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FAB Silver Age 📍 Sunday Showdown: Kyoto 2026 — Top 4 Piloted by Daisuke Koseki

Hala — Silver Age Strategy Guide

~$28 deck cost Published Oct 20, 2026 Event Oct 19, 2026

Archetype Overview

Hala is a weapon deck. Zenith Blade is your primary damage source, and nearly every card in the list does one of three jobs: make the sword hit harder, keep the turn going after the sword swings, or block. This build finished Top 4 at Sunday Showdown: Kyoto 2026, piloted by Daisuke Koseki, and the whole list comes in at about $28. It is a cheap, focused, sequencing-heavy deck that wins by attacking with a growing sword every turn while defending efficiently with the rest of the hand.

The Plan

The engine is sharpen. Zenith Blade attacks once per turn for one resource. If it has been sharpened this turn, its first attack gets go again. That one line turns the sword from the end of your turn into its opener. The core turn looks like this:

  1. Sharpen with a 0-cost go again action: Edict of Steel, Sharp Incline or Cut n' Carve.
  2. Swing Zenith Blade, now with go again.
  3. Pump it with an attack reaction such as Display of Craftsmanship or Big Blinder.
  4. Close the turn with an attack action: Look Tuff, Chest Puff, Humble or Sirens of Safe Harbor.

The second layer is +1 power counters on the Blade. Display of Craftsmanship puts a counter on a sharpened weapon. The sharpen cards then pay you for the counters already there:

  • Edict of Steel creates a Flurry token. The red needs 1 counter, the yellow 2 and the blue 3, so your blues get stronger as the game goes long.
  • Sharp Incline makes the Blade's next attack cost one resource less, which makes the swing free.
  • Cut n' Carve gives that attack dominate once the Blade has 3 or more counters.
  • Swordmaster's Path doubles your next sharpen and adds power to the next sword attack, so it speeds up every threshold above.

Hala's own ability is the backstop. For 3 resources and tapping her, you sharpen with go again. That is expensive, so treat it as a resource sink for hands that lack a sharpen card rather than your default line. It still guarantees the Blade's go again every turn you can afford it. Edge Laden Plate refunds one resource on a turn you've sharpened, which can make a big turn possible one time.

Why the Plan Is Strong

Your damage doesn't cost cards. The Blade costs a single resource, so the cards in hand are free to be pumps, pitch or blocks. A deck that always has an attack available doesn't run out of pressure when it draws defensive hands.

The curve is low. Edict of Steel, Sharp Incline, Slice and Dice, Cut n' Carve, Shuck and Donkey all cost 0. One blue pitch can pay for a Blade swing plus Swordmaster's Path, or the swing plus a Display of Craftsmanship. With intellect 4, you can chain several cards into one turn without much pitch.

Your blues do real work. Almost every blue in the list is a sharpen, a pump or a token maker. Pitching never leaves you with a hand of filler, and blues you hold onto are live cards rather than dead draws.

The defense is built in. Almost every non-attack card defends for 3.

  • Steelblade Shunt defends for 6 and pings an opposing weapon attacker.
  • On the Horizon blocks for 4 and lets you see your next draw.
  • Helm of Unity, Gauntlets of Unity and Pillar of Unity each gain +1 defense when they block together with a card from hand, which is how this deck wants to defend anyway.
  • Three pieces of Nullrune equipment with Arcane Barrier 1, plus Arcane Polarity, give you real arcane resilience.
  • Sirens of Safe Harbor and Arcane Polarity add small amounts of life gain that matter on 20 life.

Disruption rides on your attacks. Humble strips all of the opposing hero's abilities until the end of their next turn, which is brutal against any hero whose plan runs through those abilities. Shove Off returns a non-equipment card that is defending your sword attack to its owner's hand. That takes a key block off the combat chain and pushes damage through.

The Costs

Hala's tradeoffs are clear:

  • Her ability is expensive. At 3 resources, a hand without a sharpen card makes for a clunky turn.
  • The wagers cut both ways. Big Blinder and Donkey wager with the defending hero, and the opponent can be the one who collects. Fire them when you expect to win the exchange, not as automatic pumps.
  • The counter payoffs take time. They scale over turns, so early hands play smaller than late ones. You win a war of steady attrition, not a turn-two blowout.

Who Should Pick It Up

Play Hala if you like resource math and ordering problems, because the gap between a good and a great turn is usually sequencing. Your choices are which sharpen to lead with, when to spend Hala's ability, and whether a pump or a block is the better use of a card. It suits players who value a consistent attack every turn over explosive combo turns, and who are comfortable blocking with most of a hand to keep the sword swinging.

It is also a strong pick if you want a competitive deck without a big outlay. At roughly $28, the list that placed at Kyoto is the list you can buy.

Pass on it if you want a deck that ends games quickly or rewards autopilot. Hala punishes loose sequencing and rewards patience.

Core Strategy & Game Plan

This is a sword deck that builds one weapon into a threat and then defends efficiently while that threat lands every turn. Almost everything in the 40 either sharpens Zenith Blade, pumps its attack, or blocks for 3. Your posture is proactive midrange: you attack every turn you can, but you rarely need to go all-in. Your edge is that the blade grows and your hand cards don't have to.

The engine: sharpen, swing, go again

Zenith Blade is the centre of the deck. It costs one resource to attack, once per turn. If it has been sharpened this turn, its first attack gets go again. That clause drives every turn. A sharpen before the swing turns your weapon attack into a free link that leads into a second attack from hand.

Your sharpen sources, from cheapest to most expensive:

  • Edict of Steel, Sharp Incline, Cut n' Carve: cost 0, sharpen, go again. These are your default openers.
  • Swordmaster's Path: costs 1 and has go again. Your next sword attack gets bonus power, and your next sharpen this turn happens an additional time. Play it before your sharpen card so the doubling applies.
  • Hala: costs 3 resources and taps the hero to sharpen, with go again. It is your fallback when you hold no sharpen card. It is expensive, but it still turns on the blade's go again and Edge Laden Plate.

Edge Laden Plate can only be destroyed for a resource on a turn you've sharpened. Save it for the turn where one extra resource lets you add a second attack or an attack reaction. A common example is paying for Hala's ability and the swing in the same turn.

Counters are the long game

Display of Craftsmanship is the payoff that compounds. It pumps a weapon attack, and if the weapon was sharpened this turn, it puts a +1 power counter on it. Every counter makes every future swing bigger, so sharpen first and then Display.

The counter thresholds decide when each card in the deck is at full strength:

Counters on the bladeCards that turn on
1+Edict of Steel (red) creates a Flurry token; Sharp Incline makes the next attack with it cost one less
2+Edict of Steel (yellow) creates a Flurry token
3+Edict of Steel (blue) creates a Flurry token; Cut n' Carve gives the next attack dominate

Early, the blue sharpeners are pitch cards that happen to have go again. Late, they become your strongest turns. Sharp Incline with a counter makes the Zenith swing effectively free, which frees resources for a Display or a second attack. Cut n' Carve at three counters puts a dominate attack on a weapon that already carries several counters. That is how the deck closes games against opponents who block well.

The rest of the offence

  • Follow-up attacks: Look Tuff, Chest Puff, Humble and Sirens of Safe Harbor are what the blade's go again leads into. Humble is the premium follow-up: if it hits, the opposing hero loses all abilities until the end of their next turn.
  • Slice and Dice: gives your first sword attack +1 power at no cost, with go again. Its second clause needs a second sword attack, and Zenith Blade can only attack once per turn. Treat it as a cheap pump, not a two-swing card.
  • Shove Off: returns a non-equipment card defending your sword attack to its owner's hand. Use it when a big hand-card block is the only thing stopping a loaded swing.
  • Shuck, Big Blinder, Donkey: Shuck adds Flurry tokens outright. The two wager cards pump sword attacks, with a side prize that depends on who wins the wager.

The defensive half

Almost every non-attack card in the deck defends for 3, so blocking costs you little. The three Unity pieces (Helm of Unity, Gauntlets of Unity, Pillar of Unity) gain +1 defense when they block together with a card from hand. Pair equipment with a hand card instead of blocking with equipment alone.

Beyond the Unity pieces:

  • Steelblade Shunt defends for 6 and pings the attacker when it blocks a weapon attack.
  • On the Horizon defends for 4 and shows you your top card.
  • Against arcane damage, the Nullrune pieces each carry Arcane Barrier 1, and Arcane Polarity gains 4 life instead of 1 once you've taken arcane damage that turn.
  • Sirens of Safe Harbor gains 1 life whenever it hits the graveyard from anywhere, including when it is pitched or used to block.

What the ideal game looks like

  1. Early turns: Lead with a 0-cost sharpen, swing Zenith Blade, and put Display of Craftsmanship on it to bank a counter. Keep 3-defense cards back with Unity equipment to blunt the opponent's opening. A one-attack turn that adds a counter is a good turn.
  2. Midgame: With a counter or two on the blade, red Edict of Steel and Sharp Incline reach full value. Use the blade's go again to follow with Humble or Look Tuff. Spend Swordmaster's Path on turns where doubling the sharpen and adding power gives you the most damage.
  3. Late game: At three counters, the blue Edicts make Flurry tokens and Cut n' Carve grants dominate. Every swing is now large, and the opponent has to block it with cards they'd rather attack with. Keep defending for 3 off your hand and let the blade finish the game.

The guiding principle: never skip a sharpen before you swing, and never trade a counter-building turn for a slightly bigger single attack. The blade's growth is your inevitability. Your hand's job is to keep you alive until that growth wins the game.

Card Choices & Breakdown

Hero and Weapon

Hala is the engine. For 3 resources and a tap, she sharpens target sword with go again, so the sharpen costs you no action. Zenith Blade is the only weapon and is built for her. Once per turn it attacks for one resource at 3 power, and if it has been sharpened this turn, its first attack gets go again. Nearly every non-equipment slot in the pool exists to sharpen the Blade, make it bigger, or punish the opponent for blocking it.

Equipment: Two Loadouts in One Pool

The pool holds seven equipment pieces for four slots. That lets you set your loadout to the opposing hero:

  • Head, arms, legs: Helm of Unity, Gauntlets of Unity and Pillar of Unity each have 1 defense. Each gets +1 more when it defends together with a card from hand, so they reward you for blocking with cards. Against arcane damage, the 0-defense Nullrune Hood, Nullrune Gloves and Nullrune Boots take those slots instead, each with Arcane Barrier 1.
  • Chest: Edge Laden Plate has no competitor. Destroy it to gain a resource, but only after you've sharpened a sword this turn. That makes it a one-time refund on a turn where you're stretching for Hala's 3-cost activation plus a Blade swing.

The Sharpen Package

These are zero- or one-cost actions with go again. They turn a Blade swing into a turn.

  • Edict of Steel (all three colours, six total): Sharpens and creates a Flurry token if the Blade carries enough +1 power counters. The red needs 1 counter, the yellow 2 and the blue 3. Red is the easy Flurry, and blue is a 3-pitch card you can still play for free when the counters are there.
  • Sharp Incline (red): Sharpens and, with a counter on the Blade, discounts the next attack with it this turn. That is how you fit Hala's activation and a Blade swing into a tight turn.
  • Cut n' Carve (blue): Sharpens and gives the next attack dominate at 3+ counters. It is your finisher against opponents who block heavily.
  • Swordmaster's Path (all three colours): The only engine card that costs 1. It earns that by giving +3/+2/+1 to your next sword attack and doubling your next sharpen. Play it before Hala's tap or an Edict of Steel so the doubled sharpen lands where you need it.
  • Slice and Dice (red): +1 to your first sword attack and +3 to your second. It pays off most on turns where the Blade swings and a Flurry follows.
  • Shuck (blue): Creates a Flurry token at no cost with no conditions. It's a free 3-pitch card that never strands in hand.

Attack Reactions

The reaction suite targets the Blade, so it scales with the engine.

  • Display of Craftsmanship (red +4, blue +2): This is your main counter source. If the Blade was sharpened this turn, it also gets a +1 power counter, which pushes the Edicts and Cut n' Carve toward their thresholds. Sharpen first, then react.
  • Big Blinder (red): +4 to a sword attack plus a wager, and the winner creates a Flurry token. It's your biggest single pump.
  • Donkey (blue): Free +1 with a wager whose winner destroys a card in their own arsenal. Treat it as a free pitch card that sometimes adds a point.
  • Shove Off (blue): Returns a non-equipment card defending your sword attack to its owner's hand. Damage gets through, and the opponent doesn't get the block card back as a threat in the graveyard.

Off-Weapon Attacks

Not every hand assembles the engine. These generics give you pressure that doesn't depend on the Blade:

  • Look Tuff (8 power) and Chest Puff (7 power) are your biggest numbers. Each loses 1 power unless you pay an extra resource.
  • Humble strips the opposing hero's abilities until the end of their next turn on hit. Aim it at heroes whose abilities drive their plan.
  • Sirens of Safe Harbor (red 6, blue 4) gains you 1 life whenever it hits the graveyard from anywhere, including when you pitch or block with it.

Defense and Life

  • Steelblade Shunt (red): A 6-defense defense reaction for 1 resource. It also pings the attacker for 1 when it defends a weapon attack.
  • On the Horizon (red): A 4-defense block that lets you look at the top card of your deck. That information helps you plan your next draw and pitch.
  • Arcane Polarity (red): Gain 1 life, or 4 if you've been dealt arcane damage this turn. It's the only single copy in the pool, and you play it on the same matchup logic as the Nullrune pieces. It appears in 17 of the 27 published lists (source: fabtcg.com decklist API, 2026-09-20 to 2026-10-19).

Pitch Profile and Numbers

Silver Age allows at most 2 copies of each card per name and colour (source: fabtcg.com Silver Age format page, accessed 2026-10-19). Copy counts aren't really the choice here. The real choices are which colours to play and how many cards to hold in the pool.

The pool holds 47 deck cards for a deck that starts at exactly 40 (source: fabtcg.com Silver Age format page, accessed 2026-10-19), so some cards sit out each game. The split is 25 red, 4 yellow and 18 blue.

The blue count is less costly than it looks. Edict of Steel, Cut n' Carve, Shuck and Donkey cost 0 in blue, so a hand full of blues can still play cards instead of only pitching them. Olé fills a blue pitch slot and pads that resource base.

The yellows are limited to Edict of Steel and Swordmaster's Path. Those two cards cost 0 and 1, so the yellows give you middle-pitch flexibility without clogging hands. The reds carry the damage and the defense.

The Decklist

Deck compositionCards in the list · 47 cardsRed (pitch 1) 25Yellow (pitch 2) 4Blue (pitch 3) 18
What's in the list, by pitch. Plus hero, weapons and equipment (9).

This is the 55-card pool behind the Top 4 finish at Sunday Showdown: Kyoto, registered alongside the hero. In Silver Age the 55-card pool includes weapons and equipment, the deck starts with exactly 40 cards, and each game you choose your arena-cards and then your deck-cards from the pool (source: fabtcg.com Silver Age format page). That gives you two flex points. The first is your head, arms and legs, where you choose Unity or Nullrune pieces. The second is the 47 deck-card entries, of which 7 sit out every game.

Hero / Weapon / Equipment

QtyCardSlotNote
1HalaHero20 life, intellect 4. The 3-resource sharpen with go again is your engine.
1Zenith BladeWeaponIts first attack gets go again if it was sharpened this turn.
1Edge Laden PlateChestYour only chest piece. Destroy it for a resource on a turn you sharpened.
1Helm of UnityHead (flex)Use it against physical damage. It reaches 2 defense when you block with a card from hand.
1Nullrune HoodHead (flex)Use it against arcane damage. It gives Arcane Barrier 1 and no defense.
1Gauntlets of UnityArms (flex)The physical-damage arms option.
1Nullrune GlovesArms (flex)The arcane-damage arms option.
1Pillar of UnityLegs (flex)The physical-damage legs option.
1Nullrune BootsLegs (flex)The arcane-damage legs option.

Pitch 1 (Red)

QtyCardNote
1Arcane PolarityFlex. It gains 4 life instead of 1 after you take arcane damage.
2Big Blinder+4 power on a sword attack, plus a wager for a Flurry token.
2Chest PuffFlex. A 7-power non-sword threat if you can spare the resource.
2Display of CraftsmanshipAdds +4 power, and adds a +1 power counter after a sharpen.
2Edict of SteelSharpens for 0 with go again. Makes a Flurry token at 1 or more counters.
2HumbleFlex. Hitting with it shuts off the opposing hero's abilities.
2Look TuffFlex. Your biggest attack, but it is expensive.
2On the HorizonA 4-defense block that lets you look at your top card.
2Sharp InclineA free sharpen. Your next blade swing is cheaper once the blade has counters.
2Sirens of Safe HarborFlex. A 6-power attack that also gains life.
2Slice and DicePumps your first and second sword attacks, so play it on turns you swing twice.
2Steelblade ShuntA 6-defense reaction that pings you for 1 damage against weapons.
2Swordmaster's Path+3 power and doubles your next sharpen.

Pitch 2 (Yellow)

QtyCardNote
2Edict of SteelMakes a Flurry token at 2 or more counters.
2Swordmaster's Path+2 power and doubles your next sharpen.

Pitch 3 (Blue)

QtyCardNote
2Cut n' CarveA free sharpen. Gives dominate at 3 or more counters.
2Display of Craftsmanship+2 power plus a counter. Also covers pitch for Hala's ability.
2DonkeyFlex. A free +1 power with an arsenal wager.
2Edict of SteelMakes a Flurry token at 3 or more counters.
2OléFlex. A blue sword-package slot.
2Shove OffReturns a non-equipment blocker to its owner's hand.
2ShuckA free Flurry token.
2Sirens of Safe HarborFlex. Pitch fodder that gains life when it reaches the graveyard.
2Swordmaster's PathDoubles your next sharpen and pitches for 3.

Your deck-card entries split 25 red, 4 yellow and 18 blue. The blues are what fund Hala's 3-resource sharpen.

When you trim to 40, cut from the non-sword attacks first: Chest Puff, Look Tuff, Humble and Sirens of Safe Harbor. Keep the free sharpeners and the Display of Craftsmanship copies, because the counter payoffs on Edict of Steel, Sharp Incline and Cut n' Carve depend on them.

Against opponents who deal arcane damage, bring the Nullrune pieces and the single Arcane Polarity. Against purely physical damage, bring the Unity pieces and leave the Polarity in the pool.

Hand Planning & Pitching

Hala draws four cards a turn, and most of your deck is 0- or 1-cost go-again actions that only matter if Zenith Blade swings at the end of the chain. So on every hand, first decide whether you have a sword turn or a defense turn. Then work out exactly which card pays for it.

The Resource Math of a Sword Turn

Your fixed cost is 1 resource to attack with Zenith Blade. Everything else stacks on top of that:

  • Free: Edict of Steel, Sharp Incline, Cut n' Carve, Slice and Dice, Shuck, Donkey
  • 1 resource: Swordmaster's Path, Shove Off, Steelblade Shunt
  • 2 resources: Display of Craftsmanship, Big Blinder
  • 3 resources: the Hala hero ability

Two pieces bend that math in your favor:

  • Sharp Incline makes your next attack with the sword cost 1 less if the blade has a +1 power counter. That can make the Zenith Blade swing free.
  • Edge Laden Plate gives you 1 resource once you've sharpened that turn. It's a one-shot, so save it for the turn it finishes a Display of Craftsmanship or Big Blinder payment. Don't burn it on the first sharpen you see.

A typical efficient hand looks like this: Swordmaster's Path (red), Sharp Incline, Display of Craftsmanship (red), and Cut n' Carve.

  1. Pitch Cut n' Carve for 3.
  2. Play Path for 1 (2 resources left). Your next sword attack gets +3, and your next sharpen happens twice.
  3. Play Sharp Incline for 0. It takes the doubled sharpen, and with a counter on the blade it discounts the swing.
  4. Attack with Zenith Blade. It was sharpened this turn, so its first attack has go again.
  5. Spend the last 2 resources on Display of Craftsmanship for +4 and another counter.

That line uses all four cards and wastes nothing. Aim for that shape every turn.

What to Pitch

Your blues are mostly 0-cost cards whose payoffs depend on the counter count. That tells you which ones to pitch first:

  • Pitch first: Edict of Steel (blue) and Cut n' Carve only pay off at three or more counters. On a fresh blade, they're the cheapest cards to pitch. Blue Swordmaster's Path adds only +1, so pitch it ahead of the red copy.
  • Keep: Shove Off when you expect a block worth bouncing. Shuck when you want a Flurry token and the blade has nothing to sharpen into.
  • Don't pitch Sirens: Sirens of Safe Harbor gains 1 life when it goes to your graveyard. Pitched cards go to the bottom of your deck, not the graveyard, so a Sirens you pitch gains nothing. Block with it instead.
  • Yellows: the yellow copies of Edict of Steel and Swordmaster's Path are your flexible middle. Pitching one for 2 covers the swing plus a Path, which often beats spending a blue.
  • Reds: red pitch is a last resort, except for Arcane Polarity in matchups with no arcane damage. There it's a 0-cost card that gains 1 life, so pitching it is usually the better use.

Non-Sword Attacks

Chest Puff, Look Tuff, Humble and Sirens of Safe Harbor have no go again. If you play one, it is the last card in your turn, so plan it as the closer or not at all.

  • Chest Puff and Look Tuff each cost an extra resource to keep their full power. Budget for that before you commit.
  • Humble is the card to keep when stripping the opponent's hero abilities until the end of their next turn changes how they play that turn.
  • Otherwise these attacks are solid 2–3 defense blocks, and a single attack makes a weak hand anyway. On low-action hands they're often better on the block.

Blocking and Arsenal

All three Unity pieces gain +1 defense when they defend together with a card from hand. Plan blocks in pairs: one hand card plus Helm of Unity, Gauntlets of Unity or Pillar of Unity. Leaning on equipment alone throws away that bonus.

Your premium defensive cards:

  • Steelblade Shunt gives 6 defense for 1 resource, and it deals 1 damage back if it blocks a weapon attack. Keep it against weapon-based decks.
  • On the Horizon blocks for 4 and lets you look at your top card. That tells you whether your next turn is a sword turn before you decide what to arsenal.

Against arcane damage, keep Arcane Polarity in hand. If you've been dealt arcane damage that turn, it gains 4 life for 0 cost, and the Nullrune pieces are already covering that axis.

For the arsenal, pick based on what you have:

  • Hand lacks a sharpen: arsenal a sharpen card such as Sharp Incline or red Edict of Steel. It guarantees next turn's go-again swing.
  • Hand is strong but fragile: arsenal Steelblade Shunt as a defense reaction you don't have to hold in hand.
  • Avoid: arsenaling Display of Craftsmanship or Big Blinder unless you know you'll have the 2 resources to cast it.

When the Hand Has No Sharpen

The Hala ability is your fallback. It costs 3 resources, sharpens with go again, and turns on Zenith Blade's go-again swing. A single blue pays for it exactly. You still need 1 more resource for the attack, so the line needs two pitch cards. Only take it when the remaining card adds real damage. If it doesn't, block with two cards plus Unity equipment and arsenal toward next turn.

Going First vs. Going Second

Going first: you have no incoming attack to answer before your turn. Commit to the sword line, but arsenal a defensive card if possible. You'll face a full opposing hand while holding nothing.

Going second: your first decision is a block. Keep the cards your sword turn needs and block with the rest, paired with Unity equipment. A sharpen card plus a pitch card is enough for a go-again swing, so you rarely need to hold more than two cards for offense.

Sequencing & Key Lines

The Core Turn: Order Matters More Than Card Choice

Almost every Hala turn is built from the same pieces in the same order. Getting the order wrong silently deletes value, so lock these rules in:

  • Swordmaster's Path goes first. Its "sharpen an additional time" replaces the next sharpen, so it does nothing if you cast it after your sharpen card.
  • Sharpen before the swing. Zenith Blade only gets go again if it has been sharpened this turn. Display of Craftsmanship only adds its counter on a sharpened turn. Edge Laden Plate only activates after a sharpen.
  • Slice and Dice and Sharp Incline go before the Blade attacks. Slice buffs your first sword attack, and Incline discounts your next one. Both are wasted after the swing.
  • Threshold cards check after their own sharpen. Edict of Steel and Cut n' Carve sharpen first and then count counters. A red Edict on a bare Blade therefore always makes its Flurry token.

Standard Lines

Line A: the all-in pump. Pitch a blue for three resources, then:

  1. Play Swordmaster's Path (red) for +3.
  2. Play Sharp Incline. It sharpens twice, and the next Blade attack now costs a resource less.
  3. Attack with Zenith Blade for free. It has go again.
  4. Play Display of Craftsmanship (red) for +4 and one more permanent counter.

This uses all four cards and leaves you with a Blade that is bigger next turn too.

Line B: Blade into body.

  1. Play Edict of Steel.
  2. Attack with Zenith Blade, which now has go again.
  3. Follow with Chest Puff, Humble or Sirens of Safe Harbor.

This keeps a card back for arsenal or blocking. The Blade must go first: it is the attack that grants go again, and the generic attacks end your turn.

Line C: no sharpen card in hand.

  1. Pay three resources and tap Hala. Her ability sharpens and has go again.
  2. Attack with Zenith Blade.
  3. React with whatever you have left.

It is the most expensive way to switch on go again. Pair it with Edge Laden Plate to claw back one resource when that pays for a reaction.

Branch Points

  • Where to spend the double sharpen. Counters stay on the Blade, so the right target changes over the game:
    • Early, aim Swordmaster's Path at the yellow or blue Edict of Steel, which need two or three counters to make a Flurry token. A red Edict doesn't need help.
    • Once the Blade sits at three or more counters, every Edict and Cut n' Carve hits its threshold on its own. From then on, Path is pure power, and Cut n' Carve gives dominate every time.
  • Reactions or a second attacker. If the opponent shows a full hand of blockers, a stacked Blade with reactions is easier to absorb in one block than two separate attacks. If they're light on cards, Line B's second body forces two separate blocking decisions.
  • Edge Laden Plate is one-shot. Spend it only when the extra resource completes a line, such as a red Display or a paid-for Look Tuff. Never fire it just because a sharpen happened.

Small Edges

  • Donkey: the wager winner destroys a card in their own arsenal. Cast it when your arsenal is empty, so winning costs you nothing.
  • Big Blinder: its wager hands a Flurry token to whoever wins. Treat it as a power card first and the token as upside.
  • Shove Off: cast it after blocks are declared, aimed at their biggest card defended from hand. They can still answer with defense reactions, so it hits hardest when their hand is nearly empty.
  • On the Horizon: block with it before you decide what to arsenal. Seeing your top card tells you whether to keep a sharpen or a reaction.
  • Unity pieces: Helm of Unity, Gauntlets of Unity and Pillar of Unity only gain their +1 when they defend alongside a card from hand. Pair them with a cheap card rather than blocking with equipment alone.
  • Steelblade Shunt: its ping only fires against weapon attacks. Save it for a weapon swing when you have a choice of targets.
  • Sirens of Safe Harbor: it gains life whenever it hits your graveyard, so it is a fine block when you can't use it as an attacker.

Playing Around the Field's Interaction

Humble shows up in 8 of 27 published lists (source: fabtcg.com decklist API, 2026-09-20 to 2026-10-19). If it hits you, at minimum Hala's own sharpen ability is offline until the end of your next turn. When your next turn depends on Line C, block opposing Humble even at a card-economy cost. When you hold a real sharpen card, you can take the hit.

Your own Humble works best as the go-again follow-up in Line B. A hit strips the opposing hero's abilities through their next turn.

Arcane Polarity appears in 17 of those 27 lists (source: fabtcg.com decklist API, 2026-09-20 to 2026-10-19), so opponents are clearly bracing for arcane damage. Your copy is an instant: hold it until arcane damage has actually landed that turn to gain 4 instead of 1. If no arcane threat is on the table, pitch it as a red without hesitation.

Matchup Matrix

Ira, Crimson Haze
Even
Levia
Even
Bravo, Flattering Showman
Unfavored
Fai
Even
Iyslander
Favored
Hala mirror
Even
Other aggro
Even
Fatigue / heavy-block control
Unfavored
Other arcane decks
Favored
Matchup verdicts at a glance. Details below.

The deck to beat is Ira, Crimson Haze: 5 of 24 published Top 8 slots and 2 of 3 wins across Bilbao, Atlanta and Kyoto (source: fabtcg.com decklist pages, 2026-09-20 to 2026-10-19). The deck you will face most is Levia, with 27 of 184 entries at Atlanta (source: Sunday Showdown Atlanta Round 1 pairings, 2026-10-04).

Under the current pre-game trial, heroes are revealed before arena cards are chosen (source: fabtcg.com B&R announcement, 2026-09-17). That means you pick your Unity or Nullrune pieces knowing exactly what you're facing.

OpponentStrategyVerdictWhat decides it
Ira, Crimson HazeNinja go-again aggroEvenBlocking efficiently while your sword turns race
LeviaShadow Brute big hittersEvenAbsorbing the biggest swings without gutting your offense
Bravo, Flattering ShowmanGuardian big attacks, big blocksUnfavoredGetting a single large sword attack through heavy defense
FaiDraconic Ninja aggroEvenTempo; not falling behind on life early
IyslanderIce Wizard, arcane damageFavoredArcane Barrier and Arcane Polarity blunting her damage
Hala mirrorSword comboEvenSteelblade Shunt timing and counter build-up
Other aggroMany small attacksEvenUnity blocks plus life gain
Fatigue / heavy-block controlDefensiveUnfavoredBreaking blocks before you run out of cards
Other arcane decksArcane damageFavoredNullrune suite

Ira, Crimson Haze — Even

Ira wins short games, so the first few turns decide this one. Run the Unity pieces. Every block that pairs Helm of Unity, Gauntlets of Unity or Pillar of Unity with a 3-defense card from hand gets the extra point, and nearly your whole deck defends for 3.

  • Save Steelblade Shunt for her weapon swings, where its 1 damage triggers.
  • Humble is your best tempo play. If it connects, she loses her hero ability through her next turn, and that buys you a full turn of breathing room.
  • On offense, stay patient. Pick turns where you can sharpen with Edict of Steel or Sharp Incline so Zenith Blade gets go again, then follow with something else rather than spending your whole hand on one swing.

Levia — Even

Levia's attacks come in large, so plan around her largest swings rather than blocking everything. On the Horizon and Steelblade Shunt are the cards that make big hits survivable. Don't burn 3-defense actions on small attacks you can take.

Levia lists all play Nullrune Hood (source: fabtcg.com decklist pages, 2026-09-20 to 2026-10-19), but you have no arcane-damage cards, so it does nothing against you. Humble is again a priority attack. Sirens of Safe Harbor gains life whenever it reaches the graveyard, including when pitched, which helps you win the long trades.

Bravo, Flattering Showman — Unfavored

Your damage is concentrated in one big sword attack, and a Guardian is built to eat exactly that. Bravo took 3 Top 8 slots and the Bilbao win (source: fabtcg.com decklist pages, 2026-09-20 to 2026-10-19).

Your outs are attack reactions that break blocks:

  • Shove Off returns a non-equipment defending card to hand, wasting the card Bravo committed.
  • Cut n' Carve grants dominate once the blade has 3 or more +1 power counters.

Build counters over several turns with Display of Craftsmanship before you go for it. Don't swing a lone unpumped Zenith Blade into a full hand. Use the Unity equipment, since Bravo's damage is physical.

Fai — Even

Fai was the second most-played hero at both Atlanta and Bilbao and has no published Top 8 slot (source: fabtcg.com pairings and decklist pages, 2026-09-20 to 2026-10-19). Expect to face it regardless.

Play it like Ira: Unity equipment, honest blocks early, and Humble to shut off the hero for a turn. Once Fai's hand runs thin, take over with go-again sword turns.

Iyslander — Favored

Swap all three Nullrune pieces in: Nullrune Hood, Nullrune Gloves and Nullrune Boots. Each has Arcane Barrier 1. Arcane Polarity gains 4 life instead of 1 on any turn you've taken arcane damage, so hold it until she has dealt some.

Her damage gets taxed and offset, which leaves your hand free to attack. Press the sword every turn you can.

Hala Mirror — Even

Both decks deal almost all their damage through Zenith Blade. That makes Steelblade Shunt a 6-defense block plus 1 damage on nearly every swing, so it's your most important card here. Hold it rather than pitching it.

The pilot who stacks counters faster unlocks the Flurry tokens from Edict of Steel and dominate from Cut n' Carve first. Prioritize Display of Craftsmanship on turns you've already sharpened.

The Rest of the Field

  • Other aggro: Even. Unity blocks and Sirens of Safe Harbor life gain carry you through.
  • Fatigue and heavy-block control: Unfavored, for the same reason as Bravo. Shove Off and dominate are your only real answers to stacked defense, so never pitch them early in these games.
  • Other arcane decks: Favored once the Nullrune pieces are in play.

Card Pool & Matchup Configuration

Silver Age lets you reconfigure every game, and because matches are best of 1, every pairing is its own configuration decision. You register a 55-card pool: weapons, equipment and deck cards together. Before each game you choose your arena cards, then the 40 cards your deck starts with. At Showdowns and Callings that registered pool is locked for the whole event, so these sideboard-style choices live entirely inside the 55 above. Under the pre-game trial announced on 2026-09-17, heroes are revealed simultaneously, then arena cards, then decks are presented. That means you know the opposing hero before you commit anything.

This pool holds 47 deck cards and 8 arena cards, so you cut exactly 7 deck cards per game and make three equipment decisions.

The Fixed Core

These cards never leave the deck. They are the sharpen engine and its payoffs, and the deck doesn't function without them:

  • Every copy of Edict of Steel, Swordmaster's Path and Display of Craftsmanship
  • Both copies each of Sharp Incline, Cut n' Carve and Slice and Dice

That's 22 locked slots. Zenith Blade and Edge Laden Plate are your only weapon and chest piece, so they're always in.

The other 25 deck cards are the flex pool you choose 18 from: Arcane Polarity, Big Blinder, Chest Puff, Humble, Look Tuff, On the Horizon, Sirens of Safe Harbor in both colors, Steelblade Shunt, Donkey, Shove Off, Shuck and Olé.

The Equipment Decision

Head, arms and legs are each a binary choice:

Into physical damage, Unity is strictly the better block. Into arcane damage, the barrier prevents damage your blocks can't touch. You choose slot by slot, so a split is legal when the opponent mixes both kinds of damage.

Arcane prep is clearly on players' minds. Arcane Polarity appeared in 17 of 27 published lists and Nullrune Hood in 11 (source: fabtcg.com published Silver Age decklists, 2026-09-20 to 2026-10-19). Keep the Nullrune set packed and ready.

Configurations

OpponentEquipmentOut (7)
Attack-chain aggro (Ira, Fai)Unity x3Arcane Polarity, 2 Donkey, 2 Shove Off, 2 Look Tuff
Big-hitting weapon decks (Bravo, Levia)Unity x3Arcane Polarity, 2 Donkey, 2 Sirens of Safe Harbor (red), 2 Sirens of Safe Harbor (blu)
Arcane damage (Iyslander, Kano)Nullrune x32 Donkey, 2 Steelblade Shunt, 2 On the Horizon, 1 Shove Off
Unknown or unlisted heroUnity x3Use the aggro configuration

Why Each Swap

Against aggro, you're spending resources on defense, so the 3-cost Look Tuff is the clunkiest card in hand. Shove Off needs a defending card to bounce, and decks racing you block less. In their place, keep these:

  • Sirens of Safe Harbor gains 1 life when it hits your graveyard from anywhere, which includes after it blocks.
  • On the Horizon is a 4-defense block.
  • Steelblade Shunt pings the attacker whenever it defends a weapon attack, and Ira's lists all run Edge of Autumn.

Against Bravo and Levia, the game goes longer and turns on how much damage you push through big blocks. That flips the priorities:

  • Shove Off returns a non-equipment defender to hand mid-chain, so it comes back in.
  • Look Tuff and Chest Puff carry the most raw power in the pool.
  • Steelblade Shunt stays, because both decks swing weapons (Titan's Fist, Hell Hammer).
  • Both colors of Sirens of Safe Harbor go out. A single life per card is the lowest-impact text in this matchup.

Against arcane, you lose 3 points of equipment defense and the Unity bonus. Every block now comes from hand. Blocks don't stop arcane damage, so the dedicated blockers lose value:

  • On the Horizon is a pure blocker and comes out.
  • Steelblade Shunt comes out too. Its damage clause only fires on a weapon attack.
  • Arcane Polarity stays, since it gains 4 life on any turn you've taken arcane damage.
  • Sirens of Safe Harbor stays to keep life totals in your favor.

Pitch Discipline

Donkey leaves in every configuration above. The reason is that its wager makes the winner destroy a card in their own arsenal, which can cost you a stored card on the turn it works. It's the first cut, not a core piece.

Cutting both Donkeys removes 2 blues, so watch your count. The pool has 18 blue cards. Each configuration above leaves 14 or 15 blue in the 40, plus the 4 yellows. Hala's sharpen ability costs 3 resources, which is exactly one blue pitch.

When you deviate, swap like for like. If you cut a blue flex card such as Shuck or Olé, bring a blue back in. Don't drop below the 14-blue floor chasing an extra red attack. A hand that can't fund the hero ability and a Zenith Blade swing in the same turn is the deck's real failure mode.

Practical Notes

The Kyoto Top 8 had 7 different heroes (source: fabtcg.com Sunday Showdown Kyoto decklists, 2026-10-18). Expect to use all three configurations across a day.

Rounds are 35 minutes, so pre-sort the three cut piles before round one. Choosing your 40 should take seconds, not minutes off your clock.

For a hero not on this list, start from the aggro build and make one adjustment: if the hero deals arcane, switch to the Nullrune pieces and keep Arcane Polarity.

Tech Choices & Variations

The engine of this pool is fixed: the sharpen package (Edict of Steel, Sharp Incline, Cut n' Carve, Swordmaster's Path), the pump package (Display of Craftsmanship, Slice and Dice) and Zenith Blade. Don't cut those. Everything else is a slot you can argue about. The Silver Age pool is 55 cards including weapons and equipment, the deck starts with exactly 40 cards, and no card goes above 2 copies (source: fabtcg.com Silver Age format page, accessed 2026-10-19). That leaves you 47 deck cards for a 40-card deck, so every flex slot competes with the engine for those 40 spots. At Showdowns your registered pool can't change during the event (source: fabtcg.com Event Structure and Decklist Requirements, accessed 2026-10-19). Settle these choices before you register.

The Generic Attack Package

Chest Puff, Look Tuff, Humble and Sirens of Safe Harbor are the non-sword threats. They give you a turn when the blade line isn't there. Their main trade-off is resources.

  • Look Tuff is the first cut. It needs 4 resources for its full 8 power, which is the same amount as an entire Hala activation plus a card. When your hands are clogging, swap it for a third colour of an engine card you're short on, such as a second yellow sharpen piece.
  • Chest Puff gives 7 power for 3 resources. It's more efficient than Look Tuff and blocks for the same 3, so it holds its slot longer.
  • Humble is the matchup card. On hit, the opposing hero loses all abilities until the end of their next turn. Against heroes whose plan runs through their hero ability, it's a strong card for that slot. Against decks that win on raw card quality, it's just a 6-power red.
  • Sirens of Safe Harbor gains 1 life whenever it hits your graveyard from anywhere, including when you pitch the blue copy. Against fast damage races, those single points add up. Against slower decks, a sharpen card is worth more.

The Defensive Package

Steelblade Shunt blocks 6 no matter what it defends. Its 1-damage ping only fires against weapon attacks, so value it as a 6-point block that sometimes deals a point, not the other way around. On the Horizon is a free 4-point block that also lets you look at your top card. That information helps you plan your next sharpen turn, which makes it the safer of the two in a field with few weapon attacks.

Arcane Polarity is a 1-of, and that's the cheapest dial in the pool. It gains 1 life for 0, or 4 life if you've taken arcane damage this turn. If you expect arcane-damage decks, such as Wizards like Iyslander or Kano, a second copy is a legal and low-cost addition. If you don't, the single copy is already the most cuttable red in the pool.

Wager Reactions and Utility Blues

  • Big Blinder gives +4 to a sword attack and adds a wager whose winner creates a Flurry token. It competes with red Display of Craftsmanship for the same 2-resource reaction slot. Display of Craftsmanship adds a +1 power counter when the blade has been sharpened, and that counter feeds Edict of Steel and Sharp Incline. If you're short on counters, play more Display.
  • Donkey is a free +1 reaction with a 3-point pitch. Under its text, whoever wins the wager destroys a card in their own arsenal, so don't count it as disruption. It's a blue first and a pump second, and it's the first blue to cut.
  • Shove Off returns a non-equipment card defending your sword attack to its owner's hand. Its value grows with how often your opponent blocks with cards from hand. Against defensive decks, keep both copies. Against decks that rarely block, it's dead text on a blue.
  • Shuck creates a Flurry token for 0. Olé fills a blue pitch slot. Both are blues you can trade for a third colour of Edict of Steel or Cut n' Carve if you want more sharpen density.

Equipment Options

The pool carries two options for head, arms and legs:

Edge Laden Plate is the only chest option. If you expect a room with no arcane damage, you could drop one Nullrune piece to open a deck slot. You would then lose that choice against the arcane decks you didn't expect. Keep all three unless you're confident about the field.

Tuning for Your Local Field

  • Aggressive, Ira-heavy rooms: Ira, Crimson Haze took 5 of the 24 published Top 8 slots across three Showdowns (source: fabtcg.com decklists, 2026-09-20 to 2026-10-19). Against that pace, cut Look Tuff for cheaper turns and keep both Sirens of Safe Harbor colours and On the Horizon. Unity equipment plus blocking from hand is your defensive priority.
  • Levia-heavy rooms: Levia had 27 of 184 entries (14.7%) at Atlanta (source: fabtcg.com Round 1 pairings, Atlanta). Plan to block big single attacks, so Steelblade Shunt earns its 6 defense even without the ping. Keep Humble in that room.
  • Defensive rooms that block from hand: keep both Shove Off and lean on Cut n' Carve to get dominate. Trim Donkey to make room.
  • Arcane-heavy rooms: add the second Arcane Polarity and plan to wear the Nullrune pieces.

When you can't read the room, cut Look Tuff and Donkey before you touch any sharpen card. Every slot you add to the engine makes Hala and Edge Laden Plate easier to use.

Budget Options

At roughly $28 for the full pool (TCGplayer market prices; approximate), this list is already cheap. Silver Age only allows common, rare and basic rarity cards, hero included (source: fabtcg.com Silver Age format page and Card Legality Policy, accessed 2026-10-19). On a budget, the real question is not which chase cards to replace. It is which pieces to buy first and which slots you can leave empty without weakening the deck against most of the field.

Where the money likely goes

Generic cards fit into every hero's pool, so they face demand from every class. Warrior-only cards are only wanted by Warrior players. That makes the generic slots the likely pressure points:

  • The Nullrune set. Nullrune Hood, Nullrune Gloves and Nullrune Boots appear widely across the format: Hood in 11, Gloves in 10 and Boots in 9 of the 27 published Silver Age lists (source: fabtcg.com decklist API, 2026-09-20 to 2026-10-19).
  • Arcane Polarity. It appears in 17 of those 27 lists (source: fabtcg.com decklist API, 2026-09-20 to 2026-10-19).
  • Generic attacks. Sirens of Safe Harbor shows up in 10 lists and Humble in 8 (source: fabtcg.com decklist API, 2026-09-20 to 2026-10-19). Chest Puff and Look Tuff are also generic and compete for the same buyers.

The sharpen package should be the cheaper half of the list because only Warrior players compete for it. That package is Edict of Steel, Sharp Incline, Cut n' Carve, Swordmaster's Path, Display of Craftsmanship, Big Blinder, Donkey, Shove Off, Shuck, Slice and Dice and Steelblade Shunt.

Swap 1: Run Unity equipment every game

The pool carries two sets of armor for three slots, and you pick your arena cards before each game.

The Unity pieces block for 1, or 2 when they defend together with a card from hand. Each has Temper. Every card in this deck has a defense value, so that condition is easy to meet.

The Nullrune pieces have 0 defense and Arcane Barrier 1. They are only correct when arcane damage is the threat. Skipping them on a budget leaves your physical-damage games unchanged. What you give up is damage prevention against arcane-heavy opponents. You will take the full arcane hit in those games and lean harder on blocking with cards.

Swap 2: Cut Arcane Polarity

Arcane Polarity only gains you 4 life if you've been dealt arcane damage that turn. Otherwise it gains 1, which makes it a narrow matchup card. Leave it out alongside the Nullrune set. The cost is identical: a worse arcane matchup and no change anywhere else.

Swap 3: Thin out the generic attacks

The pool holds more deck cards than the 40 you start with, and the format page lists the pool at 55 cards (source: fabtcg.com Silver Age format page, accessed 2026-10-19). If you have to delay a generic attack:

  • Delay Look Tuff first. At cost 3 it is the hardest to fit around a sword turn.
  • Delay Chest Puff next.
  • Keep Humble. Stripping the opponent's abilities on hit is effect you can't get from a sword pump.
  • Keep the blue Sirens of Safe Harbor. It is still a 3-pitch card that attacks.

The price of thinning these out is that your non-sword turns get weaker. With fewer generic attacks, you have fewer ways to pressure on a turn when you can't set up a sharpen chain.

If you fill those pool slots with other cards you already own, they must still be Warrior or generic. Pool cards must match the hero's class and talents, and generic cards can go in any pool (source: fabtcg.com Silver Age format page, accessed 2026-10-19).

Non-negotiable

  • Hala and Zenith Blade. Zenith Blade carries the Hala Specialization tag, and the whole deck exists to sharpen it and earn its go again.
  • Edge Laden Plate. It is your only chest piece and the only equipment that turns a sharpen into a resource.
  • The sharpen cards. Swordmaster's Path doubling your next sharpen is what pushes counters high enough to reach the Flurry and dominate thresholds on Edict of Steel and Cut n' Carve.

None of these have a functional substitute.

Upgrade path

  1. Engine. Hala, Zenith Blade, Edge Laden Plate, the three Unity pieces, and every sharpen card: Edict of Steel, Sharp Incline, Cut n' Carve, Swordmaster's Path and Shuck. This is already a functional deck.
  2. Sword pumps and reactions. Display of Craftsmanship, Big Blinder, Donkey, Shove Off, Slice and Dice and Steelblade Shunt. These turn sharpened swings into kills.
  3. Defense and filler. On the Horizon and the Sirens of Safe Harbor pair.
  4. Generic attacks. Humble, then Chest Puff, then Look Tuff.
  5. Arcane hate last. Nullrune Hood, Nullrune Gloves, Nullrune Boots and Arcane Polarity. Buy these only once your local field shows arcane damage worth preparing for.

Steps one and two account for most of the deck's games. Everything after that is refinement. You can play competitively at locals before you ever own a Nullrune piece.

Common Mistakes

1. Swinging Zenith Blade before you've sharpened

Zenith Blade only gets go again on its first attack if it has been sharpened that turn, and it can only attack once per turn. Swing it cold and your turn usually ends there, with your follow-up attacks stranded in hand. It also shuts off Edge Laden Plate, which can only be destroyed for a resource after you've sharpened a sword this turn. Fix: lead with a sharpen effect, such as an Edict of Steel, Sharp Incline, Cut n' Carve or Hala's own ability, and only then activate the blade. If your hand has no sharpen at all, plan the turn as a single swing, or pass the blade and attack with cards instead.

2. Playing Swordmaster's Path after the sharpen

Swordmaster's Path does two things. Its power bonus applies to your next sword attack. Its second clause only changes the next sharpen you perform that turn, which happens an additional time. Cast it after your Edict of Steel and the extra sharpen is gone. Fix: the order is Path, then sharpen, then the Zenith Blade attack. Path has go again, so leading with it costs you nothing but the one resource.

3. Ignoring the counter thresholds

Each sharpener checks how many +1 power counters are on the blade:

  • Red Edict of Steel creates a Flurry token at 1 or more.
  • Yellow Edict of Steel needs 2 or more.
  • Blue Edict of Steel and Cut n' Carve need 3 or more. Cut n' Carve grants dominate at that count.
  • Sharp Incline only discounts the attack if the blade already has counters.

Firing a blue Edict into a lightly loaded blade gives you a sharpen and nothing more. Fix: count the counters before you choose which copy to play. Spend low-threshold copies early, and pitch blue copies whose condition you can't reach this game. Treat Display of Craftsmanship the same way. It only adds a counter if the weapon has been sharpened this turn, so casting it on an unsharpened swing wastes half the card.

4. Breaking your resource math

This list carries many small costs that add up fast:

  • Zenith Blade costs a resource to activate.
  • Display of Craftsmanship and Big Blinder cost 2 each.
  • Chest Puff and Look Tuff lose a point of power unless you pay an extra resource when they attack.

A common failure is pitching for the blade and a reaction, then finding you can't pay the tax on your follow-up attack. Another is pitching your only sharpener as a blue. Fix: total the full turn before you pitch the first card. Count Edge Laden Plate as a resource only on turns you've already sharpened. Weigh that resource against keeping a chest block, because once you destroy the Plate, it's gone for the rest of the game.

5. Defending with Unity equipment alone

Helm of Unity, Gauntlets of Unity and Pillar of Unity only get +1 defense when they defend together with a card from your hand. Throw one in by itself and it blocks at its base value. Fix: pair Unity pieces with a hand card whenever you defend with them. Your attack actions carry 3 defense almost across the board, so the cards you aren't using this turn double as blocks. Save Steelblade Shunt for weapon attacks where you can. Its 6 defense works against anything, but it only deals its 1 damage when it defends a weapon attack.

6. Misusing Shove Off

Shove Off can only return a non-equipment card defending a sword attack you control. Declare it into a block made entirely of equipment and you've spent a card and a resource for nothing. Fix: wait until blocks are declared. Then bounce the largest card they defended with from hand. Against a hand-plus-equipment block, removing the hand card is usually what lets the damage through.

7. Wasting Arcane Polarity and the wager reactions

Arcane Polarity gains 1 life normally, or 4 if you've been dealt arcane damage this turn. Firing it on a non-arcane turn trades a card for a single point, and you only start at 20 life. Hold it until arcane damage actually lands, or pitch it.

The wager cards need care too. With Donkey, the winner destroys a card in their own arsenal. Don't play it while you're storing something important there.

8. Paying for Hala's ability when a free sharpen is in hand

Hala's sharpen costs 3 resources and a tap. Edict of Steel, Sharp Incline and Cut n' Carve cost 0, and each one has go again. Paying three to do what a free card already does starves your reactions and attack taxes. Fix: use the hero ability in two cases only. The first is when your hand has no other sharpen. The second is when you're stacking it with Swordmaster's Path on a turn where the extra sharpen pushes you over a threshold.

Tournament Prep & Final Notes

What to Practice

Goldfish the sharpen turn until the math is automatic. Every Hala turn is a stack of go-again actions, a hero ability that costs 3 resources, and cards that check the counter count on Zenith Blade at resolution. Deal yourself hands and play them out solo. Say the counter count out loud after every action. Before you pitch a single card, you should already know whether the hand reaches one, two or three counters. That number decides which Edict of Steel makes a Flurry token and whether Cut n' Carve grants dominate.

Pre-build your 40s by hero. At Showdowns and Callings your registered deck is locked for the event. In each game you still choose arena cards first, then deck cards, and the deck starts with exactly 40 (source: fabtcg.com Silver Age format page and Event Structure page, accessed 2026-10-19). With this pool you are choosing between Unity and Nullrune pieces in three slots and cutting seven deck cards every game.

Write those configurations down at home for these heroes:

  • Ira, Crimson Haze
  • Levia
  • Bravo, Flattering Showman
  • Fai, the second most-played hero at both Atlanta and Bilbao, despite having no published Top 8 slot (source: fabtcg.com Round 1 pairings and decklists, 2026-09-20 to 2026-10-19)

Under the IAR-season pre-game trial, heroes are revealed together, then arena cards, then decks (source: fabtcg.com B&R announcement, 2026-09-17). You see their hero before you commit, so the only question at the table should be "which sheet?"

Interactions to Know Cold

  • Swordmaster's Path modifies the next sharpen. Play it before the Edict of Steel, Sharp Incline, Cut n' Carve or Hala activation you want doubled. Cast after your last sharpen, its second clause does nothing. Its power bonus still applies to your next sword attack.
  • Thresholds read at resolution.
    • Red Edict of Steel wants 1+ counters, yellow wants 2+, blue wants 3+.
    • Cut n' Carve gives dominate at 3+ counters, so it belongs late in the chain.
    • Sharp Incline needs 1+ counters to discount the Blade's next attack.
  • Display of Craftsmanship only adds a counter if the weapon was sharpened this turn. Sharpen before you swing, or you get the power and nothing else.
  • Zenith Blade is once per turn. Its go again applies only to its first attack, and only if it was sharpened this turn. The second clause of Slice and Dice needs a second sword attack. Know whether your turn has one before you count on that +3.
  • Edge Laden Plate is an instant that requires a sharpen this turn. Crack it mid-turn, after the first sharpen, to fund the Blade activation or a reaction. Never crack it before you've sharpened.
  • Wagers can go either way.
    • Big Blinder: the winner creates the Flurry token, and that can be your opponent.
    • Donkey: the winner destroys a card in their own arsenal. Check what's sitting in yours before you play it.
  • Shove Off returns the blocker to its owner's hand. It targets only non-equipment cards, and your opponent gets the card back. Use it when the damage that gets through matters more than the card they recover.
  • Unity requires a card from hand defending alongside the equipment. A naked equipment block gets no bonus.
  • Arcane Polarity is an instant. It gives 4 life only if you've already been dealt arcane damage this turn. Hold it until after that damage lands.
  • Steelblade Shunt pings only when it defends a weapon attack. Against an on-hand attack it is just a 6-defense block.

The Clock

Swiss rounds at Showdowns are a single 35-minute game. When time is called, the turn player finishes their turn, one more turn is played, and then the game is a draw. Top 8 matches are untimed (source: fabtcg.com Silver Age format and Event Structure pages, accessed 2026-10-19).

Hala is not a fast deck to pilot. Long action chains, wagers, Flurry tokens and counter tracking all add up. A draw is a game you didn't win, so:

  • Use one clear die on Zenith Blade and keep tokens in a fixed spot.
  • Announce counter counts as you go so neither player has to rewind.
  • Decide blocks on the opponent's turn quickly. Save your long thinks for your own turns, where the sharpen sequence actually rewards them.

If you practice nothing else, practice playing a full sharpen turn at tournament speed.

Final Assessment

This is a proactive sword list that turns cheap zero-cost actions into one large, often dominating Blade swing. It does that for an estimated deck price of about $28.

The result supports taking it seriously. This list made Top 4 at Sunday Showdown: Kyoto, and Hala took Top 8 slots at both Atlanta (5th) and Kyoto (3rd) (source: fabtcg.com decklists, 2026-09-20 to 2026-10-19).

The weaknesses are real:

  • The ceiling is sequencing-dependent. One out-of-order Swordmaster's Path or an early Edge Laden Plate can cost a full turn of damage.
  • The format's top Top 8 hero is the main hurdle. Ira, Crimson Haze took 5 of 24 published Top 8 slots and 2 wins across the three Showdowns (source: fabtcg.com decklists, 2026-09-20 to 2026-10-19). Your pre-built configuration for that hero needs to be your best-rehearsed one.

If you want an affordable deck that rewards practice over card pool, this is a strong pick. Drill the counter math, arrive with your configurations written down, and play fast.

Frequently Asked Questions

How does the Hala Silver Age deck win games?

It wins a war of steady attrition by attacking with a growing Zenith Blade every turn while defending efficiently with the rest of the hand. Sharpen cards give the Blade's first attack go again, and +1 power counters make every future swing bigger until dominate and Flurry tokens close the game.

What is the correct order for a core Hala turn?

Play Swordmaster's Path first if you have it, then a sharpen such as Edict of Steel, Sharp Incline or Cut n' Carve, then swing Zenith Blade with go again. Pump it with a reaction like Display of Craftsmanship, or close the turn with an attack action such as Humble or Look Tuff.

When should I use Hala's hero ability instead of a sharpen card?

Her ability costs 3 resources and a tap, so treat it as a fallback for hands with no sharpen card rather than your default line. The guide also allows stacking it with Swordmaster's Path when the extra sharpen pushes you over a counter threshold.

Which matchups are hardest for Hala?

Bravo, Flattering Showman and fatigue or heavy-block control are unfavored, because they are built to absorb one big sword attack. Your outs are Shove Off and dominate from Cut n' Carve, built up with Display of Craftsmanship counters over several turns.

Should I play Unity or Nullrune equipment?

Use the Unity pieces against physical damage, pairing each with a card from hand for the extra defense. Against arcane damage such as Iyslander, swap in Nullrune Hood, Nullrune Gloves and Nullrune Boots and keep Arcane Polarity. Heroes are revealed before arena cards, so you choose knowing the opponent.

What can I skip or delay if I am building Hala on a budget?

The full pool is already about $28. You can run Unity equipment every game and skip the Nullrune set and Arcane Polarity, at the cost of a worse arcane matchup. Delay Look Tuff first, then Chest Puff, but keep Humble and the blue Sirens of Safe Harbor.

What are the most common mistakes when piloting Hala?

Swinging Zenith Blade before sharpening, casting Swordmaster's Path after the sharpen, and ignoring counter thresholds are the big ones. Others include blocking with Unity equipment alone, firing Shove Off into an equipment-only block, and paying for Hala's ability while holding a free sharpen.

What should I practice before a tournament with Hala?

Goldfish sharpen turns until the counter math is automatic, saying the counter count out loud after every action. Pre-build and write down your 40-card configurations for Ira, Levia, Bravo and Fai, and practice playing a full sharpen turn at tournament speed for 35-minute rounds.

Metagame Context

Built from Daisuke Koseki's Top 4 list at Sunday Showdown: Kyoto 2026 (2026-10-19), via fabtcg.com official decklists. Metagame context comes from a research brief dated 2026-10-19 covering 2026-09-20 to 2026-10-19, drawn from fabtcg.com (official Flesh and Blood site). Card text and prices: the-fab-cube card dataset and tcgcsv.com (TCGplayer prices).

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Source: tournament results. Decklist and placements as reported by the event organizer.