KeyForge Online
Par Yellow King
Statut actuel
À venir
Fin de campagne : 12/12/2026
“Open your eyes Archon. Your time has come!”
Welcome to the Gamefound campaign for KeyForge Online, the original unique deck game designed by Richard Garfield!
A Unique Game, Unlike Any Other
KeyForge Online is a card game unlike any other. Every deck is algorithmically constructed and ready to play right away, containing a one of a kind combination of 36 cards. All you need to play is a single deck! You can learn more about KeyForge below, or by visiting the official website at KeyForging.com.
The Official Way to Play KeyForge, Online
KeyForge Online is the officially licensed digital implementation of Ghost Galaxy's hit tabletop card game KeyForge. Feel the impact and power of the cards you play thanks to smooth and engaging animations. Test your (and your deck’s) strength using in-game matchmaking to find your next challenger!
Use Your Physical Decks and Gain Access to New Ones Instantly
Do you have a collection of physical KeyForge decks? Import your existing deck collection* and play with them online. Want to unseal new decks? You can earn or purchase new sealed decks for digital play directly in-game, including for use in Sealed tournaments.
Build Your Archon’s Legacy… and Your Own
KeyForge Online brings with it an entirely new progression system not yet seen in the Crucible. Complete quests to claim cosmetic rewards or even additional decks! Climb the rankings and earn more rewards for dominating each season.
A New Chapter for KeyForge
Whether you are a seasoned Archon or new player, KeyForge Online is the perfect place to hone your skills or enjoy endless entertainment in the Crucible.
*Support is currently planned for decks from tournament-legal sets only.
KeyForge and the KeyForge logo are registered trademarks of Ghost Galaxy, Inc., 2026. All rights reserved.
What is KeyForge?

KeyForge is the unique deck game (UDG) created by Richard Garfield and published by Ghost Galaxy. Released in 2018, it remains a card game unlike any other. There's no net-decking, no scalping for booster packs. In KeyForge, Archon Decks are algorithmically generated to provide you with a never before seen combination of 36 cards. No two decks will ever be exactly the same. Each deck even has its own unique name and card back, distinguishing it from any other deck in existence.

A World of Infinite Possibilities
In KeyForge, you become an Archon, one of the only native inhabitants of the Crucible. This world was built for your kind by the mischievous and enigmatic Architects, who cobbled together pieces of every planet in the galaxy, bringing with them an eclectic variety of creatures, vegetation, cultures, and technology from across the stars!
Hailed by some as a god, you now seek to understand the secrets of the planet on which you live. This knowledge is held in countless hidden Vaults, which you must find and unlock using keys forged of Æmber, a precious substance that runs throughout the Crucible. To this end, you have gathered a team drawn from three of the Crucible’s great Houses. But you are not the only one seeking this knowledge and the power that comes with it—rival Archons across the planet all seek the same goal, and when two Archons strive for the same Vault, conflict is inevitable. Click here to learn more about the game.
How to Play
Every KeyForge deck comes with three different Houses, each with 12 cards, totaling 36 cards. Additionally, every deck comes with an "Archon card", which lists out all 36 cards contained within the deck. No other deck has the same combination of cards, and no modifications can be made to that deck.
Each turn, the active player must choose which of the three Houses will be the active House this turn, and they can only play, use, or discard cards from the active House. There are no costs to play cards -- only the decision to call your active House limits what you can play. There are no resource cards either. Every card is either a Creature, Action, Artifact, or Upgrade. You play/use cards one by one, in the order of your choosing. During every turn, only the active player can make decisions -- your opponent cannot play any cards to interrupt your turn. All Creatures and Artifacts come into play exhausted, and they cannot be used until they are "ready".
Make Æmber by playing cards or "reaping" with your ready creatures. Æmber is the currency used to forge keys and win the game. At the start of your turn, if you have six Æmber, you must forge a key. Card effects can increase or decrease the cost of a key, and they can also cause you to gain or lose additional aember. At the end of your turn, all of your exhausted cards become ready, and you refill your hand to six by drawing as many cards as necessary from your deck. The more cards you play, the more cards you draw. If your deck is empty and you must draw a card, reshuffle your discard pile into your deck and draw the necessary cards.
Play continues until one player has forged all three of their keys and wins the game.
KeyForge's gameplay is a strategic battle of trading blows, where your foresight and execution lead to rewarding outcomes. The lack of resources results in more control over your fate, and you must find the best path to claim victory by taking advantage of your deck's strengths and exploiting your opponent's weaknesses. Since every deck is unique, you must be able to adapt to your opponent's game plan, which will force you to make different decisions every game. You will never play the same game twice!
The Origin of KeyForge: A preface by game designer Richard Garfield
In the early days of trading card games, they were played in many ways – and some of my favorite ways disappeared over time. Among those were sealed deck and league play. Both were awkward to manage because cards had a tendency to get lost in one’s collection. Also, players could only play with trusted friends because it was easy to cheat by improving one’s deck surreptitiously.
I have often wondered if I could get back some of that really exciting play, which was characterized by tools that weren’t universal. Each player had treasures no other player had, but also had less powerful cards that needed to be used in clever ways to get the most value. One’s sealed or league deck was never ideal – but it was unique, and there was a great deal of skill in getting the most out of it.
While I enjoy constructing or drafting decks, I am often longing to play cards that are not powerful enough to compete within these formats. When playing with sealed or limited decks, these cards often become viable, since you can’t just replace them with top tier cards. I find special pleasure in winning a game using cards that many people ignored or overlooked.
I have always been attached to good procedurally generated content. Game worlds generated in this way really feel as if they belong to me, the player – I am discovering them as I play; the designer didn’t even know they existed. Often games without such content are extremely managed experiences; everyone goes through the same story lines and can experience the same gameplay by making the same decisions. Everything they experience feels planned. The contrast feels to me like the difference between exploring a jungle and walking in an amusement park. When trading card games first came out the feeling was like exploring a jungle – and as the cards became more like commodities, it became more and more like an amusement park.
In the amusement park there are experts telling you how to play the game, the safest strategies, what net decks to use. In the jungle you have the tools you have. There is every chance that you are going to be the best in the world at playing your decks – you can’t just look up what the synergies are or the weaknesses; you will only find out by playing.
Welcome to the jungle!
Richard Garfield
April 2018
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