KeyForge: Call of the Archons - Starter Set (Clearance)

KeyForge: Call of the Archons - Starter Set (Clearance)

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In this exciting game where no two decks are alike, two players race to forge keys to unlock the hidden vaults of the Crucible, and artificial world built from pieces of countless planets and civilizations. With an incredible array of creatures, artifacts, and abilities, each deck is one-of-a-kind and no two battles will ever be the same!

This starter set contains everything two players need to play!


  • 1 "Radiant Argus the Supreme" Deck
  • 1 "Miss Onyx Censorius" Deck
  • 2 Unique Archon Decks
  • 6 Key Tokens
  • 26 Æmber Tokens
  • 22 Damage Tokens
  • 10 Power Status Cards
  • 10 Stun Status Cards
  • 2 Chain Tracker Cards and Tokens
  • 1 Quickstart Rulebook

2 Reviews Hide Reviews Show Reviews

  • 4
    Solid starter set

    Posted by Ronald on Mar 10th 2019

    While this starter set is not essential it definitely doesn't hurt to have around. The starter set contains 2 non unique decks and 2 unique archon decks. The 2 starter decks contain 6 of the 7 houses which have contrasting play styles although 1 of the decks I feel is much better than the other. The rest of the starter set contains all the tokens you'll need to play, the previous reviewer stated that you need shield tokens but I don't find that to be the case. Having shield tokens would clutter the game area although I do agree to some extent it would help to keep track how armor is left on creatures for new players. The 2 unique decks I got were great hopefully you will have the same luck I had. I'd give this set 5 stars if it had stun and power tokens instead of cards. I feel like the stun and power cards were an afterthought after the game was finished. Seeing as how the organized play sets include compact stun and power cards is a reflection of that as well as the new age of ascension starter set contains tokens which I feel is a better implementation. Overall I think this set is a great tool for teaching the game to new players.

  • 3

    Posted by Amano on Nov 17th 2018

    The names of the decks can be pretty funny, cool, or boring. The decks are built from 3 different factions, like a permanent shuffle built deck. The infinite combinations yield one of two decks, one unfocused, and one well focused. I find that no matter what deck I play, I play much the same - Hold nothing back, playing all cards for a faction to maximize the end of turn draw. Familiarity with the cards helps a lot, as is taking a quick peek at the opponent's deck. The chains system will definitely be necessary for formal play; it'll be interesting to see implementation. At the tournament I played in upon release, nothing special was done, and certain decks dominated. That said, skill definitely counts. I'm told there's a format best 2 of 3, and we'd swap decks. We tried that between games, and that definitely makes a difference: Skill does count. My only real reason for giving this 3 stars rather than 4 is the extremely poor token implementation: Seriously, was this play tested?! No shield tokens? Ugh. Suggestion: Bring your own life and amber tokens, then use the punch board amber as shields - works well until I find something better. Also, the chains circle punch board token is best used on your deck list card, as the means of indicating the faction you're using on your turn. I really don't see how they couldn't include such an obvious addition to the set. The game is good, but for all the hype about it, the experimental effort has some definite room for improvement.