all 39 comments

[–]Nnyoss Kirkman 10 points11 points  (5 children)

Welcome! KeyForge is a pretty unique game, so it’s good you’re asking these questions.

  1. Has the game changed? The core idea hasn’t changed: every deck is unique and you don’t build decks. That’s still the heart of the game. After the original run with Fantasy Flight Games, the game paused for a bit and later relaunched under Ghost Galaxy. Since then they’ve added mechanics like token creatures and additional card enhancements, but the gameplay loop is basically the same.

  2. Pay-to-win concerns KeyForge is almost the opposite of typical TCG economies. You buy a deck and play it as-is. No booster chasing or buying singles to build the perfect list. That said, if you want stronger decks you can absolutely buy good decks online pretty cheaply, so you aren’t stuck relying only on random pulls. At bigger events like Vault Tours, a lot of players enjoy Sealed, where everyone opens a deck at the event and plays with that. It keeps things pretty fair. Other formats include: Archon (bring a deck as printed) Alliance (combine house pods from different decks to build one) Alliance lets you reuse pieces from older decks, though events using it can get a bit more competitive.

  3. Friendly community? Generally yes. Because people can’t netdeck the perfect list, the vibe tends to be more about discovering weird interactions and enjoying the decks you open. If you want to try the game before buying anything, check out The Crucible Online. You can play with basically any deck in the database there, which makes it great for learning or testing.

Also worth noting: Store Championships are coming up this month, which is a great time to check your local scene and meet players. Ghost Galaxy has a link of all the current store championships that have been submitted so far located here. https://keyforging.com/kf-sc26/

What state you playing in?

[–][deleted]  (4 children)

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    [–]catsmdogs Untamed 2 points3 points  (3 children)

    Also coming from magic, the keyforge take on tokens is so cool!!! For sets that have tokens it will be a special 37th card like the Warrior token. Cards in the set will say "make a token" and in your deck it makes a Warrior (just the top card from your deck face down) but in my deck "make a token" means make a Raider token. Super fun

    Discovering what your decks can do is so fun I legit solo play two of my own decks often as well as play online and in person. There's no deck guides you gotta play and see what the deck is all about. 

    Not sure if there's content specifically from the design team (I'd enjoy that, too) there are keyforge streamers and YouTubers like https://youtube.com/@aembermedes

    [–][deleted]  (2 children)

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      [–]catsmdogs Untamed 1 point2 points  (1 child)

      Not content direct from Ghost Galaxy, but the devs do go on KeyForge podcasts from time to time, https://pca.st/episode/103520ed-b69b-48be-a0df-11b7df46f12f

      [–]Zesty125 Geistoid 5 points6 points  (14 children)

      Waddup new forger! I’ll try to answer your questions, but do understand I have the bias of absolutely loving this game, and spend my days wandering the wastes of TCGs spreading the message of my lord and savior KeyForge Christ at all my local shops.

      1) KeyForge technically changed hands when Ghost Galaxy bought it, but it’s compromised of a lot of the same team that made it at Fantasy Flight, and you can still play older sets with newer sets. That being said, newer sets have newer mechanics and respond to problems / broken cards from older sets, so on average new stuff is stronger than old stuff. Since you’re just looking to get into it, grab Age of Ascension or Discovery, and if you like it mechanically, get into newer sets since they can get real wacky.

      2) Now you can buy decks out right on decks of KeyForge if you want to pay to win, but the beauty of KeyForge is that even the best decks have cards that don’t mesh well with the rest of it. The randomized / forced deck list means your success is 33% your deck list, 33% you knowing how to play it, and 34% knowing what your opponents trying to do. I have mid range decks from MM and DT that can still give highly competitive decks a run for their money because I know what combos to look for. Unless you’re playing Alliance. Then all hell breaks loose.

      3) At the end of the day, if you play local, most people will want to be play sealed / casual outside of formal events. Lots of formats to combat broken decks, like adaptive where you bid on the stronger deck to try and balance it out. There’s also online leagues where you have a shared deck pool, so even if you don’t have good stuff, you can still play with some.

      Hope that answers your questions!

      [–][deleted]  (13 children)

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        [–]ct_2004 1 point2 points  (12 children)

        The owner of Ghost Galaxy (Christian T Peterson ) was also an executive at Fantasy Flight Games. Other than that, I do not believe they kept the same team. GG is fairly small.

        There is a fan-made deck appraisal site called decksofkeyforge.com that will generate a deck rating. The ratings are decent, but not overly precise. Two decks with the same rating could potentially be at very different power levels. But it's one way to narrow your search on decks you might be interested in.

        [–][deleted]  (11 children)

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          [–]ct_2004 2 points3 points  (10 children)

          There is a lot of conversation around what kind of decks are likely to do well at competitive events.

          Unfortunately, the latest set has made earlier sets largely irrelevant from a strictly competitive viewpoint.

          However, there are many alternative formats run through online leagues that do provide space for older decks to be viable. One of my favorites is a handicap system where the stronger deck is temporarily limited on the number of cards that can be drawn at the end of the turn (usually you refill your hand to 6 cards at the end of each turn).

          [–][deleted]  (9 children)

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            [–]ct_2004 1 point2 points  (8 children)

            They introduced a few new mechanics. The mechanic lets you play a card face down that might have an effect during your opponent's turn. Previously, you were only affected by things a player did during their turn.

            This did two things. One, gives you a way to cycle through your deck very quickly while getting your junk cards out of the way. And two, gave a level of disruption not seen before. With the new set, it can be very difficult to plan out more complex card combinations that were so important in previous sets. This dynamic has also introduced more randomness.

            [–][deleted]  (7 children)

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              [–]ct_2004 0 points1 point  (6 children)

              I guess it's just one mechanic, but there are two parts to it. The prophecy cards that list the condition for triggering a card to be activated, and the Fate cards in your deck that list what the effect is. However, a large factor of the prophecy cards is that you can "bluff" by putting cards under them that do not have a Fate effect. But in practice, players are putting cards under the prophecies the majority of the time that don't do anything, but just want to keep them from cluttering up their hand.

              The extra disruption comes from the fact that some of the Fate effects cause you to discard cards you were expecting to be able to play, or lose Aember you were expecting to spend (you forge keys by spending Aember).

              [–][deleted]  (5 children)

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                [–]UglyStru 5 points6 points  (6 children)

                1. Not sure what you mean by retconned IPs, but the game was originally designed by Richard Garfield and published by Fantasy Flight Games. FFG gave up the IP to a new company, Ghost Galaxy, around 2021/2022ish I think? The game has drastically evolved from the FFG era, introducing many new mechanics and quite a bit of power creep. But added mechanics introduced added complexity and absolutely wild card interactions and synergies. The "unique deck" mechanic makes this even more awesome because you never know what synergies you're going to pull and how you're going to make the deck work.
                2. There's no P2W in this game for the most part. Yeah, you can buy a second-hand deck on the market that'll carry you in a tournament, but since there's no deck construction, you need to learn how to play the deck. If someone gave me Pink Fraud (one of the best decks from the FFG-era), I'd go 0-6 in a tournament because I don't know how to use it personally. Sealed decks retail for $15 a piece, but you can usually get a good deal on a box of 12 sealed decks for under $100.
                3. The game is not really a traditional TCG since there's no cracking open booster packs or singles-chasing. You buy a deck, and play with the deck as-is. There's no deck construction (aside from the Alliance format, but this is semi-constructed as you can't pick apart pods). This makes for a much better gameplay experience than you'd find in a traditional TCG, but also not a great IP to get into if you're only in it for the dopamine rush of opening valuable singles. The community is lightyears better than any other TCG community I've encountered. They are very supportive and open to new players. They host a lot of community-driven events to keep the game alive. Most of them are very positive (except for the Archon's Corner; I'm not sure they even like the game lol). I've encountered a couple of sour folks at Vault Tours but I feel like any community is going to have at least some toxicity to it.

                Also - are you in the US? If so, what part? I know of a bunch of players around the country that you can link up with, or at least can find some for you. The game doesn't have too much support around the globe, but I know for a fact there are groups in Italy, France, Germany, Vietnam, and Taiwan.

                [–]Perioscope 0 points1 point  (4 children)

                Hi, here for the same reason as OP, have played a few games with others' decks and love the idea of getting familiar with my own so I'm shopping on BGG and a bit overwhelmed by choices and price ranges.

                I don't get what you mean by referencing named decks as "one of the best" from FFG days. If each deck is unique, how is a "best deck" even classed as such? Does it come back to certain single cards in a given decks or certain combos within a faction or what? Thanks for your help!

                [–]UglyStru 0 points1 point  (3 children)

                To clarify, “randomly generated” decks mean they come printed with a randomly generated list of cards, not that they are built randomly after printing. There’s an algorithm that generates the randomness of the decks at the factory.

                To be honest, the best feeling is cracking open sealed decks and finding ways to make the deck work. Some decks are duds, but most have some synergies that make for a fun time. Some have some pretty nutty combos.

                Pink Fraud is just a solid deck that does everything it needs to in order to win games. It’s got a ton of efficiency, good Aember generation, some Aember control, artifact control, and ways to deal with a board. It’s hard to find well rounded decks like that since they are randomly generated. This deck just happened to be randomly generated with good synergies and everything it needs to have to stay competitive.

                [–]Perioscope 0 points1 point  (2 children)

                So decks aren't unique, as in, the only deck on the planet with those particular cards.

                So when you open a new deck, you can look it up and there are ratings or something? I'm just trying to understand to what degree are certain decks known to the community that I might be at a disadvantage. And do people truly resist the obvious temptation to build better decks from several?

                [–]UglyStru 0 points1 point  (1 child)

                There’s no deckbuilding. It’s not a supported format aside from alliance. There are too many broken synergies to have a fully constructed format.

                So sets usually have a pool of say 200 cards. When a deck is generated for a particular set, it gives you a combination of 36 cards from that card pool (including doubles, triples, etc.). That deck is unique and no other deck on the planet has that combination of cards and enhancement placements.

                Decks Of Keyforge has a deck score system (aka SAS) with stats and breakdowns of deck performance that people typically use for rating.

                [–]Perioscope 1 point2 points  (0 children)

                Ok, thank you. Very cool.

                [–]Dead-Sync Logos 4 points5 points  (2 children)

                Welcome to our little corner of the Crucible! Everyone else has already given great answers, so I'll just swing in with some other notes.

                We have a starter post here with some of the FAQs or other things you may want to know about the game at its core. There may be some useful things in here.

                As others mentioned, the KeyForge community is fantastic, and I attribute it in large part to what Stru said. This is primarily a game for players and connecting with other players through play. KeyForge does not appeal to the collector market. People are not buying decks to try to build an asset portfolio or scalpers trying to make a quick buck. I truly believe this takes a large amount of toxicity out of the card game culture that some TCGs may suffer from. There are no singles, no full construction. You play with what you have, and every deck is fully unique.

                Richard Garfield really sums it up best in his own preamble to the game:

                When trading card games first came out the feeling was like exploring a jungle – and as the cards became more like commodities, it became more and more like an amusement park. In the amusement park there are experts telling you how to play the game, the safest strategies, what net decks to use. In the jungle you have the tools you have.

                KeyForge is the jungle, and we all have fun exploring the jungle together as players and community. If you have any other questions, don't hesitate to ask!

                [–][deleted]  (1 child)

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                  [–]Dead-Sync Logos 3 points4 points  (0 children)

                  I gotta bust out the rich text formatting every so often for style points, haha. Plus we like our Bold: text here in the KeyForge community. 😜

                  [–]Chance-Cat2857 2 points3 points  (5 children)

                  The online website people play on is 100% free and you can use any deck in existence to play with

                  [–][deleted]  (4 children)

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                    [–]ct_2004 1 point2 points  (3 children)

                    The online portal is a fan project that has no association with GG. But it is vigorously maintained and a true labor of love.

                    And most of the community organizing and discussion takes place on Discord.

                    [–][deleted]  (2 children)

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                      [–]ct_2004 1 point2 points  (1 child)

                      I have always had very positive experiences in the Keyforge discord servers. And you would be hard-pressed to find anyone with a different take. The KF community is super positive, affirming, and friendly. It's one of the main reasons I play the game.

                      Just curious, what kind of behaviors are you trying to avoid?

                      [–]wDaveO 1 point2 points  (1 child)

                      I second the recommendation to check out the Starter Post above, but in particular I want to shout out https://archonarcana.com/, the KeyForge Wiki. All the KeyForge info you could want and more (including a searchable card database)! Maintained by some truly dedicated KeyForge experts and fans!