Units are your board
Units are placed on a floor and remain there. They attack on their floor, block enemies, and often grow as the battle goes on. A unit is a piece you build around turn after turn.
Because units stay, they are the backbone of most decks. They hold the front, they scale in the back, and they give your spells something to protect.
Spells are your moments
Spells resolve the instant you play them and then vanish. They damage, buff, draw, or apply status, but they do not occupy a floor. A spell is a single turn’s worth of impact.
Spells answer the moment you need them. A damage spell clears a threat. A draw spell fixes a bad hand. A buff spell makes a turn decisive. They are tools, not structure.
Why you want both
A deck of only units has no burst. It grinds but struggles when one enemy must die now. A deck of only spells has no board, so enemies walk to the pyre while you reload.
The balance is the skill. Units give you a stable floor fight. Spells give you the swings that win tight turns. Together they cover each other’s gaps.
Watch the type bonuses
Many clan effects reward one type. A relic might strengthen your units but ignore your spells. A card might trigger only when you play a spell. Draft with the type your deck already favors.
Mixing types carelessly dilutes those bonuses. Know which type your plan leans on and keep the other in a supporting role. The status effects guide shows what spells often apply.
A simple split
Early decks do well with more units than spells. Units carry the floor fight while a few spells handle emergencies. Add more spells only when your units are stable and you need reach.
Next: Status effects guide.