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Top 20 "Hero Realms" Cards

Jeremy enjoys gaming when not working as a manager at the same college he graduated from.

Hero Realms Review

Hero Realms is a deck-building game, letting players buy cards from a shared pool throughout the match. These let you attack opponents, place defenders, draw extra cards, and regain life. I highly recommend exploring it ; the game offers several playstyles, can fit 2-4 players, and is a bargain deal, costing less than $20 for the base game.

You can play as many cards as you like per turn, and since you draw back up to max hand size at end of turn, there's no reason to hold back—hit your foes with everything you've got, then buy new cards to use later. But which spells should you snatch as soon as possible? These are the 20 best cards in Hero Realms!

Wolf Form

Wolf Form

20. Wolf Form

Faction: Wild
Cost: 5

Wolf Form requires a heap of five gold, so it'll take some time before you can afford it, but it pays off with two big effects, slamming your opponent (or one of their champions) for eight damage and forcing them to discard a card.

Plus, you can trash Wolf Form (removing it from your deck so you won't be able to draw it again) to force yet another discard, adding insult to injury when the game is reaching its climax.

The Rot

The Rot

19. The Rot

Faction: Necros
Cost: 3

Rot provides a strong and versatile mid-game tactic, especially when combined with other Necros cards. It hits your foe for four damage and lets you sacrifice a card in your hand or discard pile. You can decline, but this is a good way to remove weak starter cards (like your one-golds), helping you draw better spells.

Plus, the symbol at the bottom of Rot scores another three combat (totaling seven) if you play another Necros card that round, rewarding your devotion to the faction.

Bribe

Bribe

18. Bribe

Faction: Guild
Cost: 3

Bribe is like an upgraded "Fire Gem" (the two-cost card available throughout the match that gives two gold when played), costing three to later provide three. Plus, if you've played another Guild card, you get to place the next card you buy that turn on top of your deck instead of into your discard pile, ensuring you'll get it in hand faster.

And unlike Fire Gem, since Bribe itself aligns with a faction, it'll trigger Guild bonus effects on your other cards.

Wolf Shaman

Wolf Shaman

17. Wolf Shaman

Faction: Wild
Cost: 2

Wolf Shaman is a cheap defender, only costing two currency, she has four health, and she can tap to inflict two damage per round plus one more per other Wild card played that turn. So she goes from good to great when combined with her nature-inspired allies.

Kasha, the Awakener

Kasha, the Awakener

Zombie token in Hero Realms

Zombie token in Hero Realms

16. Kasha, the Awakener

Faction: Necros
Cost: 3

Kasha only has three health and costs three gold, but tapping her creates a zombie token. These guys have just one life, but they tap for two, so the longer your opponent holds off on destroying them, the more damage they'll take.

This means Kasha's especially tempting when opponents haven't bought many offensive cards, swarming the undead while foes scramble to defeat her ever-expanding army.

Death Touch

Death Touch

15. Death Touch

Faction: Necros
Cost: 1

Death Touch is basically a better version of The Rot, only costing one gold, hitting its target for two (plus two more with another Necros card), and letting you sacrifice a card in hand or discard pile, culling your deck of unneeded starters.

It's also a cheap way to empower other Necros effects; using Rot and Death Touch in tangent will trigger both of their bonus abilities.

Broelyn, Loreweaver

Broelyn, Loreweaver

14. Broelyn, Loreweaver

Faction: Wild
Cost: 4

Broelyn costs four gold, a hefty fee, but she's pretty sturdy with six health, and she taps for two gold per turn. Remember, you get to keep using this effect as long as she survives, which can really pay off over multiple rounds, and she also forces an opponent to discard when you play another Wild effect.

Dark Energy

Dark Energy

13. Dark Energy

Faction: Necros
Cost: 4

Simple yet powerful, Dark Energy demands four gold but cranks out an impressive seven damage. More than that, playing another Necros card that turn lets you draw an extra card, effectively meaning you scored seven for free!

Death Threat

Death Threat

12. Death Threat

Faction: Guild
Cost: 3

Death Threat only deals one damage, but automatically draws a card, another freebie since it'll always replace itself in hand. Drawing that card also increases your chances of triggering Threat's bonus ability, which stuns (defeats) a target champion without needing to damage them.

Command

Command

11. Command

Faction: Imperial
Cost: 5

Command costs several gold and doesn't have any faction or sacrifice bonuses, but it doesn't need thanks to its awesome base effect. Command grants two gold, three combat, four life, and a draw—you're getting a little of everything.

Raiding Party

Raiding Party

10. Raiding Party

Faction: Wild
Cost: 3

For one more gold than a Fire Gem would cost, Party provides the same two-gold bonus in future rounds, but it also scores four damage and forces a discard on your target, weakening their upcoming turn. Again, no bonus effects, but that's more than enough strength at base to warrant attention.

Intimidation

Intimidation

9. Intimidation

Faction: Guild
Cost: 2

Simple and cheap, Intimidation hits for five damage, a big blow from such an inexpensive card. Better yet, when combined with another Guild play, you also get two extra money that turn, making this a must-have alongside other Guild members.

Influence

Influence

8. Influence

Faction: Necros
Cost: 2

Influence gives not two but three gold per use, again outperforming the default Fire Gem, and you can trash it for three damage. Hold off on this until the final stages of the game, as you'll want that buy power more than once, but when you're at the finale, go ahead and sac Influence to reap its final reward.

Robbery

Robbery

7. Robbery

Faction: Guild
Cost: 2

Robbery provides one gold and one draw, essentially a free coin. And combined with other Guild plays, you also score two damage, extra incentive for an already-awesome card.

Elven Curse

Elven Curse

6. Elven Curse

Faction: Wild
Cost: 3

Here's a spectacular aggressive play that doesn't need much gold. You'll always hit your target for six and make an opponent discard, but with another Wild effect, you score three more damage. Ideally, this nets an amazing nine plus a discard, a huge chunk of heroes' 40-60 (depending on class) starting life.

Elven Gift

Elven Gift

5. Elven Gift

Faction: Wild
Cost: 2

Elven Gift offers two gold and gives you the option of drawing and discard a card. You should always do so, as you can always discard your new draw, but you'll often be able to replace weak one-gold cards with better plays.

Coupled with another Wild effect, you'll also gain four combat, enough to defeat many early and mid-game champions.

Spark

Spark

4. Spark

Faction: Wild
Cost: 1

Spark is a cheaper version of Elven Curse, trading a single gold for three damage and a discard. But mix with other Wild cards and you'll score an extra two combat, making this a surprisingly nasty single-cost ability.

Recruit

Recruit

3. Recruit

Faction: Imperial
Cost: 2

Recruit gives two gold and three life, yet another upgrade over standard Fire Gems, and it has two potential bonuses. The first gives you one more life per champion you have in play, rewarding you for swarming guardians, and the second provides another gold if you play other Imperial cards that round.

So this starts off great and only gets better as the match progresses, always making it a welcome sight in hand.

Taxation

Taxation

2. Taxation

Faction: Imperial
Cost: 1

For a single gold, Taxation provides two, effectively a cheaper Fire Gem, and it also gives a massive six life with other Imperial plays. Remember, cheap cards like these are also great for triggering bonus faction effects, so don't overlook them even when you can afford higher-cost effects.

Profit

Profit

1. Profit

Faction: Guild
Cost: 1

Profit is the Guild version of Taxation, costing one gold and providing two, but this time, the bonus effect is four damage instead of six life. You could argue which is better, but I give the edge to Profit since I favor Guild effects over Imperial.

Character Cards in "Hero Realms"

Today, we examined the 20 best generic cards that'll randomly appear in the market, but remember that each character class will automatically begin play with unique cards in deck. For instance, the Cleric's reusable "Prayer Beads" provide gold and life, while the Wizard's one-time "Fireball" hits a player and their champions for four each.

This makes each player feel unique, with some characters more aggressive and other defensive. Hero Realms also offers different playstyles, like campaign mode, and one-vs-many boss decks, but for now, vote for your favorite card and I'll see you at our next gaming countdown!

© 2020 Jeremy Gill