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Nov. 9, 2023

The grand finals where the players took turns playing solitaire until their opponent resigned out of sheer boredom. [Hobby Drama Archive]

The grand finals where the players took turns playing solitaire until their opponent resigned out of sheer boredom. [Hobby Drama Archive]

For several years, a KeyForge player soho_jin has documented KeyForge's more dramatic and interesting moments for the r/HobbyDrama subreddit. While the stories he tells involve low points for the game, he always uses them to point out the best of KeyForge and the community that keeps it going. KeyForge Public Radio is proud to archive these important pieces of KeyForge writing, with permission from the author. The original version of this post is here; the below post is unmodified from its original posting on February 3, 2021.

love Keyforge. I’ve been playing since it first released back in 2018 and still enjoy it immensely to this day. However, the game has, on occasion, been plagued by the odd problem. Though these issues have been mostly cleared up as of today thanks to some rule alterations and errata, during the game’s infancy – when players first got their hands on the game – one particular combo of cards became so incredibly degenerate that something needed to be done. This is the story of how that combo culminated in the most infamous grand finals that the game has ever seen.

The State of Play

Firstly, I should give some basic information on how the game is played. Keyforge is strictly a 2-player game in which, in order to win, you must forge 3 keys. Each key costs 6 ӕmber (pronounced ‘amber’), which you can gain through certain card bonuses, or by using creatures to perform the ‘reap’ action. If you have enough ӕmber at the start of your turn, you forge a key. There are other intricacies and various aspects of play, but to put it simply: play cards, get ӕmber, forge keys, be the first to forge 3 of them. Got that? Good.

The game has seen plenty of extremely powerful combos, including the likes of:

- GENKA: Martian Generosity and Key Abduction. Players can draw a large number of cards while also forging keys at a lowered cost.

- BRIG: Binate Rupture and Interdimensional Graft. Players can inflate both their own and their opponent’s ӕmber pool then immediately take any remaining ӕmber from their opponent after they forge a key.

- Gangernaut: Ganger Chieftain and Drummernaut. Provided the opponent has no creatures on the board, players can use these two creatures to generate a burst of 5 or 6 ӕmber depending on the situation.

However, none of these combos quite measure up to the nightmare that was LANS. But before I get to that, you’ll need to know some important aspects of Keyforge.

The World’s First Unique Deck Game

As opposed to just about every other card game in existence, Keyforge consists of absolutely no deckbuilding whatsoever. Rather than buying booster packs or singles to enhance a deck that you construct, the game is played using complete, pre-constructed decks that cannot be altered or mixed. While some players have experimented with deckbuilding and making cubes, instances such as these only exist as far as casual play with friends. The vast majority of players choose to play the game as intended.

Another thing to note is that every single Keyforge deck in the entire world is unique. That is, if you buy a deck, no other deck will ever have the same decklist. Each deck also comes with its own unique artwork on the backs of each card, and each deck has its own unique name printed on both the front and back of each card. (Some famously humorous names include The Boy Who Basically Headbutts Heaven and The Child Who Terribly Fears The Church) Suffice it to say, anyone who tries to mix and match cards from other decks can be found out very quickly, as any deviation from the card’s name, art and decklist (which must be shown to your opponent before each game) are easy indicators.

These aspects, from name to decklist to card backs, are all created using an algorithm that picks 3 houses (or factions) and distributes a range of 12 cards to each house, with distribution dependent on card rarity, from common to uncommon to rare and special rare.

Keyforge’s model garnered some mixed receptions, with some praising the game for its low barrier of entry and quick casual setup through sealed decks, while others lamented the inability to build decks and likened the game to a lootbox simulator. With the randomized nature of the game, many detractors assumed that the game would devolve into spending obscene amounts of money throwing away decks in search of ‘the one’, while many proponents of the game simply enjoyed the discovery and puzzle-solving aspect of trying to learn each deck, with the ability to find interesting matchups without the need to build decks for specific purposes.

The big question was: How could a game of random, decidedly suboptimal decks work at the most competitive level? How could you truly test a player’s skill and knowledge of the game if matchups can never be equal? The answer? Adaptive.

A Test of Skill

The adaptive format works as follows: The players play two games, the first using their own decks and the second using their opponent’s deck. If the same deck wins twice, players must then commence a bidding on chains. Chains are the game’s handicap system, which can be used to curb decks that have the advantage in a particular matchup. To put it simply, the more chains you have, the fewer cards you are allowed in your hand at any one time. (The standard hand size is 6) From 1-6 chains, you play with 1 fewer card in hand. From 7-12, you play with 2 fewer cards, right up to the 19-24 bracket, where you play with 4 fewer cards. That’s a hand size of only 2 cards!

The purpose of bidding on chains is for each player to deduce how much of a handicap they would be willing to take in order to play the stronger deck without putting themselves at a disadvantage. A chain is dropped at the end of each turn, meaning if you start out with 3 chains, after 3 turns you’ll be back up to a normal hand size. Each player takes turns bidding until one decides they aren’t willing to increase the bid, and the game starts with the handicap in place on the 'stronger' deck, while the 'weaker' deck simply plays as normal.

Most players consider the adaptive variants to be the truest test of skill at the competitive level. After all, playing an extremely powerful deck holds no advantage over playing an extremely weak deck. Even at the most lopsided of matchups, 24 chains (the maximum) would shut down a dominant deck’s momentum to an extreme level. Theoretically, you could buy only one deck in your entire life and still win adaptive tournaments, given the fact that Keyforge has no set rotation. Decks are legal forever, and aside from very specific events that require the use of certain sets, there are no restrictions as to which sets can play against which.

Surely then, the adaptive tournaments would be the best place to see the most nail-biting and skill intensive matches possible. Nobody could complain about degenerate decks dominating, right?

The Most Broken Combo of All Time

Enter the LANS combo, consisting of Library Access and Nepenthe Seed. LANS could allow you (with some setup) to draw your entire deck into your hand, play a bunch of cards, then cycle those cards back into your hand, then play more cards, then cycle them back…

Let’s break it down. Library Access sees you drawing a card every time you play a card. This on its own is a pretty powerful effect. Keyforge has no mana costs. The only limiting factor is that you can only play or use cards from the active house. In this case, since Library Access is a Logos card, you must only play or use Logos cards that turn. If you keep drawing Logos cards, you can keep playing them, but given that only one third of your deck consists of Logos, you’re bound to hit a wall eventually. Great card, but far from broken. Things get crazy, however, if you pair it with Nepenthe Seed. This is an artifact that allows you to return a card from your discard pile to your hand at any point of any turn you wish. Again, on its own Nepenthe Seed is an excellent card, but not broken. But if you put the two together, first playing Library Access and then using Nepenthe Seed’s ability to return Library Access back to your hand, by playing Library Access again, the effect stacks. Now for every card you play, you draw two cards. And if that already sounds scary enough, it gets worse.

Other Logos cards also include:

Wild Wormhole: Gain an ӕmber, then play the top card of your deck. With LANS, this means playing Wild Wormhole, drawing two cards, then playing the top card of your deck and drawing another two cards.

Timetraveller: Gains you an ӕmber on play, and also allows you to draw two cards, meaning with LANS you would draw four cards on play. Each Timetraveller also comes paired with a copy of Help From Future Self, meaning there are multiple ways to get hold of it.

Mother: A creature that increases hand size, giving you greater opportunity to set the combo up.

Library of Babble: An artifact that allows you to draw an additional card.

Phase Shift: The most important piece of the puzzle. Phase Shift allows you to play one non-Logos card. This gives you ample opportunity to use the effects of other houses, and since you’ll likely be drawing up your entire deck, you’ll have all the choices in the world at your disposal. Just as with Library Access, the effect stacks. Using multiple copies of Phase Shift means you can play multiple non-Logos cards that turn.

Does that sound bad enough? Sorry, but it gets even worse than that. You see, unlike most other card games, when your deck pile is emptied in Keyforge, you simply reshuffle your discard pile to form your new deck. This means you can cycle back through your deck again. And play Library Access again. Now you’re drawing three cards for each card you play. And on and on it goes.

Now, this effect cannot go on indefinitely thanks to the Rule of Six. In simple terms, this means that any card (or card of the same name) cannot be played or used more than 6 times. LANS cannot carry on forever, but it can carry on for a very, very long time. Plus, even if the insanity does come to an end, you’ve now drawn pretty much your entire deck, ready to use it next turn. And while the combo does at least require some setup to ensure you get the most out of it, top players would optimize their play to all but ensure it.

I should point out that it was possible to prevent the combo from happening with cards that could either destroy or remove Nepenthe Seed from play. These included Remote AccessPoltergeistGorm of OmmNexusBarehanded and Neutron Shark. That said, any deck that didn't have an answer (which was most of them) would be at the full mercy of LANS. And even if you did have an answer in your deck, an unlucky card draw could prevent you from ever using it. Many people outright despised LANS (and to a lesser extent, LART, which swapped Nepenthe Seed for Reverse Time, a card that required more setup for the combo but in turn couldn't be countered). For a game all about interesting and weird matchups with unexpected surprises, the idea of chasing a meta specifically to deal with LANS didn't sit well with many.

The insanity of this combo came to a head at Keyforge Vault Tour Illinois in April of 2019.

The Worst Grand Finals Ever

While you’re more than welcome to watch the entire footage of the grand finals (linked above), here’s some key details with timestamps:

Game 1:

Game occurs as normal until Library Access is played at 18:25. From here, the player cycles through his entire deck, using all manner of cards and counters to keep track of how many uses each card has seen. From there, all his opponent can really do is watch. He spends his time staring a hole into the table, card effects flying left and right, his stacked army of creatures being decimated, until finally, after eight minutes of inactivity, he concedes the game at 26:25, seeing no other way out of this hell.

Game 2:

Decks are swapped between players. Game plays normally until 36:17. Library Access is played and the player cycles through his deck, and again, playing cards continuously. After a grueling nineteen minutes of simply watching the madness unfold without being able to take his turn, at 55:15, his opponent concedes.

Game 3:

Time to bid for chains! Now, you’d think this would be where the LANS deck gets hit with a massive set of chains, stopping it from doing its thing. Right? WRONG. The opposing player chooses not to bid on the LANS deck, allowing the LANS owner to play it with zero chains. Word has it that he still believed his deck had a good chance at outracing his opponent before LANS could be activated, but no such thing happened. At 59:36, Library Access is played. At 1:13:50, the game is over, 3 keys to 0.

Community Response

As expected, this did not go over well with Keyforge fans. (See YouTube comments) “Stupid combo... much worse than exodia,” writes one commenter. “People bringing LANS decks to tournaments should be ashamed of themselves,” wrote another. “LANS: definition of "not fun tournaments", ladies and gents!”

While there were a small minority of players who wished for the game to remain as it was, many saw LANS as a scourge upon the earth and wanted changes to be made. LANS simply wasn't fun for either player when pulled off, but due to its sheer power, LANS decks were highly sought after. The problem was, given the fact Keyforge revolves around opening pre-made decks, individual cards cannot be banned, and the alternative of banning specific decks would set a terrible precedent for the game.

Thankfully, a decision was made that satisfied most. On 29th of May 2019 Fantasy Flight Games announced some important errata which included the rule that upon playing Library Access, the card would be purged instead of hitting the discard pile. Much like the term ‘exile’ in Magic: The Gathering, when a card is purged it is removed from play entirely, making it impossible to return to your hand through Nepenthe Seed. Panic over, and people could play the game in peace again.

While the card is once again balanced, many still remember the horrors of Library Access in the game’s early days. Being able to draw your entire deck into your hand and continue cycling through? Why, it had to be the most broken card in Keyforge history!

Except it wasn’t.

Believe it or not, Library Access was generally considered only the second best card in the game at the time. That’s right; another card existed that even Library Access couldn’t stand up to. A card so brutal and terrifying that it utterly dominated the meta. A card that, by itself, with no card required to combo with it, made players shiver and quake with terror. “But how can that be?” you might ask. “After everything I’ve read, the ridiculous combo potential of LANS, how can any card possibly be better than the broken mess that was Library Access!?”

Well… as Old Bruno would say, it’s a heckuva deal.

Perhaps that’s a story for another time. Please let me know if you enjoyed reading this, as I have a number of Keyforge stories to tell! 😊

EDIT: Wow! I'm shocked my post garnered so much attention! I only found out about this sub a few days ago! Thanks to all of you for reading!

Lots of people clamoring for information on the broken card that I teased at the end. I'll definitely have to start work on that one at some point, even if I'm not sure when I'll have the spare time to write it. I have a number of ideas for topics, and with the fifth set due out next month, who knows? Maybe something else will come up that's worth talking about.

Like that recently revealed trojan horse artifact... I hope the designers know what they're doing with that one! O_O