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
- 1Start 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.
- 2Hold the line
Rootbound Knights block well and keep their extra Health with Affinity. Verdani Grovekeeper and Elderroot Enchantress heal them back up.
- 3Finish 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.
- 1 Companion Chip 1/2 · Entry: Give an ally +0/+1
×2 - 1 Surveyor Chip 1/1 · Give your next played ally +1/+1
×3 - 2 Chip Monk 2/2 · Entry: You gain 4 life
×2 - 2 Forest Fae'ri 0/1 · Entry: Give an ally [+1/+1 ☯︎ +2/+1]
×3 - 2 Verdani Grovekeeper 2/2 · Entry: Heal an ally [1 ☯︎ 2] health
×2 - 3 Rootbound Knight 3/4 · Block: Gain +0/+1 [until next round ☯︎ permanently]
×4 - 4 Chip Ninja 3/4 · Attack: Stun a random enemy
×2 - 4 Chip Swordsman 3/2 · Entry: Strike an enemy
×2 - 4 Elderroot Enchantress 3/4 · Entry: Heal all allies [1 ☯︎ 2] health
×2 - 6 Emerald Dragon 3/4 · Entry: Give an ally +2/+2
×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.
- 1 Doomed Crabs 0/1 · Death: Revive Doomed Crabs
×3 - 1 Pathetic Crab 1/1 · Entry: Give crab allies +0/+1
×4 - 2 Coral Guardian 2/1 · Entry: Gain +0/+1 for each ally
×3 - 2 Sea Sprites 1/2 · Attack: Draw a card
×3 - 2 Swamplurker 2/3 · Block: Gain +2/+0 until next round
×2 - 3 Enchanting Tidecaller 2/3 · Entry: Fully heal an ally, and remove afflictions
×2 - 4 King Crab 3/2 · Passive: Give crab allies +1/+0
×3 - 4 Tidehunter 3/4 · Attack: Strike a random enemy
×2 - 6 Ocean Dragon 2/8 · Entry: Remove buffs from all enemies
×1 - 7 Leviathan of the Abyss 6/6 · Entry: Remove an enemy's buffs and keywords
×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.
- 1 Lard Penguin 1/3 · Entry: Give an ally +0/+1 until next round
×3 - 1 Lonely Penguin 1/2 · Entry: If not alone, gain +1/+1
×2 - 2 Everlasting Eebu 1/3 · Entry: Inflict Frozen on an enemy
×4 - 2 Tipsy Tavern Dwarf 1/2 · Entry: Give an ally +1/+1
×3 - 3 Frostcoat Pack 3/3 · ☯︎ Entry: Inflict Frozen on an enemy
×4 - 4 Furious Frostforged 2/5 · Passive: When I take damage, gain +2/+0
×2 - 5 Glacial Ice Giant 4/5 · Entry: Inflict Frozen [1 ☯︎ 2] on an enemy
×3 - 7 Glacial Trox 5/6 · Entry: Inflict Frozen on the 2 strongest enemies
×2 - 8 Vali, High Sorcerer of Endless Winter 4/5 · Passive: When an enemy is Frozen, kill it
×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.
- 1 Lard Penguin 1/3 · Entry: Give an ally +0/+1 until next round
×4 - 1 Lonely Penguin 1/2 · Entry: If not alone, gain +1/+1
×4 - 2 Tipsy Tavern Dwarf 1/2 · Entry: Give an ally +1/+1
×3 - 3 Frostcoat Pack 3/3 · ☯︎ Entry: Inflict Frozen on an enemy
×2 - 3 Penguin Paladin 3/2 · Entry: Give an ally +1/+1
×4 - 4 Furious Frostforged 2/5 · Passive: When I take damage, gain +2/+0
×2 - 4 Mr. Penguin 2/3 · Passive: Give Penguin allies +1/+1
×3 - 5 Glacial Ice Giant 4/5 · Entry: Inflict Frozen [1 ☯︎ 2] on an enemy
×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.
- 1 Emberglow Salamander 1/1 · Entry: Inflict Burn on an enemy
×3 - 1 Emberkin Artisan 1/2 · Entry: Give an ally +0/+1
×2 - 1 Emberkin Blacksmith 1/2 · Entry: Give an ally +1/+0
×2 - 2 Flamebound Phoenix 2/1 · ☯︎ Entry: Gain +1/+0
×3 - 2 Infernal Emberhound 3/2
×3 - 3 Ashen Wraith 2/2 · Entry: Inflict 2 Burn on an enemy
×3 - 3 Censerblade Disciple 3/3 · Combat: Inflict 1 Burn on the blocking enemy
×2 - 3 Emberkin Sorceress 3/2 · Entry: Give an ally +2/+0
×2 - 5 Vulcaran Emberkin 3/3 · Entry: Inflict 3 Burn on an enemy
×2 - 6 Obsidian Magma Weaver 5/4 · Passive: When an enemy enters, inflict Burn on them
×1 - 8 Pyraxis, Vulcaran General 6/6 · Entry: Deal 2 damage to the opponent, plus 1 for each enemy that died with Burn this game
×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.
- 1 Starcaller Cub 1/2 · Entry: Gain 1 mana this round
×4 - 2 Lunarfly 1/1 · Entry: Draw a card
×3 - 2 Moonpetal Seer 1/3 · Entry: Draw a card if you have fewer allies on the field than your opponent
×4 - 3 Astral Archivist 2/3 · Entry: Glance at top 2 cards, draw 1, bottom 1
×3 - 3 Selenian Phasecaller 3/3 · Entry:; Waxing - Give an ally and self +1/+0; Waning - Give an ally and self +0/+1
×3 - 4 Frostlumen Monk 3/4 · Entry:; Waxing - Inflict Frozen on an enemy; Waning - Give an ally Barrier
×2 - 4 Time Wizard 3/3 · Entry: Return target card to owner's hand
×2 - 5 Constellation Warden 3/4 · Entry: Give an ally Spiritveil
×1 - 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
×1 - 8 Nuulaei 7/7 · Entry: Draw a card; Draw: Deal 1 damage to the enemy with the lowest Health
×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.
- 1 Chocolate Chip 1/1 · Entry: You gain 2 life
×3 - 1 Companion Chip 1/2 · Entry: Give an ally +0/+1
×3 - 1 Surveyor Chip 1/1 · Give your next played ally +1/+1
×2 - 2 Chip Monk 2/2 · Entry: You gain 4 life
×3 - 2 Verdani Grovekeeper 2/2 · Entry: Heal an ally [1 ☯︎ 2] health
×3 - 3 Rootbound Knight 3/4 · Block: Gain +0/+1 [until next round ☯︎ permanently]
×2 - 4 Chip Ninja 3/4 · Attack: Stun a random enemy
×2 - 4 Chip Swordsman 3/2 · Entry: Strike an enemy
×2 - 4 Elderroot Enchantress 3/4 · Entry: Heal all allies [1 ☯︎ 2] health
×2 - 6 Emerald Dragon 3/4 · Entry: Give an ally +2/+2
×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 Dark
4 Electric
4 Wild
3 Water
2 Astral
1 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.
- 1 Gooning Goblin 1/1 · Entry: Deal 1 damage to an enemy
×4 - 2 Lightning Kat 2/2 · Entry: Deal 2 damage to an enemy
×4 - 2 Umbral Waykeeper 1/3 · Entry: Give an enemy -2/-0 until next round
×4 - 3 Umbral Archer 3/1 · Entry: Deal 3 damage to an enemy
×3 - 4 Time Wizard 3/3 · Entry: Return target card to owner's hand
×2 - 5 Twisted Umbralwalker 3/3 · Entry: Drain 3 from an enemy
×3 - 7 Kael Sunfury 5/4 · Entry: Kill an enemy
×1 - 7 Leviathan of the Abyss 6/6 · Entry: Remove an enemy's buffs and keywords
×2 - 9 Thalassar, Ruler of the Deep 6/6 · Entry: Remove all enemy buffs and keywords
×1
Dinari and Kamaia · Barrier · Durable growth Sunlit Bastion Durable bodies and repeated Barrier support aim to win trades against growing creature boards.
15 Sol
5 Earth
4 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.
- 1 Daring Wolf Pup 2/2
×4 - 2 Dune Wanderer 2/2
×4 - 3 Rootbound Knight 3/4 · Block: Gain +0/+1 [until next round ☯︎ permanently]
×4 - 4 Dinari and Kamaia 3/3 · Entry: Give an ally barrier
×4 - 5 Golden Sand Sovereign 3/4 · Entry: You gain 6 life
×3 - 6 Radiant Sunweaver 4/4 · Entry: Give an ally +1/+1 and barrier
×3 - 7 Kael Sunfury 5/4 · Entry: Kill an enemy
×1 - 9 Faelor, Guardian of the Forest 7/7 · Entry: Give all allies +0/+2
×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.
- 2 Aetherwyrm 1/3 · Block: Deal 1 damage to a random enemy
×3 - 2 Lightning Kat 2/2 · Entry: Deal 2 damage to an enemy
×4 - 2 Stormwarden Navigator 2/2 · Passive: When you play an electric ally give it +1/+0
×4 - 3 Stormclaw Champion 3/4 · Entry: Give an ally Overkill
×4 - 4 Stormwarden Captain 3/4 · Attack: Give other attacking allies +1/+0 until next round
×3 - 5 Storm Oracle 3/6 · Activate: 2 mana - Your next played ally this turn gains +2/+0
×3 - 6 Tempestcoil Drake 4/5 · Entry: Stun the [1 ☯︎ 2] strongest enemies
×2 - 7 Veltari, Blade of the Storm 4/5 · Combat: Deal 2 damage to the blocking enemy
×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 Ice
4 Electric
1 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.
- 1 Lard Penguin 1/3 · Entry: Give an ally +0/+1 until next round
×4 - 2 Everlasting Eebu 1/3 · Entry: Inflict Frozen on an enemy
×4 - 2 Lightning Kat 2/2 · Entry: Deal 2 damage to an enemy
×4 - 3 Frostcoat Pack 3/3 · ☯︎ Entry: Inflict Frozen on an enemy
×4 - 5 Glacial Ice Giant 4/5 · Entry: Inflict Frozen [1 ☯︎ 2] on an enemy
×3 - 7 Glacial Trox 5/6 · Entry: Inflict Frozen on the 2 strongest enemies
×2 - 8 Vali, High Sorcerer of Endless Winter 4/5 · Passive: When an enemy is Frozen, kill it
×1 - 9 Azriel, Celestial Weaver 5/5 · Entry: Deal 3 damage to all enemies then gain +1/+1 for each enemy killed
×1 - 9 Thyrain, Bastion of the Frostforged 6/6 · Entry: Give all allies +1/+0 and barrier until next round
×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 Air
3 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.
- 1 Gryphen 1/1
×4 - 2 Lunarfly 1/1 · Entry: Draw a card
×3 - 2 Zephyrian Shimmerwing 1/2 · ☯︎ Entry: Gain +1/+1
×4 - 3 Temple Bellkeeper 2/3 · Entry: Stun an enemy until next round
×3 - 3 Zephyrian Guardian 3/2
×3 - 4 Breezeling 2/4 · Entry: Swap target card's power and health
×2 - 4 Ren, Devout Shroudkeeper 3/4 · Activate: Discard a card to gain +2/+0 and Flying until next round. Once each round
×2 - 6 Cloud Dragon 3/5 · Entry: Give an ally flying
×2 - 7 Ilnatar, Songsmith of the Galewind 4/5 · Passive: When you play a card with flying give it +1/+0
×1
Passwatch Wolfbear · Wolfbears · Flying finishers Skybound Pack Builds a pack, then grants Flying to turn stored board strength into an evasive finish.
7 Wild
4 Dark
4 Ice
3 Air
3 Astral
3 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.
- 1 Frozen Wolfbear 1/1 · Entry: Give all other allied Wolfbears +1 Health
×4 - 1 Umbral Wolfbear 1/1 · Death: If you have another allied Wolfbear, draw a card
×4 - 1 Wolfbear Mercenary 1/1 · Entry: Give all other allied Wolfbears +1 Power
×4 - 2 Lunarfly 1/1 · Entry: Draw a card
×3 - 4 Orchid Draconyx 3/3 · Entry: Give an ally flying until next round
×3 - 4 Passwatch Wolfbear 3/5 · Block: Heal all other allied Wolfbears 2 Health
×3 - 6 Cloud Dragon 3/5 · Entry: Give an ally flying
×2 - 10 Zephyrion, Skyborne Sanctity 7/7 · Entry: Give all allies flying until next round
×1
Infernal Dragon · Mixed damage · Dragon attacks Ember Sweep Cheap damage prepares enemies for the Infernal Dragons’ targeted fire breath when they attack.
13 Fire
4 Electric
4 Wild
2 Dark
1 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.
- 1 Emberglow Salamander 1/1 · Entry: Inflict Burn on an enemy
×4 - 1 Gooning Goblin 1/1 · Entry: Deal 1 damage to an enemy
×4 - 2 Lightning Kat 2/2 · Entry: Deal 2 damage to an enemy
×4 - 3 Ashen Wraith 2/2 · Entry: Inflict 2 Burn on an enemy
×3 - 3 Emberkin Sorceress 3/2 · Entry: Give an ally +2/+0
×2 - 3 Umbral Archer 3/1 · Entry: Deal 3 damage to an enemy
×2 - 6 Obsidian Magma Weaver 5/4 · Passive: When an enemy enters, inflict Burn on them
×1 - 8 Infernal Dragon 5/4 · Attack: Deal 2 damage to up to two different enemies
×3 - 9 Azriel, Celestial Weaver 5/5 · Entry: Deal 3 damage to all enemies then gain +1/+1 for each enemy killed
×1