Choose a hero, build a deck of 60 and duel. Play leylines for mana and levels, call up entities, cast spells and break through your opponent's lines before they break yours.
Six aspects
Every hero follows one or two aspects, and every aspect plays its own way.

A battlefield, not a queue
- Front and back rows. Entities attack one row away; Flying and Sniper reach two, Siege engines three. Keep healers and archers safe behind a wall of shields.
- Speed matters. An entity can only attack or block what is no faster than itself.
- Answer on their turn. Instants, counters and activations go on the stack, so a well-timed response can save an entity or stop a spell.
- Hero skills. Each of the 21 heroes has a skill of its own, and Altars teach more.
Play the Wyrm
The game's AI learned by playing itself over a great many games. Try it on Easy, Normal or Hard, where it plans whole turns ahead.
Play online
Take on other players online, or climb the ranked ladder from Common to Legendary. Seasons last a month.
Collect
Win Gold, open packs, turn spare cards into Dust and craft the ones you want. No money involved: everything is earned by playing.
Coming to Steam
The Red Wyrm will be released on Steam for Linux and Steam Deck, with Windows to follow. It's free to play: everything in it is earned by playing.
It needs a 64-bit processor with AVX2 (Intel or AMD, 2013 or later) and OpenGL.