Cards that explain the plan
TDRead card text
[CONT] Assault (This card can attack Pals in the stand state)
TDRead card text
[ACT] Once per turn — [Assign 1 Pal] Get 3 Material, and draw 1 card. (You can rest your standing Pal to assign it)
TDRead card text
[ACT] Once per turn — [Consume 1 Material, assign 1 Pal] Choose up to 1 Pal, and deal 800 damage. Choose all of your Pals, and they get Strike+1 until end of turn. (You can rest your standing Pal to assign it)
TDRead card text
[CONT] This card gets Power+200 for each of your structures. [ACT] [Discard 1 structure from hand] This card gets Strike+1 until end of turn.
How Red / Blue wins games
Red converts Materials and card effects into direct Pal damage. Blue adds card flow, temporary resting effects and defensive Quick cards. The simple plan is to develop a Structure early, keep enough cards to answer attacks, then use a large Pal to turn resource advantage into pressure.
Opening turns
Stone Pit is the clean engine: assign a standing Pal to gain 3 Materials and draw a card. Your cheap Pals make that assignment easier. Avoid filling your opening hand with only cost 7 and 8 finishers; the deck wants something useful at costs 2, 3 or 4.
Middle game
Weapon Workbench spends Materials to deal 800 damage and gives all your Pals +1 Strike for the turn. Blue cards such as Elphidran Aqua and Single-Shot Sphere Launcher help replace cards, while Crystal Breath and Interrupt Pals make opposing attacks less certain.
Closing turns
Grizzbolt can attack standing Pals through Assault. Blazamut deals 1000 damage on deploy. Mammorest Cryst grows with your Structures. Pick the finisher that fits the board instead of playing the most expensive card automatically.
All unique main-deck cards in this product
The official card database lists the following 24 unique main-deck card entries. The sealed product is a fixed 50-card main deck plus 10 Soul cards; this table describes the unique card pool, not copy quantities.