Split Your Enchantments Between Wizard and Warlock
For Incantation, prioritize Adrenaline and Combustion on your Wizard, Steel Coat and Carnage on your Warlock, and discard enchantments you do not want Libraries to duplicate. Make those choices before the Libraries begin copying effects, using the enchantments actually offered in your hand.
Check the Incantation Opening
This plan applies to the King of Spells quest opening with a Warlock, a Wizard and nine enchantment cards in hand. Check that your starting setup matches before spending cards. Read the quest's displayed victory and defeat conditions so you can judge later choices against its actual objective.
Inspect the enchantments currently offered instead of treating a remembered starting hand as a shopping list. Choose which effects belong on each troop before committing them. If a named enchantment is absent, assess the cards you have rather than forcing the same selection.
Make Your Opening Enchantment Choices
- Inspect the troop plots beside each Library. Libraries copy enchantments from adjacent troops, so this shows which troops can receive their copies. Check every eligible neighbor before deciding where an enchantment belongs.
- Assign the offensive enchantments to your Wizard, prioritizing Adrenaline and Combustion when offered. Wizards gain damage from the enchantments they carry, giving you a reason to concentrate these choices. Favor effects you would also want a Library to copy.
- Assign Steel Coat and Carnage to your Warlock when they are offered. This preserves the Wizard-and-Warlock split used for this opening. Review the target before playing each card so an accidental placement does not change your plan.
- Discard low-value enchantments that you do not want duplicated. Keep unwanted effects out of the selection your Libraries can copy. An enchantment is worth judging by its future copies as well as what it contributes immediately.
Keep Library Copies Useful
A Library has a 50% chance each year to duplicate an enchantment of an adjacent troop. When it touches several troops, do not assume every copy will go toward your preferred troop. Review the eligible neighbors and their enchantments before adding another effect to the board.
Treat a misplaced enchantment as a reason to reassess your next choice. Check whether you still want more copies of that effect before adding further enchantments to the same troop. Avoid committing another card simply to follow a memorized sequence.
Choose Later Cards Around Your Prepared Troops
- Prioritize Procreate on the Warlock when it becomes available. This follows the later-card plan for the troop holding Steel Coat and Carnage. Check its current enchantments before committing the card.
- Use Regression on an upgraded Wizard when that choice fits your next upgrade plan. Regression lowers a plot by one level while retaining its current stats and effects. It cannot be played on level 1 plots, so inspect the Wizard's level first.
- Throw Rewind into the pit after playing cards you want returned. Rewind replaces your current hand with copies of your last played cards. Check what remains in your hand before using it, because that replacement is part of the decision.
Match Your Difficulty and Available Cards
Quest Mode uses Knight, King and Chaos difficulties. Match the selected difficulty when comparing attempts, then check Incantation's own conditions before repeating your opening. Keep the enchantment allocation as your starting plan and assess later cards against the board in front of you.