Guides

The 13 tactics puzzles

Each tactic is a short tutorial with two or three scenarios: a fixed table and one turn, where only the right move wins or keeps you alive. Solve them in order under Tutorial, Tactics. A wrong try gives you a hint; a second wrong try shows the solution in the game. Here you find the first scenario of each tactic, with its hint only.

The open lane

The enemy ward has 5 life. Ashpaw stands opposite an open lane. Blazehound has Swift: it attacks in the turn you play it. Win this turn.

Hint after a wrong try: An attacker opposite an enemy Shardling only hits that Shardling. Look for a lane where nothing stands in the way.

What it teaches: Attackers opposite an open lane hit the ward. Swift lets a new Shardling attack at once.

Swift

Evolve

The enemy ward has 5 life and you have 3 energy. Blazehound evolves from Flintkit. Win this turn.

Hint after a wrong try: On a free lane Blazehound costs all 3 energy. Evolving costs only the difference.

What it teaches: Evolving costs only the difference, and the Shardling keeps its right to attack.

Evolve rule

Replace

The enemy ward has 6 life. Barkfawn in lane 1 can still attack, but only for 1. Emberstrider does not evolve from it. Win this turn.

Hint after a wrong try: On a free lane Emberstrider could attack only next turn. A Shardling that replaces another takes over its right to attack.

What it teaches: A replacement takes over the right to attack. It pays off when the new Shardling is much stronger.

Replace rule

Clear the way

The enemy ward has 4 life. Cogbeetle blocks your Emberstrider (4 attack). Spark Rain deals 3 damage to a lane. Win this turn.

Hint after a wrong try: Spark Rain on the ward deals only 3. Removing a blocker can bring more.

What it teaches: A blocker that falls frees your attacker, this turn and every turn after.

Ember class guide

Guard first

The enemy ward has 3 life. Boltdillo has Guard: it takes the hits on the ward through the open lane next to it. Tap your attackers in the right order, then press End turn.

Hint after a wrong try: Blazehound attacked first, and Boltdillo guarded the open lane.

What it teaches: Destroy a guard first, then the way to the ward is open.

Guard

Bait the trap

The enemy ward has 4 life. The opponent has set Snare Roots face-down: it blocks the first attack. Choose the order of attack.

Hint after a wrong try: The trap blocked Emberstrider, your strongest attacker.

What it teaches: When a trap waits, let a weak attacker go first.

Root class guide

Pierce

The enemy ward has 4 life, and every lane is blocked. Siegeram has Pierce: damage beyond what destroys the Shardling opposite hits the ward. Kindle gives +2 attack this turn.

Hint after a wrong try: Blazebison has no Pierce: extra damage on it does not reach the ward.

What it teaches: Give attack to a Pierce Shardling that faces a weak blocker.

Pierce

Rampage

The enemy ward has 5 life. Scorchmaw has Rampage: if it destroys the Shardling opposite, it attacks again. Hornshield (4 health, Bulwark 1) stands in its way. Kindle gives +2 attack this turn.

Hint after a wrong try: Scorchmaw did not destroy Hornshield, so it did not attack again.

What it teaches: Rampage turns a destroyed blocker into a free hit.

Rampage

Send it back

The enemy ward has 5 life. Bastion (7 health, Bulwark 3) blocks your Blazebison (5 attack). Win this turn.

Hint after a wrong try: No damage gets through Bastion this turn.

What it teaches: Sending a Shardling back removes even the toughest blocker, and the opponent has to pay for it again.

Mist class guide

Veil

The enemy ward has 4 life, and Snare Roots waits for your attack. A Shardling with Veil is immune to traps. You have energy for one card.

Hint after a wrong try: Snare Roots blocked the attack.

What it teaches: Veil walks past traps, enemy spells and abilities.

Veil

Use a joker

The enemy ward has 5 life and you have 3 energy. Blazehound and Kindle together cost 4. Your joker Shardlight makes your cards 1 cheaper this turn.

Hint after a wrong try: Without the joker your energy was not enough for both cards.

What it teaches: Jokers cost energy like cards. Use one when it makes the turn work.

Jokers rule

Block the attack

You have 5 life. In its turn Vaporhorn (5 attack, Veil) hits you through the open lane 3. Survive the opponent’s turn.

Hint after a wrong try: Vaporhorn has Veil, so spells do nothing to it, and nothing stood in its way.

What it teaches: A Shardling opposite an attacker takes its hit.

Lanes and attacks rule

Stop the biggest attacker

You have 4 life. In its turn Blazebison (5 attack, Rampage) and Cindersting (3 attack) both hit you. Survive the opponent’s turn.

Hint after a wrong try: Too much damage got through. Remember: with Rampage, Blazebison attacks again after destroying a blocker.

What it teaches: Stop the biggest attacker when a block is not enough.

Mist class guide