Duskfall Legends

Guide

Tribes and subtypes

Every monster belongs to exactly one tribe. Many cards care about tribes — they buff, discount, seek or resummon a specific tribe — so building around one is a strong way to make a deck. Subtypes (Knight, Mage, Fire, Blade…) are extra tags on top of the tribe; a card can have several.

Human

338 Cards2 Synergy cards

The most common tribe: knights, priests, rogues and soldiers of the old kingdoms. Humans reward going wide — many cards buff other Humans or seek more of them.

Elf

56 Cards2 Synergy cards

Long-lived archers and mages of the silver woods. Elves lean on weapons, reach and burst: their cards pump Elf monsters when your hero attacks.

Theme tribe of

Dwarf

65 Cards3 Synergy cards

Stubborn miners and runesmiths. Dwarves dig (Excavate), forge weapons and stack +1/+1 bonuses on other Dwarves.

Theme tribe of

Orc

71 Cards

Warbands of the badlands. Orcs are raw, aggressive bodies that pair with Beasts under Thrag's banner and win through early pressure.

Theme tribe of

Goblin

37 Cards1 Synergy cards

Cheap, chaotic tricksters. Goblins come out fast, get Lunge and attack bonuses from their taskmasters, and overwhelm with numbers.

Theme tribe of

Undead

133 Cards5 Synergy cards

Risen dead who refuse to stay down. Undead cards love the graveyard: Resurgence, resummons and bonuses for dead allies.

Theme tribe of

Demon

87 Cards21 Synergy cards

Pact-bound fiends of the abyss. Demons are strong for their cost but ask for a price — health, cards or sacrifices — and grow cheaper as you suffer.

Theme tribe of

Dragon

46 Cards31 Synergy cards

The rarest and mightiest monsters. Dragon cards reward holding a Dragon in hand: discounts, card draw and bigger effects.

Theme tribe of

Neutral tribe — found in many decks.

Beast

93 Cards24 Synergy cards

Wolves, boars and great cats of the wilds. Beasts hunt in packs — summon several at once and buff them all.

Theme tribe of

Elemental

113 Cards45 Synergy cards

Living fire, storm and stone. Elementals chain: playing one after another triggers growing bonuses and extra damage.

Theme tribe of

Construct

51 Cards24 Synergy cards

Golems and clockwork war machines. Constructs work with weapons and artificers that buff and build more Constructs.

Theme tribe of

Spirit

15 Cards1 Synergy cards

Ghosts and echoes that slip between worlds. Spirits are elusive (Veil, Phase) and return from the graveyard.

Theme tribe of

Neutral tribe — found in many decks.

Giant

20 Cards5 Synergy cards

Huge, expensive monsters. Giant cards lower the cost of Giants in your hand so you can drop them early.

Theme tribe of

Neutral tribe — found in many decks.

Fae

40 Cards3 Synergy cards

Fickle folk of the hollow hills. Fae hide behind Veil and Phase and gain attack from their queen.

Theme tribe of

Merfolk

58 Cards15 Synergy cards

Tide-callers from the drowned courts. Merfolk swarm the board and get bonuses for each other friendly monster.

Theme tribe of

Insectoid

98 Cards24 Synergy cards

Hives that never stop growing. Insectoids flood the board with spawn, complete swarm quests and seek more of their kind.

Theme tribe of

Celestial

44 Cards10 Synergy cards

Radiant beings of light. Celestials heal your hero and come back from the graveyard at the end of your turn.

Theme tribe of

Aberration

68 Cards5 Synergy cards

Things from the dark between the stars. Aberrations multiply into Starspawn and get stronger as they die.

Theme tribe of

Plant

36 Cards11 Synergy cards

Treants, vines and spore-blooms. Plants grow: auras give them +1/+1 or +2/+2 and new saplings sprout every turn.

Theme tribe of

Vampire

72 Cards4 Synergy cards

The nobles of the Crimson Court. Vampires drain life with Leech and grow stronger when you use your hero power.

Theme tribe of

Lycan

10 Cards4 Synergy cards

Werewolves under the blood moon. A small tribe whose cards give Lycans big attack bursts.

Theme tribe of

Neutral tribe — found in many decks.

Avian

20 Cards5 Synergy cards

Birds and winged hunters. Avians share Flight, so only Flight or Reach monsters can block them.

Theme tribe of

Neutral tribe — found in many decks.

Reptilian

5 Cards

Scaled hunters of the marshes. A rare tribe of tough, cold-blooded monsters.

Theme tribe of

Neutral tribe — found in many decks.

Golemkin

8 Cards

Stone-born kin of the golems. A small tribe of sturdy defenders.

Theme tribe of

Neutral tribe — found in many decks.

Subtypes

Subtypes add a second label to a card. Monsters get class or creature subtypes (Knight, Wyrm…), spells, traps and sigils get schools (Fire, Shadow…), and weapons get a weapon class (Blade, Bow…). Cards and auras can refer to them just like tribes.