The Basics are the first set of the Puzzles in the puzzle section. Your first completion of each puzzle rewards you 20 Icon gold, and completion of all of them allows you to try the other puzzles.

Basics: FlyingEdit

You have to win this turn.

Your opponent is at 6 Health. Their board consists of two 2/3 Bold AdventurerBold Adventurer and a 1/5 Flying Towertop PatrolTowertop Patrol.

Your board consists of a Eager OwletEager Owlet, a Scaly GruanScaly Gruan and a Hooru StrangerHooru Stranger. You have 3 Power, and in your hand, Ice SpriteIce Sprite, Violent GustViolent Gust and Elder's FeatherElder's Feather.

To win, place the Elder's Feather on the Hooru Stranger, and play Violent Gust on the enemy Towertop Patrol. Attack with the Eager Owlet and Hooru Stranger to win.

Basics: KillerEdit

You have to win this turn.

Your opponent is at 8 Health. They have a Copperhall EliteCopperhall Elite.

You have a Cabal RogueCabal Rogue and a Ancient TerrazonAncient Terrazon. You have 3 Power.

Your hand is: TeleportTeleport, Xenan InitiationXenan Initiation and Unlock PotentialUnlock Potential.

To win, play Xenan Initiation on the Cabal Rogue, trade it into the Copperhall Elite, then attack with your Ancient Terrazon.

Basics: AegisEdit

You have to win this turn.

Your opponent is at 8 Health and has an Aegis. They have a 3/3 Aegis Ridgeline WatcherRidgeline Watcher.

You have a False PrinceFalse Prince and Reality WardenReality Warden. You have 4 Power.

Your hand is: Finest HourFinest Hour, PermafrostPermafrost and MortarMortar.

To win, play Finest Hour on your opponent's Ridgeline Watcher. Then Play Permafrost on the Ridgeline Watcher. Attack with all your units.

Basics: ActivateEdit

You have to win this turn.

Your opponent has 8 Health.

You have a Ijin, Imperial ArmorerIjin, Imperial Armorer.

Your hand is: Shogun of the WastesShogun of the Wastes, Aerialist's KhopeshAerialist's Khopesh, Runic RevolverRunic Revolver, and a 4/4 Charge HellhoundHellhound. You have 6 power.

To win, first play the Hellhound. Activate Ijin's ability by clicking on Ijin, selecting Ability, then clicking the Hellhound. Attack with the Hellhound.

Basics: InfluenceEdit

You have to win this turn.

Your opponent has 12 Health.

You have a Champion of ChaosChampion of Chaos, Forsworn StrangerForsworn Stranger and Champion of FuryChampion of Fury.

You have 4 Power and 1 Fire Influence, and 1 Shadow Influence.

Your hand is: Diplomatic SealDiplomatic Seal, Praxis StrangerPraxis Stranger, Feln StrangerFeln Stranger and Skycrag StrangerSkycrag Stranger.

To win, first play the Diplomatic Seal, selecting Primal. Play the Praxis Stranger and the Skycrag Stranger, then attack with all units.

Basics: TransformEdit

You have to win this turn.

Your opponent has 4 Health.

They have a 3/3 Cloudsnake HarrierCloudsnake Harrier equipped with a Worn ShieldWorn Shield, and a Crowd FavoriteCrowd Favorite.

You have 2 Skycrag StrangerSkycrag Stranger. You have 5 Power.

Your hand is: PolymorphPolymorph, Piercing ShotPiercing Shot, Gun DownGun Down and Primal SigilPrimal Sigil.

To win, play Polymorph on the enemy's Crowd Favorite. Then play Piercing Shot on the Frog. Attack with all units.

Basics: DeadlyEdit

You have to win this turn.

Your opponent has 5 Health. They have two 0/6 Dune PhantomDune Phantom.

Your have Dusthoof BrawlerDusthoof Brawler, Bold AdventurerBold Adventurer and Sand ViperSand Viper.

Your hand is: RallyRally, Viper's BiteViper's Bite and Guerrilla FighterGuerrilla Fighter.

To win, play Viper's Bite on Dusthoof Brawler. Attack with all your units.

Basics: RelicsEdit

You have to win on your turn. (Your opponent starts)

Your opponent has 5 Health and 2 Armor. Their Relics are Xenan ObeliskXenan Obelisk and Sword of IcariaSword of Icaria. They have 0 Power.

They have a Bold AdventurerBold Adventurer and a Ephemeral WispEphemeral Wisp that are buffed by their Obelisk.

They are attacking your only Unit, a Argenport InstigatorArgenport Instigator.

You have 1 Health, and TorchTorch and RuinRuin in hand.

To win, first play your Torch on your opponent. it destroys the Sword of Icaria and puts them to 4. Then when your the enemy units are attacking, play Ruin on the Xenan Obelisk. Block the Bold Adventurer with your unit. They will be down to 3, and their 0/1 will be exhausted from attacking.

Then attack with your 3/3 and win.

Basics: Double DamageEdit

You have to win this turn.

Your opponent has 8 Health. They have a Argenport SoldierArgenport Soldier.

You have Ticking GrenadinTicking Grenadin and Rebel SharpshooterRebel Sharpshooter.

You have Power, your hand is: TwinbarrelTwinbarrel and AnnihilateAnnihilate.

To win, first play the Twinbarrel on Ticking Grenadin. Attack with all units. Play Annihilate on your Ticking Grenadin.

Basics: ArmorEdit

You have to win this turn.

Your opponent has 1 Health and 1 Armor. They have an Oni RoninOni Ronin and a Pyre AdeptPyre Adept.

You have a Blazing RenegadeBlazing Renegade.

You have 8 Power. Your hand is: Shield BashShield Bash, ReinforceReinforce and Magma JavelinMagma Javelin.

To win, Stun the Pyre Adept with Shield Bash. Play Magma Javelin, and attack the Oni Ronin. Attack with Blazing Renegade.

Basics: EnduranceEdit

Win on your next turn.

Your opponent has 3 Health. They have 4 Lethrai RangerLethrai Ranger.

You have 6 Power and 3 Health. Brightmace PaladinBrightmace Paladin, Sparring PartnerSparring Partner, Alchemical BlastAlchemical Blast, and Karmic GuardianKarmic Guardian are in your hand.

To win, first play Karmic Guardian, then play Sparring Partner, with the Mentor targeting Karmic Guardian. Block 2 of the Lethrai Rangers with your creatures. Attack with Karmic Guardian and hit your opponent with Alchemical Blast.

Basics: AmbushEdit

Win on your next turn.

Your opponent starts at 3 Health, with a Direwood BeastcallerDirewood Beastcaller, Back-Alley BouncerBack-Alley Bouncer, Lethrai NightbladeLethrai Nightblade and SkeeterSkeeter attacking you.

You start at 5 Health and 5 Power, with a Desert MarshalDesert Marshal and Dune PhantomDune Phantom in hand.

To win, during your opponent's attack, play Desert Marshal silencing the Beastcaller, but not blocking it, and then play Dune Phantom blocking the Back-Alley Bouncer. When your turn starts, attack with Desert Marshal.

Basics: SilenceEdit

Win this turn.

Your opponent has 7 Health and Auric SentryAuric Sentry and Loyal WatchwingLoyal Watchwing.

You have 5 Power and a 4/4 Flying OwlOwl and Copperhall EliteCopperhall Elite in play, with Desert MarshalDesert Marshal, DazeDaze, Minotaur DuelistMinotaur Duelist, and SilenceSilence in hand.

To win, silence both enemy units. Then Daze the Auric Sentry. Attack with everything.

Basics: EchoEdit

Win this turn.

Your opponent has 1 Health and 4 Armor.

You have 8 Power and Cult AspirantCult Aspirant and Blind StorytellerBlind Storyteller in play. In hand, you have ExcavateExcavate, 2 Find the WayFind the Way, SwindleSwindle, and Amaran CamelAmaran Camel.

Your deck is 30 power.

To win, play the Camel. Play Find the Way. Use Excavate on Find the Way. Use Blind Storyteller's ability to discard any card and draw Find the Way. Attack with Cult Aspirant.

Basics: SummonEdit

Win this turn.

Your opponent has 8 Health and 3 Steadfast DeputySteadfast Deputy.

You have 13 Power and Horned VorlunkHorned Vorlunk, Highbranch SentryHighbranch Sentry, and Minotaur OathkeeperMinotaur Oathkeeper. Your hand is Unlock PotentialUnlock Potential, Stalwart ShieldStalwart Shield, TeleportTeleport, Crownwatch CavalryCrownwatch Cavalry, and Sparring PartnerSparring Partner.

To win, play Crownwatch Cavalry targeting the Horned Vorlunk. Then play Unlock Potential. Play Teleport to return Cavalry to your hand. Play Crownwatch Cavalry again targeting Horned Vorlunk. Attack with everything.