KeyForge: Call of the Archons Deck

KeyForge: Call of the Archons Deck

by Asmodee

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Enter a world where anything is possible in KeyForge: Call of the Archons! Here in the world’s first Unique Deck Game, two players become Archons racing to forge keys that unlock the hidden vaults of the Crucible, an artificial world built from pieces of countless planets. With an incredible array of creatures, artifacts, and abilities, no two decks are alike, and no two battles will ever be the same! - A Unique Deck Game by Richard Garfield. -Every Archon deck is completely unique, unlike any other deck in existence. -Each Archon deck offers a full play experience without any need for deckbuilding or boosters. - Innovative game mechanics challenge you to make tough tactical decisions and ensure that you’ll use every faction in your deck to achieve victory. -Rich lore and gorgeous artwork immerse you in the world of the Crucible.

For Ages: 14+

Product Details

UPC: 0841333106003
Manufacturer: Asmodee
Publication date: 11/15/2018
Age Range: 14 Years

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KeyForge: Call of the Archons Deck 5 out of 5 based on 0 ratings. 2 reviews.
Anonymous 10 months ago
i love the fact that each deck is completely unique, with its own custom name and archon/cardback. me and my Co-workers are getting into this game and so far it is a blast!
Laserwulf More than 1 year ago
What I think of it: I really like the game. It's mechanically simple, but there's enough interaction between the cards in your deck that there's plenty of meaningful decisions. It's refreshing to have a game like this that isn't about pummeling your opponent down to 0 health. None of the games I've played so far have been blowouts; even starting off really strong is no guarantee of a win, so there's a nice dramatic arc as tension steadily increases but neither player is completely down & out. How does it compare to other card games: With the small deck size, mechanical simplicity, and the little pride in knowing that my deck truly is my deck with a unique name & composition, I can definitely see this a replacing Magic as my 'carry around a deck everywhere' game, but it won't replace Magic or any other game in my collection. As fun as it can be to assemble a deck as creative expression, it's so nice to not have to worry about how good your deck-building skills are, whether your opponent's deck is based on the same gentlemen's rules as yours (re: fun/competitive, netdecking/homebrew, money spent). KeyForge is simply about playing the game, not who can design/buy the best deck and using matches to test the design. I like that it can be such a straightforward & inexpensive buy-in. Buy a single deck, read the rules from the FF website, and grab some tokens from your collection; you're now ready to play. There's no question about which product(s) to buy when you're just starting, or dependent on whether you plan on playing competitively or just casually. The starter set is nice and worth it if you're the person in your group who teaches new games to everyone else, but it's not a requirement. Be aware that individual decks do not come with rules, so you will have to download the rulebook from the website. My deck names: Dr. Mikvorp Auric (Mars/Shadow/Brobnar).. and Data-Driven Symphony of the Spaceport (Logos/Sanctum/Untamed).