Cartoria Story
In the Origin realm, cards are not mere objects: they are fragments of an ancient world, awakened by players.
Explore Origin cardsBefore the arenas, there was Origin
The First Energy crossed mountains, storms and oceans. The ancients learned to channel it through their machines and weapons, but none could master it alone. To keep the realm from breaking, three oaths were sworn: hold, strike and adapt.
The three oaths of Origin
The oath to hold
Earth
Born from ramparts, mines and ember fields, Earth embodies resistance, discipline and brute force. Its fighters advance like walls and refuse to yield.
The General commands this oath.
The oath to strike
Air
Born among floating citadels and lightning, Air chose speed, initiative and the decisive strike. Its fighters break the balance before the enemy can settle.
The Valkyrie leads this oath.
The oath to adapt
Water
Born from drowned ruins and Atlantean cities, Water embodies balance, tactical patience and adaptation. Its fighters read the battle before exploiting its weakness.
The Atlantean Paladin guards this oath.
From the oaths to the first decks
Balance did not end the rivalry. When the ancients learned to seal the essence of a fighter, accessory or relic inside a card, every faction sought to prove the strength of its oath. The first decks arose from this tension: each card choice became a way to prepare for battle and defend a vision of the realm.
Cartoria's founding realm
Hold like Earth
Build a line able to absorb pressure and impose its strength.
Strike like Air
Take the initiative and break the balance before the opponent can organize.
Adapt like Water
Read the battle, endure at the right time and answer where the enemy is weak.