I'll try to keep this updated. Just whenever you make comments make sure to note which version you're talking about. For the tier list, let's use the format I see Waterd using on FS, which I like: A, B and C tier. A being the best cards in the game, B being OK, and C is for crappy. Within each tier, you can order it from strongest to weakest, left to right. Here's my horribly wrong tier list to show you what I mean. Keith's Tier List (for Version 1.1) A Tier: Cavalry Move, Zap, Meteor, Move Any, Resurrect, Purge, Swift Action B Tier: Archer Take Cover, Blessing, Swap Places, Paralyze, Copy, Protection, All Halt C Tier: Savage Blows, Tactics, Improvisation, Magic Bounty, Archers Shift Again I know this list totally sucks, I haven't put much thought into it AND I'm not that fantastic at the game. This is just an example, although I will be reading feedback in this thread and updating it. So to clarify, I'm saying that Cavalry Move is the best card in the game, and Archers Shift is the worst. That's probably not true, but that's what I wrote. THE CARDS Blessing A unit gains 2 extra hitpoints. This can bring them above their starting amount. A unit can only be blessed once per combat. Swift Action Get +1 command and +1 redraws. This card costs no command. Improvisation +2 Redraws. Also, draw a card. If it's a playable Spell or Tactical card, play it free or discard it. You cannot play Improvisation again this way. Costs no command. Cavalry Move Move a cavalry unit 2 steps in any direction except up or down. Warrior Reposition Move a warrior back to the starting line at a position of your choice. This can push other units back. Costs no command. All Halt Your units will skip the next movement phase. Also get +2 redraws. This card costs no command. Archers Shift All archers move up or down by 1 step. Also get +1 redraw per archer. Archer Take Cover Move one archer directly behind any one of your units. This can not push other units. Tactics Get +2 command. Also, keep the other cards in your hand until the end of your next turn. Cards will be drawn to fill up your hand. Costs no action. Protection Select one of your units. It becomes invulnerable for 1 turn. Paralyze Select an enemy unit. It cannot attack or move for 2 turns. The unit will block other units behind it. Zap Deal 2 damage to 1 enemy unit and knock it back. This can push back other units behind the target. Purge Allows you to purge up to 3 cards from your hand (they are destroyed). This card (Purge) is then removed from your deck. Resurrect Resurrect 1 fallen friendly with 1 hitpoint. This can push other units if the spot it died on is occupied. Copy Creates a permanent copy of another card in your hand. Can not copy unique cards. Swap Places Select two of your units. They will swap places. Move Any Move one of your units one step in a non-diagonal direction. Unique Cards. These can ONLY be found in an Emperor's starting deck. Meteor Select 1 unit. Deal 1 damage to that unit and to four units around it, in a cross shape. Savage Blows Deal double damage in the attack phase, this turn only. Magical Bounty: If you win this battle, gain 1 gem and 30 materials for use after combat. Can only be played once per battle. Your materials can never exceed 200.