Deck Symbol Breakdown

An in-depth look at the symbols that govern deck construction

Deck Symbol Breakdown

Updated on 04-14-2025

Back in March of 2021, I wrote an article about deck-building in Summoner Wars.  In it, I introduced the 12 deck-building symbols using the graphic below. 



I also presented this It’s-Always-Sunny-in-Philadelphia-meme of a chart where I discussed just how much the deck-building possibilities would grow over time.


Now, three years later, you will get no frantic chart from me. Suffice it to say, there are many, many options to explore when constructing a deck. Instead, this article will dive deeper into what the different deck-building symbols are and what kinds of things to expect from a deck containing any given symbol.  My objective with this article is to help players determine which new deck(s) they want to buy next and to generally pontificate on how the symbols inform our design decisions and shape the landscape of deck construction within Summoner Wars.

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It is worth noting that I’ve given each of the symbols a pair of names in these article graphics, but they are not given names in any of the printed components of the game.  I gave them names here because they are helpful when discussing the symbols, but I’ve also long had a desire not to officially name them because I don’t want to limit what we understand the symbols to mean.  In fact, internally, we’ve evolved what all the symbols encompass over time, so even if I tried to be exhaustive in this article (I’m not going to), it would not remain exhaustive indefinitely.

As we further break down the graphic I used to introduce the deck-building symbols.  It is made up of 3 tetrads:


The Idealogical Tetrad

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The Elemental Tetrad
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The Cognitive Tetrad
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In addition to the visual geography in the center of the graphic, linking the tetrads of symbols together, there are two other things I did graphically to show that I view the symbols as being placed along a spectrum.  The symbols get progressively darker as they go from top to bottom and the symbols follow the colors of a color wheel, blending one into the next around the circle.
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Light - Idealogical. Light seeks to make the unknown known. Light decks often allow players to effect the pieces of the game that exist outside of the two-dimensional plane of the battlefield. Things like the player hands, active event areas, draw and discard piles. These concepts all represent knowledge of what is, what was, and what could be. Often, Light takes the thematic form of the scholarly knowledge seeker.
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Dark - Idealogical. Dark holds individual empowerment above all. Dark decks often allow players to inflict damage upon their own units and make other sacrifices in exchange for some kind of gain. Dark decks care little for the lives of their common units, typically getting some benefit out of their destruction. Often, Dark takes the form of the power hoarder and manipulator.
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Divine - Idealogical. Divine calls on the aid of a greater power to protect them. Divine decks typically have healing and defensive powers and high life values. Often, Divine takes the thematic form of the religious, serving a structured organization that exists to fulfill the will of a deity.
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Spirit - Idealogical.  Spirit finds its power in a group, working closely together to serve a whole. Spirit decks typically have abilities that empower or work in concert with other friendly units on the battlefield. Often, Spirit takes the thematic form of the spiritual, holding the ideals of their group in the highest regard.
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Fire - Elemental. Fire burns hot and destroys with precision. Fire decks typically have ways to inflict guaranteed damage to units and units can spread quickly like wildfire, being summoned adjacent to each other or teleporting across the battlefield in a flash. Often, Fire takes the thematic form of the angry and the vengeful.
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Earth - Elemental. Earth mimics nature’s propensity to grow and spread. Earth decks typically make use of boost to make their cards stronger, faster, and tougher.  Some earth decks also want to spread their cards across the battlefield, taking root and dominating the space. Often, Earth takes the thematic form of those attuned with the natural world.
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Air - Elemental. Air is fast and ephemeral.  Air units can move quickly across the battlefield.  They can reinforce from their own territory and take the battle to their opponents. They can get their units into key positions and are excellent at avoiding their opponents as well.  Often, Air takes the thematic form of the lithe warrior and the adventurous seeker.
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Water - Elemental.  Water is straightforward power.  Water units typically have big strength and life values, often sacrificing having mighty abilities in favor of having big stats. Water decks can put a focus on champion play and feature powerful summoners that want to get involved firsthand in the battle, as those are the strongest units a deck can contain. Water often takes the thematic form of the physically strong and mighty.
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Logic - Cognitive. Logic is procedural, unlocking power and advantage over multi-step plans. Logic builds with the future in mind.  Many Logic decks put a focus on building strong-standing structures and upgrading and enhancing their cards with other cards. Often, Logic takes the thematic form of engineers and inventors.
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Cunning - Cognitive. Cunning leverages the power of surprise. It works out complex puzzles to reach where their opponent didn’t think they could reach, to generate damage their opponent didn’t see coming, and to avoid the retribution their opponent was certain they would be able to inflict. Often, Cunning takes the thematic form of rogues, rebels and free spirits.
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Resolve - Cognitive. Resolve seeks to exercise control over their opponents. Resolve decks physically force units across the battlefield, they take control of opponent’s units, and they force their opponents to make tough decisions and sacrifices.  They bend others to their will. Often, Resolve takes the thematic form of psychic ability.
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Instinct - Cognitive. Instinct is unafraid to take risk. Instinct decks roll lots of dice and have powerful effects that activate erratically. They challenge their wielder to put their summoner on the line to access the deck’s true strength. Often, Instinct takes the thematic form of the primal, the passionate and the unfettered.

Each summoner in Summoner Wars combines two of these deck building symbols and so we are tasked with melding them together, and that is how we ended up with factions like the haughty High Elves, who combine Resolve and Divine to create a deck that wants to force you to play by the laws of their divine order. And then there’s the raging Obsidian Dwarves who combine Fire and Primal to create an explosive deck that alchemically mixes the seemingly opposite concepts of risk and precision. However, players need not stick to the ideas that we imbue in the pre-constructed decks.  Deck-building allows players to take the same summoner we used to build a pre-constructed deck and build in other cards from its two symbols to create an amalgamation all their own!