Shard Command OACG
Deck Builder Version 1.0 Beta

Format:

Main Deck: 0 / 60

Tax Spent: 0 / 150 | Sov Shards: 0 / 25

Draft a Card

Required Base Points: 0
Shard Purchasing Power: 0

Elemental Identity

Mechanics Builder

Construct your card's text block by block. Triggers and targets multiply the cost of the attached keyword. Unmatched elements incur a +4 Divergence Tax.

Arena Text

    Current List



      How to Use the Deck Builder

      Building a deck in Shard Command means designing the cards yourself. The Math Engine handles the point calculations under the hood, allowing you to focus on strategy and synergy.

      1. Set Your Format

      Select your tournament format at the top of the screen. This sets your Main Deck Tax limit and your Sovereign Shard cap. Name your deck and hit Save App periodically to keep your progress stored safely in your browser cache.

      2. Draft the Chassis

      Enter a card name and select a card type from the dropdown. Entities and Sovereigns require Force and Durability stats, which cost budget points. Assign how many Generic and Element Shards the card will cost to play. These Shards generate your overall Purchasing Power for the card.

      3. Establish Identity

      Check the boxes for your card's Elemental Identity. You can select as many elements as you want. However, if you attach a Fire mechanic to a pure Water card, the engine will automatically apply a Divergence Tax penalty.

      4. Stitch the Mechanics

      Use the three builder dropdowns to construct your effects layer by layer:

      Click + Add to Arena Text to lock the block into the card. Sovereigns have a separate button specifically for their Sovereign Zone abilities.

      5. Balance the Budget

      Watch the Math Engine panel closely. If your Required Base Points exceed your Shard Purchasing Power, you will incur a massive Deficit Penalty. You must either increase the Shard cost of the card or weaken the mechanics to bring it back under budget. Once the panel says "Budget perfectly balanced," click Save Card to Deck.

      6. Validate and Export

      Once your list hits 40 to 60 cards and exactly 1 Sovereign, click Validate Deck. If the math checks out, your deck is tournament legal. Click Export PDF to print off immediate proxy cards for playtesting, or click Export CSV to save your finalized build to your computer for DriveThruCards. (coming soon from DTC's Card Creator)

      Comprehensive Rules

      1. Deck Construction & Formats

      2. Game Setup & Zones

      Determine the starting player. Each player begins with 20 Integrity. Place your chosen Sovereign face up in the Sovereign Zone. Place your Main Deck in its designated zone and draw a starting hand of 5 cards. Setup your physical Charge Stones in your designated "Charge Pool".

      Tactical Redraw: Before the first turn, you may place any number of cards from your hand on the bottom of your deck, draw that many replacements, and shuffle your deck. You may only do this once.

      3. Turn Structure

      Start Phase: First, Ready all Exhausted cards in the Arena and return all Charge Stones from your Used Zone back to your Unused Zone. Second, draw two cards from your Main Deck. The starting player skips this draw step on their first turn.

      Main Phase: The active player has Priority. You may slide up to two Charge Stones from your Pool into your Unused Zone. You may play Entities, Items, and Rites by paying their Shard costs. You may declare attacks. Entities suffer from Deployment Fatigue; they cannot declare attacks or use Exhaust abilities on the turn they enter the Arena.

      End Phase: Resolve "at the end of your turn" triggers. Clear all marked damage from Entities. If you hold more than 7 cards, discard down to 7.

      4. The Response Queue (Priority & Resolution)

      When a player plays a card or activates an ability, it enters the Response Queue. Priority then passes to the opposing player, allowing them to respond with "Fast Speed" Rites or abilities. Responses are placed on top of the Queue. Once both players pass Priority, the Queue resolves Last In, First Out (LIFO). Entities, Items, and Focus Rites may only be played when the Queue is empty during your Main Phase.

      5. Resource Mechanics & Costs

      To pay Shard costs, slide Charge Stones from your Unused Zone to your Used Zone. Generic costs can be paid with any stone. Element costs must be paid using matching Elemental Stones. If a card has multiple Elements in its Identity, you must pay at least 1 Shard of each specific Element. Shard Filtering: You may slide two Generic Stones to generate one Elemental Shard of any type for the current turn.

      6. Combat Resolution

      To declare an attack, Exhaust a Ready Entity you control. You must declare a target: either the opponent's Integrity or an Exhausted Entity they control. The defending player may then Exhaust a Ready Entity to Intercept the attack. Combat damage is dealt simultaneously. If an Entity accrues marked damage equal to or greater than its Durability, it is destroyed and moved to the Scrap zone.

      7. Recursion Limits & State Guards

      8. Deficit & Divergence Penalties

      Deficit Penalty: If a card's Base Point cost exceeds its Shard Purchasing Power, the system applies a Deficit Penalty. This permanently adds +3 Tax/Shard cost for every missing point.

      Divergence Tax: Assigning a card an ability outside of its selected Elemental Identity automatically adds a flat +4 Base Points to its budget calculation.

      Trigger & Target Multipliers: Repeating triggers and wide-area targets multiply the cost of attached keywords.

      9. Winning and Losing

      State-based actions are checked immediately. A player loses the game if their Integrity is reduced to 0 or less, or if they are required to draw a card from an empty Main Deck. A player may concede at any time.


      Glossary of Mechanics

      Shard Command is Copyright 2026 by Mark Reach. All rights reserved.