Hand Boosts 2026

Crafting cost: 7220

  • Enchanted Armor

    800


  • Renfri

    16 : 800

  • Dana Méadbh: Provider

    14 : 800

  • Gezras of Leyda

    10 : 800

  • Triss: Butterflies

    9 : 800

  • Saesenthessis

    9 : 800

  • Zoltan: Scoundrel

    8 : 800

  • Francis Bedlam

    8 : 200

  • Torque

    8 : 200

  • Sheldon Skaggs

    7 : 200

  • Dunca

    7 : 200

  • Hawker Smugglerx2

    6 : 80

  • Farseerx2

    6 : 30

  • Sirssa

    6 : 200

  • Renfri's Gangx2

    5 : 80

  • Hawker Supportx2

    4 : 30

  • Elven Wardancerx2

    4 : 30

  • Cat Witcher Adeptx2

    4 : 30

  • Watcher of the Valleyx2

    4 : 30

The concept behind this deck is to boost your hand as much as possible and still maintain enough power to overwhelm the opponent. Can start by using your invigorate ability twice to boost all cards except Farseer and Torque hand. If you have Farseer in hand try to boost Torque with it's ability instead of your leader effect as a follow up for a higher value. Dana Meadbh: Provider is a great first play in the first round as well. Starting with this allows for you to save your leader ability for a higher potential by applying more boosts to Torque after Farseer. Witchers are an easy target to boost through this passive. This deck only has units to use the Renfri package so it has synergy with the amount of units you play. Renfri can be a gamble with what you get, although sometimes you can apply a cooldown to the effect and use 2 leader abilities from the selection. This helps the late game play-style of hand boosting very effectively.

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