine swap target. This is a co-evolved custom deck — it holds ~70% even against decks built specifically to beat it, which is what makes it genuinely strong.