by Scott Heise aka HomerJr and Rick DeMille aka Darklighter
[Updated 10/6/2021]
Updated to include the $8 Command Deck ships and High Alert Tech.
For a more detailed discussion of each card, and sortable lists, check out the Card Tier App, which can be accessed HERE.
Tier List Methodology
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, W, L, P, D, T 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, and later added rankings for Colony Wars (“W”). 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”), Stellar Allies (“L”), Frontiers Promos (“P”) 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.
Card Set Legend
- 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
- [W] – Colony Wars
- [L] – Stellar Allies
- [P] – Frontiers Promos
- [D] – Command Decks
- [T] – High Alert Tech
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 10/6/2021
$1-2 |
$3-5 |
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Tier 1 – Must Buy |
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Tier 2 – Good Buy |
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Tier 3 – Meh Buy |
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Tier 4 – Don’t Buy |
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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 10/6/2021
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$1-2 |
$3-5 |
$6-9 |
Tier 1 – Must Buy |
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Tier 2 – Good Buy |
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Tier 3 – Meh Buy |
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Tier 4 – Don’t Buy |
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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 10/6/2021
$1-2 |
$3-5 |
$6-9 |
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Tier 1 – Must Buy |
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Tier 2 – Good Buy |
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Tier 3 – Meh Buy |
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Tier 4 – Don’t Buy |
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Small typo – Spawning Swarm should be Spawning Wurm
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