Heroes & Villains

117 Russell Pkwy, Warner Robins, GA 31088, USA

Ph: +1 478-322-0004Email: heroeswrstaff@gmail.com

Armory day: Monday

About

 Heroes and Villains is a comic book and gaming store that opened on Jan. 18, 2004!

The store has always been on Russell Parkway but outgrew its previous location. They have now been at their current location for 14 years.

In 2004, the store was opened by current Owner Mike McDaniel, Jesse Stephens and co-founder and Director of the Comics Appreciation Project Jason Kelley. The three friends met in a comic book store called Komix Castle of Warner Robins, owned and operated by McDaniel from 1993 to 1997. 

The friends then decided to open another comic book store in the area, eventually leading to Heroes and Villains Comics and Games.

The store offers many events and activities, including roleplaying, card games, tabletop games and board games, as well as being a one-stop shop for comics, manga, Gunpla, and much more!

Upcoming Tournaments

Armory Event

Mon 6th Apr, 7:30 PM Classic Constructed

117 Russell Pkwy, Warner Robins, GA 31088, USA

$5 Table Fee, waived with purchase of $5 or more in store

One (1) Gem Pack will be given to each player who participates. Additional prizing may be added the day of the event.

 

Get ready for the ultimate test of skill, strategy, and cunning with Classic Constructed, the quintessential Flesh and Blood experience. In this format, players select a hero and construct an 80-card deck filled with lethal weapons, game-changing equipment, and signature moves that will leave their opponents reeling. With intense 1v1 combat and high stakes on the line, Classic Constructed offers a thrilling gameplay experience that will put even the most seasoned players to the test.

The following only covers the basics and recommendations for Classic Constructed. Please refer to the Tournament Rules and Policy for more complete details on running a Classic Constructed tournament.

Quickstart

1 hero card (can’t be a young hero)

80 card-pool (includes weapons, equipment, etc., and cards in the deck)

Start with a minimum of 60 cards in the deck

Up to 3 copies of each unique card

55 minutes per round, first to 1

Card-Pool Construction Rules

In Classic Constructed, each player registers their non-young hero card and 80 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.

A card can only be included in a Player’s card-pool if the card’s class/talents are a subset of the hero’s class/talents (e.g. a Light talent card can only be included in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.

A card-pool may contain up to 3 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)

These rules are subject to the effects of the hero or cards in the card-pool, which may allow or limit what cards can be included. (e.g. Heroes with “Essence” allow certain talented cards to be included, even if the hero doesn’t have the same talent. Cards with “Legendary” limit themselves to only 1 in the card-pool.)

For an up-to-date list of cards legal in Classic Constructed please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.

 

Card Legality Policy

Last updated March 4, 2025

 

Tournament Structure

The following is the recommended structure for a Classic Constructed tournament, which may be altered at the discretion of the Tournament Organizer.

Matches: First to 1 win

Round Time: 55 minutes

 

Start-of-Game Procedure

Each game of a match follows the same procedure:

Each player reveals their hero card.

Choose a player at random, and then that player decides who will go first.

Each player chooses the equipment, weapons, and 60-card minimum deck they will use for this game (chosen from their 80 card-pool).

Each player shuffles and presents their deck to the opponent, who may shuffle and/or cut.

Each player reveals the weapon(s) and equipment they have chosen for this game, draws cards up to their hero's intellect, and the first player begins the first turn of the game.

End-of-Match Procedure

The match ends when one player has won the required number of games for the match (usually 1 game win).

If the round time expires, and a winner of the current game is yet to be determined, the turn player completes their turn and then 1 additional turn is played. At the conclusion of the additional turn, if a winner of the game has not been determined, the current game is a draw.

- 8 - days away

Armory Event

Mon 13th Apr, 7:30 PM Silver Age

117 Russell Pkwy, Warner Robins, GA 31088, USA

$25 Entry

 

Winner will receive a sealed box of Compendium of Rathe!

2nd and 3rd place will be able to split a box!

All players will receive a pack for participating, as well as prizing provided by LSS!

Experience the adrenaline-pumping action of Flesh and Blood like never before with Silver Age (SAGE). This accessible, fast-paced format offers a thrilling gameplay experience with fewer cards and less starting life than Classic Constructed. Perfect for players who crave instant engagement and love quick, intense matches. Silver Age is the ultimate way to dive straight into the heart of the action and emerge victorious.

The following only covers the basics and recommendations for Silver Age. Please refer to the Tournament Rules and Policy for more complete details on running a Silver Age tournament.

Quickstart

1 young hero card

55 card-pool (includes weapons, equipment, and cards in the deck)

Only commonrare, and basic rarity cards (including hero cards)

Start with exactly 40 cards in the deck

Up to 2 copies of each unique card

35 minutes per round, best of 1

Card-Pool Construction Rules

Each player registers their young hero card and 55 cards that make up their card-pool. The card-pool includes arena-cards (weapons and equipment), and deck-cards that will start in the player’s deck. All cards must be either common, rare, or basic rarity (formerly token rarity), including hero cards.

A card is considered common, rare, or basic rarity if it has ever been printed with that rarity. For example, Bravo, Flattering Showman was printed at rare rarity in the Bravo Demo Deck, so it is considered a rare card despite also being printed at Majestic rarity in Smash Palace.

A card can only be included in a player’s card-pool if the card’s class/talents are a subset of the hero’s class/talents (e.g. a Light talent card can only be included in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.

A card-pool may contain up to 2 copies of each unique card. A card is unique if it has a different name AND color from another card (e.g. Snatch (red) is unique compared to Snatch (blue) because they have different colors).

These rules are subject to the effects of the hero or cards in the card-pool, which may allow or limit what cards can be included. (e.g. Heroes with “Essence” allow certain talented cards to be included, even if the hero doesn’t have the same talent. Cards with “Legendary” limit themselves to only 1 in the card-pool.)

For an up to date list of cards legal in Silver Age please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.

Tournament Structure

The following is the recommended structure for a Silver Age tournament, which may be altered at the discretion of the Tournament Organizer.

Matches: Best of 1

Round Time: 35 minutes

Start-of-Game Procedure

Each game of a match follows the same procedure:

Each player reveals their hero card.

Choose a player at random, and then that player decides who will go first.

Each player chooses the equipment, weapon(s), and 40-card deck they will use for this game (chosen from their 55 card-pool).

Each player shuffles and presents their deck to the opponent, who may shuffle and/or cut.

Each player reveals the weapon(s) and equipment they have chosen for this game, draws cards up to their hero’s intellect, and the first player begins the first turn of the game.

End-of-Match Procedure

The match ends when one player has won the required number of games for the match (usually 1 game win).

If the round time expires, and a winner of the current game is yet to be determined, the turn player completes their turn and then 1 additional turn is played. At the conclusion of the additional turn, if a winner of the game has not been determined, the current game is a draw.

- 15 - days away

Armory Event

Mon 20th Apr, 7:30 PM Classic Constructed

117 Russell Pkwy, Warner Robins, GA 31088, USA

$5 Table Fee, waived with purchase of $5 or more in store

One (1) Gem Pack will be given to each player who participates. Additional prizing may be added the day of the event.

 

Get ready for the ultimate test of skill, strategy, and cunning with Classic Constructed, the quintessential Flesh and Blood experience. In this format, players select a hero and construct an 80-card deck filled with lethal weapons, game-changing equipment, and signature moves that will leave their opponents reeling. With intense 1v1 combat and high stakes on the line, Classic Constructed offers a thrilling gameplay experience that will put even the most seasoned players to the test.

The following only covers the basics and recommendations for Classic Constructed. Please refer to the Tournament Rules and Policy for more complete details on running a Classic Constructed tournament.

Quickstart

1 hero card (can’t be a young hero)

80 card-pool (includes weapons, equipment, etc., and cards in the deck)

Start with a minimum of 60 cards in the deck

Up to 3 copies of each unique card

55 minutes per round, first to 1

Card-Pool Construction Rules

In Classic Constructed, each player registers their non-young hero card and 80 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.

A card can only be included in a Player’s card-pool if the card’s class/talents are a subset of the hero’s class/talents (e.g. a Light talent card can only be included in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.

A card-pool may contain up to 3 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)

These rules are subject to the effects of the hero or cards in the card-pool, which may allow or limit what cards can be included. (e.g. Heroes with “Essence” allow certain talented cards to be included, even if the hero doesn’t have the same talent. Cards with “Legendary” limit themselves to only 1 in the card-pool.)

For an up-to-date list of cards legal in Classic Constructed please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.

 

Card Legality Policy

Last updated March 4, 2025

 

Tournament Structure

The following is the recommended structure for a Classic Constructed tournament, which may be altered at the discretion of the Tournament Organizer.

Matches: First to 1 win

Round Time: 55 minutes

 

Start-of-Game Procedure

Each game of a match follows the same procedure:

Each player reveals their hero card.

Choose a player at random, and then that player decides who will go first.

Each player chooses the equipment, weapons, and 60-card minimum deck they will use for this game (chosen from their 80 card-pool).

Each player shuffles and presents their deck to the opponent, who may shuffle and/or cut.

Each player reveals the weapon(s) and equipment they have chosen for this game, draws cards up to their hero's intellect, and the first player begins the first turn of the game.

End-of-Match Procedure

The match ends when one player has won the required number of games for the match (usually 1 game win).

If the round time expires, and a winner of the current game is yet to be determined, the turn player completes their turn and then 1 additional turn is played. At the conclusion of the additional turn, if a winner of the game has not been determined, the current game is a draw.

- 22 - days away

Skirmish Season 14

Mon 27th Apr, 7:30 PM Silver Age

117 Russell Pkwy, Warner Robins, GA 31088, USA

24 TOTAL SLOTS AVAILABLE!

Entry Fee: $20.00 (This is seperate from any in-store purchases made.)

PRIZING PROVIDED BY LSS!

Skirmish Season 14 is a perfect opportunity for local communities to come together for casual and exciting games, with awesome prizes up for grabs! Bring a mate who’s just started playing, or test the waters with your new deck! Skirmish is the best stepping stone for players who want to play great games in a friendly, low-stakes environment.

What are Skirmish Events?
Skirmish is a single in-store event offered to selected GEM stores. It is a way to help grow local communities at a casual level. Each event is supported by a Skirmish prize kit, provided free of charge by Legend Story Studios.

What is the format for Season 14?
Silver Age

Event Structure

8 None

9 – 16 Top 4

17 – 32 Top 8

All events should be run with swiss rounds, followed by a top 4 or 8 cut depending on the number of players in the event (with the exception of 8 players where there is no top cut.

*Events need a minimum of 8 players to run (start).

- 29 - days away

Armory Event

Mon 4th May, 7:30 PM Classic Constructed

117 Russell Pkwy, Warner Robins, GA 31088, USA

$5 Table Fee, waived with purchase of $5 or more in store

One (1) Gem Pack will be given to each player who participates. Additional prizing may be added the day of the event.

 

Get ready for the ultimate test of skill, strategy, and cunning with Classic Constructed, the quintessential Flesh and Blood experience. In this format, players select a hero and construct an 80-card deck filled with lethal weapons, game-changing equipment, and signature moves that will leave their opponents reeling. With intense 1v1 combat and high stakes on the line, Classic Constructed offers a thrilling gameplay experience that will put even the most seasoned players to the test.

The following only covers the basics and recommendations for Classic Constructed. Please refer to the Tournament Rules and Policy for more complete details on running a Classic Constructed tournament.

Quickstart

1 hero card (can’t be a young hero)

80 card-pool (includes weapons, equipment, etc., and cards in the deck)

Start with a minimum of 60 cards in the deck

Up to 3 copies of each unique card

55 minutes per round, first to 1

Card-Pool Construction Rules

In Classic Constructed, each player registers their non-young hero card and 80 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.

A card can only be included in a Player’s card-pool if the card’s class/talents are a subset of the hero’s class/talents (e.g. a Light talent card can only be included in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.

A card-pool may contain up to 3 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)

These rules are subject to the effects of the hero or cards in the card-pool, which may allow or limit what cards can be included. (e.g. Heroes with “Essence” allow certain talented cards to be included, even if the hero doesn’t have the same talent. Cards with “Legendary” limit themselves to only 1 in the card-pool.)

For an up-to-date list of cards legal in Classic Constructed please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.

 

Card Legality Policy

Last updated March 4, 2025

 

Tournament Structure

The following is the recommended structure for a Classic Constructed tournament, which may be altered at the discretion of the Tournament Organizer.

Matches: First to 1 win

Round Time: 55 minutes

 

Start-of-Game Procedure

Each game of a match follows the same procedure:

Each player reveals their hero card.

Choose a player at random, and then that player decides who will go first.

Each player chooses the equipment, weapons, and 60-card minimum deck they will use for this game (chosen from their 80 card-pool).

Each player shuffles and presents their deck to the opponent, who may shuffle and/or cut.

Each player reveals the weapon(s) and equipment they have chosen for this game, draws cards up to their hero's intellect, and the first player begins the first turn of the game.

End-of-Match Procedure

The match ends when one player has won the required number of games for the match (usually 1 game win).

If the round time expires, and a winner of the current game is yet to be determined, the turn player completes their turn and then 1 additional turn is played. At the conclusion of the additional turn, if a winner of the game has not been determined, the current game is a draw.

- 36 - days away

Armory Event

Mon 11th May, 7:30 PM Silver Age

117 Russell Pkwy, Warner Robins, GA 31088, USA

$5 Table Fee - Waived with purchase of $5 or more.

Experience the adrenaline-pumping action of Flesh and Blood like never before with Silver Age (SAGE). This accessible, fast-paced format offers a thrilling gameplay experience with fewer cards and less starting life than Classic Constructed. Perfect for players who crave instant engagement and love quick, intense matches. Silver Age is the ultimate way to dive straight into the heart of the action and emerge victorious.

The following only covers the basics and recommendations for Silver Age. Please refer to the Tournament Rules and Policy for more complete details on running a Silver Age tournament.

Quickstart

1 young hero card

55 card-pool (includes weapons, equipment, and cards in the deck)

Only commonrare, and basic rarity cards (including hero cards)

Start with exactly 40 cards in the deck

Up to 2 copies of each unique card

35 minutes per round, best of 1

Card-Pool Construction Rules

Each player registers their young hero card and 55 cards that make up their card-pool. The card-pool includes arena-cards (weapons and equipment), and deck-cards that will start in the player’s deck. All cards must be either common, rare, or basic rarity (formerly token rarity), including hero cards.

A card is considered common, rare, or basic rarity if it has ever been printed with that rarity. For example, Bravo, Flattering Showman was printed at rare rarity in the Bravo Demo Deck, so it is considered a rare card despite also being printed at Majestic rarity in Smash Palace.

A card can only be included in a player’s card-pool if the card’s class/talents are a subset of the hero’s class/talents (e.g. a Light talent card can only be included in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.

A card-pool may contain up to 2 copies of each unique card. A card is unique if it has a different name AND color from another card (e.g. Snatch (red) is unique compared to Snatch (blue) because they have different colors).

These rules are subject to the effects of the hero or cards in the card-pool, which may allow or limit what cards can be included. (e.g. Heroes with “Essence” allow certain talented cards to be included, even if the hero doesn’t have the same talent. Cards with “Legendary” limit themselves to only 1 in the card-pool.)

For an up to date list of cards legal in Silver Age please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.

Tournament Structure

The following is the recommended structure for a Silver Age tournament, which may be altered at the discretion of the Tournament Organizer.

Matches: Best of 1

Round Time: 35 minutes

Start-of-Game Procedure

Each game of a match follows the same procedure:

Each player reveals their hero card.

Choose a player at random, and then that player decides who will go first.

Each player chooses the equipment, weapon(s), and 40-card deck they will use for this game (chosen from their 55 card-pool).

Each player shuffles and presents their deck to the opponent, who may shuffle and/or cut.

Each player reveals the weapon(s) and equipment they have chosen for this game, draws cards up to their hero’s intellect, and the first player begins the first turn of the game.

End-of-Match Procedure

The match ends when one player has won the required number of games for the match (usually 1 game win).

If the round time expires, and a winner of the current game is yet to be determined, the turn player completes their turn and then 1 additional turn is played. At the conclusion of the additional turn, if a winner of the game has not been determined, the current game is a draw.

- 43 - days away

Armory Event

Mon 18th May, 7:30 PM Classic Constructed

117 Russell Pkwy, Warner Robins, GA 31088, USA

$5 Table Fee, waived with purchase of $5 or more in store

One (1) Gem Pack will be given to each player who participates. Additional prizing may be added the day of the event.

 

Get ready for the ultimate test of skill, strategy, and cunning with Classic Constructed, the quintessential Flesh and Blood experience. In this format, players select a hero and construct an 80-card deck filled with lethal weapons, game-changing equipment, and signature moves that will leave their opponents reeling. With intense 1v1 combat and high stakes on the line, Classic Constructed offers a thrilling gameplay experience that will put even the most seasoned players to the test.

The following only covers the basics and recommendations for Classic Constructed. Please refer to the Tournament Rules and Policy for more complete details on running a Classic Constructed tournament.

Quickstart

1 hero card (can’t be a young hero)

80 card-pool (includes weapons, equipment, etc., and cards in the deck)

Start with a minimum of 60 cards in the deck

Up to 3 copies of each unique card

55 minutes per round, first to 1

Card-Pool Construction Rules

In Classic Constructed, each player registers their non-young hero card and 80 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.

A card can only be included in a Player’s card-pool if the card’s class/talents are a subset of the hero’s class/talents (e.g. a Light talent card can only be included in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.

A card-pool may contain up to 3 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)

These rules are subject to the effects of the hero or cards in the card-pool, which may allow or limit what cards can be included. (e.g. Heroes with “Essence” allow certain talented cards to be included, even if the hero doesn’t have the same talent. Cards with “Legendary” limit themselves to only 1 in the card-pool.)

For an up-to-date list of cards legal in Classic Constructed please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.

 

Card Legality Policy

Last updated March 4, 2025

 

Tournament Structure

The following is the recommended structure for a Classic Constructed tournament, which may be altered at the discretion of the Tournament Organizer.

Matches: First to 1 win

Round Time: 55 minutes

 

Start-of-Game Procedure

Each game of a match follows the same procedure:

Each player reveals their hero card.

Choose a player at random, and then that player decides who will go first.

Each player chooses the equipment, weapons, and 60-card minimum deck they will use for this game (chosen from their 80 card-pool).

Each player shuffles and presents their deck to the opponent, who may shuffle and/or cut.

Each player reveals the weapon(s) and equipment they have chosen for this game, draws cards up to their hero's intellect, and the first player begins the first turn of the game.

End-of-Match Procedure

The match ends when one player has won the required number of games for the match (usually 1 game win).

If the round time expires, and a winner of the current game is yet to be determined, the turn player completes their turn and then 1 additional turn is played. At the conclusion of the additional turn, if a winner of the game has not been determined, the current game is a draw.

- 50 - days away

Armory Event

Mon 25th May, 7:30 PM Silver Age

117 Russell Pkwy, Warner Robins, GA 31088, USA

$5 Table Fee - Waived with purchase of $5 or more.

Experience the adrenaline-pumping action of Flesh and Blood like never before with Silver Age (SAGE). This accessible, fast-paced format offers a thrilling gameplay experience with fewer cards and less starting life than Classic Constructed. Perfect for players who crave instant engagement and love quick, intense matches. Silver Age is the ultimate way to dive straight into the heart of the action and emerge victorious.

The following only covers the basics and recommendations for Silver Age. Please refer to the Tournament Rules and Policy for more complete details on running a Silver Age tournament.

Quickstart

1 young hero card

55 card-pool (includes weapons, equipment, and cards in the deck)

Only commonrare, and basic rarity cards (including hero cards)

Start with exactly 40 cards in the deck

Up to 2 copies of each unique card

35 minutes per round, best of 1

Card-Pool Construction Rules

Each player registers their young hero card and 55 cards that make up their card-pool. The card-pool includes arena-cards (weapons and equipment), and deck-cards that will start in the player’s deck. All cards must be either common, rare, or basic rarity (formerly token rarity), including hero cards.

A card is considered common, rare, or basic rarity if it has ever been printed with that rarity. For example, Bravo, Flattering Showman was printed at rare rarity in the Bravo Demo Deck, so it is considered a rare card despite also being printed at Majestic rarity in Smash Palace.

A card can only be included in a player’s card-pool if the card’s class/talents are a subset of the hero’s class/talents (e.g. a Light talent card can only be included in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.

A card-pool may contain up to 2 copies of each unique card. A card is unique if it has a different name AND color from another card (e.g. Snatch (red) is unique compared to Snatch (blue) because they have different colors).

These rules are subject to the effects of the hero or cards in the card-pool, which may allow or limit what cards can be included. (e.g. Heroes with “Essence” allow certain talented cards to be included, even if the hero doesn’t have the same talent. Cards with “Legendary” limit themselves to only 1 in the card-pool.)

For an up to date list of cards legal in Silver Age please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.

Tournament Structure

The following is the recommended structure for a Silver Age tournament, which may be altered at the discretion of the Tournament Organizer.

Matches: Best of 1

Round Time: 35 minutes

Start-of-Game Procedure

Each game of a match follows the same procedure:

Each player reveals their hero card.

Choose a player at random, and then that player decides who will go first.

Each player chooses the equipment, weapon(s), and 40-card deck they will use for this game (chosen from their 55 card-pool).

Each player shuffles and presents their deck to the opponent, who may shuffle and/or cut.

Each player reveals the weapon(s) and equipment they have chosen for this game, draws cards up to their hero’s intellect, and the first player begins the first turn of the game.

End-of-Match Procedure

The match ends when one player has won the required number of games for the match (usually 1 game win).

If the round time expires, and a winner of the current game is yet to be determined, the turn player completes their turn and then 1 additional turn is played. At the conclusion of the additional turn, if a winner of the game has not been determined, the current game is a draw.

- 57 - days away

Omens of the Third Age Pre-Release

Mon 1st Jun, 7:30 PM Sealed Deck

117 Russell Pkwy, Warner Robins, GA 31088, USA

Ominous symbols illuminate the skies across Rathe, ancient omens foreboding a dark fate not seen since the Third Age.

Aurora and Oscilio journey to the Auric Keep within the Nebulus Rift to enlist the aid of Zyggy Starlight. Together, they must harness the power of the Lightning Flow, uncover the secrets of the Third Age, and challenge the approaching threat before it corrupts all of Rathe.

 

LIMIT: 24 PLAYERS

Entry Fee: $50.00 (This is seperate from any in-store purchases made.)

PRIZING PROVIDED BY LSS!

Sealed Deck

The following only covers the basics and recommendations for Sealed Deck. Please refer to the Tournament Rules and Policy for more complete details on running a Sealed Deck tournament.

Quickstart

Each player opens 8 boosters (~90 cards, depending on the set)

1 young hero card from the set

Start with a minimum of 30 cards in the deck

Any amount of each unique card

35 minutes per round, first to 1

Card-Pool Construction Rules

In Sealed Deck, each player opens 6 booster packs of a core set, removes the last 1 or 2 cards from the pack (the token-slot cards), and registers any young hero card from the set and the cards that they open from their packs. A player’s card-pool includes every card that they’ve opened from their packs and any number of token-rarity cards from the set. Any non-token card removed from the token-slot of a booster is not legal to include in a player's card-pool, including expansion-slot, cold-foil, extended-art, legendary, fabled, and non-young-hero cards (depending on the set being used for sealed).

Token-rarity cards include weapons for each hero, and Cracked Baubles, but may also include equipment (e.g. Proto Base set) and/or other deck-cards (e.g. Phoenix Flame). If a player cannot construct a 30-card minimum deck from the cards they have opened, they add Cracked Baubles to their deck until the number of cards in their deck is at least 30. Token-rarity cards are typically pooled together after opening packs so players can use the cards they need for their card-pools.

A player can only start the game with a card from their card-pool if the card’s class/talents are a subset of the hero’s class/talents (e.g. a Light talent card can only be included if the hero has a Light talent). Generic cards can be used with any hero.

A card-pool can contain any amount of each unique card (e.g. If you open 6 red Sink Below from your boosters, you can play with all 6 in your deck).

These rules are subject to the effects of the hero or cards in the card-pool, which may allow or limit what cards can be included. (e.g. Heroes with “Essence” allow certain talented cards to be included, even if the hero doesn’t have the same talent).

The Legendary keyword only applies to constructed format decks (Classic Constructed, Blitz, Commoner, etc), so if your sealed card-pool contains multiple copies of the same card with the Legendary keyword, you are allowed to play all of them.

Some specific sets include a Macro. Each player starts the game with the designated Macro in the arena, just like they would with their hero and weapon(s). The Macro does not contribute to the player's deck size, inventory, or card-pool.

Some specific sets have additional rules regarding how Sealed Deck is played:

The Hunted

Players open EIGHT packs instead of the usual six

Decks must be exactly 30 cards. No more, no less.

Each player starts with a Sanctuary of Aria in the arena.

Tournament Structure

The following is the recommended structure for a Sealed Deck tournament, which may be altered at the discretion of the Tournament Organizer.

Matches: First to 1 win

Deck Construction: 30 minutes

Round Time: 35 minutes

 

*Playoff is typically done with a booster draft format.

Start-of-Game Procedure

Each game of a match follows the same procedure:

Each player reveals their hero card.

Choose a player at random, and then that player decides who will go first.

Each player chooses the equipment, weapons, and 30-card minimum deck they will use for this game (chosen from their card-pool).

Each player shuffles and presents their deck to the opponent, who may shuffle and/or cut.

Each player reveals the weapon(s) and equipment they have chosen for this game, draws cards up to their hero's intellect, and the first player begins the first turn of the game.

End-of-Match Procedure

The match ends when one player has won the required number of games for the match (usually 1 game win).

If the round time expires, and a winner of the current game is yet to be determined, the turn player completes their turn and then 1 additional turn is played. At the conclusion of the additional turn, if a winner of the game has not been determined, the current game is a draw.