Building a deck is one of the most creative parts of a trading card game.
It is also one of the easiest places for new players to become overwhelmed.
A card may look powerful, visually impressive, or exciting in isolation, but a deck needs more than individually strong cards. It needs a plan for how those cards will work together across the hex battlefield.
The easiest way to begin is to build around a Hero, an objective, and a repeatable battlefield situation.

Choose the Hero You Want to Command
Your Hero gives the deck a visual and strategic center.
The first choice does not need to be based on competitive rankings. Choose a Hero whose art, color, abilities, or play pattern makes you want to explore the game.
Then ask:
- Where does this Hero want to stand?
- What must be protected for the Hero’s strategy to work?
- Does the Hero want a compact formation or a wide battlefield?
- What kind of pressure does the Hero create?
Decide How You Expect to Win
VARZ offers pressure through Life and Portals, and the battlefield may allow a player to move between these goals during a match.
Your first deck should still have a preferred plan.
Perhaps it wants to advance quickly and create direct pressure. Perhaps it wants to control routes until a Portal becomes vulnerable. Perhaps it wants to protect its own objectives while building a stronger late-game position.
A preferred plan does not prevent adaptation.
It simply helps every card answer the question: “Why is this here?”
Give Every Card a Job
Instead of sorting cards only by strength, sort them by role.
Useful categories include:
- Cards that establish the battlefield early
- Units that defend Portals or important routes
- Movement and repositioning tools
- Cards that support nearby allies
- Answers to opposing threats
- Cards that create a major closing turn
If one category is too large, the deck may repeatedly draw cards that compete for the same role.

Build a Cost Curve That Can Act Early
A deck filled with exciting high-cost cards may be unable to influence the battlefield before the opponent has already claimed the important spaces.
Include cards that can contribute at different stages of the match.
Early cards do not need to win the game alone. Their job may be to occupy a useful hex, protect a route, or prepare the position required by a later card.
A good curve creates meaningful choices throughout the match instead of waiting for one perfect turn.
Include Cards That Help You Recover
It is easy to build a deck while imagining that your plan always works.
Real matches are less cooperative.
Your Hero may be forced out of position. A key Spil may be dropped. A Portal may come under pressure earlier than expected.
Include some cards that remain useful when you are behind. Flexible movement, defensive units, disruption, and cards that affect an existing formation can help rebuild control.
A deck should express its ideal strategy while still surviving an imperfect game.
Test the Deck on the Board
A deck list can look balanced while creating awkward positions in play.
Test how the cards physically occupy the battlefield.
Do too many units need the same hex? Do several abilities require allies to stand close together? Can your deck protect both a Hero and a Portal? Can the deck reach an objective quickly enough?
These questions only become clear during matches.
After each game, change a small number of cards rather than rebuilding everything.
Identify one repeated problem and adjust for it.
A Deck Is a Plan You Can Improve
Your first deck does not need to be perfect.
It needs to teach you something.
Choose a Hero. Define a preferred path to victory. Give each card a purpose. Then let the battlefield reveal what the list cannot.
The strongest deck-building ideas are not created once.
They are discovered through play.
