Ultimate Tales Of Tribute Guide

ESO Tales Of Tribute Card Game

Contents

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Tales Of Tribute And How To Play

ESO Tales Of Tribute Gameplay

Tales of Tribute is an exciting new card game that you can play throughout Tamriel.   PVE matches and PVP matches (with an accompanying ranking system) are available.  The best part is that you receive rewards for playing.  Winning rewards are much better.  In addition to Roister’s Clubs where you can play other NPCs, you can also play other players using the Activity Finder.  You have a choice between Ranking matches or Unranked matches. 

There are 2 daily quests involving Tales of Tribute.  One requires you to travel areas of Tamriel for specific matches.  You can return after winning your match or win 3 and return for an even bigger reward.  The second requires you to match against other players.  Likewise, if you can return for a reward after the first match, but you can also win up to 3 matches and return the daily for an even bigger reward.  

How To Win Tales Of Tribute

There are two primary ways to win ToT – acquire 40 Prestige or receive the favor of all 4 patrons.  If you reach 40, your opponent has one final hand to match or exceed your total but if you gain patron favor, the game is instantly concluded.  

In The Beginning

Each player begins the match with 10 cards.  6 of those cards are gold-bearing cards.  The rest of the decks are shuffled into the Tavern (center area).  There are 5 cards laid out for either player to use in each hand.  Since the first player gets the first choice of the tavern cards, the opposing player gets an extra gold for his first turn.

Turn Timer Is Active

Another important note:  there is a turn timer.  Each player has 90 seconds to complete their turn.  If 90 seconds, elapses, the turn ends automatically.  When you are ready to complete your turn, you simply activate the timer.  While playing with NPCs, I didn’t really find this an issue.  I didn’t have any issues with this in pvp games either. 

Modes Of Game Play

There are several different modes of play in ToT.  Ranked mode is where players play each other to increase their tier and standing on the ToT leaderboard.  In Casual mode, players can challenge other players without changes to their tier or standings.  

Any matches with NPCs do not affect a player’s tier or standing on the leaderboards BUT you will earn rewards for winning or losing based on the challenged NPCs difficulty rating.  NPC matches also count as progress on quests.

There is one final mode called Friendly.  This is where the game is purely for fun!

Types of Cards

There are a couple of different types of cards:  Actions, Agents, Contract Actions, and Contract Agents.  Actions are sent to your cooldown at the end of your turn, while Agents remain on the field of play until they are knocked out.

Contact cards (either contract agent or contract action) are put into play as soon as they are acquired but NEVER go to your cooldown.  At the end of your turn, any played Contract Action card returns to the Tavern’s discard.  Contract Agents remain on the playing field until they are knocked out and then return to the Tavern’s discard.

Getting A Match Started

The beginning player gets the first pick of the tavern cards, so the second player (chosen at random) gets an additional coin for their first turn.

Gold coin cards are not suited so they can be played at any time.  Typically begin gameplay with all your non-suited coin-bearing cards.  The first few turns of ToT is more about upgrading and acquiring more powerful cards from the tavern.  For 2 gold, you can use the Treasury patron to exchange a 1 gold token card for a 2 gold writ card.  

Another note:  while gaining new more powerful cards is a good thing, having too many cards can be bad.  Your cooldown cards are shuffled only when you’ve played through your deck.  The more cards there are, the lower the opportunity for those good cards to appear as often.

You are not required to spend your gold.  You lose it when you complete your turn but you are not required to spend it.  You are not required to interact with patrons before ending your turn.  And you may interact with patrons during your turn – not just at the end.

The next play is the red-suited cards from Saint Pelin.  Both of these cards provide power and neither have combo effects so it doesn’t matter which order they are played.

Each card has a notation if the card has a combo effect.  Combos are cards played consecutively of the same suit.  You will want to make combos as the benefits can be quite rewarding in both gold and power.

Agent Cards And Combo Effects

This is an agent card.  It will cost 6 coins to purchase it.  Once purchased, the card will go into your cooldown pile.  Only when you play it later will you benefit from the effects this card offers.

Note the combo 3 effect.  This means the combo effect of this card will ONLY activate if it’s part of THREE purple-suited (Duke Of Crows) cards played in a single turn.  

Agents also have a health number at the bottom.  Once this agent cards is played, it stays active on the playing field to be used again at the next turn UNLESS the opponent clicks it (paying 3 power to remove it), uses a patron advantage, or has a counter-effect card to remove it.  

If you are attacking agent cards with power, the health number will decrease by the amount of power you use to attack it.  To attack it, you simply click it.  You do not have to attack your opponent’s agents.  But if they activate that agent, they receive the benefit listed on the card.   Likewise, if you have an agent on your table and want to activate it during the next hand, you will click it.  You are not required to use an agent every hand.  

Some agents have taunts.  This means that your ability to convert power to prestige is stifled until that agent is removed.  You can do this manually by clicking it OR it will happen automatically when you end your turn.

There are some cards and some patron interactions that allow you to remove cards from the tavern or your hand. 

While this can be a good thing to give you new cards to choose from in the tavern, this also affects what your opponent has an opportunity to get as well.

Turn By Turn Until Victory

All 4 Patrons’ favor is an immediate victory.  However, 40 Prestige also can win.  When you reach 40 prestige, your opponent has a final hand to match or exceed your score.  If he/she matches or exceeds, then you have a final hand to do the same.  This can continue for some time (capped at 80) until someone fails to match or exceed.  The first person to get to 80 automatically wins.

Tips For Success

The image above was from a hard-fought game with a veteran-level NPC.  He was using a new deck that offered the ability to remove Prestige from the opponent.  Because I was well stocked with gold from earlier Treasury patron interactions, I was able to purchase a lot of those cards easily punishing him for his deck choice.  I also took advantage of a patron that allowed me to create a bewilderment card (garbage card) and stuff it in his deck making what few ‘good’ cards he had nearly impossible to draw.  I think the highest Prestige he had all game was 10.  

  • use your first few hands to increase your gold with the Treasury patron – typically the higher value cards pack bigger punches
  • be sure to consider a card’s benefit before adding it to your deck – great cards will serve no purpose if you never get to use them
  • take advantage of combos whenever possible – you can look at your draw pile and your cooldown pile at any time by clicking it
  • don’t be afraid to use patrons even if they require payment by power
  • it’s okay to leave gold on the table at the end of your turn
  • always keep an eye on the patron’s favor – remember 4 patrons’ favor is an immediate victory
  • be flexible – since the tavern is made up of 4 decks of shuffled cards, you need to take advantage of opportunities when they present themselves

Tales Of Tribute Patrons

ToT Patrons Explained

Once you complete the quest to play ToT, you will receive 4 unique card decks.  Everyone will receive the same first 4 decks.  Those decks are Saint Pelin, Grandmaster Elmene Hlaalu, Duke of Crows, and Psijic Loremaster Celarus.

Throughout the gameplay and other exploration activities of Tamriel, you can earn other decks by fragments which can then be combined into decks.  Clues can also be acquired to such deck fragments.

Each deck has a unique theme and a unique patron.  You are permitted at least one patron activity per turn and they should be used to your advantage.  You can also win the game immediately if you gain the favor of all 4 patrons.

Almalexia, Tribute Patron

This deck can be awarded by acquiring deck fragments.  Fragments can then be combined into the deck.

You must meet the requirements for patrons before they can be used.  If you do meet the requirements, the patron will glow.  Your patron interaction with Almalexia will depend if you are neutral, favored, or unfavored.  All patrons begin neutral.  

If Almalexia is in the neutral position when you interact with her, you discard a card.  Then the interaction will allow you a reprieve by looking at the top 4 cards of your opponent’s draw pile.  Select 1 card to place in their cooldown pile.  This Patron will now FAVOR you.

If Almalexia FAVORS you, you pay 1 coin and discard a card.  Then the interaction will allow you a reprieve by looking at the top 5 cards of your opponent’s draw pile.  Select 1 card to place in their cooldown pile.    No other status change will occur.

If you are UNFAVORED by Almalexia, you pay 1 coin.  Then the interaction will allow you a reprieve by looking at the top 3 cards of your opponent’s draw pile.  Select 1 card to place in their cooldown pile.  This patron will then become Neutral.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – Almalexia

“Almalexia, also known as Mother Morrowind, is a source of compassion and sympathy. The protector of the poor and the weak. The Mercymother embodies the best of Dunmeri culture and purpose.”
—Durillis the Theologian

Almalexia’s play style features card replacement and temporary removal of your opponent’s cards from Play.  

Contents

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ALMSIVI’S Charity (action)

from the deck of Almalexia

Coin Cost 5

Play Effect

  • Gain 1 Power
  • Hand Refresh – Return up to 1 card of any type from your cooldown to your hand
Combo 2
  • Gain 1 Coin

Bardic Veneration (action)

from the deck of Almalexia

Coin Cost 4

Play Effect

  • Gain 2 Coin
  • Donate – Discard up to 1 card from your hand then draw that many cards
Combo 2
  • Donate – Discard up to 1 card from your hand then draw that many cards

Collection Plate (action)

from the deck of Almalexia

Starter Card

Play Effect

  • Gain 1 Coin
Combo 3
  • Donate – Discard up to 1 card from your hand then draw that many cards

Devotional Gaoler (contract agent)

from the deck of Almalexia

Coin Cost 6

Health 3

Play Effect

  • Gain 1 Power
Combo 2
  • Confine – Place 1 card from your opponent’s cooldown pile under this card until this card is removed from play
Combo 3
  • Confine – Place 1 card from your opponent’s cooldown pile under this card until this card is removed from play

Contract cards are played immediately when purchased and are not added to your deck.

Contract agents remain active and in play until their health is depleted then the agent is removed from play.

Festival of Forbearance (action)

from the deck of Almalexia

Coin Cost 3

Play Effect

  • Gain 2 Coin
  • Donate – Discard up to 1 card from your hand then draw that many cards
Combo 2
  • Gain 1 Power
  • Donate – Discard up to 1 card from your hand then draw that many cards

Hand of Alamalexia (contract agent)

from the deck of Almalexia

Coin Cost 6

Health 3

Play Effect

  • Gain 5 Power
  • Setback – Opponent draws 1 card
Combo 2
  • Confine – Place 2 cards from your opponent’s cooldown pile under this card until this card is removed from play

Contract cards are played immediately when purchased and are not added to your deck.

Contract agents remain active and in play until their health is depleted then the agent is removed from play.

Mercymother Elite (agent)

from the deck of Alamlexia

Coin Cost 8

Play Effect

  • Gain 1 Power
Combo 2
  • Call on 1 additional Patron this turn

Taunt 5 – This agent must be attacked first.  Prevents opponent’s end of turn power to prestige conversion.

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Mother’s Mercy (action)

from the deck of Almalexia

Coin Cost 5

Play Effect

  • Gain 1 Power
  • Hand Refresh – Return up to 1 card of any type from your cooldown to your hand

Mournhold Clergy (contract agent)

from the deck of Alamalexia

Coin Cost 6

Health 3

Play Effect

  • When you discard any card, Gain 2 Prestige
Combo 2
  • Donate – Discard up to 1 card from your hand then draw that many card
  • Confine – Place 1 card from your opponent’s cooldown pile under this card until this card is removed from play

Contract cards are played immediately when purchased and are not added to your deck.

Contract agents remain active and in play until their health is depleted then the agent is removed from play.

Philanthropy (action)

from the deck of Almalexia

Coin Cost 3

Play Effect

  • Gain 1 Coin

While In Play

  • When you discard any card, gain 1 Power
Combo 2
  • Donate – Discard up to 1 card from your hand then draw that many cards
Combo 3
  • Donate – Discard up to 1 card from your hand then draw that many cards

Temple Arbiter (agent)

from the deck of Almalexia

Coin Cost 6

Health 2

Play Effect

  • Gain 2 Coin
Combo 2
  • Confine – Place 1 card from your opponent’s cooldown pile under this card until this card is removed from play
Combo 3
  • Confine – Place 1 card from your opponent’s cooldown pile under this card until this card is removed from play

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

The Lesson of Ayem (action)

from the deck of Almalexia

Coin Cost 5

Play Effect

  • Donate – Discard up to 1 card from your hand then draw that many cards
Combo 2
  • Draw 1 card
Combo 3
  • Donate – Discard up to 1 card from your hand then draw that many cards

Tribunal Sentinel (agent)

from the deck of Almalexia

Coin Cost 8

Health 8

Play Effect

  • This card has no play effect
Combo 2
  • Call on 1 additional Patron this turn

Taunt 5 – This agent must be attacked first.  Prevents opponent’s end of turn power to prestige conversion.

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Ansei Frandar Hunding, Tribute Patron

This deck can be awarded by acquiring clues to find deck fragments.  Fragments can then be combined into the deck.

You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Ansei Frandar Hunding will depend if you are neutral, favored, or unfavored.  All patrons begin neutral.  

If Ansei Frandar Hunding is in a NEUTRAL position when you interact with him, you pay 2 Power.  Then the interaction will gain you 1 coin.  This patron will now FAVOR you.  

If Ansei Frandar Hunding FAVORS you, you hold this patron’s favor until the start of your turn.  Then the interaction will gain you 1 coin. The patron’s status returns to neutral.

If you are UNFAVORED by Ansei Frandar Hunding, you pay 2 Power.  Then the interaction will gain you 1 coin.  This patron will now FAVOR you.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – Ansei Frandar Hunding

“I dedicated myself wholling unto the spirit of the sword to forge my Shehai, which I would wield for all my future days.  With Tall Papa’s blessing, the sword singer must do the same to achieve Mastery of Devotion.” — Frandar Hunding

Frandar Hunding’s play style features choices between short and long term power.

Contents

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Ansei Assault (action)

from the deck of Ansei Frandar Hunding

Coin Cost 9

Play Effect

  • Gain 5 Power
  • Acquire up to 1 card from the Tavern with a cost up to 9

Ansei’s Victory (action)

from the deck of Ansei Frandar Hunding

Coin Cost 9

Play Effect

Choose one of the following:

  • Gain 6 Power
  • Acquire up to 1 card from the Tavern with a cost up to 10

Battle Meditation (contract action)

from the deck of Ansei Frandar Hunding

Coin Cost 3

Play Effect

  • Gain 2 Power
  • Draw Refresh – Return up to 1 card of any type from your cooldown to the top of your draw

Conquest (action)

from the deck of Ansei Frandar Hunding

Coin Cost 4

Play Effect

  • Gain 3 Power OR
  • Acquire up to 1 card from the Tavern with a cost up to 4
Combo 2
  • Gain 1 Power
Combo 3
  • Gain 2 Coin

Contract cards are played immediately when purchased and are not added to your deck.

Grand Oratory (contract action)

from the deck of Ansei Frandar Hunding

Coin Cost 3

Play Effect

Choose 1 of the following:

  • Gain 2 Power
  • Draw Refresh – Return up to 1 card of any type from your cooldown to the top of your draw
Combo 2
  • Gain 2 Coin
Combo 3
  • Gain 2 Coin

Contract cards are played immediately when purchased and are not added to your deck.

Hel Shira Herald (agent)

from the deck of Ansei Frandar Hunding

Coin Cost 6

Health 3

Play Effect

  • Draw Refresh – Return up to 2 cards of any type from your cooldown to the top of your draw
Combo 2
  • Gain 1 Power

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Hira’s End (action)

from the deck of Ansei Frandar Hunding

Coin Cost 6

Play Effect

Choose 1 of the following:

  • Gain 4 Power
  • Draw Refresh – Return up to 3 cards of any type from your cooldown to the top of your draw
Combo 2
  • Gain 1 Power

March on Hattu (action)

from the deck of Ansei Frandar Hunding

Coin Cost 6

Play Effect

Choose 1 of the following:

  • Gain 4 Power
  • Draw Refresh – Return up to 3 cards of any type from your cooldown to the top of your draw
Combo 2
  • Gain 1 Power

No Shira Poet (agent)

from the deck of Ansei Frandar Hunding

Coin Cost 6

Health 3

Play Effect

  • Draw Refresh- Return up to 1 card of any type from your cooldown to the top of your draw
Combo 2
  • Gain 1 Power

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Shehai Summoning (action)

from the deck of Ansei Frandar Hunding

Coin Cost 5

Play Effect

Choose 1 of the following:

  • Draw Refresh – Return up to 2 cards of any type from your cooldown to the top of your draw
  • Acquire up to 1 card from the Tavern with a cost up to 5
Combo 2
  • Draw Refresh – Return up to 1 card of any type from your cooldown to the top of your draw

Warrior Wave (action)

from the deck of Ansei Frandar Hunding

Coin Cost 4

Play Effect

Choose 1 of the following:

  • Gain 3 Coin
  • Gain 3 Power

Way of the Sword (action)

from the deck of Ansei Frandar Hunding

Starter Card

Play Effect

Choose 1 of the following:

  • Gain 1 Coin
  • Gain 1 Power

The Duke Of Crows, Tribute Patron

This is one of the decks awarded with the beginning quest.

You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Duke of Crows will depend if you are neutral, favored, or unfavored.  All patrons begin neutral.  

If the Duke of Crows is in a NEUTRAL position when you interact with him, you pay all your coin.  Then the interaction will gain you Power equal to the coin paid minus 1.  This patron will now FAVOR you.  

If the Duke of Crows FAVORS you, it becomes unusable.  There is no benefit.

If you are UNFAVORED by the Duke of Crows, you pay all your coin.  Then the interaction will gain you Power equal to the coin paid minus 1.  This patron will then become NEUTRAL.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – Duke of Crows

“The Duke of Crows, the proudest of the flock, presides over the rest. Woe betide any who get between these ravens and their shinies.” –Ulysa Rervam, Proctor of Daedric Studies

The Duke of Crow’s play style features long combos and card draw.

Contents

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Blackfeather Brigand (agent)

from the deck of Duke of Crows

Coin Cost 6

Health 2

Play Effect

  • Gain 1 Coin
Combo 3
  • Draw 1 card

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Blackfeather Knave (agent)

from the deck of Duke of Crows

Coin Cost 6

Health 2

Play Effect

  • Gain 2 Coin
Combo 3
  • Draw 1 card

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Blackfeather Knight (agent)

from the deck of Duke of Crows

Coin Cost 6

Health 3

Play Effect

  • Gain 1 Coin
Combo 3
  • Gain 2 Coin
  • Gain 3 Power

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Law of Sovereign Roost (contract action)

from the deck of Duke of Crows

Coin Cost 4

Play Effect

  • Draw 1 card
Combo 3
  • Opponent discards 1 card from their hand at the start of their turn

Contract cards are played immediately when purchased and are not added to your deck.

Murder of Crows (action)

from the deck of Duke of Crows

Coin Cost 4

Play Effect

  • Gain 1 Coin
Combo 2
  • Gain 2 Coin
  • Gain 2 Power
Combo 3
  • Gain 2 Power

Peck (action)

from the deck of Duke of Crows

Starter Card

Play Effect

  • Gain 1 Coin

Pilfer (action)

from the deck of Duke of Crows

Coin Cost 6

Play Effect

  • Draw 1 card
Combo 3
  • Draw 1 card

Plunder (action)

from the deck of Duke of Crows

Coin Cost 6

Play Effect

  • Draw 1 card
Combo 3
  • Draw 1 card

Combo 4

  • Draw 1 card

Pool of Shadow (action)

from the deck of Duke of Crows

Coin Cost 4

Play Effect

  • Gain 1 Coin
Combo 2
  • Gain 2 Power
Combo 4
  • Gain 3 Coin

Scratch (action)

from the deck of Duke of Crows

Coin Cost 4

Play Effect

  • Gain 1 Coin
Combo 2
  • Gain 2 Coin
  • Gain 2 Power

Squawking Oratory (action)

from the deck of Duke of Crows

Coin Cost 6

Play Effect

  • Draw 1 card
Combo 3
  • Draw 1 card
Combo 4
  • Gain 4 Power

Toll of Flesh (action)

from the deck of Duke of Crows

Coin Cost 4

Play Effect

  • Gain 2 Coin
Combo 2
  • Draw 1 card

Toll of Silver (action)

from the deck of Duke of Crows

Coin Cost 4

Play Effect

  • Gain 2 Coin
Combo 2
  • Draw 1 card
Combo 3
  • Gain 1 Coin

Grandmaster Delmene Hlaalu, Tribute Patron

This is one of the decks awarded with the beginning quest.

You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Grandmaster Delmene Hlaalu will depend if you are neutral, favored, or unfavored.  All patrons begin neutral.  

If Grandmaster Delmene Hlaalu is in a NEUTRAL position when you interact with him, you sacrifice 1 card you own in play that cost 1 or more coins.  Then the interaction will gain you Prestige equal to the card’s cost minus 1.  This patron will now FAVOR you.  

If Grandmaster Delmene Hlaalu FAVORS you, you sacrifice 1 card you own in play that cost 1 or more coins.  Then the interaction will gain you Prestige equal to the card’s cost minus 1.  No other status change will occur.

If you are UNFAVORED by Grandmaster Delmene Hlaalu, you will sacrifice 1 card you own in play that cost 1 or more coins.  Then the interaction will gain you Prestige equal to the card’s cost minus 1.  This patron will then become NEUTRAL.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – Grandmaster Delmene Hlaalu

“From the earliest days of the House, Hlaalu focused on trade and crafts. The Book of Grasping Fortune reminds us to seize every chance to make a profit, but remember that your reputation also has value.” — Hlaandu Hlaalu

Grandmaster Hlaalu’s play style features gold bartering and card acquire.

Contents

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Currency Exchanage (action)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 7

Play Effect

  • Replace up to 1 card from the Tavern
  • Gain 5 Coin
Combo 2
  • Call on 1 additional Patron this turn

Customs Seizure (action)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 4

Play Effect

  • Acquire up to 1 card from the Tavern with a cost up to 5

Ebony Mine (contract action)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 3

Play Effect

  • Gain 2 Coin

Combo 3

  • Gain 4 Coin

Contract cards are played immediately when purchased and are not added to your deck.

Goods Shipment (action)

from the deck of Grandmaster Delmene Hlaalu

Starter Card

Play Effect

  • Gain 1 Coin

Hireling (agent)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 6

Health 2

Play Effect

  • Gain 2 Coin
Combo 2
  • Acquire up to 1 card from the Tavern with a cost up to 5

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Hlaalu Councilor (agent)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 10

Health 2

Play Effect

  • Acquire up to 1 card from the Tavern with a cost up to 9
Combo 2
  • Replace up to 1 card from the Tavern

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Hlaalu Kinsman (agent)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 10

Health 1

Play Effect

  • Acquire up to 1 card from the Tavern with a cost up to 9
Combo 2
  • Replace up to 1 card from the Tavern

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Hostile Takeover (action)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 5

Play Effect

  • Gain 1 Power
Combo 2
  • Acquire up to 1 card from the Tavern with a cost up to 7

House Embassy (action)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 8

Play Effect

  • Gain 7 Gold
Combo 2
  • Acquire up to 1 card from the Tavern with a cost up to 7

House Marketplace (action)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 8

Play Effect

  • Gain 6 Coin
Combo 2
  • Acquire up to 1 card from the Tavern with a cost up to 7

Kwama Egg Mine (contract action)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 3

Play Effect

  • Gain 2 Coin
Combo 3
  • Gain 3 Coin

Contract cards are played immediately when purchased and are not added to your deck.

Luxury Exports (action)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 2

Play Effect

  • Gain 3 Coin

Oathman (agent)

from the deck of Grandmaster Delmene Hlaalu

Coin Cost 3

Health 2

Play Effect

  • Gain 2 Coin
Combo 2
  • Acquire up to 1 card from the Tavern with a cost up to 6

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Hermaeus Mora Tribute Patron

This deck was added as a base game update with Update 40.

You must meet the requirements for patrons before they can be used.  If you do meet the requirements, the patron will glow.  Your patron interaction with Hermaeus Mora will depend if you are neutral, favored, or unfavored.  All patrons begin neutral.

If Hermaeus Mora is in a NEUTRAL position when you interact with him, you will pay 3 power to bargain by acquiring a non-contract card from the tavern.  But your opponent gains a copy of the acquired card.  This patron will now FAVOR you.

If Hermaeus Mora FAVORS you, you will pay 3 power to bargain by acquiring a non-contract card from the tavern.  But your opponent gains a copy of the acquired card.  No other status change will occur.

If you are UNFAVORED by Hermaeus Mora, you pay 2 power to bargain by acquiring a non-contract card from the tavern.  But your opponent gains a copy of the acquired card.  This patron will then become neutral.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – Hermaeus Mora

“Hermaeus Mora, whose sephere is scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory.” – The Book of Daedra

Mora’s play style features combos and fast power gain, with setbacks on many of the cards of the Knower bargains with your opponent.

Contents

Need specific info?  Click these quick links to go directly to each section.

Apocryphal Pact (action)

from the deck of Hermaeus Mora

Coin Cost 4

Play Effect

  • Gain 2 Power
  • Gain 1 Coin
  • Setback – Opponent gains 2 Coin
Combo 2
  • Gain 2 Power
Combo 3
  • Gain 1 Power

Bargain for Knowledge (contract action)

from the deck of Hermaeus Mora

Coin Cost 4

Play Effect

  • Gain 5 Power
  • Setback – Opponent draws 1 card
Combo 2
  • Gain 1 Coin
Combo 3
  • Gain 2 Coins
Contract cards are played immediately when purchased and are not added to your deck.

Chromatic Reservoir (action)

from the deck of Hermaeus Mora

Coin Cost 6

Play Effect

  • Gain 4 Power
  • Setback – Opponent draws 1 card
Combo 2
  • Gain 2 Power
Combo 3
  • Gain 2 Power
Combo 4
  • Gain 4 Power

Cipher of the Eye (contract agent)

from the deck of Hermaeus Mora

Coin Cost 5

Health 2

Play Effect

  • Destroy up to 1 of your cards that are in play from the game
  • Setback – Opponent gains 3 Coin
Combo 2
  • Gain 2 Power

Contract cards are played immediately when purchased and are not added to your deck.

Contract agents remain active and in play until their health is depleted then the agent is removed from play.

Ink and Blood (action)

from the deck of Hermaeus Mora

Coin Cost 2

Play Effect

  • Gain 2 Coin
  • Setback – Opponent gains 1 Power
Combo 2
  • Gain 2 Power

Lantern of the Endless (action)

from the deck of Hermaeus Mora

Coin Cost 4

Play Effect

  • Gain 2 Power
  • Gain 1 Coin
  • Setback – Opponent gains 2 Coin
Combo 2
  • Gain 2 Power
Combo 3
  • Gain 2 Power

Seeker Aspirant (contract agent)

from the deck of Hermaeus Mora

Coin Cost 5

Health 2

Play Effect

  • Destroy up to 1 of your cards that are in play from the game
  • Setback – Opponent gains 3 Coin
Combo 2
  • Gain 3 Power

Contract cards are played immediately when purchased and are not added to your deck. 

Contract agents remain active and in play until their health is depleted then the agent is removed from play.

Threads of Fate (contract action)

from the deck of Hermaeus Mora

Coin Cost 2

Play Effect

  • Gain 2 Power
  • Setback – Opponent gains 1 Coin
Combo 2
  • Gain 1 Power
Combo 3
  • Gain 1 Coin
Contract cards are played immediately when purchased and are not added to your deck.

Unfathomable Secrets (contract action)

from the deck of Hermaeus Mora

Coin Cost 4

Play Effect

  • Gain 5 Power
  • Setback – Opponent draws 1 card
Combo 2
  • Gain 2 Coin
Combo 3
  • Gain 2 Coin
Contract cards are played immediately when purchased and are not added to your deck.  

Unsealed Glyphic (action)

from the deck of Hermaeus Mora

Starter Card

Play Effect

  • Gain 1 Power
Combo 3
  • Gain 1 Coin

Unsettling Aura (action)

from the deck of Hermaeus Mora

Coin Cost 6

Play Effect

  • Gain 4 Power
  • Setback – Opponent draws 1 card
Combo 2
  • Gain 2 Power
Combo 3
  • Gain 2 Power
Combo 4 
  • Gain 3 Power

Voracious Tomeshell (action)

from the deck of Hermaeus Mora

Coin Cost 3

Play Effect

  • Destroy up to 2 of your cards that are in play from the game
  • Setback – Opponent draws 2 cards
Combo 2
  • Gain 3 Power
Combo 3
  • Gain 2 Power

Psijic Loremaster Celarus, Tribute Patron

This is one of the decks awarded with the beginning quest.

You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Psijic Loremaster Celarus will depend if you are neutral, favored, or unfavored.  All patrons begin neutral.  

If Psijic Loremaster Celarus is in a NEUTRAL position when you interact with him, you pay 4 coins and your opponent has 1 agent card in their active agents.  Then the interaction will place 1 of your opponent’s active agents into their cooldown.  This patron will now FAVOR you.  

If Psijic Loremaster Celarus FAVORS you, you pay 4 coins and your opponent has 1 agent card in their active agents.  Then the interaction will place 1 of your opponent’s active agents into their cooldown.  No other status change will occur.

If you are UNFAVORED by Psijic Loremaster Celarus, you pay 4 coins and your opponent has 1 agent card in their active agents.  Then the interaction will place 1 of your opponent’s active agents into their cooldown.  This patron will then become NEUTRAL.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – Psijic Loremaster Celarus

“Apprentices see Celarus as a sort of one-Mer containment squad, binding any item that might disrupt the Aurbic forces of Tamriel. The Loremaster will do whatever it takes to protect Artaeum and the people of Nirn.” — The Arch-Mage Salarth

Loremaster Celarus’ play style features deck and tavern control.

Contents

Need specific info?  Click these quick links to go directly to each section.

Augur’s Counsel (contract action)

from the deck of Psijic Loremaster Celarus

Coin Cost 3

Play Effect

  • Toss – Look at the next 3 cards of your draw pile.  Choose up to 3 of those cards to move to your cooldown pile
Combo 2
  • Gain 2 Power

Contract cards are played immediately when purchased and are not added to your deck.

Ceporah’s Insight (action)

from the deck of Psijic Loremaster Celarus

Coin Cost 5

Play Effect

  • Replace up to 1 card from the Tavern
  • Toss – Look at the next 4 cards of your draw pile.  Choose up to 4 of those cards to move to your cooldown pile
Combo 2
  • Gain 3 Power

Mainland Inquiries (action)

from the deck of Psijic Loremaster Celarus

Starter Card

Play Effect

  • Gain 1 Coin

Prescience (action)

from the deck of Psijic Loremaster Celarus

Coin Cost 4

Play Effect

  • Gain 3 Coin
  • Replace up to 1 card from the Tavern

Prophesy (action)

from the deck of Psijic Loremaster Celarus

Coin Cost 4

Play Effect

  • Gain 3 Coin
  • Replace up to 2 cards from the Tavern

Psijic Apprentice (agent)

from the deck of Psijic Loremaster Celarus

Coin Cost 6

Health 3

Play Effect

  • Toss – Look at the next 4 cards of your draw pile.  Choose up to 4 of those cards to move to your cooldown pile

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Psijic Relicmaster (agent)

from the deck of Psijic Loremaster Celarus

Coin Cost 6

Health 3

Play Effect

  • Gain 1 Coin
  • Toss – Look at the next 4 cards of your draw pile.  Choose up to 4 of those cards to move to your cooldown pile

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Psijic’s Insight (action)

from the deck of Psijic Loremaster Celarus

Coin Cost 5

Play Effect

  • Gain 5 Gold
  • Toss – Look at the next 4 cards of your draw pile.  Choose up to 4 of those cards to move to your cooldown pile
Combo 2
  • Gain 2 Power

Sage Counsel (contract action)

from the deck of Psijic Loremaster Celarus

Coin Cost 3

Play Effect

  • Gain 3 Gold
  • Toss – Look at the next 3 cards of your draw pile.  Choose up to 3 of those cards to move to your cooldown pile
Combo 2
  • Gain 1 Power

Contract cards are played immediately when purchased and are not added to your deck.

Scrying Globe (action)

from the deck of Psijic Loremaster Celarus

Coin Cost 2

Play Effect

  • Gain 2 Coin
  • Toss – Look at the next 2 cards of your draw pile.  Choose up to 2 of those cards to move to your cooldown pile

The Dreaming Cave (action)

from the deck of Psijic Loremaster Celarus

Coin Cost 6

Play Effect

  • Draw 1 card
  • Toss – Look at the next 4 cards of your draw pile.  Choose up to 4 of those cards to move to your cooldown pile
Combo 2
  • Gain 2 Power

Time Mastery (action)

from the deck of Psijic Loremaster Celarus

Coin Cost 3

Play Effect

  • Toss – Look at the next 4 cards of your draw pile.  Choose up to 4 of those cards to move to your cooldown pile.
Combo 2
  • Gain 2 Coin

Rajhin, The Purring Liar, Tribute Patron

This deck can be awarded by acquiring clues to find deck fragments.  Fragments can

You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Rajhin, the Purring Liar will depend if you are neutral, favored, or unfavored.  All patrons begin neutral.  

If Rajhin, the Purring Liar is in a NEUTRAL position when you interact with him, you pay 3 coins.  Then the interaction will create a bewilderment card and place it in your opponent’s cooldown.  This patron will now FAVOR you.  

If Rajhin, the Purring Liar FAVORS you, you pay 3 coins.  Then the interaction will create a bewilderment card and place it in your opponent’s cooldown.  No other status change will occur.

If you are UNFAVORED by Rajhin, the Purring Liar, you pay 3 coins.  Then the interaction will create a bewilderment card and place it in your opponent’s cooldown.  This patron will then become NEUTRAL.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – Rahjin, the Purring Liar

“With a flick of a hidden knife, the thief-god cut the fat merchant’s shadow away. He tied the shadow’s feet to his own. Laughing, Rajhin continued down the road, his two shadows dancing before and behind him.” — The Seven Shadows of Rajhin

Rajhin’s play style features enemy deck manipulation and prestige breaking.

Contents

Need specific info?  Click these quick links to go directly to each section.

Bag of Tricks (contract action)

from the deck of Rahjin, the Purring Liar

Coin Cost 7

Play Effect

  • Opponent discards 1 card from their hand at the start of their turn
Combo 2
  • Draw 1 card
Combo 3
  • Opponent discards 1 card from their hand at the start of their turn

Contract cards are played immediately when purchased and are not added to your deck.

Bewilderment (curse)

from the deck of Rahjin, the Purring Liar

Play Effect

  • None

Grand Larceny (action)

from the deck of Rahjin, the Purring Liar

Coin Cost 5

Play Effect

  • Gain 4 Coin
Combo 2
  • Knock Out – Place 1 of your opponent’s active agents into their cooldown pile
  • Break – Opponent loses 1 Prestige

Jarring Lullaby (action)

from the deck of Rahjin, the Purring Liar

Coin Cost 7

Play Effect

  • Knock Out – Place 2 of your opponent’s active agents into their cooldown pile
  • Gain 1 Coin
Combo 2
  • Gain 3 Coin
Combo 3
  • Opponent discards 1 card from their hand at the start of their turn

Jeering Shadow (agent)

from the deck of Rahjin, the Purring Liar

Coin Cost 4

Health 1

Play Effect

  • Gain 1 Coin
Combo 2
  • Break – Opponent loses 1 Prestige

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Moonlit Illusion (contract action)

from the deck of Rahjin, the Purring Liar

Coin Cost 3

Play Effect

  • Destroy up to 1 of your cards that are in play from the game
Combo 3
  • Break – Opponent loses 1 Prestige

Contract cards are played immediately when purchased and are not added to your deck.

Pounce and Profit (action)

from the deck of Rahjin, the Purring Liar

Coin Cost 5

Play Effect

  • Gain 4 Coin
Combo 2
  • Knock Out – Place 1 of your opponent’s active agents into their cooldown pile

Prowling Shadow (agent)

from the deck of Rahjin, the Purring Liar

Coin Cost 4

Play Effect

  • Gain 2 Coin
Combo 2
  • Break – Opponent loses 1 Prestige

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Ring’s Guile (contract action)

from the deck of Rahjin, the Purring Liar

Coin Cost 7

Play Effect

  • Opponent discards 1 card from their hand at the start of their turn
Combo 2
  • Draw 1 card
Combo 3
  • Opponent discards 1 card from their hand at the start of their turn
  • Draw 1 card

Contract cards are played immediately when purchased and are not added to your deck.

Shadow’s Slumber (action)

from the deck of Rahjin, the Purring Liar

Coin Cost 7

Play Effect

  • Knock Out – Place 2 of your opponent’s active agents into their cooldown pile.
  • Gain 1 Coin
Combo 2
  • Gain 4 Coin
Combo 3
  • Opponent discards 1 card from their hand at the start of their turn

Sleight of Hand (action)

from the deck of Rahjin, the Purring Liar

Coin Cost 2

Play Effect

  • Gain 2 Coin
Combo 2
  • Replace up to 1 card from the Tavern

Stubborn Shadow (agent)

from the deck of Rahjin, the Purring Liar

Coin Cost 6

Taunt 3

Play Effect

Combo 2
  • Break – Opponent loses 2 Prestige

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Taunt 3 – This agent must be attacked first.  Prevents opponent’s end of turn power to prestige conversion.

Swipe (action)

from the deck of Rahjin, the Purring Liar

Starter Card

Play Effect

  • Gain 1 Coin

Twilight Revelry (action)

from the deck of Rahjin, the Purring Liar

Coin Cost 10

Play Effect

  • Opponent discards 1 card from their hand at the start of their turn
Combo 2
  • Replace up to 3 cards from the Tavern
Combo 3
  • Break – Opponent loses 3 Prestige

Combo 4

  • Draw 3 cards

Red Eagle, King of the Reach, Tribute Patron

This deck can be awarded by acquiring clues to find deck fragments.  Fragments can then be combined into the deck.

You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Red Eagle, King of the Reach will depend if you are neutral, favored, or unfavored.  All patrons begin neutral.  

If Red Eagle, King of the Reach is in a NEUTRAL position when you interact with him, you pay 2 Power.  Then the interaction allows you to draw 1 card.  This patron will now FAVOR you.  

If Red Eagle, King of the Reach FAVORS you, you pay 2 Power.  Then the interaction allows you to draw 1 card.  No other status change will occur.

If you are UNFAVORED by Red Eagle, King of the Reach, you pay 2 Power.  Then the interaction allows you to draw 1 card.  This patron will then become NEUTRAL.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – Red Eagle, King of the Reach

“Shrieking eagles cried his name, As he rose from mother’s womb. A child born with the blook-elk’s eye, Whose rage spelled Disamond’s doom.” — Red Eagle’s Song

Red Eagle’s play style features deck culling and power gain.

Contents

Need specific info?  Click these quick links to go directly to each section.

Blood Sacrifice (contract action)

from the deck of Red Eagle, King of the Reach

Coin Cost 6

Play Effect

  • Destroy up to 1 of your cards that are in play from the game
  • Gain 3 Power
Combo 2
  • Draw 1 card

Contract cards are played immediately when purchased and are not added to your deck.

Bloody Offering (contract action)

from the deck of Red Eagle, King of the Reach

Coin Cost 6

Play Effect

  • Destroy up to 1 of your cards that are in play from the game
  • Gain 2 Power
Combo 2
  • Draw 1 card

Contract cards are played immediately when purchased and are not added to your deck.

Bonfire (contract action)

from the deck of Red Eagle, King of the Reach

Coin Cost 3

Play Effect

  • Destroy up to 1 of your cards that are in play from the game

Contract cards are played immediately when purchased and are not added to your deck.

Briarheart Ritual (contract action)

from the deck of Red Eagle, King of the Reach

Coin Cost 5

Play Effect

  • Gain 1 Power
  • Destroy up to 2 of your cards that are in play from the game

Contract cards are played immediately when purchased and are not added to your deck.

Clan-Witch (contract agent)

from the deck of Red Eagle, King of the Reach

Coin Cost 6

Health 3

Play Effect

  • Destroy up to 1 of your cards that are in play from the game

Contract cards are played immediately when purchased and are not added to your deck.

Contract agents remain active and in play until their health is depleted then the agent is removed from play.

Elder Witch (contract agent)

from the deck of Red Eagle, King of the Reach

Coin Cost 6

Play Effect

  • Destroy up to 1 of your cards that are in play from the game
Combo 2
  • Replace up to 1 card from the Tavern

Contract cards are played immediately when purchased and are not added to your deck.

Contract agents remain active and in play until their health is depleted then the agent is removed from play.

Hargraven (agent)

from the deck of Red Eagle, King of the Reach

Coin Cost 9

Health 3

Play Effect

  • Destroy up to 1 of your cards that are in play from the game
Combo 2
  • Gain 1 Power

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Hagraven Matron (agent)

from the deck of Red Eagle, King of the Reach

Coin Cost 9

Play Effect

  • Destroy up to 1 of your cards that are in play from the game
Combo 2
  • Gain 3 Power

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Imperial Plunder (contract action)

from the deck of Red Eagle, King of the Reach

Coin Cost 3

Play Effect

  • Replace up to 2 cards from the Tavern
Combo 2
  • Gain 2 Coin

Contract cards are played immediately when purchased and are not added to your deck.

Imperial Spoils (contract action)

from the deck of Red Eagle, King of the Reach

Coin Cost 3

Play Effect

  • Replace up to 2 cards from the Tavern
Combo 2
  • Gain 1 Coin

Contract cards are played immediately when purchased and are not added to your deck.

Karth Man-Hunter (contract agent)

from the deck of Red Eagle, King of the Reach

Coin Cost 5

Health 2

Play Effect

  • Gain 1 Power
Combo 2
  • Destroy up to 1 of your cards that are in play from the game

Contract cards are played immediately when purchased and are not added to your deck.

Contract agents remain active and in play until their health is depleted then the agent is removed from play.

Midnight Raid (action)

from the deck of Red Eagle, King of the Reach

Coin Cost 4

Play Effect

  • Gain 3 Power
Combo 2
  • Gain 2 Power

War Song (action)

from the deck of Red Eagle, King of the Reach

Starter Card

Play Effect

  • Gain 1 Power

Saint Pelin, Tribute Patron

This is one of the decks awarded with the beginning quest.

You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Saint Pelin will depend if you are neutral, favored, or unfavored.  All patrons begin neutral.  

If Saint Pelin is in a NEUTRAL position when you interact with him, you will pay 2 Power and have 1 agent card in your cooldown.  Then the interaction will return up to 1 agent card from your cooldown to the top of your draw.  This patron will now FAVOR you.  

If Saint Pelin FAVORS you, you will pay 2 Power and have 1 agent card in your cooldown.  Then the interaction will return up to 1 agent from your cooldown to the top of your draw pile.  No other status change will occur.

If you are UNFAVORED by Saint Pelin, you will pay 2 Power and have 1 agent card in your cooldown.  Then the interaction will return up to 1 agent card from your cooldown to the top of your draw.  This patron will then become NEUTRAL.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – Saint Pelin

“You have the strength to do what’s needed. We can all be as strong as a humble man like Pelin.” — Priestess Adie Rodeau

Saint Pelin’s play style features offensive power and defensive agents.

Contents

Need specific info?  Click these quick links to go directly to each section.

Archers’ Volley (action)

from the deck of Saint Pelin

Coin Cost 4

Play Effect

  • Gain 3 Power
Combo 2
  • Gain 1 Coin

Bangkorai Sentries (agent)

from the deck of Saint Pelin

Coin Cost 7

Taunt 4

Play Effect

  • Gain 1 Coin
  • Gain 1 Power

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Taunt 4 – This agent must be attacked first.  Prevents opponent’s end of turn power to prestige conversion.

Banneret (agent)

from the deck of Saint Pelin

Coin Cost 9

Taunt 5

Play Effect

  • Gain 3 Power

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Taunt 5 – This agent must be attacked first.  Prevents opponent’s end of turn power to prestige conversion.

Fortify (action)

from the deck of Saint Pelin

Starter Card

Play Effect

  • Gain 1 Power

Knight Commander (agent)

from the deck of Saint Pelin

Coin Cost 9

Taunt 5

Play Effect

  • Gain 3 Power
Combo 2
  • Heal this agent for 2 Health

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Taunt 5 – This agent must be attacked first.  Prevents opponent’s end of turn power to prestige conversion.

Knights of Saint Pelin (agent)

from the deck of Saint Pelin

Coin Cost 7

Taunt 4

Play Effect

  • Gain 1 Coin
  • Gain 1 Power
Combo 2
  • Gain 1 Power

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Taunt 4 – This agent must be attacked first.  Prevents opponent’s end of turn power to prestige conversion.

Legion’s Arrival (action)

from the deck of Saint Pelin

Coin Cost 3

Play Effect

  • Gain 2 Coin
Combo 2
  • Gain 3 Power

Rally (action)

from the deck of Saint Pelin

Coin Cost 8

Play Effect

  • Gain 6 Power
Combo 2
  • Draw 1 card

Reinforcements (action)

from the deck of Saint Pelin

Coin Cost 3

Play Effect

  • Gain 2 Coin
Combo 2
  • Gain 2 Power
Combo 3
  • Gain 1 Power

Shield Bearer (contract agent)

from the deck of Saint Pelin

Coin Cost 6

Taunt 5

Play Effect

  • Gain 1 Power

Contract cards are played immediately when purchased and are not added to your deck.

Contract agents remain active and in play until their health is depleted then the agent is removed from play.

Taunt 5 – This agent must be attacked first.  Prevents opponent’s end of turn power to prestige conversion.

Siege Weapon Volley (action)

from the deck of Saint Pelin

Coin Cost 4

Play Effect

  • Gain 4 Power
Combo 2
  • Gain 1 Coin

The Armory (action)

from the deck of Saint Pelin

Coin Cost 6

Play Effect

  • Gain 1 Coin
  • Gain 5 Power

The Portcullis (action)

from the deck of Saint Pelin

Coin Cost 2

Play Effect

  • Gain 2 Power
Combo 2
  • Gain 1 Coin

Sorcerer-King Orgnum, Tribute Patron

This deck can be awarded by acquiring clues to find deck fragments.  Fragments can then be combined into the deck.

You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Sorcerer-King Orgnum will depend if you are neutral, favored, or unfavored.  All patrons begin neutral.  

If Sorcerer-King Orgnum is in a NEUTRAL position when you interact with him, you pay 3 coins.  Then the interaction will gain you 1 Power for every 6 cards that you own, rounded down.  This patron will now FAVOR you.  

If Sorcerer-King Orgnum FAVORS you, you pay 3 coins.  Then the interaction will gain you 1 Power for every 4 cards you own, rounded down.  It will also create a Maormer Boarding Party card and place it in your cooldown.  No other status change will occur.

If you are UNFAVORED by Sorcerer-King Orgnum, you pay 3 coins.  Then the interaction will gain you 2 Power.  This patron will then become NEUTRAL.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – Sorcerer-King Orgnum

“The arch-mage known as King Orgnum has long led the outcasts of the shrouded isle of Pyandonea. He uses foul spells, rituals, and sacrifices to continually renew his youth and vigor. Be wary, but have courage.” — Telenger the Artificer

King Ornum’s play style features direct prestige gain.

Contents

Need specific info?  Click these quick links to go directly to each section.

Ghostscale Sea Serpent (action)

from the deck of Sorcerer-King Orgnum

Coin Cost 2

Play Effect

  • Gain 1 Coin
  • Gain 1 Prestige
Combo 2
  • Gain 1 Power

King Orgnum’s Command (contract action)

from the deck of Sorcerer-King Orgnum

Coin Cost 2

Play Effect

  • Call on 1 additional Patron this turn

Contract cards are played immediately when purchased and are not added to your deck.

Maormer Boarding Party (action)

from the deck of Sorcerer-King Orgnum

Coin Cost 2

Play Effect

  • Gain 1 Prestige
Combo 2
  • Gain 1 Prestige

Maormer Cutter (contract action)

from the deck of Sorcerer-King Orgnum

Coin Cost 2

Play Effect

  • Gain 1 Power
Combo 2
  • Gain 1 Power
Combo 3
  • Gain 2 Power

Contract cards are played immediately when purchased and are not added to your deck.

Pyandonean War Fleet (action)

from the deck of Sorcerer-King Orgnum

Coin Cost 3

Play Effect

  • Gain 2 Power
Combo 3
  • Gain 3 Power

Sea Elf Raid (action)

from the deck of Sorcerer-King Orgnum

Starter Card

Play Effect

  • Gain 1 Coin
Combo 3
  • Gain 1 Power

SEa Raider’s Glory (contract action)

from the deck of Sorcerer-King Orgnum

Coin Cost 2

Play Effect

  • Gain 1 Prestige
Combo 3
  • Gain 3 Prestige

Contract cards are played immediately when purchased and are not added to your deck.

Sea Serpent Colossus (action)

from the deck of Sorcerer-King Orgnum

Coin Cost 2

Play Effect

  • Gain 1 Coin
  • Gain 1 Prestige
Combo 2
  • Gain 2 Power

Serpentguard Rider (agent)

from the deck of Sorcerer-King Orgnum

Coin Cost 5

Health 2

Play Effect

  • Gain 2 Power
Combo 2
  • Gain 1 Power
  • Replace up to 1 card from the Tavern

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Serpentprow Schooner (action)

from the deck of Sorcerer-King Orgnum

Coin Cost 3

Play Effect

  • Gain 2 Power
Combo 3
  • Gain 2 Power

Snakeskin Freebooter (agent)

from the deck of Sorcerer-King Orgnum

Coin Cost 5

Health 3

Play Effect

  • Gain 1 Coin
Combo 2
  • Create 1 Maormer Boarding Party card and place it in your cooldown pile

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Storm Shark Wavecaller (agent)

from the deck of Sorcerer-King Orgnum

Coin Cost 5

Health 2

Play Effect

  • Gain 2 Power
Combo 2
  • Replace up to 1 card from the Tavern

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Summerset Sacking (action)

from the deck of Sorcerer-King Orgnum

Coin Cost 2

Play Effect

  • Gain 1 Prestige
Combo 2
  • Gain 1 Prestige
Combo 3
  • Gain 1 Coin

The Druid King, Tribute Patron

This deck can be awarded by acquiring clues to find deck fragments.  Fragments can then be combined into the deck.

You must meet the requirements for patrons before they can be used.  If you do meet the requirements, the patron will glow.  Your patron interaction with The Druid King will depend if you are neutral, favored, or unfavored.  All patrons begin neutral.  

If The Druid King is in the neutral position when you interact with him, you pay 2 power.  Then the interaction will allow you to replace up to 2 cards from the Tavern.  If you have created a combo 5, the Chimera will be added to your cooldown.  This Patron will now FAVOR you.

If The Druid King FAVORS you, you pay 2 power.  Then the interaction will allow you to replace up to 2 cards from the Tavern.  If you have create a combo 4, the Chimera will be added to your cooldown.  No other status change will occur.

If you are UNFAVORED by The Druid King, you pay 2 power.  Then the interaction will allow you to replace up to 2 cards from the Tavern.  This patron will then become Neutral.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – The Druid King

“When mountain shakes and Sower wakes, The throne shall bloom again. One choice, one will, one binding word, Shall bless or curse all lands.” — The annotated Dream of Kasorayn

The Druid King’s play style features long-form combos and powerful agents.

Contents

Need specific info?  Click these quick links to go directly to each section.

Deepwoods Ritual (action)

from the deck of The Druid King

Coin Cost 4

Play Effect

  • Gain 2 Power
Combo 2
  • Replace up to 1 card from the Tavern
Combo 3
  • Gain 3 Prestige

Draoife Ritecaller (agent)

from the deck of The Druid King

Coin Cost 6

Health 3

Play Effect

  • Gain 1 Coin
  • While in play:  when any card, including this one, is placed in your cooldown, Gain 1 Coin
Combo 2
  • Create 1 Wispheart Totem card and place it in your cooldown pile

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Druid King Vestments (action)

from the deck of The Druid King

Coin Cost 2

Play Effect

  • Gain 2 Coin
  • While in Play:  when any card is placed in your cooldown, Gain 1 Power

Eldertide Fenwitch (agent)

from the deck of The Druid King

Coin Cost 6

Health 3

Play Effect

  • Gain 1 Coin
  • While in play:  when any card, including this one, is placed in your cooldown, Gain 1 Coin
Combo 2
  • Create 1 Wispcaller Totem card and place it in your cooldown pile

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Envoy of the Draoife (agent)

from the deck of The Druid King

Coin Cost 5

Health 3

Play Effect

  • Gain 1 Power
  • While in play:  when an agent, including this one, is activated or played:  Gain 1 Coin

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Firesong Haruspex (agent)

from the deck of The Druid King

Coin Cost 5

Play Effect

  • Gain 1 Prestige
  • Gain 1 Coin
  • While in play:  when an agent, excluding this one, is placed in your cooldown, Gain 1 Prestige

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Forest Wraith (contract agent)

from the deck of The Druid King

Coin Cost 4

Health 3

Play Effect

  • Gain 1 Power
  • While in play:  when any card is placed in your cooldown, Gain 1 Power

Contract cards are played immediately when purchased and are not added to your deck.

Contract agents remain active and in play until their health is depleted then the agent is removed from play.

Ritual Herbs (action)

from the deck of The Druid King

Starter Card

Play Effect

  • Gain 1 Coin

Runes of the Draoife (action)

from the deck of The Druid King

Coin Cost 2

Play Effect

  • Gain 2 Coin
  • While in play:  when an agent is placed in your cooldown, Gain 1 Power

Stonelore Rockseer (agent)

from the deck of The Druid King

Coin Cost 4

Health 2

Play Effect

  • Gain 1 Power
  • While in play:  when an agent, including this one, is activated or played, Gain 1 Coin

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

The Chimera (agent)

from the deck of The Druid King

Reward Card

Taunt 5

Play Effect

Combo 2
  • Replace up to 1 card from the Tavern
Combo 3
  • Gain 2 Power

Combo 4

  • Gain 3 Prestige

Agents remain active and in play until their health is depleted then the agent is added to your cooldown.

Taunt 5 – This agent must be attacked first.  Prevents opponent’s end of turn power to prestige conversion.

Whispers of the Grove (contract action)

from the deck of The Druid King

Coin Cost 2

Play Effect

  • Replace up to 1 card from the Tavern
Combo 2
  • Gain 2 Coin

Contract cards are played immediately when purchased and are not added to your deck.

Wispcaller Totem (action)

from the deck of The Druid King

Coin Cost 3

Play Effect

  • Gain 1 Coin
Combo 2
  • Gain 2 Coin
Combo 4
  • Gain 3 Coin

Wispheart Totem (contract action)

from the deck of The Druid King

Coin Cost 3

Play Effect

  • Gain 1 Coin
Combo 2
  • Gain 2 Coin
Combo 3
  • Gain 2 Coin
Combo 4
  • Gain 3 Coin

The Treasury, Tribute Patron?

Indeed this is correct.  There is yet another patron and deck of cards involved in ToT.  This patron is the Treasury.  It is in every game.  The Treasury has its own cards that are mixed with the player’s 4 decks.

As you might expect, Treasury cards are coin-related.  To interact with this patron, you pay 2 coins.  In return, you choose a card (ideally a single gold coin card) that is exchanged for a writ card that grants you 2 coins the next time you use it.

The Treasury remains neutral at all times and available for 2 coins to either player.  Consequently, the Treasury does not apply to the 4-patron-favored-win condition.

Let’s take a closer look at the cards that are in this deck.

Tales of Tribute Patron – Treasury

“In times of trouble, you should take comfort knowing that we’ll keep your money safe.”  — Edwinna Gaering

The treasury is a deck of cards available in every game of Tribute.

Contents

Need specific info?  Click these quick links to go directly to each section.

Ambush (contract action)

from the deck of Treasury

Coin Cost 3

Play Effect

  • Knockout – Place 2 of your opponent’s active agents into their cooldown pile

Contract cards are played immediately when purchased and are not added to your deck.

Barterer (contract action)

from the deck of Treasury

Coin Cost 1

Play Effect

  • Replace up to 1 card from the Tavern

Contract cards are played immediately when purchased and are not added to your deck.

Black Sacrament (contract action)

from the deck of Treasury

Coin Cost 2

Play Effect

  • Knock Out – Place 1 of your opponent’s active agents into their cooldown pile

Contract cards are played immediately when purchased and are not added to your deck.

Blackmail (contract action)

from the deck of Treasury

Coin Cost 3

Play Effect

  • Gain 2 Power

Contract cards are played immediately when purchased and are not added to your deck.

Gold (action)

from the deck of Treasury

Starter Card

Play Effect

  • Gain 1 Coin

Harvest Season (contract action)

from the deck of Treasury

Coin Cost 2

Play Effect

  • Draw 1 card

Contract cards are played immediately when purchased and are not added to your deck.

Imprisonment (contract action)

from the deck of Treasury

Coin Cost 5

Play Effect

  • Gain 4 Power

Contract cards are played immediately when purchased and are not added to your deck.

Ragpicker (contract action)

from the deck of Treasury

Coin Cost 3

Play Effect

  • Destroy up to 1 of your cards that are in play from the game

Contract cards are played immediately when purchased and are not added to your deck.