The Aetheros guide

Guide

Deck lists, strategy and community knowledge to help every player find their footing.

The free starter deck and every deck the AI plays in Standard. Open a deck to see its full list, copy its code, or load it into the deck builder to make your own version.

Free starter deck

Always available in Standard deck selection, even before you own its cards.

Starter · Earth · Affinity & growth First Light Every card is Earth, so once one ally is on the field, every ☯︎ Affinity card you play after it uses its stronger effect. Cheap Chips switch on the rest of the deck. 24 Earth 2.8 avg mana
  1. 1
    Start small

    Play Surveyor Chip before another ally to give it +1/+1. Companion Chip and Forest Fae’ri add more stats as your board grows.

  2. 2
    Hold the line

    Rootbound Knights block well and keep their extra Health with Affinity. Verdani Grovekeeper and Elderroot Enchantress heal them back up.

  3. 3
    Finish in the air

    Chip Swordsman and Chip Ninja clear or stun blockers, then Emerald Dragon flies over and gives an ally +2/+2.

☯︎ Affinity: the text after ☯︎ applies when you already have an ally of the same element on the field.

Mana curve

  1. 1 Companion Chip 1/2 · Entry: Give an ally +0/+1 Earth ×2
  2. 1 Surveyor Chip 1/1 · Give your next played ally +1/+1 Earth ×3
  3. 2 Chip Monk 2/2 · Entry: You gain 4 life Earth ×2
  4. 2 Forest Fae'ri 0/1 · Entry: Give an ally [+1/+1 ☯︎ +2/+1] Earth ×3
  5. 2 Verdani Grovekeeper 2/2 · Entry: Heal an ally [1 ☯︎ 2] health Earth ×2
  6. 3 Rootbound Knight 3/4 · Block: Gain +0/+1 [until next round ☯︎ permanently] Earth ×4
  7. 4 Chip Ninja 3/4 · Attack: Stun a random enemy Earth ×2
  8. 4 Chip Swordsman 3/2 · Entry: Strike an enemy Earth ×2
  9. 4 Elderroot Enchantress 3/4 · Entry: Heal all allies [1 ☯︎ 2] health Earth ×2
  10. 6 Emerald Dragon 3/4 · Entry: Give an ally +2/+2 Earth ×2

Challenger opponents

Good first opponents. Each one shows off a single, easy-to-spot plan.

King Crab · Water · Crab swarm Court of the Tides A resilient crab court grows behind its king, with tidecallers and sea monsters in reserve. 24 Water 2.6 avg mana

Playing against it: The king makes every crab more dangerous. Save removal for the cards supporting the swarm.

Challenger · 0.8% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Doomed Crabs 0/1 · Death: Revive Doomed Crabs Water ×3
  2. 1 Pathetic Crab 1/1 · Entry: Give crab allies +0/+1 Water ×4
  3. 2 Coral Guardian 2/1 · Entry: Gain +0/+1 for each ally Water ×3
  4. 2 Sea Sprites 1/2 · Attack: Draw a card Water ×3
  5. 2 Swamplurker 2/3 · Block: Gain +2/+0 until next round Water ×2
  6. 3 Enchanting Tidecaller 2/3 · Entry: Fully heal an ally, and remove afflictions Water ×2
  7. 4 King Crab 3/2 · Passive: Give crab allies +1/+0 Water ×3
  8. 4 Tidehunter 3/4 · Attack: Strike a random enemy Water ×2
  9. 6 Ocean Dragon 2/8 · Entry: Remove buffs from all enemies Water ×1
  10. 7 Leviathan of the Abyss 6/6 · Entry: Remove an enemy's buffs and keywords Water ×1
Vali · Ice · Freeze control Endless Winter Repeated freezing slows your offense until Vali turns new freezes into lethal threats. 24 Ice 3.2 avg mana

Playing against it: Spread your threats and keep a way to remove Vali before another freeze resolves.

Challenger · 12.6% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Lard Penguin 1/3 · Entry: Give an ally +0/+1 until next round Ice ×3
  2. 1 Lonely Penguin 1/2 · Entry: If not alone, gain +1/+1 Ice ×2
  3. 2 Everlasting Eebu 1/3 · Entry: Inflict Frozen on an enemy Ice ×4
  4. 2 Tipsy Tavern Dwarf 1/2 · Entry: Give an ally +1/+1 Ice ×3
  5. 3 Frostcoat Pack 3/3 · ☯︎ Entry: Inflict Frozen on an enemy Ice ×4
  6. 4 Furious Frostforged 2/5 · Passive: When I take damage, gain +2/+0 Ice ×2
  7. 5 Glacial Ice Giant 4/5 · Entry: Inflict Frozen [1 ☯︎ 2] on an enemy Ice ×3
  8. 7 Glacial Trox 5/6 · Entry: Inflict Frozen on the 2 strongest enemies Ice ×2
  9. 8 Vali, High Sorcerer of Endless Winter 4/5 · Passive: When an enemy is Frozen, kill it Ice ×1
Mr. Penguin · Ice · Penguin allies Penguin Parade Small penguins rally around their leader and grow into a formidable flock. 24 Ice 2.6 avg mana

Playing against it: Remove Mr. Penguin to take away the flock’s shared bonus.

Challenger · 14.8% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Lard Penguin 1/3 · Entry: Give an ally +0/+1 until next round Ice ×4
  2. 1 Lonely Penguin 1/2 · Entry: If not alone, gain +1/+1 Ice ×4
  3. 2 Tipsy Tavern Dwarf 1/2 · Entry: Give an ally +1/+1 Ice ×3
  4. 3 Frostcoat Pack 3/3 · ☯︎ Entry: Inflict Frozen on an enemy Ice ×2
  5. 3 Penguin Paladin 3/2 · Entry: Give an ally +1/+1 Ice ×4
  6. 4 Furious Frostforged 2/5 · Passive: When I take damage, gain +2/+0 Ice ×2
  7. 4 Mr. Penguin 2/3 · Passive: Give Penguin allies +1/+1 Ice ×3
  8. 5 Glacial Ice Giant 4/5 · Entry: Inflict Frozen [1 ☯︎ 2] on an enemy Ice ×2
Pyraxis · Fire · Burn pressure The Cinder Legion Emberkin establish pressure; each enemy that dies while Burned strengthens Pyraxis’s direct finishing blow. 24 Fire 2.7 avg mana

Playing against it: Keep Burn engines off the field. Cleansing Burn before a unit dies denies Pyraxis extra damage.

Challenger · 35.6% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Emberglow Salamander 1/1 · Entry: Inflict Burn on an enemy Fire ×3
  2. 1 Emberkin Artisan 1/2 · Entry: Give an ally +0/+1 Fire ×2
  3. 1 Emberkin Blacksmith 1/2 · Entry: Give an ally +1/+0 Fire ×2
  4. 2 Flamebound Phoenix 2/1 · ☯︎ Entry: Gain +1/+0 Fire ×3
  5. 2 Infernal Emberhound 3/2 Fire ×3
  6. 3 Ashen Wraith 2/2 · Entry: Inflict 2 Burn on an enemy Fire ×3
  7. 3 Censerblade Disciple 3/3 · Combat: Inflict 1 Burn on the blocking enemy Fire ×2
  8. 3 Emberkin Sorceress 3/2 · Entry: Give an ally +2/+0 Fire ×2
  9. 5 Vulcaran Emberkin 3/3 · Entry: Inflict 3 Burn on an enemy Fire ×2
  10. 6 Obsidian Magma Weaver 5/4 · Passive: When an enemy enters, inflict Burn on them Fire ×1
  11. 8 Pyraxis, Vulcaran General 6/6 · Entry: Deal 2 damage to the opponent, plus 1 for each enemy that died with Burn this game Fire ×1
Solyne · Astral · Draw & protection Moonlit Omens Seers and archivists sustain a stream of cards while Spiritveil protects key allies. 24 Astral 3.0 avg mana

Playing against it: Apply pressure early; a long game gives the Astral engines time to take over.

Challenger · 35.9% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Starcaller Cub 1/2 · Entry: Gain 1 mana this round Astral ×4
  2. 2 Lunarfly 1/1 · Entry: Draw a card Astral ×3
  3. 2 Moonpetal Seer 1/3 · Entry: Draw a card if you have fewer allies on the field than your opponent Astral ×4
  4. 3 Astral Archivist 2/3 · Entry: Glance at top 2 cards, draw 1, bottom 1 Astral ×3
  5. 3 Selenian Phasecaller 3/3 · Entry:; Waxing - Give an ally and self +1/+0; Waning - Give an ally and self +0/+1 Astral ×3
  6. 4 Frostlumen Monk 3/4 · Entry:; Waxing - Inflict Frozen on an enemy; Waning - Give an ally Barrier Astral ×2
  7. 4 Time Wizard 3/3 · Entry: Return target card to owner's hand Astral ×2
  8. 5 Constellation Warden 3/4 · Entry: Give an ally Spiritveil Astral ×1
  9. 7 Solyne, Moonlit Ascendant 4/5 · New Round:; Waxing - Give all other allies [+1/+0 ☯︎ +2/+0] until next round; Waning - Give all other allies [+0/+1 ☯︎ +0/+2] until next round Astral ×1
  10. 8 Nuulaei 7/7 · Entry: Draw a card; Draw: Deal 1 damage to the enemy with the lowest Health Astral ×1
Chip Swordsman · Earth · Healing & growth Emerald Company Chips restore life while their allies build a sturdy, steadily growing board. 24 Earth 2.6 avg mana

Playing against it: Keep pressure on the board before healing and permanent buffs add up.

Challenger · 36.2% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Chocolate Chip 1/1 · Entry: You gain 2 life Earth ×3
  2. 1 Companion Chip 1/2 · Entry: Give an ally +0/+1 Earth ×3
  3. 1 Surveyor Chip 1/1 · Give your next played ally +1/+1 Earth ×2
  4. 2 Chip Monk 2/2 · Entry: You gain 4 life Earth ×3
  5. 2 Verdani Grovekeeper 2/2 · Entry: Heal an ally [1 ☯︎ 2] health Earth ×3
  6. 3 Rootbound Knight 3/4 · Block: Gain +0/+1 [until next round ☯︎ permanently] Earth ×2
  7. 4 Chip Ninja 3/4 · Attack: Stun a random enemy Earth ×2
  8. 4 Chip Swordsman 3/2 · Entry: Strike an enemy Earth ×2
  9. 4 Elderroot Enchantress 3/4 · Entry: Heal all allies [1 ☯︎ 2] health Earth ×2
  10. 6 Emerald Dragon 3/4 · Entry: Give an ally +2/+2 Earth ×2

Veteran opponents

Tighter decks that punish loose attacks. Expect removal and sturdy blockers.

Kael Sunfury · Mixed removal · Buff disruption Blackthorn Answers Efficient removal picks apart small engines while returning or stripping heavily buffed threats. 10 Dark4 Electric4 Wild3 Water2 Astral1 Sol 3.4 avg mana

Playing against it: Spread your threats and keep pressure up without investing every buff in one unit.

Veteran · 55.0% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Gooning Goblin 1/1 · Entry: Deal 1 damage to an enemy Wild ×4
  2. 2 Lightning Kat 2/2 · Entry: Deal 2 damage to an enemy Electric ×4
  3. 2 Umbral Waykeeper 1/3 · Entry: Give an enemy -2/-0 until next round Dark ×4
  4. 3 Umbral Archer 3/1 · Entry: Deal 3 damage to an enemy Dark ×3
  5. 4 Time Wizard 3/3 · Entry: Return target card to owner's hand Astral ×2
  6. 5 Twisted Umbralwalker 3/3 · Entry: Drain 3 from an enemy Dark ×3
  7. 7 Kael Sunfury 5/4 · Entry: Kill an enemy Sol ×1
  8. 7 Leviathan of the Abyss 6/6 · Entry: Remove an enemy's buffs and keywords Water ×2
  9. 9 Thalassar, Ruler of the Deep 6/6 · Entry: Remove all enemy buffs and keywords Water ×1
Dinari and Kamaia · Barrier · Durable growth Sunlit Bastion Durable bodies and repeated Barrier support aim to win trades against growing creature boards. 15 Sol5 Earth4 Wild 3.7 avg mana

Playing against it: Use small hits to break Barriers before committing heavy damage.

Veteran · 61.9% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Daring Wolf Pup 2/2 Wild ×4
  2. 2 Dune Wanderer 2/2 Sol ×4
  3. 3 Rootbound Knight 3/4 · Block: Gain +0/+1 [until next round ☯︎ permanently] Earth ×4
  4. 4 Dinari and Kamaia 3/3 · Entry: Give an ally barrier Sol ×4
  5. 5 Golden Sand Sovereign 3/4 · Entry: You gain 6 life Sol ×3
  6. 6 Radiant Sunweaver 4/4 · Entry: Give an ally +1/+1 and barrier Sol ×3
  7. 7 Kael Sunfury 5/4 · Entry: Kill an enemy Sol ×1
  8. 9 Faelor, Guardian of the Forest 7/7 · Entry: Give all allies +0/+2 Earth ×1
Veltari · Electric · Damage & tempo Stormfront Efficient strikes clear a path for the Stormwardens and their late-game champions. 24 Electric 3.3 avg mana

Playing against it: Favor resilient allies over fragile threats that can be removed on entry.

Veteran · 65.0% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 2 Aetherwyrm 1/3 · Block: Deal 1 damage to a random enemy Electric ×3
  2. 2 Lightning Kat 2/2 · Entry: Deal 2 damage to an enemy Electric ×4
  3. 2 Stormwarden Navigator 2/2 · Passive: When you play an electric ally give it +1/+0 Electric ×4
  4. 3 Stormclaw Champion 3/4 · Entry: Give an ally Overkill Electric ×4
  5. 4 Stormwarden Captain 3/4 · Attack: Give other attacking allies +1/+0 until next round Electric ×3
  6. 5 Storm Oracle 3/6 · Activate: 2 mana - Your next played ally this turn gains +2/+0 Electric ×3
  7. 6 Tempestcoil Drake 4/5 · Entry: Stun the [1 ☯︎ 2] strongest enemies Electric ×2
  8. 7 Veltari, Blade of the Storm 4/5 · Combat: Deal 2 damage to the blocking enemy Electric ×1
Thyrain, Bastion of the Frostforged · Freeze · Late-game control Glacial Siege Early blockers and removal buy time for freezing threats and large late-game answers. 19 Ice4 Electric1 Astral 3.6 avg mana

Playing against it: Force early trades and attack through openings before the expensive answers arrive.

Veteran · 66.0% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Lard Penguin 1/3 · Entry: Give an ally +0/+1 until next round Ice ×4
  2. 2 Everlasting Eebu 1/3 · Entry: Inflict Frozen on an enemy Ice ×4
  3. 2 Lightning Kat 2/2 · Entry: Deal 2 damage to an enemy Electric ×4
  4. 3 Frostcoat Pack 3/3 · ☯︎ Entry: Inflict Frozen on an enemy Ice ×4
  5. 5 Glacial Ice Giant 4/5 · Entry: Inflict Frozen [1 ☯︎ 2] on an enemy Ice ×3
  6. 7 Glacial Trox 5/6 · Entry: Inflict Frozen on the 2 strongest enemies Ice ×2
  7. 8 Vali, High Sorcerer of Endless Winter 4/5 · Passive: When an enemy is Frozen, kill it Ice ×1
  8. 9 Azriel, Celestial Weaver 5/5 · Entry: Deal 3 damage to all enemies then gain +1/+1 for each enemy killed Astral ×1
  9. 9 Thyrain, Bastion of the Frostforged 6/6 · Entry: Give all allies +1/+0 and barrier until next round Ice ×1

Master opponents

The strongest opponents in simulated play. Bring a plan for flying and burst damage.

Ilnatar · Air · Flying pressure Galewind Chorus A skyborne flock flies over grounded defenders while bellkeepers disrupt your response. 21 Air3 Astral 3.0 avg mana

Playing against it: Bring flying defenders or targeted removal; a large grounded board alone cannot stop this flock.

Master · 71.9% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Gryphen 1/1 Air ×4
  2. 2 Lunarfly 1/1 · Entry: Draw a card Astral ×3
  3. 2 Zephyrian Shimmerwing 1/2 · ☯︎ Entry: Gain +1/+1 Air ×4
  4. 3 Temple Bellkeeper 2/3 · Entry: Stun an enemy until next round Air ×3
  5. 3 Zephyrian Guardian 3/2 Air ×3
  6. 4 Breezeling 2/4 · Entry: Swap target card's power and health Air ×2
  7. 4 Ren, Devout Shroudkeeper 3/4 · Activate: Discard a card to gain +2/+0 and Flying until next round. Once each round Air ×2
  8. 6 Cloud Dragon 3/5 · Entry: Give an ally flying Air ×2
  9. 7 Ilnatar, Songsmith of the Galewind 4/5 · Passive: When you play a card with flying give it +1/+0 Air ×1
Passwatch Wolfbear · Wolfbears · Flying finishers Skybound Pack Builds a pack, then grants Flying to turn stored board strength into an evasive finish. 7 Wild4 Dark4 Ice3 Air3 Astral3 Earth 2.7 avg mana

Playing against it: Save targeted removal or flying blockers for the buffed pack.

Master · 85.0% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Frozen Wolfbear 1/1 · Entry: Give all other allied Wolfbears +1 Health Ice ×4
  2. 1 Umbral Wolfbear 1/1 · Death: If you have another allied Wolfbear, draw a card Dark ×4
  3. 1 Wolfbear Mercenary 1/1 · Entry: Give all other allied Wolfbears +1 Power Wild ×4
  4. 2 Lunarfly 1/1 · Entry: Draw a card Astral ×3
  5. 4 Orchid Draconyx 3/3 · Entry: Give an ally flying until next round Wild ×3
  6. 4 Passwatch Wolfbear 3/5 · Block: Heal all other allied Wolfbears 2 Health Earth ×3
  7. 6 Cloud Dragon 3/5 · Entry: Give an ally flying Air ×2
  8. 10 Zephyrion, Skyborne Sanctity 7/7 · Entry: Give all allies flying until next round Air ×1
Infernal Dragon · Mixed damage · Dragon attacks Ember Sweep Cheap damage prepares enemies for the Infernal Dragons’ targeted fire breath when they attack. 13 Fire4 Electric4 Wild2 Dark1 Astral 3.2 avg mana

Playing against it: Keep healthy defenders ready and remove Dragons before they can attack again.

Master · 91.1% win rate in simulated Hard AI games against the other opponent decks.

Mana curve

  1. 1 Emberglow Salamander 1/1 · Entry: Inflict Burn on an enemy Fire ×4
  2. 1 Gooning Goblin 1/1 · Entry: Deal 1 damage to an enemy Wild ×4
  3. 2 Lightning Kat 2/2 · Entry: Deal 2 damage to an enemy Electric ×4
  4. 3 Ashen Wraith 2/2 · Entry: Inflict 2 Burn on an enemy Fire ×3
  5. 3 Emberkin Sorceress 3/2 · Entry: Give an ally +2/+0 Fire ×2
  6. 3 Umbral Archer 3/1 · Entry: Deal 3 damage to an enemy Dark ×2
  7. 6 Obsidian Magma Weaver 5/4 · Passive: When an enemy enters, inflict Burn on them Fire ×1
  8. 8 Infernal Dragon 5/4 · Attack: Deal 2 damage to up to two different enemies Fire ×3
  9. 9 Azriel, Celestial Weaver 5/5 · Entry: Deal 3 damage to all enemies then gain +1/+1 for each enemy killed Astral ×1