SteamWorld Quest has far more cards than deck slots, and the game does not tell you that most of them are traps.
Eight slots per hero. Three heroes. A 24-card deck. You hold six and draw three a turn, which means the deck has to be made of cards that are useful every time they appear. A situational card you draw once in four turns is not a situational card — it is a dead draw three times in four.
That single constraint filters the pool harder than any tier list.
The test every card has to pass
A card earns a slot only if it passes all three:
- Cheap. One Steam, or free. Expensive skills sit in your hand on turns when the pool is empty.
- Unconditional. Works against most enemies, from most board states, without setup.
- Repeatable. You would be happy to draw it twice in one turn.
Cards that fail any of the three belong in a sideboard for one specific fight — and there is no sideboard, so in practice they belong nowhere.
The cards that earn slots
Copernica — damage
- Fire Pillar. The MVP. Upgraded twice it deals roughly 270% magic damage for 1 Steam. Nothing else comes close per resource. Run 3-4 copies.
- Arcane Detective, Burning Desire, Searing Lash. Cheap action cards that build Steam so the Fire Pillars can fire.
- Mana Barrier. The Steam builder and a team barrier in one card. Upgrade it.
- Focus. Grants an extra redraw. Redraws are your consistency engine, so this is a utility card that pays for itself.
Armilly — fire support and interruption
- Intercept. Deals real damage and stops one enemy action. Bosses usually have two actions, so this is a third of a boss turn. Near-guaranteed to land after one upgrade.
- Fiery Bash. Two levels of fire debuff on one target for three turns after one upgrade.
- Hot Iron. A cheap fire action card, run four copies.
- Encourage. Clears debuffs — cheap insurance in a game where status effects stack.
Orik — buffs and action economy
- Stone Lion. Zero cost, guaranteed intercept. Free actions that deny enemy actions are always worth a slot.
- Bushido. Upgraded once, 75% crit chance on any character. This is the largest damage multiplier in the game and it is a buff, not an attack — put it on the character with the biggest hit.
- Iai, Inspiring Grace (for five-card turns), Fascination (a light heal).
The through-line: the best cards cost one Steam or less. A player clearing chapters sixteen-plus with this setup said outright that they almost never use a card costing more than 1.
The cards to cut on sight
Book Bash. The famous first cut. It is a physical attack, and Copernica has the party’s lowest Strength. It deals about 7 damage. It exists to teach you that a card’s cost does not indicate its value. Remove it as soon as decks become editable.
Anything costing 2+ Steam that does not solve a specific problem. The guideline is that skill cards should be 7 to 10 out of 24, never above half. Cards above that line are the ones sitting unplayed in your hand while your party dies.
Buffs and debuffs that move fewer than three grades. A one-level stat change is not worth a card slot or a turn. If a buff raises or lowers a grade by one, cut it; at three it starts to matter.
Cards whose entire value is a big number on the tooltip. Damage is not the bottleneck in this game — playable hands are. The biggest single hit is worth less than the third copy of a card you can always cast.
The sequencing rules that matter more than the list
Card order is part of the card. Buff before the attack it improves. Debuff before the hit that benefits. This is not flavour text — a Strength buff played after the attack does nothing.
Armilly’s Valiant Sword chain targets the enemy you last attacked, and hits at random if that enemy is already dead. So your final card before the chain should be non-lethal whenever you can arrange it. Deliberately leaving something alive to control where your bonus lands is correct play.
Heal before the killing blow. The battle ends the instant the last enemy falls. A heal queued after it never resolves.
Decide the turn, then redraw. Two free redraws per turn and no penalty for using them. Redraw the cards that do not serve the line you have chosen — not the ones that merely look boring before you have a plan.
One card you should not forget to use
The Repair Kit is the only item that revives a scrapped hero mid-battle. Everything else is a card effect you can replicate. Carry roughly six Recovery Vials, three Ointments and three Repair Kits — but if you can win without the downed hero, do: they auto-revive at 1 HP after the fight and you keep the kit.
Related guides
- Quest best deck — the full 24-card build these cards go into
- SteamWorld Quest guide — campaign structure
- Quest chapters and bosses — where each fight sits
- SteamWorld games ranked — where Quest sits in the series
- Series order guide — release order and connections
- Beginner guide — series-wide entry points