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Skyfire deck-building guide

A Skyfire deck is seven cards. That is few enough that one wrong choice shows up in every battle, and few enough that you can reason about all of it at once. This guide gives you a way to do that.

Updated November 2026 · by the Skyfire team at planets.nu

The rules of the deck

Start from a real deck

This is the deck every new Federation commander is given. It is a good deck, and it is worth understanding why before you change it.

CardEnergyArrives asArmamentIts job in the deck
Outrider Scout1A flight of three1 beamsCheap and fast: cycles the hand, screens bigger ships
Nocturne Destroyer3A flight of two4 beams, 2 torpedo tubesThe line: holds a lane and trades well
Banshee Destroyer4A flight of three4 beams, 2 torpedo tubesThe line: holds a lane and trades well
Nebula Cruiser3One ship4 beams, 4 torpedo tubesLong-range punch from behind the line
Brynhild Escort2A flight of four4 beamsCheap and fast: cycles the hand, screens bigger ships
Missouri Battleship5One ship8 beams, 6 torpedo tubesThe finisher: what actually breaks a homeworld
Medium Deep Space Freighter2A flight of twoUnarmed freighterEconomy: hauls fuel home for bonus energy

Average cost: 2.9 energy. Notice the shape. Three cards cost two or less, so there is always something to play. One card is a genuine threat to a homeworld. One card is economy. The rest hold the line. Nearly every successful deck in the game has this shape, whatever the race.

The six questions

Before you take a deck into ranked play, check that it has an answer to each of these.

1. What do I play first?

You need at least two cards costing two or less. They let you respond to anything without committing, they keep your hand moving, and they screen your expensive ships. A flight of several small ships also soaks up shots that would otherwise land on something valuable.

2. What wins the game?

Something in the deck has to be able to destroy a homeworld. Usually that is a capital ship with torpedoes, a heavy carrier, or for the Lizards a troop cruiser that lands parties on it. One is enough. Two is a choice. None is a deck that draws.

3. What stops many small ships?

Flights of cheap ships and fighter wings overwhelm single-target guns. Answers: torpedoes with splash, a minefield across the lane, the Missile Salvo, or your own cheap flights.

4. What stops one huge ship?

A capital ship behind full shields shrugs off small fire. Answers: massed torpedoes, a ship that captures rather than destroys, or simply meeting it under your own starbase's guns.

5. What about ships I cannot see?

If your race can field a Loki, think hard before leaving her out: while she flies, no enemy ship cloaks. If it cannot, your answer is positional. Keep a cheap defender in hand and do not spend down to zero.

6. Am I running an economy?

A freighter costs a slot and some early energy, and pays it back several times over if it survives. Decks that skip it must win faster. Decks that run it must protect it. Both work; deciding which you are is the first real decision in building a deck.

Energy cost: the number that decides how the deck feels

Average costHow it plays
Under 2.5Fast and constant. Many small plays, strong early, struggles to finish.
2.5 to 3.5The middle. Can defend cheaply and still afford a real push.
Over 3.5Slow and heavy. Each card is decisive, but a bad hand leaves you waiting.

Remember that energy doubles in the last minute. A heavy deck that survives until then becomes very dangerous. A light deck wants the match decided before it.

Build around your race, not against it

Each race has a rule, and the strongest decks lean into it.

Each race's rule is described in the race guide.

Changing a deck without breaking it

  1. Change one card at a time. With seven cards, one swap is already a big change.
  2. Swap like for like. Replace a cheap card with a cheap card and a finisher with a finisher, and the deck's shape survives.
  3. Test in the Simulator first. Practise against the computer, facing the race that has been beating you.
  4. Give it ten battles. One loss tells you nothing. At three to five minutes each, ten is less than an hour.
  5. Watch a loss back. The Battle Log keeps your recent battles. The moment a match turned is usually obvious on replay.

Upgrades and the deck

Blueprints raise a ship's tech level, which improves its weapons and shields. Early on, spread upgrades across the seven cards you actually play instead of pouring everything into one. A deck with one very strong ship and six weak ones loses to a deck that is solid all the way through.

Questions people ask

What is the best deck in Skyfire?

There is not one. The best deck for you depends on your race, the hulls you have unlocked and which races you keep meeting. The starter deck for each race is a sound base to build from.

Should every deck have a freighter?

Not every deck, but most. A surviving freighter pays for itself several times over. Decks without one need to win quickly.

How many expensive cards should a deck have?

Usually one or two costing five or more. Any more and you will often have a hand you cannot afford to play.

Can I copy another player's deck?

You can build any deck from hulls you own. The leaderboard shows which races the top commanders play, which is a useful hint about what works.

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