Deck read
Common cards are where early teams become stable. They are the easiest place to test whether speed, defense, or attack is missing from your lineup.



Rarity Guide
Updated June 1, 2026
Common cards are used for starter roster depth and early fusion planning. The best choice is not always the rarest card; it is the card that improves your lineup, supports your battle plan, and gives duplicates a clear fusion purpose.
Common cards are where early teams become stable. They are the easiest place to test whether speed, defense, or attack is missing from your lineup.
Common duplicates can reach the longest growth curve, so only fuse the copies that already earn a recurring spot in missions or practice battles.
Do not spend every duplicate immediately. A Common card with the wrong role can consume fusion resources that would have made your active team steadier.

Ash Scale
Durable Bruiser

Blazorth
Durable Bruiser

Brimstone
Durable Bruiser

CinderClaw
Durable Bruiser

Cinderon
Durable Bruiser

Emberdros
Durable Bruiser

FrostBound
Durable Bruiser

Ignarion
Durable Bruiser

Obsidian Ravager
Durable Bruiser

Pyrothrax
Durable Bruiser

Rift Stalker Vax
Durable Bruiser

Void Wing Malakor
Durable Bruiser

Vulkarr
Durable Bruiser
Ash Scale
Durable Bruiser
Pick Ash Scale when your team needs surviving pressure while contributing enough damage or tempo to matter. The signal is HP 24; the follow-up check is whether ATK is enough for the matchup you expect.
Blazorth
Durable Bruiser
Pick Blazorth when your team needs surviving pressure while contributing enough damage or tempo to matter. The signal is HP 18; the follow-up check is whether ATK is enough for the matchup you expect.
Brimstone
Durable Bruiser
Pick Brimstone when your team needs surviving pressure while contributing enough damage or tempo to matter. The signal is HP 23; the follow-up check is whether ATK is enough for the matchup you expect.
CinderClaw
Durable Bruiser
Pick CinderClaw when your team needs surviving pressure while contributing enough damage or tempo to matter. The signal is HP 16; the follow-up check is whether ATK is enough for the matchup you expect.
Cinderon
Durable Bruiser
Pick Cinderon when your team needs surviving pressure while contributing enough damage or tempo to matter. The signal is HP 24; the follow-up check is whether ATK is enough for the matchup you expect.
Emberdros
Durable Bruiser
Pick Emberdros when your team needs surviving pressure while contributing enough damage or tempo to matter. The signal is HP 18; the follow-up check is whether ATK is enough for the matchup you expect.