Sovereign Blade & Forge
Forge one retained finisher, then build the turn that deserves it.
The first Forge of a combat creates a retained Sovereign Blade and adds that Forge value to its base damage. Later Forge effects grow the existing Blade in every pile; they do not keep creating new copies.
Read the exact rules
Rules before recommendations
How Sovereign Blade & Forge works
The first Forge creates Sovereign Blade in hand. Its starting damage is 10 plus that Forge amount. Later Forge effects increase the existing Blade whether it is in hand, draw, discard or Exhaust.
If every existing Blade is truly removed or transformed out of all combat piles, the next Forge creates a fresh one. The new Blade starts from 10 plus the new Forge; it does not inherit the vanished copy's growth.
Parry adds Block to the Blade. Sword Sage adds Replay 1, which repeats both the damage and added Parry Block. Conqueror doubles Blade damage against its chosen target for the turn.
Creating the first Blade is a card-creation event and can trigger Pillar of Creation, Regalite, Arsenal or Supermassive. Improving an existing Blade is not another creation.
The resource loop
What you are trying to convert
- 1
Use a Forge card that already performs a current job, such as Bulwark or Spoils of Battle.
- 2
Retain the created Blade while further Forge, draw control and defense prepare the payoff turn.
- 3
Install Parry or Sword Sage and apply Vulnerable or Conqueror before the Blade attack.
- 4
Play the amplified Blade, then use Summon Forth or deck control to recover it instead of filling the deck with setup.
The pieces that matter
Cards and relics that support Sovereign Blade & Forge
Cards
BulwarkA safe Forge entry because it also provides Block.
Spoils of BattleForges while drawing toward the Blade or support.
Summon ForthForges and retrieves the Blade from any combat pile.
ConquerorMakes the Blade deal double damage to one target this turn.
ParryAdds Block to each Blade play.
Sword SageAdds Replay 1, repeating damage and attached Block.
Relics
Fencing ManualForges at combat start, creating a useful Blade immediately.
Razor ToothUpgrades the Blade after it is played, lowering future cost.
Intimidating HelmetRewards the unupgraded Blade's 2-Energy play.
Mummified HandHelps Power-heavy Blade support start without losing the whole turn.
Execution
Play tips that save real HP
- Retain is permission to wait. Do not spend 2 Energy until Vulnerable, Conqueror, Replay or a kill window makes the hit worthwhile.
- Play Parry and Sword Sage before the Blade. They cannot improve a Blade play that already happened.
- Value Summon Forth as retrieval, not merely another Forge number. Repeating the Blade is often the real scaling.
- Prefer multiplicative help—Vulnerable, double damage and Replay—over small flat Strength or Vigor on one large hit.
- Two or three high-quality Forge cards are usually enough. Use later slots on draw, defense, cost reduction and recovery.
Common mistakes
- Expecting every Forge to create another Blade. Most Forge effects only grow the existing copy.
- Filling the deck with Forge cards and then failing to draw defense, the Blade or retrieval.
- Treating a single large hit like a multi-hit Strength deck. Multipliers usually scale it better.
- Assuming a newly recreated Blade remembers a removed copy's damage. It starts fresh.
Experimental branch
Beta v0.111.0 differences
The first-create, later-grow model applies on both branches.
The first Forge has a different defensive value even though Forge itself is unchanged.
Continue with Regent
See where this mechanic fits beside the character's other build packages, Act 1 picks and relic priorities.
Open the Regent guide