1 Cards
101 Card Stats
Section titled “101 Card Stats”Wonders cards have the following stats.
- Name
- Class
- Card Type
- Tier
- Energy Cost
- Card #
- Set Name
- Power
- Orbital
- Core Mechanic
- Faction
- Ability
- Rarity
101.1 Card Name
Section titled “101.1 Card Name”- The card name defines the card for deckbuilding purposes.
- For example, Eternium the Space Lich is a legendary Wonder, which means only one copy can go in a deck. If another legendary Wonder is published with the name Eternium the Void Tyrant, that would be a different card. Although it may represent the same character in the lore, it counts as a different card and can go in the same deck as Eternium the Space Lich.
101.2 Classes
Section titled “101.2 Classes”- Wonders, lands, items, and spells usually have classes such as Dragon, City, Sword, or Rite.
- When an effect refers to a class, it refers to all cards with that class.
101.3 Card Types
Section titled “101.3 Card Types”- Cards without one of the following types (such as faith tracker cards) aren’t in-game objects.
101.3.1 Wonders
Section titled “101.3.1 Wonders”- Wonders are fighting units that add their power in battle.
101.3.2 Lands
Section titled “101.3.2 Lands”- Lands can be played to any active realm.
- It generally doesn’t matter where you play lands in The World. Land abilities work no matter what realm they are played in unless otherwise stated.
101.3.3 Spells
Section titled “101.3.3 Spells”- Spells have an effect and are then put in The Abyss.
101.3.4 Items
Section titled “101.3.4 Items”- Some items are equipment, meaning they attach to a Wonder you control when they are in the same realm.
- Equipment cards enhance the stats and/or abilities of Wonders. (See key term ‘equip’ for details.)
- Other items are used on their own for activated or ongoing abilities.
101.3.5 Changing Card Types
Section titled “101.3.5 Changing Card Types”- If an effect adds a type to a card, that card retains all features of each type.
- If an effect is triggered based on a card’s type, and then the type changes before resolution, the effect still resolves.
- For example, a land becomes both a land and a Wonder and Staff of the Eldritch Tribesmen equips to it. Then the land/Wonder dies. The Staff reads “Whenever equipped Wonder dies, return it from The Abyss to target realm at end of round.” This ability triggers while the card is still a Wonder. While it’s in The Abyss it’s no longer a Wonder, but it will still be returned to a realm at the end of the round since the return effect doesn’t require it to be a Wonder.
101.4 Tier
Section titled “101.4 Tier”A card’s tier determines the maximum copies of that card allowed in a deck.
- Legendary: 1x per deck
- Primary: 2x per deck
- Secondary: 3x per deck
101.5 Cost
Section titled “101.5 Cost”- This is the amount of energy required to play the card from your hand.
- Playing a card for free means no cost is paid, and all energy cost modifiers are ignored.
101.6 Power
Section titled “101.6 Power”- This represents a Wonder’s ability to win battles. It’s found in the upper right corner of the card. Only Wonder cards have a power stat. Only cards with a power stat can battle.
- Some cards may have
*to represent their power. This means their power is determined by their rules text or some other factor. If*is somehow undefined, it’s 0. - Any Wonder with negative power dies. Wonders with 0 power operate normally.
- It’s possible for power and other stats to be infinite.
- Base power refers to the power stat printed on the card. This may be different from its current power if it’s getting modified by equipment, counters, or other effects.
- When calculating current power, use this order of operations.
- Start with the card’s base power, as printed on the card or represented by the token.
- Apply additive or subtractive modifiers, such as from -1 counters or equipment.
- Apply multiplicative modifiers, such as halving or doubling.
101.7 Faction
Section titled “101.7 Faction”- Factions are on the right side of the card and operate in a similar manner to classes.
101.8 Orbital
Section titled “101.8 Orbital”Orbitals are worlds or universes where the stories of Wonders of the First take place. Almost every card comes from an orbital. Orbitals are identified by the icon in the upper right, under the power/type box. Cards get energy cost discounts from other cards (such as lands) with matching orbitals. (See Link in the Keywords section below.)
101.8.1 The Six Orbitals
Section titled “101.8.1 The Six Orbitals”- Petraia
- Thalwind
- Solfera
- Umbrathene
- Heliosynth
- Boundless
101.8.2 Non-Orbital Cards
Section titled “101.8.2 Non-Orbital Cards”- Cards that do not have one of the six orbital icons have no orbital.
- For example, if a card says “choose an orbital. Destroy all cards of that orbital.” that card can’t be used to destroy The First, which has no orbital.
101.9 Ability
Section titled “101.9 Ability”- A card’s ability is its rules text, located in the bottom middle of the card face.
- Sometimes flavor text is in this area as well. Flavor text is italicized and has no effect on rules.
102 Infinite Stat and Resource Values
Section titled “102 Infinite Stat and Resource Values”- If a card stat or resource would increase (or decrease) endlessly, it becomes infinity (or negative infinity.) This may have some unintuitive implications.
- For example, infinity + infinity = infinity. Therefore two Wonders with infinite power versus one Wonder with infinite power will tie.
- It’s possible to have other infinite game objects, such as infinite faith, energy, and tokens.
- For example, you play the card Strange Mutated Mass adjacent to another Strange Mutated Mass that already has a power greater than zero. Both Masses now have infinite power. If you harvest The Mount of Helios using its kingdom ability, you’ll have infinite faith.
- If any value in the game is indeterminate (such as infinity minus infinity,) or necessarily undefined, that value is 0.
- For details, refer to math.