Guide

Zed prebuilt: card roles and scoring

← Learn · First published September 11, 2026

Zed’s Showdown deck uses the trash in three ways: Shadow Assassin checks for another copy, Twilight Step can be played with Flow, and an attacking Shadow Clone can banish a unit to gain Assault 4.

Play through the three interactions in the Zed walkthrough. This companion is a quick reference to the cards and scoring rules.

The cards to recognize first

The box has two Zed, Without a Sound and one Zed, From the Shadows. They are different cards with different jobs. Your Chosen Champion is selected from the Main Deck, not added as a 41st card.

Master of Shadows

Legend / hand filtering · No main-deck slot

Banishing a card you own empowers it. When ready and empowered, its Action can disempower and exhaust it to discard one card, then draw one. Burn and discard alone do not trigger the empowerment.

Shadow Order Disciple

Early unit / self-burn · 2 energy · 2 Might

Its move trigger lets you burn one card for +1 Might this turn. Burn puts a card from the top of your Main Deck into the trash; it does not draw that card.

Shadow Assassin

Ready-entry unit · 5 energy · 5 Might

It enters ready if another card named Shadow Assassin is in your trash.

Ruthless Strike

Damage spell / discard outlet · 3 energy · Action

Deals 3 damage to a unit at a battlefield, or 5 if you discard a card as an additional cost. It cannot target a unit sitting at base.

Zed, From the Shadows

Unit / clone creation · 4 energy + 1 Fury power · 4 Might

Its optional extra discard pays for a play trigger that creates a Shadow Clone.

Zed, Without a Sound

Conquer payoff / relocation · 5 energy · 5 Might

Conquering creates a clone at your base. Its Action costs 1 energy and 1 Chaos power to exchange locations with a clone you control. Moving the two does not itself ready them.

Twilight Step

Movement spell / Flow · Hand: 2 energy + 1 Chaos power

Moves a unit with 3 Might or less. From the trash, its Flow cost is 4 energy and 1 Chaos power. It uses normal spell timing, not Reaction timing.

The win condition is points, not the clone count

The normal 1v1 victory score is eight. Conquer scores when you gain control of a battlefield you have not scored that turn; Hold scores for keeping control into the scoring step of your next Beginning Phase. You cannot score the same battlefield twice in one turn just by leaving and returning.

Zed, Without a Sound creates a clone when you Conquer. The clone is a unit payoff; scoring still follows the battlefield rules.

You are on seven points. You conquer one battlefield but have not scored the other this turn. Do you win?

No. A final point from Conquer requires you to have scored every battlefield that turn. In this example you draw a card instead. A final point from Hold does not carry that Conquer restriction.

Sources