Intermediate Decks

The Wandering Subset

The Wandering subset is one of the premiere decks of the Summoner's Nexus TCG. The group focuses on it's Rank 2 and 3 avatars, namely "The Wandering Ryu," along with a wide variety of effects to achieve victory. The deck focuses on giving the player a multitude of options when played, and the skill involved comes from understanding when and how to use the finite resources at your disposal. The Wandering subset currently has the means to access every status condition featured in the game, which makes it great for beginners to learn, but also rewards players who know which situations call for which responses. Tribute your Rank 1 avatars to bolster the strength of the cards left on the field, and you'll be on the right track.

The Wandering Ryu is the "ace" of the deck, using Dragon Dance and Kirin to switch between offense and defense when required, it's the most threatening card in this subset.

The Wandering Bos Guardian is a great primary defender because it lets you draw a card when it's destroyed. Either your opponent won't want to attack, or you gain an advantage when they do.

The Rank 1 avatars are all great when used normally, but in a mirror match, many of them have the potential to affect your opponent's Wandering avatars as well for some interesting ineractions.

Runes like "Zodiac Barrier" are essential, and combo great with the Wandering Ryu given its bulk in both attack and defense. You can pair it with The Wandering Bos Guardian to make an impenetrable wall.

The Forest Guard Subset

Where the Wandering Subset focuses on giving the player options, the Forest Guard subset focuses on resource management and mental attrition. They generate a currency called "Forest Counters" which enable their effects by capitalizing on the activation of runes (both the player's and their opponent). Keeping the number of "Forest Counters" high is integral, and you can tangibly keep track of that on the board. What you can't see, is the mental impact of your opponent being forced to use their runes in a certain way (or not at all) to avoid offering you a benefit. Good Forest Guard players will capitalize on this control aspect of the deck as an extra layer of protection while they generate the resources they need to win over a number of turns.

Silenus, Instructor of the Forest Guard is the main card in this deck. His effect, "Tutelage" is the main way that "Forest Counters" are generated. The deck often operates by activating "Tutelage" at Wave Start and saving the rune activations for Movement Phase 1.

"Forest Wall" is Silenus' best friend. Because the effect of "Tutelage" stipulates that Silenus either gets destroyed at the end of the turn or removes all your "Forest Counters," this card allows you to cheat death and stay in the game for an extra turn.

The Forest Guard Entity is arguably the most powerful card in the deck. The "Encore" ability is great for controlling the board, forcing your opponent to respect the fact that you can steal any runes that they activate and use them yourself.

Goblin Forge of the Forest Guard is your "Backup Silenus." Once the main "Forest Counter" generator is taken off the board, use this card to slowly, but surely keep you topped up on the valuable resource.

Exorcism
Exorcism

Exorcism

  • (Activated) Target a card on the field, “cleanse” it.

Close Quarters:
Close Quarters:

Close Quarters:

  • (Conditional) When your opponent attacks you directly, remove an avatar from your hand and add it to your opponent’s hand; increase your NG by the “rank-cost” of the removed card.

Rescue Mission:
Rescue Mission:

Rescue Mission:

  • (Activated) Discard a card and return an avatar from your hand to the deck; add an avatar from your GY to your hand.

Rune of Recast: Sword:
Rune of Recast: Sword:

Rune of Recast: Sword:

  • (Activated) Target a card on the field: it becomes an Assault Type avatar until the end of this turn (dual type avatars become monotype).

Rune of Recast: Shield:
Rune of Recast: Shield:

Rune of Recast: Shield:

  • (Activated) Target a card on the field: it becomes a Defence Type avatar until the end of this turn (dual type avatars become monotype).

Heartstopper
Heartstopper

Heartstopper

  • (Conditional) When MP1 begins, target two cards you control with the same type (Assault, Defence or Support Type): They switch places on the field. 

Smoke Grenade
Smoke Grenade

Smoke Grenade

  • (Conditional) When your opponent targets a card you control for an attack, choose another card you control in the same zone: That card gains “priority”. 

Nexus Breach
Nexus Breach

Nexus Breach

  • (Conditional) When the wave starts, target a R1 or R2 card you control: If that card would be destroyed and sent to the GY this turn, return it to your hand instead (your opponent can add a card from their GY to their hand).

Underdog
Underdog

Underdog

  • (Conditional) When the Battle Phase starts, if you control the card with the lowest ATK on the field: The weakest cards attack first this turn.

Incinerate
Incinerate

Incinerate

  • (Activated) Target a card on the field, “ignite” it.

Diversion
Diversion

Diversion

  • (Conditional) When you activate an effect that targets exactly one card on the field: Change the target to another suitable card on the field.

Rune Collector
Rune Collector

Rune Collector

  • (Activated) Reveal this face down rune, then return it to your hand. 

Assault Thief
Assault Thief

Assault Thief

  • (Activated) Remove one of your R1 or R2 avatars from the game; reduce the original ATK of another card on the field by the ATK that the removed card had.

Shield Wall
Shield Wall

Shield Wall

  • (Conditional) If your NG would be reduced to 0 by an incoming attack, negate the attack.

Maxim Opus
Maxim Opus

Maxim Opus

R2 - ATK Type - 150 ATK/50 DEF

  • Lancea Verita (Activated): Remove a R2 or lower avatar you control from the game; increase the value of your NG by its “rank-cost” (you have one less “rank-cost” summon per turn). 
  • Lancea Immanitas (Activated): Remove a R2 or lower avatar you control from the game; reduce the value of your NG by its “rank-cost” (you have one less “rank-cost” summon per turn).

Golgotha, Queen Mother of the Giants
Golgotha, Queen Mother of the Giants

Golgotha, Queen Mother of the Giants

 R2 - ATK Type - 100 ATK/100 DEF

  • Giant’s Stride (Conditional): When this card is “rank-cost” summoned, place it at either Checkpoint on the field (this card cannot declare a direct attack this turn).
  • Queen Mother (Activated): Tribute this card; increase the ATK and DEF of a card you control by the ATK and DEF values that this card had on the field.

Canine Caribe
Canine Caribe

Canine Caribe

 R1 - DEF Type - 50 DEF

  • Ravenous Deep (Conditional - Mandatory): When this card is destroyed by battle the value of your opponent’s NG is reduced by 50, also the card that destroyed it loses 50 ATK.

Baby Orc
Baby Orc

Baby Orc

 R1 - DEF Type - 0 ATK/100 DEF

  • RAWR (Conditional): When your opponent attempts to target this card for an attack, choose another card you control that would be a suitable target: That card gains “priority”.

Honey Badger
Honey Badger

Honey Badger

 R1 - DEF Type - 0 ATK/0 DEF

  • Sweet Scent (Conditional - Mandatory): When your opponent selects this card as an attack target, select a value up to 200 (in multiples of 50): Reduce your NG by the chosen amount; this card’s DEF is increased by that value.

The Wolverine
The Wolverine

The Wolverine

R1 - ATK Type - 0 ATK/0 DEF

  • X-200 (Conditional - Mandatory): When this card declares an attack, select a value up to 200 (in multiples of 50): Reduce your NG by the chosen amount; this card’s ATK is increased by that value.

Tartarus
Tartarus

Tartarus

  • (Activated) Target an “Asylum” avatar on the field: For the rest of this turn it is not treated as being an “Asylum” avatar.

River Styx
River Styx

River Styx

  • (Conditional) When an “Asylum” or “Reaper” avatar you control would be destroyed by an incoming attack, it becomes “fortified” (destroy it at the end of the turn).

Null
Null

Null

  • (Conditional) When an “Asylum” avatar you control is targeted for an attack (if it would be destroyed by that battle) negate that attack.

Void
Void

Void

  • (Activated) Discard a card from your hand; target an “Asylum” avatar you control: it becomes “void”.

Asylum Rejection
Asylum Rejection

Asylum Rejection

  • (Conditional) When an “Asylum” avatar you control would be destroyed and sent to the GY, return it to the hand (send the top card of your Resource Deck to the GY).