NeoWars
Decks / Chrono-Elves

Elven Guardians

Chrono-Elves

Elite crystal-wielding guardians who dilate and compress time - seeming to teleport, raise barrier shields, and fold pocket universes.

Show more

Noble and disciplined, they fight for Neo-London as a strategic stronghold against the prophesied return of the Dark Elves: corrupted kin who fled greed and power into a far future and scarred the continuum.

Leader Valerius was chosen by the Elves to lead the Chrono-Elves - the guardian protectors of their species. Eon-Lord Celestine is a time-travelling agent who has wandered the history of the elves for hundreds of years; he now assists Valerius in his mission. Matriarch Aethelgard is the nurturer of the Chrono-Elves, keeping them healed and whole so they can follow their life missions.

They protect their people and every living being by stretching the fight itself - barrier shields, pocket universes, and strikes that land a beat before the enemy commits. They can only travel forward in time; going too far would poison the present.

Where rivals burn seconds, Chrono-Elves spend them. Always one beat ahead - until the Dark Elves come home.

Speed and Combo - stretch or freeze the fight, barrier shields, high-precision strikes.

overlord
3
champion
5
edge runner
5
mercenary
9
building
6
cyber mod
10
event
20
Deck Total
58

Overlords · 3

Eon-Lord Celestine

Overlord

Eon-Lord Celestine

HP 15

No ability text.

About

Eon-Lord Celestine rose through Chrono-Elves's inner circle as more than a figurehead - a living mandate etched into Neo-London's turf wars. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Their ledger is written in influence, currency, and the quiet terror of those who still believe the city has laws.

Leader Valerius

Overlord

Leader Valerius

HP 15

No ability text.

About

Leader Valerius stands among Chrono-Elves as more than a commander - a living mandate etched into Neo-London's turf wars. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Their ledger is written in influence, currency, and the quiet resolve of guardians who still believe the city can be held.

Matriarch Aethelgard

Overlord

Matriarch Aethelgard

HP 15

No ability text.

About

Matriarch Aethelgard rose through Chrono-Elves's inner circle as more than a figurehead - a living mandate etched into Neo-London's turf wars. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Their ledger is written in influence, currency, and the quiet terror of those who still believe the city has laws.

Champions · 5

Chronal Duke

Champion · unique

Chronal Duke

Cost: I:4 C:7 ATK 1 HP 6

Active · Manage / Confrontation - Temporal Aegis - Target a friendly card; grant +1 Defense die for its next 2 battles.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Chronal Duke was engineered for one purpose: to turn Chrono-Elves's ambitions into corpses and contracts. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Marquis of Space-Time

Champion · unique

Marquis of Space-Time

Cost: I:4 C:7 ATK 1 HP 6

Active · Manage / Confrontation - Rewind Defenses - All friendly creatures gain +1 DEF die (armour-up) until end of turn.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Marquis of Space-Time was engineered for one purpose: to turn Chrono-Elves's ambitions into corpses and contracts. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Temporal Scion

Champion · unique

Temporal Scion

Cost: I:4 C:7 ATK 1 HP 6

Active · Manage / Confrontation - Temporal Loop - Reset the lifespan counter of all active friendly Mercenaries back to their maximum turn limit.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Temporal Scion was engineered for one purpose: to turn Chrono-Elves's ambitions into corpses and contracts. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Time Dilution Artisan

Champion · unique

Time Dilution Artisan

Cost: I:4 C:7 ATK 1 HP 6

Active · Manage / Confrontation - Fortress Barrier - Erect a forcefield that negates the next 2 direct attacks against friendly creatures.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Time Dilution Artisan was engineered for one purpose: to turn Chrono-Elves's ambitions into corpses and contracts. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Viscount

Champion · unique

Viscount

Cost: I:4 C:7 ATK 1 HP 6

Active · Manage / Confrontation - Chronos Stasis - Choose an enemy card; pause its Recovery Mode countdown for 2 turns, keeping it locked out.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Viscount was engineered for one purpose: to turn Chrono-Elves's ambitions into corpses and contracts. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Edge-Runners · 5

Apex Blade: Swift-Dawn Elidyr

Edge-Runner

Apex Blade: Swift-Dawn Elidyr

Cost: C:3 ATK 1 HP 6

No ability text.

About

Operatives like Apex Blade: Swift-Dawn Elidyr do not wear faction colors openly. They slip between alleys and subnets as Chrono-Elves's deniable blade. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Chrono-Weaver Lyanna

Edge-Runner

Chrono-Weaver Lyanna

Cost: C:3 ATK 1 HP 6

No ability text.

About

Operatives like Chrono-Weaver Lyanna do not wear faction colors openly. They slip between alleys and subnets as Chrono-Elves's deniable blade. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Space-Time Analyst

Edge-Runner

Space-Time Analyst

Cost: C:3 ATK 1 HP 6

No ability text.

About

Operatives like Space-Time Analyst do not wear faction colors openly. They slip between alleys and subnets as Chrono-Elves's deniable blade. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Master of the Eighth Second

Edge-Runner

Master of the Eighth Second

Cost: C:3 ATK 1 HP 6

No ability text.

About

Operatives like Master of the Eighth Second do not wear faction colors openly. They slip between alleys and subnets as Chrono-Elves's deniable blade. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

The Quantum Knight

Edge-Runner

The Quantum Knight

Cost: C:3 ATK 1 HP 6

No ability text.

About

Operatives like The Quantum Knight do not wear faction colors openly. They slip between alleys and subnets as Chrono-Elves's deniable blade. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Mercenaries · 9

Aether-Punks ×3

Mercenary · non unique

Aether-Punks

Cost: C:2 ATK 1 HP 6

No ability text.

Expendable modified thralls accelerated by stims.

About

Aether-Punks fill the cheap seats of war: expendable, hungry, and paid enough to forget who owns tomorrow. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Street proverb still mutters: "Expendable modified thralls accelerated by stims." They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Flash-Blade Nobles ×3

Mercenary · non unique

Flash-Blade Nobles

Cost: C:2 ATK 1 HP 6

No ability text.

Elite aristocrat duelists moving at hyper-velocity.

About

When Chrono-Elves needs bodies on the turf, Flash-Blade Nobles answer the call - street fodder with just enough chrome to matter. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Street proverb still mutters: "Elite aristocrat duelists moving at hyper-velocity." They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Quantum-Sifters ×3

Mercenary · non unique

Quantum-Sifters

Cost: C:2 ATK 1 HP 6

No ability text.

About

When Chrono-Elves needs bodies on the turf, Quantum-Sifters answer the call - street fodder with just enough chrome to matter. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Buildings · 6

Factory

Building · factory

Factory

Cost: R:5 HP 6

Production Line - While crewed: +3 Resources at the start of Income I.

About

Factory is architecture as warfare. Raised on contested turf, it anchors Chrono-Elves's claim in steel, code, and ritual. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +3 Resources at the start of Income I. Crew it or watch it go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Commercial Centre

Building · commercial centre

Commercial Centre

Cost: R:5 HP 7

Trade Floor - While crewed: +3 Currency at the start of Income I.

About

Commercial Centre is architecture as warfare. Raised on contested turf, it anchors Chrono-Elves's claim in steel, code, and ritual. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +3 Currency at the start of Income I. Crew it or watch it go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Transport Center

Building · transport centre

Transport Center

Cost: R:5 HP 6

Space-Time Taxi - While any Transport Station exists: players without one must pay 1 Currency for each Confrontation attack or raid declaration (or cannot attack). While crewed: whenever a non-owner declares an attack or raid, gain +1 Currency.

Space-time taxis - dilution out, compression home.

About

Transport Center is Chrono-Elves infrastructure as warfare: insured hops across Neo-London via space-time dilution and compression. Raised on contested turf, it anchors the syndicate's claim in gold chronometers and blue afterimages of stolen seconds. Field reports reduce their myth to one ugly sentence: While any Transport Station exists, players without one pay 1 Currency per attack declaration or stay grounded; while crewed, the owner collects that fare. Crew it or watch the taxi grid go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, every sortie pays the fare.

Police Force

Building · incident containment

Police Force

Cost: R:5 HP 6

While built: at Confrontation start, roll police presence (🎲 0 none, 1 bribable, 2 unbribable). Unbribable skips Confrontation. Bribable: active player may pay 🎲 1-2 Currency per creature card on their field (excl. operators, max 8) to proceed; each other Police Force owner gains that same amount (briber who owns Police Force does not collect). While crewed: unlocks mercenary Orders from hand for all players (Order a Mercenary to attack a chosen enemy once this Confrontation). On Order resolve: Orderer +1 Influence, each Police Force owner +1 Currency; on kill, Orderer gains ATK+max HP Influence and each owner rolls 🎲 0-2 Currency.

About

Tourists see a structure. Syndicates see Police Force: a living node in Chrono-Elves's grip on Neo-London's map. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Shares accelerated resource loops with partners. Crew it or watch it go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Weaponry R&D

Building · weaponry rd

Weaponry R&D

Cost: R:5 HP 6

Use - Your Overlord and creatures roll +1 ATK die until end of turn. Building enters recovery for 1 turn. Usable during Manage or Confrontation.

Freezes enemy movement in targeted sectors.

About

Tourists see a structure. Syndicates see Stasis Lockdown Bastion: a living node in Chrono-Elves's grip on Neo-London's map. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +1 DEF 🎲 when any of your cards are attacked (stacks with other Compliance Hubs). Street proverb still mutters: "Freezes enemy movement in targeted sectors." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Black Market

Building · black marketplace

Black Market

Cost: R:5 HP 5

Open Channel - Unique (only one Black Market in the game). While crewed: enables the Black Market trade stage for all players.

About

Tourists see a structure. Syndicates see Black Market: a living node in Chrono-Elves's grip on Neo-London's map. In the districts haunted by gold chronometers and blue afterimages of stolen seconds, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Unique (only one Black Market in the game). While crewed: enables the Black Market trade stage for all players. Crew it or watch it go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Cyber-Mods · 10

Aegis Field Projector ×3

Cyber-Mod

Aegis Field Projector

Cost: R:3

Aegis Field Projector - Adds +2 HP and grants +1 extra Defense Dice roll on every incoming strike.

About

Aegis Field Projector is chrome for chrono-elves. Adds +2 HP and grants +1 extra Defense Dice roll on every incoming strike.

Kinetic Dampener ×2

Cyber-Mod

Kinetic Dampener

Cost: R:3

Kinetic Dampener - Converts 50% of all incoming physical damage into temporary shield (halve incoming once per combat).

About

Kinetic Dampener is chrome for chrono-elves. Converts 50% of all incoming physical damage into temporary shield (halve incoming once per combat).

Continuum Fold ×5

Cyber-Mod

Continuum Fold

Cost: R:3

Compressed Fold - This creature may defend any attacked friendly card at any range - including while allocated as a building operator.

Time folded into a shield anyone can step behind.

About

Chrono-Elves weave dilated seconds into a matrix. With a Continuum Fold installed, distance is negotiable - even a crewed console can step between an ally and the blow.

Events · 20

Chrono Shift ×2

Event · faction

Chrono Shift

Trigger: 2 Inf

Effect - Choose a friendly creature that is under attack. Clear all pending hits on it.

About

Chrono Shift yanks a friendly signature out of the kill queue. The blades keep swinging - into empty air.

Phase Lock ×2

Event · creature

Phase Lock

Cost: R:2 Trigger: 2 Inf

Effect - Choose a friendly creature. It gains +3 HP permanently while the initiating creature lives. If that initiator is destroyed, remove the +3 HP from the target.

About

Phase Lock binds two chronal signatures. The ward holds until the anchor dies - then the stolen seconds snap back.

Reflective Shell ×3

Event · creature

Reflective Shell

Cost: R:2 Trigger: 2 Inf

Effect - Choose a friendly creature. It gains +1 DEF die until end of turn.

About

Reflective Shell is a chrono-elves signature play. Choose a friendly creature. It gains +1 DEF die until end of turn.

Stasis Barrier ×3

Event · faction

Stasis Barrier

Trigger: 2 Inf

Effect - Negate all damage from an incoming attack or battle outcome during combat resolution.

About

Stasis Barrier is a chrono-elves signature play. Negate all damage from an incoming attack or battle outcome during combat resolution.

Rewind ×5

Event · faction

Rewind

Trigger: 2 Inf

Effect - If a Confrontation hit already resolved this turn, undo its consequences. Otherwise, cancel a chosen enemy player's declared attacks this Confrontation; they cannot declare further.

Strike unhappened.

About

Chrono-Elves peel the last second off the ledger. Blood returns to veins; blades never left their sheaths.

Space-Time Compression ×5

Event · creature

Space-Time Compression

Cost: R:2 Trigger: 2 Inf

Effect - Choose a friendly creature. It gains +1 DEF die until end of turn.

Stretch the second; the blow arrives late.

About

Chrono-Elves compress a pocket of time around the target. One extra defence roll this turn - then the dilation snaps shut.