COMMUNITY DECK REPORT
POP
OverWorld · 6v6 · Shared by AwfullyFrosty
Deck code
CK-PXFBXWRW
Attack BP
20 / 20
Updated
Aug 29, 2026
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Creatures
6 cards{{mugic Overworld}}: Target Creature gains 35 {{wisdom}} Wisdom. Discard an OverWorld Mugic Card: Destroy target Chieftain with 100 or more {{wisdom}} Wisdom. Brainwashed Tartarek may use its regular abilities.
When Maxxor is dealt attack damage, it gains "Maxxor deals an additional 5 attack damage." Unique, Loyal
{{mugic Overworld}}: Target attack deals 5 damage. This ability can only be used once per turn. Arbeid may not enter mixed armies. Unique
{{mugic overworld}}: Target Creature gains 15 Energy. Loyal
Najarin pays 1 less {{mugic}} to play Mugic Cards to a minimum of 1. Unique, Loyal
Battlegear
6 cardsEquipped Creature has an additional 10 Energy. If equipped Creature has {{earth}} Earth, it has an additional 10 Energy.
Stat Check {{courage}} Courage 50: Equipped Creature gains 5 Energy. Stat Check {{courage}} Courage 75: Equipped Creature gains 15 Energy.
Sacrifice Mipedian Balladeers' Flute: Add {{mugic}} to Equipped Creature. Your opponent may add {{mugic}} to a Creature of their choice. Reveal this Battlegear at beginning of game.
Equipped Creature cannot be targeted by Mugic or abilities played by Creatures with lower {{wisdom}} Wisdom than it. This Battlegear begins the game face up.
Mugic
6 cards{{mugic overworld}} Negate target Mugic unless the casting Creature of that Mugic pays an additional {{mugic}}.
{{mugic overworld 2}} Dispel target Mugic.
{{mugic overworld}} {{mugic overworld}} Heal 30 damage to target Creature. If you control only OverWorld Creatures, it gains 30 Energy instead.
{{mugic overworld}} When target attack controlled by an opponent resolves, deal X damage to target engaged Creature where X is the damage that attack dealt.
{{mugic}} Target Creature gains 30 Energy and "Recklessness 10."
{{mugic}} Flip target Battlegear face-down.
Attacks
20 cardsThe opposing engaged Creature cannot gain Mugic counters. You may discard another card named Marksman's Preparation. If you do, deal an additional 30 damage and draw an Attack Card.
BP 1
{{fire}} Fire: You may sacrifice an unengaged Creature you control. If you do, deal 20 damage.
Stat Check {{courage}} Courage 60: Deal 10 damage. Stat Check {{wisdom}} Wisdom 60: Deal 10 damage.
BP 2
Challenge {{courage}} Courage 15: Heal 10 Energy.
{{fire}} Fire: Heal 5 damage. {{water}} Water: Gain 10 {{wisdom}} Wisdom.
{{earth}} Earth: When Gravel Grind deals damage, remove a card in a general discard pile from the game.
BP 1
{{earth}} Earth: Look at the top three cards of your Location Deck and put them back in any order. You may reveal a new active Location.
BP 4
BP 1
{{earth}} Earth: Heal 5 damage. {{air}} Air: Gain 10 {{speed}} Speed.
Locations
10 cardsInitiative: {{wisdom}} When a Creature plays an Elemental attack, heal 5 damage to that Creature.
Initiative: Muge Creatures with 35 or more Scanned Energy deal 10 less attack damage. When any player shuffles their Attack Deck, that player reveals a new active Location.
Initiative: {{courage}} Courage Attacks that would deal more than 20 damage to Creatures with {{earth}} Earth deal 20 damage instead.
Initiative: {{courage}} Courage Creatures with {{earth}} Earth have an additional 10 Energy.
Initiative: Scanned Energy Creatures with less than 50 {{courage}} Courage deal 5 less attack damage. Creatures with more than 100 {{courage}} Courage deal an additional 5 attack damage.