When the rich hog all the magical cards? Time to use that five-finger discount!

Life on the Waves isn’t easy. Especially if you’re a pickpocket with no education, no prospects and no future.

For Chase and his crew of low-lives, there is one real option. If they want to a path out of poverty, they will have to unlock access to the magical card system that will change their lives for the better.

Of course, nothing’s free in life. And nobody higher up the chain is going to give them a hand up. But what they might lack for in education, riches and, let’s face it, hygiene, they have in determination.

Sure, they're facing both established powers, churches and age-old prejudices. That just means it’s time to get to work. If the Lightborn won’t share and play nice?

Sometimes the only way to get dealt a better hand is to steal the whole damn deck!

D&D meets Magic the Gathering in this epic fantasy deckbuilding LitRPG.


Theft of a lifetime? Successful. Surviving that very theft? Problematic.

Chase and his ragtag crew of criminals, including a very reluctant noble heir, have just pulled off the impossible. They've stolen not one, but two, legendary decks of power. Light and Darkness.

With that kind of magic, they would be able to live like kings... you know, if the entire Church of the Circle and the Lightborn nobility didn't want them dead. So yeah, no pressure.

All they need to do is escape and get to the Elemental Towers in Earth's Ward. It's the perfect hideout for a crew with a death warrant, and it is home to the largest Library on Ordei. The place that prides itself on housing the original Elemental decks. Such shiny decks…

Remember: It's only a crime if you get caught!

D&D meets Magic the Gathering in this epic fantasy deckbuilding LitRPG.


Survival was just the beginning. Time to get FURIOUS.

Chase and his crew of outlaw card-wielders had their future all figured out: the Earth's Ward stronghold would keep them safe and sound in well-earned comfort, the latent power in their decks enough to ensure their safety from any stray attacks.

But when an army of religious zealots marks your cards—and your heads—for 'cleansing,' even friends in high places aren’t enough to keep your backs free.

Their last shot at survival lies in the wild Furyborn lands, where their only hope is to convince a tribe of bloodthirsty isolationists—famous for turning outsiders into fertilizer—to part with their most sacred possession: a legendary Fury deck.

Safe? Nope. Easy? Don't bet on it. Fun? Well, one out of three ain’t bad…