Play for keeps. In Revival, the cards you win are yours. Not unlocked. Not licensed. Yours, as an NFT you hold in your own wallet, list on a marketplace, or take straight back into a match.
And starting now, you do not have to finish a campaign to earn one.
๐ What you start with, and what you do not
Every account begins with the same four starter decks. That is the whole starting collection, and it is the same for everybody. There is no founder's chest, no pack to buy, and no way to skip ahead.
Everything above that is earned. And "everything above that" is where the game actually lives:
| | In the starter decks | Everything else | |---|---|---| | Rare | 8 | 28 | | Epic | 0 | 17 | | Legendary | 0 | 19 | | Mythic | 2 | 21 |
You start with almost nothing above Rare. The entire top end of the set is out there to be won.
โ๏ธ Two ways to earn a card
Clear a campaign stage. The Five Realms runs seventy trials across five realms. The Ascent puts five champions in your way. The hero campaign runs its own eight stages and names its rewards outright. Every one of them pays cards.
Or just play and win. Beta testers earn cards for winning matches, from the limited Longhunter collection described below. No entry fee, no pass, no purchase. Win a game, earn a card.
Both kinds are yours to mint.
One condition, and it is the only one
Card rewards go to players who have connected a wallet. Playing stays open to everyone, with no gate at the door and nothing to sign up for. But a card that can be minted has to belong to somebody, and a browser tab is not somebody. Connect once and every card you win is recorded to you.
If you win before connecting, nothing is lost. The game counts those wins and settles them the moment you link a wallet, up to a day's worth.
๐ Ten of each Mythic. Ever.
Every card has a hard ceiling written into the contract, scaled by how rare the card is. Ten of each Mythic. Fifteen of each Legendary. When a card's ceiling is reached, that is the end of it, forever. After that the only way to hold one is to buy it from somebody who already did.
The ceiling cannot be raised. It is set once, on chain, and the contract refuses to change it. That is the difference between scarcity and a marketing line.
๐๏ธ The Longhunter collection: beta only, and it closes for good
There is a second collection, and only beta players can reach it.
Win a match and you may draw a Longhunter card. It comes from the cards outside the four starter decks, so it is a real addition to your collection rather than a duplicate of what you already own. One per win, up to five in a day.
The rule that makes it worth having: a Longhunter card is capped at the moment it is WON, not at the moment it is minted. Every card has a number of copies that will ever be claimed, and the scarcer the card the smaller that number. When the last copy of a card is won, that card leaves the pool permanently. Nobody can win it again. Not next week, not after the beta, not ever.
That is different from the campaign cards on purpose. Campaign cards are always winnable. They are simply not always available as NFTs, because their mint ceiling can fill up. Longhunter cards run out at the source.
There is no second chance at one. When they are gone they are gone, and the only way to hold one after that is to buy it from somebody who was here.
โ๏ธ How minting works
Win a card and it is already yours in the game. Minting is the step that puts it in your own wallet:
- Win it. The game records it, once, to your account.
- Open The Tent on Wanted.
- Connect the wallet linked to your Revival save. Everything you have won is waiting.
- Mint on Polygon or BNB, your choice.
It stays playable either way. Owning a card does not take it out of the game, and a card you have not minted still works exactly as it always did.
๐ฎ Play
revival.vendettasaloon.ai. Free, in the browser, no download.
<!-- โ HOLD. DO NOT PUBLISH THIS YET, AND THE REASON IS NOT CAUTION.
Three claims in this post are TRUE OF THE DESIGN and NOT YET TRUE OF THE PRODUCT. Publishing before they ship would make the first thing a reader checks a thing that is not there:
- "Beta testers earn cards for winning matches": QUEUE #36, not built. The hook exists
(MatchSession.OnMatchEnded) and the popup exists (hud.ts showPrize reads the award ledger and renders any reward Pay() writes), but the drop itself is not wired and the RATE is undecided.
- "Ten of each Mythic. Ever.": QUEUE #24b/#18. The contract is written and
compiles (RevivalCardCollection.sol) and is NOT DEPLOYED. There is no ceiling on chain yet.
- "Mint on Polygon or BNB": same. The Tent's mint button is deliberately
disabled and says so.
โ ๏ธ AND ONE BLOCKER THAT IS NOT A COPY PROBLEM: QUEUE #18c. Selling a minted card does not currently take it away in game, because nothing reads on-chain ownership. Until that lands, "yours to own" is a stronger claim than the code supports, and it is the one a buyer would test first.
The post is written and ready. It ships the day the drop and the contract do, and the numbers in it are measured, not estimated: the starter/pool split is counted from the served card database, and the ceilings come from the ladder in QUEUE #24b. -->

