A fading goddess. A rotting world. One soul, drawn from death, to save them both.
You died in our world — and woke in Verdir, a world grown from a single living World-Root that binds all that breathes. The Root is dying of a blight, and Sylva, the Greenmother, has summoned soul after soul to cut it out. Every champion before you has fallen.
Descend through four cursed dungeons. Forge a deck from her gifts and the spoils of the slain. Reach the Obsidian Spire, face the demon lord whose rotting seal poisons everything — and become the champion who finally saves the world. Fall, and she keeps searching.
The blight reads as creeping black-green rot across every biome. Each act is a faction, escalating toward the Spire — and a named lord with a deck built to break you.
Grimy, fast, swarming.
Cold, sunken, attrition.
Wild, overgrown, savage.
Hellish, climactic.
Your class is the vessel for an outsider's soul — each with a hero power and signature cards, each a different way to wield Verdir's gifts against the blight.

Weapons, armor, and brutal tempo. Outlast every swarm.

Burn and spellcraft. Reach over any wall they raise.

Growth, ramp, and renewal — the wild made into power.

Daggers, guile, and lethal precision from the dark.
At each gate, the Greenmother offers her blessing — a run-shaping boon to carry into the dark. Choose well; you cannot carry them all.





Free in your browser. No download. The Root is dying — descend.
Play Sylva's BlessingThe light novel of Verdir — one soul's journey from the doors of death into the Greenmother's failing world. Coming soon.