New Player Guide: The Road to Deckbuilding
Last post in the new player series. If you've come from other card games, you may have noticed that Spirefall doesn't hand you a deck builder on day one. It exists, it's called the Keeper's Ledger, and it unlocks after your third run win. This post covers how decks work before then, what the builder gives you, and why we gated it.
Starter decks and how they grow
Every faction comes with a hand-built 15-card starter. It's small on purpose. A 15-card deck cycles fast, so you see your whole toolkit in every fight, and the card you pick after each battle actually shows up in your next one. By the Keeper's table your deck has grown by six or eight cards of your choosing, and no two runs grow it the same way.
The card rewards themselves get deeper as you climb the Ladder. Early on, offers draw from commons through rares. Clear 15 tables and epics and legendaries join the pool. Beat three elites and celestials, the rarest tier, start appearing. So even before the deck builder opens, the raw material you're offered keeps getting more interesting.
Winning decks come back
Your first run win unlocks something quietly powerful: the Tavern Records. Every winning deck gets frozen there exactly as it stood when the Keeper fell, along with the gold you finished with. On any later run you can pull a trophy deck off the wall and play it again, full list and finishing gold included.
This is the halfway house between starters and true deckbuilding. You can't edit a trophy deck, but you shaped it across a whole run, and replaying it teaches you a lot about why it worked.
The Keeper's Ledger
Win three runs and the ledger opens. This is the full deck builder:

- Decks run 15 to 40 cards. Small decks are consistent, big decks have more answers.
- Up to 4 copies of any card. Commanders and fortresses aren't deck cards at all; you pick those separately at run setup, same as always.
- Your pool is everything your faction can field at the rarities you've unlocked, plus your starter cards, which are always available.
Build a deck, save it, and it appears as an option whenever you start a run.
Why it's gated
Honest answer: because the game is better this way, and we know that's an annoying thing to read, so here's the reasoning.
By the time the ledger opens you've won three runs. You've drafted dozens of cards under pressure, seen what the enemy factions do, and learned which of your cards earn their slot and which just look good. Deckbuilding decisions are only interesting when you know what you're choosing between. Handing a new player the full card pool and an empty list on day one doesn't create freedom, it creates a blank stare.
The gate also protects the runs themselves. The Gauntlet's difficulty assumes your deck started as a starter and grew through drafting. A tuned custom deck flattens the early tables, and flat tables are boring. Three wins is roughly the point where you've stopped being flattered by the game and started beating it, and that's when the training wheels should come off.
That's the series. If you're reading this before your first run: do the tutorial, spend your gold, block more than feels natural, and don't hoard your consumables. See you at the Keeper's table!