Omens are collectible cards that belong to your account — not to a hero or a village. Each card has a small, direct effect: more production, fewer losses when attacking, a longer attack warning, cheaper reforging. You equip cards on the Table, and they apply to all your villages, marches and heroes at once.
The Omens menu has three tabs: Table (what is equipped), Collection (every card and the album) and Forge (craft cards with Ink).
The six families
The catalog has six families of twelve cards. The family tells you which part of the game the card helps with, and each one has a stance — the name that shows up when someone scouts you and finds out which family rules your Table.
| Family | What it covers | Stance |
|---|---|---|
| Harvest | PvE and village: production, PvE plunder, building and carry | Farm |
| Wall | Defense and intel: wall, vault, watch, counter-scouting | Hold |
| Blade | War: assault, losses, stealth, scouting, training and marches | Hunt |
| Forge | Hero and equipment: reforge, gems, XP, regeneration, potions | Forge |
| Colossus | Guild events: Colossus, GvG duels, Seals | Event |
| Shadow | Corrupted: bigger gain, declared cost | Pact |
Rarity
There are five rarities: Common, Uncommon, Rare, Epic and Legendary. Rarity sets the size of the effect, not its type. Serf's Sickle (common) and King's Harvest (legendary) give the same production bonus, at very different scales. Some epics and legendaries carry a second effect, like Bulwark.
That is why a common card stays useful early on, and a legendary stays worth the hunt.
Stars
Every card goes from 1★ to 5★, and the star multiplies what the card does. On this server, the multipliers from 1★ to 5★ are 1x · 1.25x · 1.5x · 1.75x · 2x. You raise stars by collecting duplicate copies of the same card — the step by step is in Getting cards.
There's a caveat for count effects, like the free reforge per day from Master Smith: the result is rounded down to a whole number. On its own, the card only goes from 1 to 2 at 5★; at the earlier stars, the star doesn't change that effect.
Shadow: bigger gain, declared cost
Shadow cards give more than the other families, but charge a price written on the card itself:
- Dark Tithe raises production, but you lose more plunder when you are attacked.
- Blind Eye makes the target see your attack later, but you can no longer see the attacks heading your way.
The cost grows with stars too. There are two ways to ease it: the Shadow's own combos, which reduce the cost of every Shadow card on the Table, and two sets that cancel the cost of one specific card. Both are covered in The Table and combos.
A caveat about Blind Eye: the blindness doesn't fade gradually. The smaller combos ease the other costs by a percentage, but you only see incoming attacks again with the combo that wipes the cost out — on this server, the one at 7 Shadow cards on the Table. The two sets that cancel a cost apply to other cards, not to Blind Eye.
Caps per effect
Every effect has a cards-only cap. Stacking several cards with the same effect works, but near the cap each extra point is worth less (diminishing returns), and the cards' total never goes past it.
- The cap only limits the good side: a Shadow's cost is never trimmed by it.
- Combo and set bonuses are added on top of the cap.
- The Account effect panel, on the Table, shows each active effect and how far it can go.
Before stacking one more card on the same effect, check in that panel how much room is left under the cap.