How Fogpiercer cards enter the deck
Locomotives and carriages bring their own card pools, turning train construction into deck construction. Battle rewards, upgrades, and other run choices can add or change cards. If a component leaves the train, the related tactical package can change with it.

What the three card colors signal
Attack and pressure
Direct damage, offensive positioning, and effects that weaken or expose enemies.
Defense and control
Protection, mitigation, and tools that preserve train components through the enemy turn.
Tempo and setup
Hand, AP, movement, battlefield, or utility effects that enable the larger sequence.
AP and order of operations
The official wiki documents five default AP and a four-card starting hand. A card's real cost is not only the number on it: it also occupies a position in the sequence. A zero-cost setup can be valuable if it creates the collision or draw needed by the next card.
Launch terminology to recognize
The official wiki is still being completed. Exact wording and values should be rechecked after balance updates rather than copied into a permanent tier list.
Editorial questions for a card pick
These questions are a planning aid, not a gameplay-tested tier list or claim that one pick is universally best.
- Does this card support the train's existing win condition?
- Can the current AP curve play it without losing the defensive answer?
- Does it create a new position, or merely duplicate a role already covered?
- Will its source carriage remain protected and useful?