Fair play, in writing
Public commitment · August 2026In one sentence
Players who pay go faster; players who don't get there all the same.
Everything that affects a match is obtainable by playing. Money buys time and cosmetics, never power. And everything promised here is published inside the game itself, not only on this page.
Almost every mobile card game claims to be fair. The difference between claiming it and being it is the numbers, so here are ours. If we ever break one of these eight points, you will read about it in our changelog, because that is where we publish everything.
1. Every card is obtainable by playing
There are no pay-only cards. None. Gems buy acceleration and cosmetics, never a card you cannot get for free and never a stat advantage.
2. A known spending ceiling
Any card can be crafted directly with arcane dust, and the cost is published on the crafting screen itself. That means no card ever forces you to keep spinning the wheel: there is always a direct, boring, guaranteed path to it.
3. Public odds, inside the game
You don't have to dig them out of a PDF or a legal notice. They are on the pack screen:
| Rarity | Odds per card |
|---|---|
| Common | 70% |
| Rare | 20% |
| Epic | 8% |
| Legendary | 2% |
4. Guaranteed legendary, never a duplicate
A legendary drops at most every 30 packs, with the counter visible so you always know how far you are. And until you own every legendary, we will never repeat one: no celebrating a 2% pull only to find out you already had it.
5. Matchmaking by skill only
Opponents are chosen by your rank, and by nothing else. Never by what you have spent, your inventory or any "likelihood to purchase" metric. We state it explicitly because in this genre it is not always true.
6. Zero artificial FOMO
No fake scarcity timers, no offers expiring while you play. The shop rotates on a public calendar, seasonal cosmetics return to the shop after two seasons, and the battle pass can be bought on the last day while still claiming everything you earned. If you want to think about it for a month, take the month.
7. Every purchase is confirmed
Any spend — real money, gems or gold — goes through a dialog stating what you are buying and what you are paying. There is never a one-tap purchase, and never a buy button where a play button used to be.
8. Your history belongs to you
The game keeps and shows you the full history of your purchases and pack openings, including what came out of each one. You can audit us.
What is not true yet
We are in closed beta and nothing is charged here. The shop displays real prices but does not charge, and the battle pass does not exist yet. When we switch payments on we will update this page with the date of the change rather than quietly rewriting it.
Why we do it this way
Because a card game rests on trusting that the match is fair. The moment you suspect you lost to your opponent's wallet rather than their play, the game is over even if you keep it installed. We would rather earn less per player and have the match still mean something.
If you want to see how that translates into the rules, they are laid out in full in how to play.