🗡️

Shadowmine

The Hidden Network

Deception & Subterfuge

51 cards forged in shadow. Shadowmine dominates through hidden values, repositioning traps, and counter-attacks that turn every enemy move into a liability. The darkness strikes when you least expect it.

Complete Card Set — 51 Cards + Starter Deck
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Set Summary

Shadowmine at a glance

Rarity Count Corner Total Range Max Single Corner Max Copies Abilities
Common 18 4–8 3 2 6 with 1 ability, 12 vanilla
Uncommon 15 8–11 4 2 1 with 2, 8 with 1, 6 vanilla
Rare 10 11–14 5 2 2 with 2, 7 with 1, 1 vanilla
Legendary 5 14–17 6 2 2 with 2, 3 with 1
Heroic 3 17–20 7 1 All have 2 abilities
Total 51
Ability Distribution — 12 Named Abilities

Push Line (Chain 1): Push (T1, Placement) → Swap (T2, Placement) → Phantom Step (T3, Placement) — Repositioning escalation

Snare Line (Chain 2): Snare (T1, Placement) → Deadfall (T2, Placement) → Shadow Snatch (T3, Placement) — Trap damage escalation

Counter Line (Chain 3): Parry (T1, Defend) → Expose (T2, Defend) → Drain (T3, Defend) — Defensive counter escalation

Mirage (Standalone): Aura — Corner values hidden until attacked

Pilfer (Standalone): Capture — Opponent discards 1, you draw 1

Shadow Swap (Standalone): Placement — On placement, swap with surrounding ally (T2 variant of Swap)

Vanilla (No Ability): 12 Commons + 6 Uncommons + 1 Rare — Pure stat cards for reliable corner combat

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Heroic Cards

3 cards • Corner Total 17–20 • Max Corner 7 • 1 copy each

🗡️ Vex, the Phantom SHDW_H001
Heroic Hero [6-5-4-5] CT: 20
Aura — Mirage
Corner values hidden until attacked.
Placement — Phantom Step
On placement, swap with surrounding enemy. Swapped card gets -1 to all corners.
"You thought you saw me. You didn't."
🗡️ Sabotage Sovereign SHDW_H002
Heroic Hero [5-4-5-4] CT: 18
Placement — Shadow Snatch
Mark a slot. Any card placed there loses 1 from all corners.
Capture — Pilfer
On capture, opponent discards 1 random card and you draw 1 card.
"Every plan you've made was mine first."
🗡️ Counter Master SHDW_H003
Heroic Hero [4-5-4-5] CT: 18
Defend — Drain
Attacker gets -1 to each touching corner.
Capture — Pilfer
On capture, opponent discards 1 random card and you draw 1 card.
"Strike me once. I'll strike back wearing your face."
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Legendary Cards

5 cards • Corner Total 14–17 • Max Corner 6 • 1 copy each

Shade Overlord SHDW_L001
Legendary [5-4-5-3] CT: 17
Placement — Phantom Step
On placement, swap with surrounding enemy. Swapped card gets -1 to all corners.
Defend — Parry
When attacked, compare equal corners on attacking side. If equal or higher, capture attacker instead. (1 use)
"The overlord moves pieces you didn't know were his."
Phantom Warden SHDW_L002
Legendary [4-4-4-4] CT: 16
Aura — Mirage
Corner values hidden until attacked.
Defend — Expose
-1 to attacker's highest touching corner, then if equal or higher, capture instead. (1 charge)
"You see nothing. You understand less."
Trap Architect SHDW_L003
Legendary [3-5-4-3] CT: 15
Placement — Shadow Snatch
Mark a slot. Any card placed there loses 1 from all corners.
"The trap was set before you entered the room."
Void Stalker SHDW_L004
Legendary [4-3-3-4] CT: 14
Capture — Pilfer
On capture, opponent discards 1 random card and you draw 1 card.
"It doesn't kill you. It becomes you."
Nightblade Sentinel SHDW_L005
Legendary [3-3-5-3] CT: 14
Defend — Parry
When attacked, compare equal corners on attacking side. If equal or higher, capture attacker instead. (1 use)
"Attack the sentinel. Become the prisoner."
💠

Rare Cards

10 cards • Corner Total 11–14 • Max Corner 5 • 2 copies each

Dagger of Dusk SHDW_R001
Rare [4-3-3-3] CT: 13
Placement — Swap
On placement, swap with adjacent ally, after swap conflict is resolved.
Capture — Pilfer
On capture, opponent discards 1 random card and you draw 1 card.
"The dagger arrives before the wielder is seen."
Specter's Gambit SHDW_R002
Rare [3-4-3-3] CT: 13
Placement — Snare
Mark a slot. Any card placed there loses 1 from highest corner.
Defend — Expose
-1 to attacker's highest touching corner, then if equal or higher, capture instead. (1 charge)
"The gambit only fails if you think it's a gambit."
Shadow Enforcer SHDW_R003
Rare [3-3-4-3] CT: 13
Placement — Deadfall
Mark a slot. Any card placed there loses 2 from highest sum side.
"Rules are for those who fear the dark."
Nightfall Sentinel SHDW_R004
Rare [3-3-2-4] CT: 12
Defend — Parry
When attacked, compare equal corners on attacking side. If equal or higher, capture attacker instead. (1 use)
"When night falls, the sentinel rises."
Dusk Stalker SHDW_R005
Rare [2-4-3-2] CT: 11
Capture — Pilfer
On capture, opponent discards 1 random card and you draw 1 card.
"What's yours is negotiable. What's mine is final."
Phantom Ravager SHDW_R006
Rare [3-2-3-4] CT: 12
Placement — Push
Move 1 adjacent card one space in any direction.
"It doesn't destroy. It rearranges."
Shadow Watcher SHDW_R007
Rare [4-2-4-2] CT: 12
Aura — Mirage
Corner values hidden until attacked.
"It watches from angles that don't exist."
Shade Dagger SHDW_R008
Rare [5-2-2-3] CT: 12
Defend — Expose
-1 to attacker's highest touching corner, then if equal or higher, capture instead. (1 charge)
"The blade finds the gap in any armor."
Nocturne Reaver SHDW_R009
Rare [2-3-5-2] CT: 12
Placement — Snare
Mark a slot. Any card placed there loses 1 from highest corner.
"The nocturne plays, and the living freeze."
Shadowbound Colossus SHDW_R010
Rare [4-3-3-4] CT: 14
No abilities. Pure corner combat.
"Bound by shadow, freed from weakness."
🔹

Uncommon Cards

15 cards • Corner Total 8–11 • Max Corner 4 • 2 copies each

Shadow Adept SHDW_U001
Uncommon [3-2-3-2] CT: 10
Placement — Push
Move 1 adjacent card one space in any direction.
Defend — Parry
When attacked, compare equal corners on attacking side. If equal or higher, capture attacker instead. (1 use)
"The adept studies two things: patience and inevitability."
Shade Scout SHDW_U002
Uncommon [2-3-2-3] CT: 10
Placement — Snare
Mark a slot. Any card placed there loses 1 from highest corner.
"She maps the terrain. She also maps your plan."
Dusk Trooper SHDW_U003
Uncommon [3-2-2-2] CT: 9
Placement — Push
Move 1 adjacent card one space in any direction.
"Deployed at dusk. Gone by dawn."
Night Grunt SHDW_U004
Uncommon [2-3-3-2] CT: 10
Defend — Expose
-1 to attacker's highest touching corner, then if equal or higher, capture instead. (1 charge)
"He doesn't fight fair. That's the point."
Shadow Sapper SHDW_U005
Uncommon [2-2-3-3] CT: 10
Placement — Deadfall
Mark a slot. Any card placed there loses 2 from highest sum side.
"The ground remembers where she's been."
Phantom Runner SHDW_U006
Uncommon [3-2-2-3] CT: 10
Capture — Pilfer
On capture, opponent discards 1 random card and you draw 1 card.
"By the time you check your pockets, she's three blocks gone."
Shade Guard SHDW_U007
Uncommon [2-2-4-2] CT: 10
Aura — Mirage
Corner values hidden until attacked.
"Guarding what you can't see with what you can't find."
Dusk Weaver SHDW_U008
Uncommon [2-4-2-2] CT: 10
Placement — Snare
Mark a slot. Any card placed there loses 1 from highest corner.
"She weaves the threads that bind your next move."
Night Shaper SHDW_U009
Uncommon [4-2-2-2] CT: 10
Capture — Pilfer
On capture, opponent discards 1 random card and you draw 1 card.
"The night takes many shapes. All of them are hers."
Shadow Footman SHDW_U010
Uncommon [3-3-2-3] CT: 11
No abilities. Pure corner combat.
"Present where needed. Absent from memory."
Shade Drifter SHDW_U011
Uncommon [2-3-3-2] CT: 10
No abilities. Pure corner combat.
"Drifting between the cracks in your attention."
Dusk Worker SHDW_U012
Uncommon [2-2-2-4] CT: 10
No abilities. Pure corner combat.
"Honest labor. Dishonest hours."
Night Hauler SHDW_U013
Uncommon [2-2-3-2] CT: 9
No abilities. Pure corner combat.
"He moves cargo that doesn't officially exist."
Shadow Charger SHDW_U014
Uncommon [2-3-2-2] CT: 9
No abilities. Pure corner combat.
"Charges from the one direction you weren't watching."
Phantom Recruit SHDW_U015
Uncommon [2-2-2-2] CT: 8
No abilities. Pure corner combat.
"Recruited yesterday. Invisible by tomorrow."

Common Cards

18 cards • Corner Total 4–8 • Max Corner 3 • 2 copies each

Shadow Initiate SHDW_C001
Common [2-1-2-1] CT: 6
Placement — Push
Move 1 adjacent card one space in any direction.
"The first lesson: make them look the wrong way."
Shade Wisp SHDW_C002
Common [1-2-1-2] CT: 6
Placement — Snare
Mark a slot. Any card placed there loses 1 from highest corner.
"A flicker in the corner of your eye. Then nothing."
Dusk Pup SHDW_C003
Common [1-1-3-1] CT: 6
Defend — Parry
When attacked, compare equal corners on attacking side. If equal or higher, capture attacker instead. (1 use)
"Small teeth. Nasty surprise."
Night Sprite SHDW_C004
Common [2-1-1-1] CT: 5
Aura — Mirage
Corner values hidden until attacked.
"Too small to notice. That's the entire strategy."
Shadow Plate SHDW_C005
Common [1-2-2-2] CT: 7
Placement — Snare
Mark a slot. Any card placed there loses 1 from highest corner.
"Armored in secrets thicker than steel."
Phantom Drum SHDW_C006
Common [2-2-1-1] CT: 6
Capture — Pilfer
On capture, opponent discards 1 random card and you draw 1 card.
"The drumbeat masks the sound of emptying pockets."
Shade Pawn SHDW_C007
Common [2-2-2-2] CT: 8
No abilities. Pure corner combat.
"A pawn of shadow is still a threat."
Dusk Conscript SHDW_C008
Common [3-1-2-1] CT: 7
No abilities. Pure corner combat.
"Conscripted at twilight. Vanished by midnight."
Night Squire SHDW_C009
Common [1-3-1-2] CT: 7
No abilities. Pure corner combat.
"He serves the shadows. The shadows serve themselves."
Shadow Ember SHDW_C010
Common [1-1-1-2] CT: 5
No abilities. Pure corner combat.
"Even the faintest ember casts a shadow."
Phantom Hound SHDW_C011
Common [2-1-1-2] CT: 6
No abilities. Pure corner combat.
"It tracks by scent. Your fear has a very distinct one."
Shade Thrall SHDW_C012
Common [1-2-3-1] CT: 7
No abilities. Pure corner combat.
"Bound to the dark. Willingly."
Dusk Fist SHDW_C013
Common [3-1-1-1] CT: 6
No abilities. Pure corner combat.
"One punch from the dark is worth three in the light."
Night Runner SHDW_C014
Common [1-1-2-1] CT: 5
No abilities. Pure corner combat.
"Small, quick, and mean enough to matter."
Shadow Boy SHDW_C015
Common [1-2-1-1] CT: 5
No abilities. Pure corner combat.
"He runs errands no one speaks of."
Phantom Mite SHDW_C016
Common [1-1-1-1] CT: 4
No abilities. Pure corner combat.
"Insignificant. That's what they all say before it's too late."
Shade Mender SHDW_C017
Common [2-1-3-2] CT: 8
No abilities. Pure corner combat.
"She mends the network. Thread by invisible thread."
Dusk Runt SHDW_C018
Common [1-1-1-3] CT: 6
No abilities. Pure corner combat.
"Walk through shadows long enough, you stop casting one."
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Shadowmine Starter Deck

40 cards — Ready for Standard 4x4

Every new Shadowmine player receives this 40-card loadout when they choose the house. It contains 1 Heroic (random 1-of-3), 6 Rares (3 templates × 2), 13 Uncommons (6 templates × 2 + 1 × 1), and 20 Commons (10 templates × 2) — a Standard 4×4 deck built around Shadowmine's identity: laying traps, moving allies into position, and hiding what your opponent thinks they know.

Card Rarity Ability Qty
Heroic (random 1-of-3) Heroic Vex the Phantom · Sabotage Sovereign · Counter Master 1
Rares (3 templates × 2 copies)
Specter's GambitRarePlacement — Snare + Defend — Expose2
Venomfang LurkerRarePlacement — Deadfall (side-reduction trap)2
Mirage SentinelRareAura — Mirage (hide corner values)2
Uncommons (6 templates × 2 + 1 × 1)
Shade TricksterUncommonPlacement — Push + Placement — Snare2
Dusk ProwlerUncommonPlacement — Push (reposition adjacent)2
Gloom PickpocketUncommonPlacement — Snare (trap + silence)2
Whispering BladeUncommonDefend — Counter Flip2
Venom AspUncommonCapture — Pilfer2
Veil WalkerUncommonAura — Mirage (hide corners)2
Twilight MimicUncommonPlacement — Snare1
Commons (10 templates × 2 copies)
Shadow ImpCommonPlacement — Push2
Lurking ShadeCommonPlacement — Snare2
Daggertail RatCommonDefend — Counter Flip2
Flickering WispCommonPlacement — Push2
Stealth ViperCommonCapture — Pilfer2
Ghost FilcherCommonPlacement — Snare2
Umbral WretchCommonVanilla2
Smoke GhoulCommonVanilla2
Penumbra PestCommonVanilla2
Midnight VerminCommonVanilla2
Total 40
Starter Strategy

Your chosen Heroic (Vex, Sabotage Sovereign, or Counter Master) sets the deception tempo. The Rares layer the three pillars: Specter's Gambit combines Snare trapping with Expose defense, Venomfang Lurker drops a Deadfall side-reduction trap, and Mirage Sentinel runs the aura that hides your corner values from opponents.

The 13 Uncommons are your toolkit — four Snare/Push carriers for traps and movement (including the dual-slot Shade Trickster), two Counter Flip defenders, two Mirage auras, one Pilfer capturer, and a single-copy Twilight Mimic. The 20 Commons mirror this mix with six ability-bearing plates (Push, Snare, Counter Flip, Pilfer) and four vanilla bodies at 7–8 corners.

Shadowmine wins by changing the board between turns. Push an ally into the flip lane, Snare the slot your opponent wants, and play Mirage plates so they can't math out flip outcomes. Trap, reposition, reveal — in that order.