Lightkeepers
Quick Play: a one-minute match against a rival found by the online game server.
Daily chests
Deck
Customize8 in deck · 2 on bench
Collection
Match rules
- Match
- 1:00. Only glimmers banked by the bell count.
- Spark
- Start with 5, +1 every 2 s, up to 10.
- Double Spark
- The last 30 s: +1 every 1 s, for both players.
- Carriers
- Up to 4 out at once.
- Deck
- 8 cards, 4 in hand. Play one and Next takes its slot. Keys 1–4 follow the hand slots. Keeper Trials always use Classic.
- Unlocks
- New cards unlock as your saved Quick Play battles count up. A battle counts when it runs to the bell and at least two of your card plays were accepted. Practice, Try, friend rooms, Training and Keeper Trials don’t count.
Keeper Trials
Six districts. Eighteen lanterns. Earn one to open the next.
Complete the full minute to keep earned lanterns. Trials do not affect trophies.
Your journey
- All matches
- 0W · 0L · 0D
Season 1
Loading your progress…
Trophy Road
Only Quick Play moves trophies: win +30, loss −25. Losses cost nothing until you first reach 100, and never take you below 100 after that. Friend matches, practice, trials and Try never change trophies.
Journey
Trophies you win in Quick Play this month count as points; losses never take points away. Points start over each month, and Gold you reach is always paid.
Cycle goals
Kept on this browser only, not synced to your account. Only full Cycle matches you play from the start count. Goals give no rewards.
Titles
Titles are milestone names for your one trophy count; they are not a ranking against other players.
Shop
Earned currency
Everything here is cosmetic and paid only with Gold and Moonstones earned by playing: Quick Play battles, daily chests and streaks. There is no real money, no currency to buy and no pass. Nothing here changes how a card plays. Cards are never sold: the six base cards are open to everyone, and the new cards are earned by playing Quick Play battles.