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WITS Starter Guide — What Is This Sorcery: Quick Prep

Quick WITS primer: deck rules, mana, Heroes, Catenians, relics, traps, key keywords, and simple early-game plans so you stop throwing away obvious wins.

By Esportz.fun Team
Archive · original publication date unavailable
9 min read
WITS Starter Guide — What Is This Sorcery: Quick Prep

TL;DR

  • WITS uses a 40-card faction deck led by a Hero (starts 0 Attack, 40 HP; Heroes don't count toward 40).
  • Start with 2 mana, +1 each turn; unused mana doesn't carry over. Battlefield: 7 slots, one is Hero so six for Catenians.
  • Relics boost Heroes/Catenians, Sorcery swings boards, Traps trigger later—timing beats flash.
  • Learn Protection, On Play, Divine Shield, On Death, Flying, Fury for smarter trades.

What You Need to Know First

Before you queue a match, sort the basics. WITS is less about random RNG miracles and more about timing, placement, and choosing which of your Catenians eats a removal spell so your combo survives. Here's the hard data you'll want in front of you.

ItemEffectWhere to Get
Deck size40 cards, faction-basedBuild screen
HeroStarts with 0 Attack and 40 HP; levels up by playing faction cards to unlock abilities at Level 2 and 3Hero select
ManaStart with 2, gain +1 per turn; unused mana does NOT carry overTurn system
Battlefield slots7 total slots; one is occupied by your Hero, so 6 are available for CateniansMatch UI
CateniansSummonable units with stats and keywords (On Play, On Death, Protection, etc.)Card pool
RelicsEquip to Heroes or Catenians for stats/effectsCard pool
Sorcery (Spells)One-use effects: damage, draw, mana, buffsCard pool
TrapsHidden, delayed-trigger cards that activate on conditionsCard pool

A few quick notes: Heroes don’t count toward the 40-card limit and are active on the board, so their positioning and relics matter more than you'd expect. The game rewards planning a couple turns ahead — yes, even against aggro.

Step-by-Step Guide

  1. Pick a Hero and faction that match how you like to play.

    • If you want fast wins, aim for aggro-friendly Heroes. If you prefer mid-to-late scaling, choose a Hero with strong level-up payoffs.
  2. Build a tight 40-card deck.

    • Prioritize curve and synergy: cheap Catenians for early presence, a few reliable removal Sorcery cards, and 3–5 Relics or Traps depending on your plan.
  3. Learn the board math: mana, slots, and tempo.

    • You start at 2 mana and gain +1 each turn; bank nothing. That means each turn is a forced decision: develop board or hold answer.
  4. Play for level spikes.

    • Heroes level by playing faction cards. If your Hero’s Level 2 or 3 unlock is a game-changer, plan a turn or two to hit that reliably rather than spamming inefficient plays.
  5. Use placement and Protection smartly.

    • Protection forces opponents to target that unit first. If your unit has Protection and On Death synergy, it might be the perfect sacrificial lamb.
  6. Don’t spam Sorcery just because it looks flashier.

    • Sorcery (Spells) can swing games, but wasting them on small gains will cost you. Save them for board clears, direct damage to finish a Hero, or turning a losing trade into a winning one.
  7. Trap timing is everything.

    • Traps are hidden threats. Place them where opponents overextend: on-battlefield triggers or expected spell windows.
  8. Finish when you can.

    • If you have a lethal line in two clear steps, take it. WITS rewards converting a lead rather than stretching it out.

Useful quick-reference table: key card types and when to prioritize them.

ItemEffectWhere to Get
HeroActive board fighter + passive that levels (Level 2 and 3 matter)Hero select
CateniansBoard units: On Play, On Death, Protection, Flying, FuryCard pool
RelicsEquip for attack/defense/utility; can let Heroes attackCard pool
Sorcery (Spells)One-shot effects: damage, draw, mana, buffsCard pool
TrapsHidden conditional effects that trigger laterCard pool

How a typical early turn plays out:

  1. Turn 1–2: Establish board with low-cost Catenians or set up a small Trap. Keep one Sorcery if you expect early removal.
  2. Turn 3–5: Start forcing trades. Place Relics on Heroes only when they change combat math or protect a level-up.
  3. Turn 6+: Push for level 2/3 Hero triggers, combo with Sorcery and On Death synergies to close the game.

If you remember one thing: timing > flashy moments. A well-timed Trap or saved Sorcery can ruin someone who assumes they have the board.

Pro Tips

  • Count the enemy mana curve each turn. If they spent two cards on turn 3, they usually can’t answer a big turn 4—you can plan a relic or Sorcery accordingly.
  • Use a low-cost Catenian with Protection to bait removal and preserve your key On Death unit. Think of it as sacrificial chess, not mindless trading.
  • If your Hero’s Level 3 is a win condition, prioritize playing faction cards in small piles rather than one big overcommit—you’ll hit the spike more reliably.
  • Trap placement: put them where the opponent wants to overextend (lanes with tempo advantage). A single trigger can flip a whole turn.
  • Don’t slap Relics on Heroes unless they change damage math. A relic that lets a Hero attack is great only if it actually secures a trade or lethal.

Common Mistakes to Avoid

  • Overvaluing early wins: playing too many one-drop Catenians without synergy leaves you toast against midrange or control.
  • Wasting Sorcery on marginal value: those spells are for swing turns, not polishing a lead.
  • Ignoring positioning: with Protection and Flying on the table, lane placement decides trades more than raw stats.
  • Treating Traps like extra Sorcery: traps are about timing and psychology, not immediate board tempo.