|1. Call of the Archons||X||X||X||X||X||X||X|
|2. Age of Ascension||X||X||X||X||X||X||X|
|3. Worlds Collide||X||X||X||X||X||X||X|
|4. Mass Mutation||X||X||X||X||X||X||X|
Every KeyForge deck consists of 3 of the 7 houses that are part of a KeyForge Set.
The original houses introduced in Call of the Archons were Brobnar, Dis, Logos, Mars, Sanctum, Shadows and Untamed. The same houses were in the game's second set, Age of Ascension. The first two new houses were Saurian and Star Alliance, both introduced in Worlds Collide. Mass Mutation brings back house Sanctum, while Brobnar is rotated out. Additional new houses will appear in future sets, replacing old houses which can then come back in a later set.
Each house in KeyForge has a very distinct look, theme and style of play. While most mechanics are shared among multiple houses, each house excels in a different aspect of the game. However, as each new set introduces more than 50% new cards, house identities also evolve over time.
(For a list of all Brobnar cards, see Category:Brobnar.)
Brobnar is the fighting house, thematically inspired by Norse mythology and warrior culture. Giants and Goblins, along with powerful effects that enhance and reward fighting and destroying enemy creatures. Unlike many other houses, Æmber control is primarily achieved through Æmber destruction (instead of capturing or stealing).
With limited potential for Æmber gain and Æmber control, Brobnar wasn't a powerhouse in any of the sets.
(For a list of all Dis cards, see Category:Dis.)
Dis is the disruption house, with an infernal theme embodied by Demons and Imps. Preventing players from choosing a house, from drawing or playing cards, giving chains, discarding and purging cards are all common ways Dis can control the game.
Dis has proven to be a staple of many competitive decks, especially in Call of the Archons.
(For a list of all Logos cards, see Category:Logos.)
Inspired by scientific and technological themes, Logos is the efficiency house. Drawing and archiving are the most prevalent mechanics in house Logos. Along with deck manipulation and allowing playing cards not from the active house, it brings consistency to decks more than any other house.
(For a list of all Mars cards, see Category:Mars.)
Drawing from classic pop culture depictions of Martians, this is the most insular house in KeyForge, with many effects that synergize only with other Mars cards. Examples of typical Mars cards are “John Smyth”, Mothergun, Mars First and Xanthyx Harvester. A secondary theme is abducting creatures into their opponent's archives, with cards like Collector Worm and Uxlyx the Zookeeper.
While traditionally regarded as the weakest house in Call of the Archons, it proved to be more competitive in Age of Ascension, especially with the Martian Generosity + Key Abduction combo decks. Mars was rotated out after Age of Ascension, but they will return in a future set.
(For a list of all Sanctum cards, see Category:Sanctum.)
Sanctum is a contrast to the demonic Dis: a house of monks and angelic knights. Sanctum's primary themes are board control through powerful creatures with armor, capturing Æmber and healing. Secondary themes are stunning and Æmber burst. Notable examples are cards like Bulwark, Virtuous Works, Doorstep to Heaven and Sir Marrows.
(For a list of all Saurian cards, see Category:Saurian.)
With a unique mix of Greco-Roman culture and dinosaurs, Saurian was one of the new houses in the game's third set, Worlds Collide. Exploring the theme of hubris through the exalt keyword that was introduced exclusively with Saurians, big creatures with high risk / high reward effects define this house: Senator Shrix, Cincinnatus Rex, Saurus Rex, Gargantodon and many others.
Secondary themes include steal-hate, capturing and warding. Saurian immediately proved to be both a fan favorite and a competitively successful house.
(For a list of all Shadows cards, see Category:Shadows.)
Shadows is the sneaky house. It contains small, elusive creatures and powerful effects that deal direct damage and, more than any other house, steal Æmber. This is emphasized with cards like Ronnie Wristclocks, Miasma, Relentless Whispers and Too Much to Protect.
As stealing is arguably the most impactful mechanic in the game, Shadows has proven to be by far the most competitively successful house across the game's first two sets.
(For a list of all Star Alliance cards, see Category:Star Alliance.)
Introduced in Worlds Collide alongside Saurian and inspired by classic sci-fi tropes, Star Alliance is thematically the opposite of house Mars. As the primary mechanics are allowing playing and using cards outside of the active house, Star Alliance brings cohesion and efficiency to decks. This is exemplified in cards like Captain Val Jericho, Com. Officer Kirby, United Action and Commander Chan.
Star Alliance also has more upgrades than any other house, including a unique Blaster for each common creature in Worlds Collide, as well as Robot creatures that can also be played as upgrades. Just like Saurian, Star Alliance is considered one of the best houses in Worlds Collide.
(For a list of all Untamed cards, see Category:Untamed.)
Untamed is the house inspired by nature and wilderness, featuring animals, plants, humans and other lifeforms. Untamed's primary themes are Æmber burst and recursion. Dust Pixie, Hunting Witch, Witch of the Eye and Key Charge are some of the cards that made Untamed the house with the best Æmber generation in Call of the Archons.
The comparative strength of houses within a set varies across different sets. One way of assessing this strength is through competitive success in KeyForge Organized Play. For this purpose, this includes all decks with power level 4 and above.
A deck can attain this power level by reaching the Top 16 of a Vault Tour, the Top 8 of a Grand Championship, the final of a Prime Championship, or earn the maximum power level in Chainbound tournaments. Except for Chainbound, this includes both Archon and Sealed tournaments.
In a perfectly balanced set, each house would be on average represented in 3 out of every 7 decks (~43%). In reality, some houses are often much more successful than others within a set.
Vault Tour Success
The following graphs depict the house breakdowns of all decks that reached the top cut of a Vault Tour.
Note: For the sake of simplicity, decks can be counted more than once for this data if they reached the top cut of multiple events.
|House Breakdown of All Top|
Call of the Archons Decks
|House Breakdown of All Top|
Age of Ascension Decks
|House Breakdown of All Top|
Worlds Collide Decks
Last updated February 12, 2020
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