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Twisted Fate: Destiny cards and Searing draw

Twisted Fate · from the PoC community · 2026-10-14

Seed the deck with cheap Wild Cards, keep drawing discounted spells and choose between control, mana and damage.

Build

Needs 6★Champion level 30

Overview

Deck of Destiny adds cheap Wild Card copies, Searing Brilliance improves a random starting spell, and Echoing Spirit improves champion access and the cost of his champion spell. Draw powers turn those cards into cheaper follow-up plays.

It's his most popular combination in 10★ clears and guide builds. Unlike the existing combat-tempo guide, this version gives up team Overwhelm and extra Skill damage for more card selection and sustained spell play.

The build

Deck of Destiny

At Game Start, create a one-cost Wild Card in the deck for every seven cards in it. Drawing those spells gives access to a choice of Destiny Card. Do not assume other Game Start card-creation effects are counted toward an extra seed: the ordering is uncertain.

Searing Brilliance

A random deck spell receives Mark of Medarda and four copies are added. The discount and draw help keep a turn moving. This is random targeting, not a guarantee that the item lands on Wild Card or your preferred removal spell.

Echoing Spirit

Seven extra champion copies improve access and reduce champion-spell cost. Once the champion is in play, extra copies provide cheaper Pick a Card to set up next round’s Fleeting hand. Level 30 and three Epic slot upgrades fit the relics.

How to play

Keep early units and cheap draw. Develop Twisted Fate when you can protect him and use the subsequent draw toward his level-up. You do not have the Plunder package’s guaranteed opening discount, so do not plan on a turn-one champion without another reduction.

Count card plays toward the third-card star trigger. A generated Wild Card can keep the turn going after your third play, but the star power does not generate one after every three additional cards in that same round.

At six stars, Improved Blue Card draws two and refills two spell mana, Improved Gold Card damages and Stun the strongest enemy, and Improved Red Card damages the enemy board and Nexus. Choose control when a large attacker threatens you, then use draw and mana when the board is safe. Leave hand space for Fleeting draws and stop drawing when your existing hand can win.

Drafting and alternatives

Take spell discounts, protection and useful draw. The bonus upgrade giving acquired expensive cards Power Riff can make a large support unit cheap after a draw-heavy turn; it is a separate constellation upgrade, not a baseline promise that every expensive card is free.

Packed Powder with Swain's Raven Army is a different plan for earlier champion entry. His other guide favors combat damage. Hidden Tome can replace a relic when spell mana is the bottleneck, but does not supply the same deck of discounted drawing spells.

Star-power checkpoint

Six-star Destiny upgrades the Destiny Cards used for the control-and-refill loop here. Two-star Luck of the Draw discounts cards drawn after the first each round for that round; three-star Wild Card II creates a one-cost Wild Card on your third card play. Four-star Higher Education gives round-only team Power as you draw. The draw engine works earlier, but its improved Destiny Card effects require six stars.

Sources

Edit a copyMore guides for this championWrite your own guide

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