Star Realms Card Tier Lists (added Y2 Promos & Untied Heroes)

BEFORE READING: For the newest version of the Card Tier List, CLICK HERE!

-Original by Scott Heise aka HomerJr
-Recent additions by Rick DeMille aka Darklighter

[Updated 10/30/2019] 

This update includes two sets:

  • Year 2 Promos (“2”)
  • United Heroes (“U”)

Previous Updates:

Before we get to the updated card tier lists, let’s talk quickly about the new cards introduced in the Year 2 Promos & United Heroes expansions.

(If you want to skip to the update Tier Lists, they’re in the chart below)

Year 2 Promos (“2”) Ships and Bases:

  • Federal Transport (“2”) ($2)Trade Federation
    • Description
      • Main ability: 1 trade, 5 life gain
      • Ally ability: 2 trade
    • Good early card, especially in a deck with other blue.  It’s a particularly nice early purchase to combat an opponent’s aggro strategy.  While it doesn’t belong with Cutter as a Tier 1 (“Must Buy”) in Deck 1, it is still a good Deck 1 purchase.  Played 4 times in a game, this card will soak 20 damage which is not insignificant.
    • Tier List Ranking
      • Opening buys – Tier 2
      • Mid Game – Tier 2
      • Late Game – Tier 3
  • Imperial Smuggler (“2”) ($2)Star Empire
    • Description
      • Main ability: 3 damage, draw a card then discard a card
      • Scrap ability: 2 trade
    • This card belongs in the top tier among opening buys.  It does not increase your deck size because of it’s cycling ability, and can be flipped for a better card because of it’s scrap ability.  It is especially valuable when playing with Colony Wars, given the prospect of the directly-into-hand Emperor’s Dreadnaught.  The value of this card does not decrease late-game, until perhaps if you’ve scrapped all of your starter cards and no longer need it’s cycling ability.  But fortunately this card self scraps so you can get rid of it in the unlikely event that you no longer need it.
    • Tier List Ranking
      • Opening buys – Tier 1
      • Mid Game – Tier 1
      • Late Game – Tier 2
  • Probe Bot (“2”) ($2)Machine Cult
    • Description
      • Main ability: 1 trade, you may scrap a card in your hand or discard pile
      • Ally ability: draw a card
      • Scrap ability: 3 damage
    • Perhaps the best “scrapper” that costs $3 or less, other than Convoy Bot.  It provides trade which is often more desirable early game (hence people generally choosing Supply Bot over Missile Bot in Deck 1).  Mid-to-late game it will trigger a draw if you have other red cards, thus not increasing your deck size.  And if you don’t have other reds to trigger the draw and want to speed up your deck, or need some extra damage to kill a base, you can always scrap this card for damage.  A must buy early.
    • Tier List Ranking
      • Opening buys – Tier 1
      • Mid Game – Tier 1
      • Late Game – Tier 3
  • War Kite (“2”) ($2)Blob
    • Description
      • Main ability: 5 damage
      • Scrap ability: Destroy target base
    • A solid card throughout the course of a game.  It has the potential to destroy 2 bases by itself with it’s 5 damage and scrap ability, which can be invaluable in breaking through an opponent’s base wall.  Even though War Kite can slow your deck down, it’s a good card to hang onto as “base insurance”, even in the late game when an opponent is more likely to have accumulated several bases. Even if it’s never needed, players often hold onto War Kite to help with the final kill shot.
    • Tier List Ranking
      • Opening buys – Tier 2
      • Mid Game – Tier 2
      • Late Game – Tier 2
  • Mercenary Garrison (“2”) ($4)No faction

    • Description
      • Base type: Outpost
      • Defense: 5
      • Star Empire ally: 2 damage
      • Machine Cult ally: Scrap a card from your hand or discard pile
      • Trade Federation ally: 3 life gain
      • Blob ally: Scrap up to two cards currently in the trade row
    • This card has an ability triggered by each faction, but it’s important to note that Mercenary Garrison is faction-less and thus will not trigger ally abilities of other cards.  Mercenary Garrison is a decent addition to a base-wall defense, but is not itself a game changing base.  When playing with Missions, Mercenary Garrison can be much more valuable, particularly when you have the Ally Mission, but can also contribute to other Missions.
    • Tier List Ranking
      • Opening buys – Tier 3
      • Mid Game – Tier 2
      • Late Game – Tier 3
  • Security Craft (“2”) ($4) – Trade Federation
    • Description
      • Main ability: 4 damage, 3 life gain
      • Ally ability: 3 trade
    • This is a good card to defend against an aggro strategy, or to employ as part of an aggro strategy.  If purchased in Deck 1 without any other blue to potentially trigger it’s ally ability, it can hinder your buying capacity in Deck 2, so beware.  Heavy blue decks often lack damage, so this is a good card to add if you are running a blue deck.  The Cons of this card are that it will slow your deck down, and it often lacks needed trade when purchased early game.
    • Tier List Ranking
      • Opening buys – Tier 2
      • Mid Game – Tier 2
      • Late Game – Tier 3
  • Bounty Hunter (“2”) ($5)Trade Federation
    • Destription
      • Main ability: 7 damage
      • Ally ability: 5 life gain
    • Provides a potential 12 pt damage swing, which is great.  This card has a similar cons as does Security Craft: it slows your deck down.  But the 7 damage and possibility of 5 life gain makes this card hard to pass up, even when you should.  That is not to suggest that this card is one you should usually pass up, but in a deck with little or no blues, this card’s lack of speed is very noticeable.  Still, the high amount of damage this card does is why it’s in Tier 2 instead of Tier 3.  This is another card that is good for an aggro strategy, but is also a good defense against aggro, assuming you have others blues to trigger its ally ability.
    • Tier List Ranking
      • Opening buys – Tier 2
      • Mid Game – Tier 2
      • Late Game – Tier 2
  • Cargo Mech (“2”) ($5)Machine Cult
    • Description
      • Main ability: 4 trade, you may scrap a card in your hand or discard pile
      • Ally ability: Destroy target base
    • One of the best Deck 1 purchases as it gives you scrap and lots of trade.  Mid and especially late game it can become a hindrance unless you are triggering it’s ally ability to destroy a base.  Still, that late game nuisance is worth if you can get this card early.
    • Tier List Ranking
      • Opening buys – Tier 1
      • Mid Game – Tier 2
      • Late Game – Tier 4
  • Knightstar (“2”) ($5)Star Empire
    • Description
      • Main ability: 6 damage, if an opponent has a base in play, gain an additional 3 damage
      • Ally ability: Draw a card
    • A great card in a yellow deck, but still pretty good outside of a yellow deck.  Helps break through base walls, and essentially nullifies the effect of cheap bases with the extra damage it gets if an opponent has a base in play.  For example, playing a Warning Beacon can actually cost its owner health if their opponent plays Knightstar.
    • Tier List Ranking
      • Opening buys – Tier 2
      • Mid Game – Tier 2
      • Late Game – Tier 1
  • Stellar Ray (“2”) ($5)Blob
    • Description
      • Main ability: 3 trade, draw a card
      • Scrap ability: 6 damage
    • With it’s combination of trade and draw, it’s a can’t-go-wrong opening buy.  And because of it’s draw ability it’s a low risk purchase at any point in the game.  But even in the late game when you may not need the trade, this card is still a must buy.  At a minimum even in the late game it’s free 6 damage (“free” in the sense that this card replaces itself in your deck because of its draw ability).
    • Tier List Ranking
      • Opening buys – Tier 1
      • Mid Game – Tier 1
      • Late Game – Tier 1
  • Merc Battlecruiser (“2”) ($6)No Faction
    • Description
      • Main ability: 6 damage, draw a card, when played can be made any faction
    • Always a must buy.  Period.  The biggest negative of the Merc Cruiser is how it slows your deck down.  Obviously not an issue with the Merc Battlecruiser.
    • Tier List Ranking
      • Opening buys – NA
      • Mid Game – Tier 1
      • Late Game – Tier 1

United Heroes (“U”):

  • Chairman Haygan (“U”) ($3)
    • Description: See card
    • All of the heroes from United Heroes trigger their respective ally ability when purchased, and then again when scrapped.  Chairman Haygan grants 8 life gain on the whole, not counting any ally abilities it might also trigger.  It’s a good card, but not one should generally purchase early…in Deck 1 trade is more important than life gain so if nothing else one or two explorers is usually a better Deck 1 purchase than this hero, which is why this is put in Tier 3 among early-game purchases.  In contrast, in the late-game this is often a must-buy card because either your or your opponent likely needs life gain.
    • Tier List Ranking
      • Opening buys – Tier 3
      • Mid Game – Tier 2
      • Late Game – Tier 1
  •  Screecher (“U”) ($3)
    • Description – See card
    • While Screecher isn’t listed as Tier 1, there are still many instances when it is a must buy card, such as any time a powerful card hits the trade row that your opponent is more likely to acquire than you, or when the damage is needed to destroy a base.
    • Tier List Ranking
      • Opening buys – Tier 2
      • Mid Game – Tier 2
      • Late Game – Tier 2
  • Chancellor Hartman (“U”) ($4)
    • Description: See card
    • Arguably the best hero card there is.  Let’s you scrap two cards from your hand or discard pile.  While this card also triggers red ally abilities, players rarely (and wisely) wait to trigger red before using this card.  Except in rare situations, once your purchase Hartman you want to use both scrap abilities before the next time you shuffle your deck.  Confessor Morris also let’s you scrap two cards, and adds a draw ability, so sometimes Morris is better.  But Morris requires you to use both scraps right when you purchase it, but sometimes you won’t be able to use both. Hartman let’s you use the second scrap ability later, with more flexibility which is why often when both $4 Hartman and $5 Morris are in the trade row, Hartman is the better purchase.
    • Tier List Ranking
      • Opening buys – Tier 1
      • Mid Game – Tier 1
      • Late Game – Tier 1
  • Commander Klik (“U”) ($4)
    • Description: See card
    • While some heroes are always good purchases, Klik is situational.  Klik is often valuable late game to cycle out some starter cards and increase the chances of hitting ally abilities.  Klik is rarely a card you want to purchase Deck 1, not because the card itself hurts you but that $4 is probably better spend on ships/bases that will go into your deck.  Even mid-game there will often be better ways to spend $4 than on Klik.  But if you have $4 and nothing else to spend it on, there’s certainly nothing wrong with Klik and saving that second card cycle for later in the game.
    • Tier List Ranking
      • Opening buys – Tier 4
      • Mid Game – Tier 3
      • Late Game – Tier 2
  • CEO Shaner (“U”) ($5)
    • Description: See card
    • There is a huge range in the value CEO Shaner can provide.  It is not a no-brainer card like Chancellor Hartman; whether to purchase CEO Shaner requires analysis of the trade row and the state of the game.  There are times purchasing CEO Shaner will get you nothing more than a top-decked explorer, which may not be worth spending $5.  There are other times purchasing CEO Shaner lets you top-deck and draw the exact card you needed to complete a massive combo.  CEO Shaner is listed as Tier 3 for opening buys because typically in Deck 1 there are better ways to spend $5 than on a card that lets you acquire a $3 card for free.  However, particularly when playing with Gambits, there may be times when CEO Shaner in Deck 1 can set up another great early purchase.  In the late game, you typically don’t want to leave this card in the trade row.  If you can’t do something great with it, chances are your opponent can.
    • Tier List Ranking
      • Opening buys – Tier 3
      • Mid Game – Tier 2
      • Late Game – Tier 1
  • Commodore Zhang (“U”) ($5)
    • Description – See card
    • This card may get passed up in Deck 1, but in mid to late-game this card rarely is left in the trade row.  The immediate damage and forced discard, plus the extra draw you can use when needed makes this a highly valuable card.
    • Tier List Ranking
      • Opening buys – Tier 2
      • Mid Game – Tier 1
      • Late Game – Tier 1
  • Confessor Morris (“U”) ($5)
    • Description – See card
    • Immediately scrapping two cards from from your hand or discard pile is almost always a great thing (very rarely is it not).  The problem with this card is that often after you purchase it, you have no cards left in your hand to scrap and may not have a discard pile to scrap from either.  It is not uncommon to purchase Morris and not be able to scrap two cards.  Still Morris is a must buy in almost all situations because even if you can’t use both scraps, you don’t want your opponent to be able to either.
    • Tier List Ranking
      • Opening buys – Tier 1
      • Mid Game – Tier 1
      • Late Game – Tier 1
  • Hive Lord (“U”) ($5)
    • Description: See card
    • Like Commodore Zhang, this is a card that might get passed up in Deck 1, but rarely gets left in the trade row in the mid to late game.  Grants immediate damage plus the ability to clear the trade row.  Also like Commodore Zhang, a big part of the value of this card is the draw ability you get to store up for later in the game.
    • Tier List Ranking
      • Opening buys – Tier 2
      • Mid Game – Tier 1
      • Late Game – Tier 1

Updated Tier List

The intent of these Tier Lists is to provide a quick reference to help players, especially newer or less experienced players, when deciding which card(s) in the trade row they should buy (or whether to buy a card at all).  Every card included in the V, 1, B, H, F, R, 2, K, U, A sets is contained within these lists and grouped into one of three tiers based on the overall value of the card relative to the cost of the card.

HomerJr originally wrote the Tier Lists for the V, 1, B, H, & F sets.  I (Darklighter) have not changed any of HomerJr’s original rankings, and have just added rankings for Frontiers (“R”), Year 2 Promos (“2”) & United Command (“K”), Heroes (“U”), Assault (“A”) using HomerJr’s methodology (as best I could).

While every card in the game can be valuable and help you win, not every card will have equal value over the course of the game thus there are separate Tier Lists for different phases of the game (opening buys, mid game, late game).  Furthermore, many cards are highly situational or valuable only in certain decks.  Please note that this is all the personal opinion of the authors, so don’t take anything in here as law.  🙂   We are always open to feedback, criticism, and discussion.

We rank each card into one of three tiers as follows:

  • Tier 1:  Strong value and/or agnostic to situation; beneficial in almost any deck; you almost always want to have it in your deck if you can
  • Tier 2:  Solid value and/or somewhat situational; may rely on ally ability triggers to be effective; generally a good buy if no Tier 1 card available
  • Tier 3:  Weak value and/or highly situational;  may need exactly the right game circumstances to be effective; best to avoid buying except in rare cases
  • Tier 4:  Poor value in nearly all situations;  buying this card will probably worsen your deck;  you’re probably making a mistake if you’re buying this card

Please note that our intent is not for cards in the same tier across cost brackets to be considered equivalent in value.  In general, cards in the next higher cost bracket have a value one tier higher.  For example, a Tier 2 card in the $3-5 cost bracket would have a value on par with a Tier 1 card in the $1-2 cost bracket.  Also, cards are listed within a cell by faction and cost;  the order of cards within a cell is not meant to imply anything about the value of the card relative to the others in the same tier and cost bracket.

($X) = Cost to buy card

no bracket = Original Core Set

[1] = Year 1 Promo/kickstarter card

[B] = Bases & Battleships expansion

[F] = Fleets & Fortresses expansion

[H] = Heroes expansion

[R] = Frontiers expansion

[K] = United Command expansion

[A] = United Assault expansion

[2] = Year 2 Promos

[U] = United Heroes

NEW CARDS IN BOLD


Opening Buys (Deck 1)**

I prioritize strong trade and scrapping cards for my opening buys, as well as bases that provide good long-term value.  Combat cards are generally only valuable at this stage for destroying opposing bases, or for all-out rush strategies when the trade row is combat-heavy.

**NOTE: The “Opening Buys” Tier List only ranks cards cost $1-5, which is the typical range of trade a player will have on their opening two turns. With the inclusion of Gambits and Events it may of course be possible, and advisable, to purchase cards that cost $6+ in Deck 1.

Updated 9/20/2019

$1-2

$3-5

Tier 1 – Must Buy

  • Cutter ($2)
  • Trade Bot ($1)
  • Patrol Bot [F] ($2)
  • War Elder [H] ($1)
  • High Priest Lyle [H] ($2)
  • Probe Bot [2] ($2)
  • Cargo Launch [F] ($1)
  • Cargo Craft [R] ($2)
  • Frontier Hawk [R] ($1)
  • Imperial Smuggler [2] ($2)
  • Blob Miner [R] ($2)
  • Unity Fighter [K] ($1)
  • Assault Pod [K] ($2)
  • Freighter ($4)
  • Starmarket [1] ($4)
  • Mobile Market [R] ($4)
  • Ion Station [R] ($5)
  • Ram ($3)
  • Blob Wheel ($3)
  • Nesting Ground [R] ($4)
  • Pulverizer [R] ($5)
  • Stellar Ray [2] ($5)
  • Supply Bot ($3)
  • Fortress Oblivion [1] ($3)
  • Battle Mech ($5)
  • Enforcer Mech [R] ($5)
  • Repair Mech [R] ($4)
  • Cargo Mech [2] ($5)
  • Chancellor Hartman [U] ($4)
  • Confessor Morris [U] ($5)
  • Imperial Trader [B] ($5)
  • Farm Ship [R] ($4)
  • Jamming Terminal [R] ($5)
  • Orbital Gun Platform [R] ($4)
  • Blob Bot [A] ($3)
  • Coalition Freighter [K] ($4)
  • Alliance Landing [K] ($5)

Tier 2 – Good Buy

  • Explorer ($2)
  • Trade Raft [B] ($1)
  • Special Ops Director [H] ($1)
  • CEO Torres [H] ($2)
  • Federal Transport [2] ($2)
  • Missile Bot ($2)
  • Patrol Bot [F] ($2)
  • Builder Bot [R] ($1)
  • Integration Port [R] ($3)
  • Plasma Bot [R] ($2)
  • Blob Fighter ($1)
  • Trade Pod ($2)
  • Battle Pod ($2)
  • Ram Pilot [H] ($1)
  • Blob Overlord [H] ($2)
  • Stinger [R] ($1)
  • War Kite [2] ($2)
  • Admiral Rasmusson [H] ($2)
  • Trade Star [A] ($1)
  • Alliance Transport [A] ($2)
  • Embassy Yacht ($3)
  • Barter World ($4)
  • Trade Escort ($5)
  • Federation Cruiser [R] ($5)
  • Long Hauler [R] ($4)
  • Outland Station [R] ($3)
  • Security Craft [2] ($4)
  • Bounty Hunter [2] ($5)
  • Blob Destroyer ($4)
  • Breeding Site [1] ($4)
  • Battle Screecher [1] ($4)
  • Burrower [R] ($3)
  • Crusher [R] ($3)
  • Moonwum Hatchling [R] ($4)
  • Screecher [U] ($3)
  • Hive Lord [U] ($5)
  • Patrol Mech ($4)
  • Stealth Needle ($4)
  • Border Fort [F] ($4)
  • Mega Mech [B] ($5)
  • Conversion Yard [R] ($5)
  • Destroyer Bot [R] ($3)
  • Space Station ($4)
  • War World ($5)
  • Captured Outpost [R] ($3)
  • Hammerhead [R] ($5)
  • Knightstar [2] ($5)
  • Commodore Zhang [U] ($5)
  • Alliance Frigate [K] ($3)
  • Coalition Messenger [A] ($3)

Tier 3 – Meh Buy

  • Federation Shuttle ($1)
  • Frontier Runner [R] ($1)
  • Orbital Shuttle [R] ($2)
  • Defense Bot [B] ($2)
  • Corvette ($2)
  • Cunning Captain [H] ($1)
  • Spike Pod [F] ($1)
  • Trading Post ($3)
  • Customs Frigate [F] ($4)
  • Defense Center ($5)
  • Patrol Boat [R] ($3)
  • Chairman Haygan [U] ($3)
  • CEO Shaner [U] ($5)
  • Trade Wheel [B] ($3)
  • The Hive ($5)
  • Battle Station ($3)
  • Mech World ($5)
  • Defense System [R] ($4)
  • Survey Ship ($3)
  • Imperial Frigate ($3)
  • Fighter Base [B] ($3)
  • Starbase Omega [1] ($4)
  • Battle Barge [1] ($4)
  • Light Cruiser [R] ($3)
  • Union Stronghold [A] ($5)
  • Mercenary Garrison [2] ($4)
Tier 4 – Don’t Buy
  • Imperial Fighter ($1)
  • Spike Cluster [R] ($2)
  • Merc Cruiser [1] ($3)
  • Commander Klik [U] ($4)

Mid Game (Deck 2-2.5)

I consider the mid game to be the period after the opening buys where there is still time for trade and scrapping to amortize, and both players have enough authority to survive through at least their opponent’s next shuffle and a full deck thereafter.  During the mid game, I tend to value cards that help buy $6-8 cards (but also have late game value), strong bases, and cards that sow the seeds for big rallies in the late game (card draws, top-decking, etc). But be careful… often the mid game doesn’t last very long!  If you’re not sure if you’re in the mid game or not, it’s usually best to play as if you’ve already progressed to the late game.

 Updated 9/20/2019

$1-2

$3-5

$6-8

Tier 1 – Must Buy

  • Cutter ($2)
  • Special Ops Director [H] ($1)
  • CEO Torres [H] ($2)
  • Probe Bot [2] ($2)
  • Cargo Craft [R] ($2)
  • Frontier Hawk [R] ($1)
  • Imperial Smuggler [2] ($2)
  • Assault Pod [K] ($2)
  • Starmarket [1] ($4)
  • Long Hauler [R] ($4)
  • Blob Destroyer ($4)
  • Breeding Site [1] ($4)
  • Pulverizer [R] ($5)
  • Stellar Ray [2] ($5)
  • Hive Lord [U] ($5)
  • Stealth Needle ($4)
  • Battle Mech ($5)
  • Enforcer Mech [R] ($5)
  • Chancellor Hartman [U] ($4)
  • Confessor Morris [U] ($5)
  • Recycling Station ($4)
  • War World ($5)
  • Imperial Trader [B] ($5)
  • Captured Outpost [R] ($3)
  • Farm Ship [R] ($4)
  • Commodore Zhang [U] ($5)
  • Alliance Frigate [K] ($3)
  • Blob Bot [A] ($3)
  • Central Office ($7)
  • Megahauler [1] ($7) 
  • Command Ship ($8)
  • Federation Battleship [R] ($7)
  • The Ark [1] ($7)
  • Brain World ($8)
  • Nanobot Swarm [R] ($8)
  • Reclamation Station [R] ($6)
  • Blob Alpha [R] ($6)
  • Imperial Flagship [R] ($8)
  • Union Cluster [K] ($8)

Tier 2 – Good Buy

  • Federal Transport [2] ($2)
  • Missile Bot ($2)
  • Defense Bot [B] ($2)
  • Patrol Bot [F] ($2)
  • War Elder [H] ($1)
  • High Priest Lyle [H] ($2)
  • Plasma Bot [R] ($2)
  • Blob Fighter ($1)
  • Battle Pod ($2)
  • Ram Pilot [H] ($1)
  • Blob Overlord [H] ($2)
  • Blob Miner [R] ($2)
  • Stinger [R] ($1)
  • War Kite [2] ($2)
  • Cargo Launch [F] ($1)
  • Corvette ($2)
  • Admiral Rasmusson [H] ($2)
  • Unity Fighter [K] ($1)
  • Alliance Transport [A] ($2)
  • Embassy Yacht ($3)
  • Barter World ($4)
  • Customs Frigate [F] ($4)
  • Defense Center ($5)
  • Trade Escort ($5)
  • Federation Cruiser [R] ($5)
  • Ion Station [R] ($5)
  • Mobile Market [R] ($4)
  • Outland Station [R] ($3)
  • Security Craft [2] ($4)
  • Bounty Hunter [2] ($5)
  • Chairman Haygan [U] ($3)
  • CEO Shaner [U] ($5)
  • Battle Station ($3)
  • Mech World ($5)
  • Fortress Oblivion [1] ($3)
  • Patrol Mech ($4)
  • Border Fort [F] ($4)
  • Mega Mech [B] ($5)
  • Conversion Yard [R] ($5)
  • Defense System [R] ($4)
  • Destroyer Bot [R] ($3)
  • Repair Mech [R] ($4)
  • Cargo Mech [2] ($5)
  • Ram ($3)
  • Blob Wheel ($3)
  • Battle Screecher [1] ($4)
  • The Hive ($5)
  • Burrower [R] ($3)
  • Crusher [R] ($3)
  • Nesting Ground [R] ($4)
  • Screecher [U] ($3)
  • Imperial Frigate ($3)
  • Space Station ($4)
  • Battle Barge [P] ($4)
  • Starbase Omega [1] ($4)
  • Hammerhead [R] ($5)
  • Jamming Terminal [R] ($5)
  • Light Cruiser [R] ($3)
  • Orbital Gun Platform [R] ($4)
  • Knightstar [2] ($5)
  • Alliance Landing [K] ($5)
  • Union Stronghold [A] ($5)
  • Mercenary Garrison [2] ($4)
  • Flagship ($6)
  • Port of Call ($6)
  • Construction Hauler [B] ($6)
  • Transit Nexus [R] ($8)
  • Battle Blob ($6)
  • Obliterator [B] ($6)
  • Mothership ($7)
  • Blob World ($8)
  • Hive Queen [R] ($7)
  • Infested Moon [R] ($6)
  • Swarm Cluster [R] ($8)
  • Missile Mech ($6)
  • Machine Base ($7)
  • Neural Nexus [R] ($7)
  • Battlecruiser ($6)
  • Dreadnaught ($7)
  • Star Fortress [F] ($7)
  • Siege Fortress [R] ($7)
  • Coalition Fortress [K] ($6)
  • Exchange Point [A] ($6)
  • Unity Station [K] ($7)
  • Embassy Base [A] ($8)
  • Merc Battlecruiser [2] ($6)

Tier 3 – Meh Buy

  • Explorer ($2)
  • Trade Raft [B] ($1)
  • Trade Bot ($1)
  • Builder Bot [R] ($1)
  • Spike Pod [F] ($1)
  • Trade Pod ($2)
  • Spike Cluster [R] ($2)
  • Imperial Fighter ($1)
  • Trade Star [A] ($1)
  • Merc Cruiser [1] ($3)
  • Trading Post ($3)
  • Freighter ($4)
  • Patrol Boat [R] ($3)
  • Supply Bot ($3)
  • Integration Port [R] ($3)
  • Trade Wheel [B] ($3)
  • Moonwum Hatchling [R] ($4)
  • Survey Ship ($3)
  • Fighter Base [B] ($3)
  • Commander Klik [U] ($4)
  • Coalition Messenger [A] ($3)
  • Coalition Freighter [K] ($4)
  • Capitol World [F] ($8)
  • Gateship [R] ($6)
  • Blob Carrier ($6)
  • Death World [F] ($7)
  • Royal Redoubt ($6)
  • Warpgate Cruiser [R] ($6)
  • Lookout Post [A] ($7)

Tier 4 – Don’t Buy

  • Federation Shuttle ($1)
  • Frontier Runner [R] ($1)
  • Orbital Shuttle [R] ($2)
  • Junkyard ($6)
  • Fleet HQ ($8)

Late Game (Decks 4+ or Authority < 30)

I consider the late game to be the point at which trade and scrapping no longer have enough time to provide value, and/or one or both players do not have enough authority to survive the next full play through of their opponent’s deck.  During the late game, I tend to value cards that provide maximum combat in as few cards as possible and help fuel big rallies via card draws.

Updated 9/20/2019

$1-2

$3-5

$6-8

Tier 1 – Must Buy

  • Special Ops Director [H] ($1)
  • CEO Torres [H] ($2)
  • Ram Pilot [H] ($1)
  • Blob Overlord [H] ($2)
  • Admiral Rasmusson [H] ($2)
  • Assault Pod [K] ($2)
  • Chairman Haygan [U] ($3)
  • CEO Shaner [U] ($5)
  • Blob Destroyer ($4)
  • Breeding Site [1] ($4)
  • Pulverizer [R] ($5)
  • Stellar Ray [2] ($5)
  • Hive Lord [U] ($5)
  • Stealth Needle ($4)
  • Mega Mech [B] ($5)
  • Enforcer Mech [R] ($5)
  • Chancellor Hartman [U] ($4)
  • Confessor Morris [U] ($5)
  • Imperial Frigate ($3)
  • Recycling Station ($4)
  • War World ($5)
  • Captured Outpost [R] ($3)
  • Hammerhead [R] ($5)
  • Knightstar [2] ($5)
  • Commodore Zhang [U] ($5)
  • Alliance Frigate [K] ($3)
  • Flagship ($6)
  • Command Ship ($8)
  • Federation Battleship [R] ($7)
  • Missile Mech ($6)
  • The Ark [1] ($7)
  • Brain World ($8)
  • Nanobot Swarm [R] ($8)
  • Reclamation Station [R] ($6)
  • Battle Blob ($6)
  • Obliterator [B] ($6)
  • Mothership ($7)
  • Blob Alpha [R] ($6)
  • Hive Queen [R] ($7)
  • Battlecruiser ($6)
  • Dreadnaught ($7)
  • Imperial Flagship [R] ($8)
  • Union Cluster [K] ($8)
  • Merc Battlecruiser [2] ($6)

Tier 2 – Good Buy

  • Battle Pod ($2)
  • Blob Fighter ($1)
  • War Kite [2] ($2)
  • Corvette ($2)
  • Frontier Hawk [R] ($1)
  • Imperial Smuggler [2] ($2)
  • Barter World ($4)
  • Customs Frigate [F] ($4)
  • Defense Center ($5)
  • Trade Escort ($5)
  • Federation Cruiser [R] ($5)
  • Long Hauler [R] ($4)
  • Mobile Market [R] ($4)
  • Outland Station [R] ($3)
  • Bounty Hunter [2] ($5)
  • Battle Mech ($5)
  • Battle Station ($3)
  • Mech World ($5)
  • Conversion Yard [R] ($5)
  • Defense System [R] ($4)
  • The Hive ($5)
  • Burrower [R] ($3)
  • Screecher [U] ($3)
  • Battle Barge [1] ($4)
  • Starbase Omega [1] ($4)
  • Imperial Trader [B] ($5)
  • Farm Ship [R] ($4)
  • Light Cruiser [R] ($3)
  • Commander Klik [U] ($4)
  • Blob Bot [A] ($3)

Tier 3 – Meh Buy

  • Cutter ($2)
  • Federal Transport [2] ($2)
  • Missile Bot ($2)
  • Defense Bot [B] ($2)
  • Patrol Bot [F] ($2)
  • War Elder [H] ($1)
  • High Priest Lyle [H] ($2)
  • Plasma Bot [R] ($2)
  • Probe Bot [2] ($2)
  • Spike Pod [F] ($1)
  • Blob Miner [R] ($2)
  • Stinger [R] ($1)
  • Cargo Launch [F] ($1)
  • Imperial Fighter ($1)
  • Cargo Craft [R] ($2)
  • Unity Fighter [K] ($1)
  • Alliance Transport [A] ($2)
  • Merc Cruiser [1] ($3)
  • Embassy Yacht ($3)
  • Trading Post ($3)
  • Starmarket [1] ($4)
  • Ion Station [R] ($5)
  • Patrol Boat [R] ($3)
  • Security Craft [2] ($4)
  • Patrol Mech ($4)
  • Border Fort [F] ($4)
  • Destroyer Bot [R] ($3)
  • Repair Mech [R] ($4)
  • Ram ($3)
  • Battle Screecher [1] ($4)
  • Crusher [R] ($3)
  • Moonwum Hatchling [R] ($4)
  • Nesting Ground [R] ($4)
  • Survey Ship ($3)
  • Fighter Base [B] ($3)
  • Space Station ($4)
  • Jamming Terminal [R] ($5)
  • Orbital Gun Platform [R] ($4)
  • Coalition Messenger [A] ($3)
  • Alliance Landing [K] ($5)
  • Union Stronghold [A] ($5)
  • Mercenary Garrison [2] ($4)
  • Port of Call ($6)
  • Gateship [R] ($6)
  • Transit Nexus [R] ($8)
  • Machine Base ($7)
  • Blob Carrier ($6)
  • Royal Redoubt ($6)
  • Warpgate Cruiser [R] ($6)

Tier 4 – Don’t Buy

  • Explorer ($2)
  • Federation Shuttle ($1)
  • Trade Raft [B] ($1)
  • Frontier Runner [R] ($1)
  • Orbital Shuttle [R] ($2)
  • Trade Bot ($1)
  • Builder Bot [R] ($1)
  • Trade Pod ($2)
  • Spike Cluster [R] ($2)
  • Trade Star [A] ($1)
  • Freighter ($4)
  • Supply Bot ($3)
  • Fortress Oblivion [1] ($3)
  • Integration Port [R] ($3)
  • Cargo Mech [2] ($5)
  • Blob Wheel ($3)
  • Trade Wheel [B] ($3)
  • Coalition Freighter [K] ($4)
  • Junkyard ($6)
  • Fleet HQ ($8)

2 thoughts on “Star Realms Card Tier Lists (added Y2 Promos & Untied Heroes)

  1. Pingback: Star Realms Card Tier List COMPLETE! (added Colony Wars) | Star Realms Strategy!

  2. Pingback: Star Realms Card Tier List UPDATE! (added Stellar Allies) | Star Realms Strategy!

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