How to Play

Deckport is a physical card game you play digitally. You own real cards; the platform turns them into a deck you can battle with anywhere.

01

Get your cards

Order a deck pack or single cards from the shop. Every pack is a complete, ready-to-play deck.

02

Activate them

Tap each physical card on your phone to claim it. Activation links the card to your account and unlocks its digital twin — the version you actually play with.

03

Build a deck

Combine any of your activated cards into a 20-card deck. Save as many decks as you like and pick between them before a match.

04

Battle

Choose a deck, place your hero, and play. Your whole deck is in your hand from the first turn.

Building a deck

A deck is exactly 20 cards with exactly one hero. Beyond that, build it however you like — creature-heavy, spell-heavy, or something stranger.

  • HeroYour commander. Defines your deck’s colour and helps decide the arena.
  • CreaturesBoard presence — they attack and defend.
  • EquipmentAttach to a unit to boost it.
  • SpellsOne-off effects, some playable as reactions.
  • SupportStructures, artifacts and enchantments that stay on the board.

Starter packs come as a ready-to-play 20-card deck. Buy singles and trade to reshape it.

Every card in your deck must share a colour with your hero. Aether cards are wild and fit any deck.

A card can only be in one deck slot at a time, and cards listed for sale or locked in a trade can't be played until they're free again.

Your hero decides the battleground

Both players place their hero before the first turn. Those two heroes decide which arena you fight in:

Same colour

You fight in that colour's arena. Both heroes get its bonus and extra mana.

Different colours

You fight on neutral Aether ground, so neither side gets an edge.

Your hero has 2× the health printed on the card. Lose your hero and you lose the match — protect it.

Energy and colour

Energy is what you spend

You start at 3 and gain more every turn, up to 10. Every card costs energy to play, so early turns are about choosing carefully and later turns let you commit hard.

Colour is who you are — you don't spend it

Colour decides which cards can go in your deck, which arena you fight in, and whether your hero is at home or at a disadvantage there. It is an identity, not a currency.

CrimsonAzureVerdantRadiantObsidianAether

No drawing — your deck is your hand

There is no draw step and no shuffling. Every card you built into your deck is available from the first turn.

That makes energy the real constraint. You can see everything you own in the match — the skill is deciding what to spend and when, not hoping for the right draw.

Your opponent can't see your hand, and neither can spectators.

A turn, step by step

Start10s

Energy and mana are generated for the turn.

Main30s

Summon creatures, cast spells, and equip your units.

Attack30s

Send your creatures and hero at the enemy. Only fast cards can be played as reactions here.

End5s

End-of-turn effects resolve, then play passes to your opponent.

You can equip up to 2 items to a single unit.

Winning

  • Destroy the enemy hero. The most direct route — and the one to guard against.
  • Complete an arena objective. Some arenas offer a win condition of their own.
  • Be ahead at turn 20. If neither hero has fallen, the healthier hero wins; if that ties, the most damage dealt.

Cards that fight earn XP and can evolve, permanently improving the physical card you own.

Using your phone

Scan the QR code on the battle screen to turn your phone into a controller. The big screen shows the battlefield; your phone holds your hand and your actions.

Tapping a physical card is how you activate it and look it up — during a match you play from your hand, which is faster than reaching for a card every turn.

Ready to play?

Build a deck from your collection, then jump into a match.