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 DeckShadowmine 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 | ||||
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
3 cards • Corner Total 17–20 • Max Corner 7 • 1 copy each
5 cards • Corner Total 14–17 • Max Corner 6 • 1 copy each
10 cards • Corner Total 11–14 • Max Corner 5 • 2 copies each
15 cards • Corner Total 8–11 • Max Corner 4 • 2 copies each
18 cards • Corner Total 4–8 • Max Corner 3 • 2 copies each
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 Gambit | Rare | Placement — Snare + Defend — Expose | 2 |
| Venomfang Lurker | Rare | Placement — Deadfall (side-reduction trap) | 2 |
| Mirage Sentinel | Rare | Aura — Mirage (hide corner values) | 2 |
| Uncommons (6 templates × 2 + 1 × 1) | |||
| Shade Trickster | Uncommon | Placement — Push + Placement — Snare | 2 |
| Dusk Prowler | Uncommon | Placement — Push (reposition adjacent) | 2 |
| Gloom Pickpocket | Uncommon | Placement — Snare (trap + silence) | 2 |
| Whispering Blade | Uncommon | Defend — Counter Flip | 2 |
| Venom Asp | Uncommon | Capture — Pilfer | 2 |
| Veil Walker | Uncommon | Aura — Mirage (hide corners) | 2 |
| Twilight Mimic | Uncommon | Placement — Snare | 1 |
| Commons (10 templates × 2 copies) | |||
| Shadow Imp | Common | Placement — Push | 2 |
| Lurking Shade | Common | Placement — Snare | 2 |
| Daggertail Rat | Common | Defend — Counter Flip | 2 |
| Flickering Wisp | Common | Placement — Push | 2 |
| Stealth Viper | Common | Capture — Pilfer | 2 |
| Ghost Filcher | Common | Placement — Snare | 2 |
| Umbral Wretch | Common | Vanilla | 2 |
| Smoke Ghoul | Common | Vanilla | 2 |
| Penumbra Pest | Common | Vanilla | 2 |
| Midnight Vermin | Common | Vanilla | 2 |
| Total | 40 | ||
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.