Basic Pack
5 cards
1 Uncommon or better, guaranteed
Earn through play, store, every Patreon tier
The Loyalty Vault
PATRON SINCE 1 JAN 2026 · 0 MONTHS STRONG
Next bundle drops in --d --h --m --s
A thank-you to everyone who's stood with the show. A Trading Card Game for Mortalazur has been in development for a long time, quietly. As it nears, your patronage is accruing card packs and Residuum every month, backdated to the day you pledged. Nothing to spend yet. Nothing to chase. Just the show remembering who held the line.
Sign in or link Patreon to open the vault.
Link your Patreon to start the count.
Your vault is preserved. Re-pledge to resume the count.
Visit PatreonYour reserved card packs and Residuum, accruing every month you stand with the show.
Total packs reserved
Residuum is what powers everything in-game. Spend it on crafting cards, buying packs, leveling up, raffles. Earnable through play, included with every Patreon month.
Card packs are reserved from vault opening (1 January 2026), so nobody walks in overpowered. Residuum honours your full tenure, including any back-filled YouTube or pre-baseline support.
Every Patreon month adds another bundle to your vault. Your current tier is highlighted.

$3.99 / month
100 R
10 cards / month

$6.99 / month
200 R
22 cards / month

$12.99 / month
600 R
30 cards / month

$23.99 / month
1,000 R
39 cards / month

$75 / month
2,500 R
70 cards / month
Five pack types. Increasing card counts, increasing rarity floors. Each one has its own role in the meta.
5 cards
1 Uncommon or better, guaranteed
Earn through play, store, every Patreon tier
7 cards
1 Rare or better, guaranteed
Elf Adventurer tier and up. Or grind enough Residuum.
10 cards
1 Epic, 1 Rare, both or better
Dwarf Warrior tier and up. Bigger swings start here.
14 cards
2 Epic, 1 Rare, all or better
Dragonborn Sorcerer tier and up. The strategist's pack.
20 cards
1 Legendary, 1 Epic, 1 Rare, all or better
Demigod tier only. The apex of the loot ladder.
Every card sits somewhere on this ladder. Characters. Spells. Perks. Items. The same six steps from Common up to Mythic. Higher up means a stronger floor, more customisation room, rarer pull odds.
The backbone of a collection. One special ability beyond the basic attack, one perk slot. Where most matches play out before the chase pulls land.
1 perk slotA real step up. Two specials on the moveset, two perk slots once unlocked. The first tier where a build starts having a shape.
2 perk slotsThree perk slots, broader Can Learn pool, room to specialise. Decks built around Rare cores already feel cohesive.
3 perk slotsHeavy lifters. Four perk slots, deep ability pool, real swing potential. The pull that quietly lifts a whole deck a tier.
4 perk slotsAnchor cards. Five perk slots, the full ability ladder open, signature spells in reach. The pull people screenshot.
5 perk slotsApex of the pull. Two traits instead of one, six perk slots, the deepest Can Learn pool in the game. Vanishingly rare. The card people remember.
6 perk slots · 2 traitsHeads up: Mythic and Unique are character-only. Spells, perks, and items cap at Legendary, with their own pull odds in Arcane packs. Same ladder, different ceilings depending on the card type.
A category of its own. Not above Mythic, beside it. You won't open one from a pack. What makes a Unique a Unique is the story it carries.
Uniques sit beside Mythic, not above it. The pitch isn't power creep. It's permanence. Limited copies exist. When the run is done, no more are minted.
Pack drop rate: zero. They surface through campaign milestones, hell-tier boss defeats, live watch-party events, Patreon-tier drops, pinkslip duels. The list grows with every chapter.
Rename it. Write its lore. Every Unique keeps an immutable ownership chain. The card remembers who held it, who lost it, who won it back. Your name lives in there.
These two aren't in anyone's hands yet. They're examples of what a Unique could look like once one is forged. The real ones aren't summoned, they're earned, and earning one is the whole point. A hell-tier boss falls. A watch party leaves its mark. A pinkslip goes the right way. The moment a Unique is yours, your name is etched into it. Every player who inspects the card from then on sees you in its history. The chain runs forever, and it starts with you. Most players will never hold one. That's exactly why holding one matters.
Every player starts here. Choose one of three on day one. The card is yours forever, untradeable, unsellable. The same hero you'll meet again later, older and sharper.
The Diviner
A wizard with shaking hands and an unshakeable mind. Sees the future before it happens, and rewrites it to protect those he loves.
"I cast light."
The Artificer
The half-elf tinker whose love language is engineering. Doesn't say "I love you". Absorbs the grenade meant for you instead.
"Oh my god."
The Green God
Seven feet of half-orc grief wearing armor. His rage isn't mindless. It's love with its teeth bared.
"I FUCKING Rage!"
Untradeable. Unsellable. The one card no one can take from you.
154 episodes have populated Mortalazur with people, magic, gear, and grit. Every one of them has a card waiting. The collection is already deep, and we're a long way from done.
Same hero. Same name on the card. Two players, two completely different decks. The build is the personality, and the build is yours.
One identity. Six pull rarities. Five pull levels (more unlock as your account climbs). Roughly fifty ability combos. Fourteen traits. Then you stack perks. Then you load items. Then you battle them up the levels. Effectively infinite. Two players will never own the same card.
The ceiling. Each tier unlocks more ability slots, more perk capacity, a deeper pool of spells the card can learn. Higher rarity, more room to express a build.
One to twenty. Battle XP earns every level. Cards on the field bank experience win or lose. Stats scale, ability eligibility climbs.
Discover a spell once, it joins your Blueprint Library for life. From there you can teach it to any compatible character, any time, for Residuum. The library becomes your personal spellbook.
Berserker doubles your damage and your danger. Tank halves the hits you take. Assassin pre-loads a critical. The trait reshapes the whole battlefield role. Random at pull, swappable for Residuum.
Equippable upgrades. More HP, sharper saves, longer reach, deeper pockets. Slot count scales with rarity, slot unlock costs Residuum, the swap itself is free. The deck grows with you.
Single-use battlefield consumables. The potion you save for the round you can't afford to lose. The scroll that turns a corner you didn't see coming. Equipped before, consumed during, replenished from your collection.
Same card. Same name. Same art on every front. Three different players, three completely different decks. The kit underneath makes Tronald play like he's a different unit each time. None of these are wrong, none are the only way. The build is the playstyle.
Annihilator
Burn it down. No apologies.
Good at: nuking clusters, breaking sieges, alpha-striking priority targets. Soft against: focused fire, anything that closes range fast.
Warden
Lock the field. Slow the world.
Good at: zone denial, neutralising trait-stacked teams, protecting the squad. Soft against: brute-force teams that eat the control and keep walking.
Lifeline
Keep the squad alive. Let them win it.
Good at: keeping casters alive, buffing team attack rolls, swinging the late game. Soft against: Assassins who jump straight to Tronald.
Same card. Three completely different units on the field. Each would crush the others on the right map, and lose to them on the wrong one. The whole game is built so the kit you choose says something about who you are at the table, not who's best.
A glimpse, no spoilers. The Battle Realms TCG, set in Mortalazur. The same world from the show, finally playable.
Quick skirmishes when you have ten minutes. Deep campaigns when you have a weekend. The world of Mortalazur waits.
True D&D mechanics under the hood. Real attack rolls vs AC. Real saves. Real consequences.
Your collection is yours. Trade duplicates with the community. Hunt for the cards you need.
154 episodes of cinematic D&D, distilled into characters you can hold. Every NPC has a card waiting.
Cards earn XP from the battles they fight. Win or lose, every match they're on the field counts. Levels lift stats, unlock stronger abilities, deepen the build.
Traits, perks, items, abilities. No two builds the same. The deck is yours, not the meta's.
Tactical 5ft grid. Real D&D 5e rules under the hood. Server rolls every die. The dice don't lie because the dice aren't yours.
Position matters. So does cover. So does line of sight. Move with intent or get flanked.
Attack rolls vs AC. Saving throws. Initiative order. Action, bonus action, reaction. The same bones as the show, running on a real engine.
Battle XP, not cash. Cards on the field earn experience win or lose. Higher levels unlock stronger ability options and deeper customisation. Generous early, steeper at the top.
Every character has a Can Learn pool, the spells and abilities they're allowed to be taught. Pull the right spell card, pay the Residuum, the trick is theirs. Rarer abilities cost more to teach.
Stance phase. Fifteen seconds before each round, both players secretly mark their defenders. The mind game is its own combat layer.
Every roll, every shuffle, every pull, sealed on the server. Cryptographically random. Auditable. No client-side voodoo.
Ten-minute skirmish or a ten-hour campaign. Cool match, cold-blooded match, or a match where the loser actually loses something.
A unique campaign architecture, fully integrated with the show and the world of Mortalazur. How it actually plays out is a surprise we're keeping for closer to launch.
Sharpen up against the bots. Easy, Medium, Hard. Harder tiers read your patterns. Zero card risk.
Just here to play. No rating, no stakes. Bring whatever deck.
Eight ranks. Drudgemire to Aiterian. Glicko-2 matchmaking keeps the matches tight. Seasons reset, peaks pay out.
Single elite encounters. Multi-phase fights. Legendary actions. Enrage thresholds. Win, the loot is pack-tier.
Endless waves. The map fills. The loot scales. Survival is the win condition.
Blood Wager. The card you ante has to be in the deck you're about to play. It fights the match it might lose. The winner walks home with two.
Both ante from their fighting deck. Both see the wager before sealing. Both must agree.
Server seals the wager. No backsies, no rage-quit refunds.
Win, the card is yours. Lose, the card is theirs. Permanent.
The card you ante isn't sitting safely on the bench. It's on the field for the full match. Pick a throwaway, you've effectively gone into a 4v4 with 3 real cards and one you don't care about. Pick a heavy hitter, the risk and the firepower are both yours. Free market on courage. You decide which way to lean.
Most TCGs you trade duplicates and forget the loss. Here, the loss leaves a chain on the card forever. New owner, new lore, your name in the history.
Your collection is yours. Trade it, list it, sell it, rebuild it. Every transaction sealed and audited. All prices in Residuum.
Player-to-player. Multi-step confirmation. A countdown before the trade locks, so nobody trades drunk.
List a card. Set your price. The market decides. A small, transparent sale tax. Listings expire after seven days.
Goblin merchant. Buys low, sells high. Refreshes daily. Some rare deals, some pure robbery. Gobba doesn't need a reason. One stall, server-wide stock. Walk away from a card you want, somebody else takes it.
Open your vault
$3.99/month
The Kobold tier. Same Patreon ladder, climb whenever.
Plus early access, live patron drops, and every Patreon perk above. The vault sits on top of all of it, not in place of it.
Join nowAlready supporting on Patreon? Link your account here
Audio version is free on YouTube. Full transcripts, no paywall on the story. But the cinematic show, the real version, lives on Patreon now.
Honestly? That's a better deal for everyone. No algorithm choosing what survives. No demonetisation looming. Just the audience and the show, directly.
We're building something better than we had before, and you're how it gets built.
Let's do this.
YouTube is the trailer. Patreon is the movie.
The vault has already started counting.
Supported on YouTube before April? See the tenure parity offer below
If you supported the show through YouTube channel membership before YouTube cancelled us in April 2026, your tenure is honoured here too. Drop a screenshot of your membership in #general-support on Discord. Manual back-fill, no deadline, no pressure. This door doesn't close.
Open DiscordA note on launch. Everything you see here is subject to change as we build. The Battle Realms TCG will release in stages, and Alpha and Beta builds may not include every mode, pack type, or marketplace function listed on this page. Features roll out as they're tested and ready. Your reserved packs, Residuum, and starter remain safe regardless of which features are live at any given moment.
Tenure backdated to 1 January 2026, the vault's opening day. Earlier Patreon supporters are clamped to this baseline for card packs. Residuum honours your full Patreon tenure including any back-filled YouTube or pre-baseline support.
Reserved for TCG launch day. No deadline announced. The packs are yours when the game opens.
Questions live in our Discord. Early days though, some things stay under wraps on purpose.