"Everything has a price. Even you."
Every player's Campaign begins in the Mist Market, where ghost stall keepers whisper offers you cannot refuse.
Chapter I is the Fantasma chapter: 12 acts against the standard Arcana AI, ending with the boss who guards the Pearl Key, the first of the seven keys you need to reach the Arcana Vault.
This guide helps you get through it without spoilers: what the ghosts do, how to build your deck, and how to play the duels.
Before you start
- You need a 40-card deck of your own. The Campaign uses your cards, built from packs. If you are still learning, Free play is free and teaches you the rules in a few duels.
- Any faction can win Chapter I. You do not need Fantasma cards to beat Fantasma.
- You can replay any act as many times as you want, and change your deck between tries.
What you will face: Fantasma
Fantasma is the faction where nothing stays dead. Its spirits feed on the Dead Wallet, the discard pile, and bring fallen Tokens back when you least expect it. In practice, expect:
- Tokens that come back after you destroy them.
- Tokens that punish the attacker, weakening the Token that destroyed them.
- A slow game: Fantasma rarely wins early; it wins when you run out of answers.
More on the faction in the Fantasma deck guide.
Building a deck for Chapter I
Start from the general plan of the deck building guide (about 20 small Tokens, a few giants, 10 to 12 Events), then adjust for the ghosts:
- Bring banish effects. A banished card never comes back, which is exactly what Fantasma hates. Delisting banishes a small Token for good; Mistery banishes what it destroys.
- Bring removal that does not need a battle. Rug Pull and Liquidation destroy without attacking, so effects that punish attackers do not trigger.
- Keep enough small Tokens. The duels last longer than in Free play: you will need fresh Tokens to sacrifice turn after turn.
- Pack one or two comeback cards of your own. Genesis Block, Hard Fork or Faucet help when a duel drags on.
Playing the duels
- Count the Dead Wallet. Before your big attack, look at what is in your opponent's discard pile: that is what can come back.
- Attack with the right Token. Against a Token that weakens whoever destroys it, attack with your least valuable Token, not your giant.
- Do not over-commit. Fantasma comebacks punish a player who sacrifices everything for one giant. Keep at least one Token next to it.
- Finish with direct attacks. When the field is empty, every point of ATK goes to the CP. Ghosts that come back next turn do not matter if the CP is already at 0.
- Lost an act? Look at what beat you, change two or three cards, and try again.
After Chapter I
Win the Pearl Key and the path continues to Chapter II, The Molting Grounds, the Exuvia chapter, where memes shed their old skins and come back stronger. The chapters after that stay sealed until you reach them, and the AI gets harder with every act.
Not ready yet? Warm up first with a free duel.