Guides
Deck Building
Build a Sidekick Wars starter deck with pressure, defense, control, support, and mana tools.
Start Balanced Build 8-12 unique cards with a mix of lower-cost plays, defenders, spells, and expensive payoffs.
Respect Defense A deck that cannot stop pushes will lose before its best attackers matter.
Know Your Plan Every card should help pressure towers, protect your Keep, control enemies, or create mana advantage.
Starter Deck Shape
| Deck Slot | Purpose |
|---|---|
| 2 cheap pressure cards | Force responses and test the enemy's defense. |
| 2 defenders | Stop pushes and protect your side of the arena. |
| 1 area damage spell | Punish grouped enemies or finish damaged buildings. |
| 1 control or healing spell | Buy time, preserve a push, or interrupt danger. |
| 1 support or aura card | Make ordinary units more valuable when grouped. |
| 1 expensive payoff | Create a push that can break towers or threaten the Keep. |
Eight cards is the minimum and twelve is the maximum. Duplicate card IDs are not allowed. Extra slots beyond this eight-card shell can add matchup answers, but they also lengthen the ordered card cycle.
Useful Card Families
Sidekicks Build your board plan around attackers, defenders, supports, and summoned units. Spells Use damage, healing, control, buff, and mana tools to swing fights quickly. Status Effects Stun, sleep, freeze, poison, and tower lockdown create timing windows. Mana Timing Even a balanced deck fails if its cards are played at the wrong moment.
Deck Checks
- Can you answer flying or ranged threats?
- Can you stop a large grouped push?
- Can you pressure towers without spending all your mana at once?
- Can any card turn a defended push into damage on a remaining base tower or Keep?
- Do your expensive cards have cheap support around them?