Complete guide to conquering all 5 realms and defeating every boss
You are a budding duelist in the realm of Aetheria, where magical cards are the source of all power. When the corrupt Arcane Council seizes control, you must journey across five distinct realms, mastering the art of card combat, forging alliances, and ultimately challenging the Council to restore peace to the land.
Chapter 1-2
Chapter 3-4
Chapter 5-6
Chapter 7-8
Chapter 9-10
Your journey begins in the humble village of Hearth. Learn the basics of combat against local rivals and discover your affinity for Fire magic.
Uses basic Fire attacks. Keep your defense up and attack during his cooldowns. He has 1500 HP.
Venture deeper into volcanic terrain. Face tougher opponents and prove your worth at the Ember Arena tournament.
Spells deal burn damage over time. Bring healing cards and don't let your HP drop below 50% for too long. He has 3000 HP.
Journey to the underwater kingdom of Pelagios. The environment changes combat with water-based puzzles and currents.
High defense, low attack. Chip away with water spells and save your ultimate for when he's stunned. He has 4000 HP.
Discover the truth about the sunken kingdom's alliance with the Arcane Council. Navigate political intrigue while dueling for survival.
Summons water minions. Clear them quickly or they'll overwhelm you. Focus on the Queen when she appears. She has 5000 HP.
Enter the territory of the Stone Giants, ancient beings who have watched over the realm for millennia.
Extremely high defense but slow. Use Earth-type cards for bonus damage. Patience wins this fight. He has 6000 HP.
Face the greatest of the Stone Giants in an epic colosseum battle witnessed by hundreds of giants.
Enrages at 50% HP, doubling his attack but halving his defense. Save your burst damage for this phase. He has 7000 HP.
Ascend to the floating Sky Citadel. Wind currents affect combat positioning and spell trajectories.
Fast and evasive. Use Wind-type cards to match his speed, or lock him down with Earth stun effects. He has 5500 HP.
Challenge the ruler of the Sky Citadel for the secret passage to the Arcane Core.
Has two phases. In second phase, he summons wind clones. Kill clones first or they'll heal him. He has 8000 HP total.
Enter the source of all magical power. Reality bends and warps as you approach the Council's seat of power.
Uses random element types each turn. Adapt quickly and don't rely on elemental synergies. He has 6500 HP.
Face the ultimate challenge: the corrupt Arcane Council itself. Only the worthy can restore balance to Aetheria.
Three-phase battle against Council members:
Bring a balanced deck with answers for each element. Save your best cards for Phase 3.