Four alchemists. Three contested treasures. One victor.
In Magnum Opus, you are not a warrior — you are a legendary alchemist, a master of the hermetic arts who commands from the safety of your laboratory. You send your creations, your bound spirits, and your human agents to fight over Materia — the raw treasures and resources that fuel the Great Work.
But alchemy is not merely about power. Each alchemist pursues a secret Opus — a personal win condition hidden from rivals. The first to complete their Opus wins instantly. Fail to complete it, and victory goes to the alchemist who has accumulated the most Opus Points through claimed Materia and completed Objectives.
Every game begins with a draft. Every card in your deck was chosen by you, one pick at a time, while your rivals chose from the same pool. The draft is where the game is won or lost — and where the mind games begin.
The game takes place across two zones: the private Laboratory where your Alchemist works, and the shared Battlefield where your creatures contest Materia.
Your Alchemist is a legendary figure from the hermetic tradition. They sit in your laboratory for the entire game, never entering combat. Instead, they provide:
Your Alchemist begins at Nigredo (Stage 1) and can advance through Albedo, Citrinitas, and Rubedo by paying an escalating cost of attached Reagent sacrifices and resources.
Reagents are the most important card type in the game. Every Reagent you draft can be played in one of two modes:
Place in laboratory. Tap each Upkeep to produce its element. No special effect.
Cannot be sacrificed for Stage advancement. Immediate, safe, permanent economy.
Attach to Alchemist (uses a Reagent slot). Enters EXHAUSTED — produces nothing and grants no effect this turn.
From next Upkeep onward: produces its element AND grants its bonus effect.
Can be sacrificed for Stage advancement.
You may play only one Reagent per turn (in either mode). This is your "land drop" — the single most important decision each round.
Major strategic paradigms that attach to your Alchemist and fundamentally alter how you play. Examples: "Solve et Coagula" lets you reclaim a Reagent from discard whenever you sacrifice one. "As Above, So Below" mirrors effects between you and opponents.
Principles occupy Principle slots on your Alchemist.
One-shot alchemical processes played during the Laboratory phase. Pay their cost, resolve the effect, discard. Praxis are your sorceries — proactive spells for setup, card draw, resource generation, and creature preparation. Some Praxis cards have bonus effects that trigger when played on the same turn you advance a Stage.
Three types, three identities, three lifecycles:
Homunculi — Your alchemical creations. The most powerful creatures, carrying elemental tags (☉ Sulphur ☿ Mercury or 🜔 Salt) that interact with the elemental combat system. They scale with your Alchemist's Stage. When they die, they return to your lab exhausted. Damage persists between rounds.
Agents — Human disciples, mercenaries, scholars, spies. Mid-range stats and cost. Their unique strength is interaction — espionage, sabotage, infiltration, political mechanics. If they survive a round, they return to your lab. If they die, they're gone permanently. Damage persists between rounds.
Agents are organized into four subtypes:
Minions — Bound spirits, familiars, elemental wisps. Cheap, disposable, one-shot utility. They go to the discard pile at the end of every round regardless of whether they survived. Their value comes from entry triggers, death triggers, and cheap board presence. No elemental tag.
"A Homunculus is a child you raise. An Agent is a servant you hire. A Minion is a candle you light — useful, brief, and gone."
Persistent support cards that sit in your laboratory. Furnaces, lenses, vessels, stills. They provide ongoing effects: resource generation, creature buffs, healing, information. They are never deployed to the battlefield.
Instant tricks and disruption. Two sub-types:
The contested prizes at the center of the game. Drawn from a separate Materia deck and placed in the central zone. Four types:
| Type | Behavior | Example |
|---|---|---|
| Resource ⛏ | Claimed → moves to your zone, generates income each round | Sulphur Well: +1 ☉ per Upkeep |
| Treasure 🏺 | Claimed → take reward, immediately replaced | Abandoned Athanor: draw 3, gain ✦✦ |
| Volatile ⚠ | Powerful reward but dangerous | Volatile Quicksilver: +☿☿ but punishes loss |
| Relic 💎 | Claimed → moves to your zone, ongoing special ability | Emerald Fragment |
Dealt before the draft. Your Opus defines a unique condition — if you fulfill it, you may reveal and win immediately. If your declaration fails (the condition is disrupted before the round ends), the Opus becomes public knowledge.
The Opus deck contains 30 unique cards spanning six strategic archetypes:
Difficulty varies intentionally — The Harvest Moon (1 Materia + dual-mode Reagents) is achievable by almost any deck, while The Hermit's Victory (Citrinitas with zero creature losses) demands extreme discipline.
Two Objective cards are revealed before the draft. Any player can race to complete them for bonus Opus Points (2–3 OP each). Objectives create shared incentives that warp the draft.
| Objective | Condition | OP |
|---|---|---|
| The Crowned Adept | Citrinitas + 2 Principles attached | 2 |
| Dominion of the Field | Creatures at all 3 locations simultaneously | 3 |
| The Great Purification | Sacrifice 3+ Reagents (cumulative) | 2 |
| The Unbroken Line | Win Contests at 3 different locations | 2 |
| The Iron Library | 3+ Apparatus simultaneously | 2 |
| The Trismegistus Accord | All 3 element Homunculi on battlefield | 2 |
| The Devouring | Destroy 5+ enemy creatures (cumulative) | 2 |
| The Silent Accumulation | 5+ Reagent resources simultaneously | 2 |
| Army of the Opus | 5+ creatures deployed simultaneously | 2 |
| The Final Stage | Reach Rubedo | 3 |
| The Collector | Claim 3 Materia of different types | 2 |
| The Hermit's Triumph | Win a Contest alone (1v2+) | 2 |
Each player receives a base Alchemist card from the roster of 16.
TODO: Method to be finalized. Options: random deal, player choice in random order, or a separate Alchemist draft.
Shuffle the Opus deck. Deal one Opus card face-down to each player. Look at your Opus — this is your secret win condition for the entire game. Do not reveal it.
Shuffle the Objective deck. Reveal 2 Objectives face-up in the public zone. All players can see these and may work toward completing them.
Draft Tip: Your first few picks should answer two questions: What does my Opus need? and What does my Alchemist do well? Mid-pack, start reading signals — what's being passed to you tells you what your neighbors aren't drafting.
Each round follows seven phases. After all seven, the first-player marker rotates clockwise.
All players simultaneously:
Starting with the first player and proceeding clockwise, players take turns performing laboratory actions. On your turn you may perform any or all of the following:
Laboratory phase continues until all players pass consecutively.
Example: It's Round 3. You have ☉ and ☿ from your two Reagent resources, plus ☉ from your attached Philosophic Sulphur (which also grants +1/+0 to your ☉ Homunculi), plus ☉ from a claimed Sulphur Well. You play a Salt Reagent as your third resource. Then you pay ☉☿ to attach Solve et Coagula. Then you play Panacea (Ritual Arcana, 🜔🜔), fully healing your wounded Golem of Prague. You pass.
Starting with the first player, players take turns deploying creatures to Materia locations. On your deployment turn, you may:
After each player's deployment, other players may respond with Instant Arcana before the next deployment turn.
Deployment continues until all players pass consecutively.
Resolve combat simultaneously at all contested Materia locations.
Each player at a contested location distributes their creatures' total Power as damage across enemy creatures at that location.
All damage applied simultaneously. Creatures whose accumulated damage meets or exceeds their Toughness are destroyed.
Before damage resolves, players may play Instant Arcana as combat tricks.
Destroyed creatures resolve their death effects.
At each location, check:
After claiming, if any player's secret Opus condition is now fulfilled, they may reveal their Opus and declare instant victory.
Your economy runs entirely on Reagents. There is no base income — if you play no Reagents as resources, you have zero income.
Immediate income. Permanent. Safe.
Cannot be sacrificed for advancement.
Best for: aggro decks staying at Nigredo/Albedo
Enters exhausted (no income this turn).
From next round: income + bonus effect.
CAN be sacrificed for Stage advancement.
Best for: stage-climbing decks heading to Citrinitas/Rubedo
One Reagent per turn. Whether you play it as a resource or as an attachment, you may play only one Reagent per turn. This paces the game and makes every Reagent placement a meaningful commitment.
Resource Materia supplements your economy. Claiming Resource Materia (Sulphur Well, Mercury Spring, Salt Flats) gives you additional income each Upkeep — effectively a free Reagent without spending a card or a slot.
| Round | Reagent Resources | Likely Plays |
|---|---|---|
| 1 | 1 | Cheap Minion or Agent |
| 2 | 2 | Mid-range creature or Apparatus |
| 3 | 3 | Multiple deploys, or Albedo advancement |
| 4 | 3–4 | Big Homunculi, Principles |
| 5+ | 3–5 + Materia | Full power. Citrinitas if committed. |
| 7+ | Varies | Rubedo push (expensive, all-in) |
Your Alchemist progresses through four classical stages. Each step demands more than the last.
| Advancement | Reagent Cost | Resource Cost | Total Feel |
|---|---|---|---|
| Nigredo → Albedo | 1 Attached | ✦ | Affordable |
| Albedo → Citrinitas | 1 Attached | ✦✦ | Costly |
| Citrinitas → Rubedo | 2 Attached | ✦✦✦ | Grueling |
| TOTAL to Rubedo | 4 Attached | 6✦ |
During the Laboratory phase, you may advance one Stage by paying the escalating cost. Only attached Reagents can be sacrificed — resource-mode Reagents cannot. This means you must plan ahead: attach Reagents at least one turn before you intend to advance.
Example: It's Round 5. You're at Albedo and want to reach Citrinitas. Last round you attached Philosophic Mercury (it entered exhausted). This round it's active — producing ☿ and granting +1/+1 to your Mercury Homunculi. You sacrifice it (losing both the production and the buff) and pay ✦✦. You also play Dissolution (Praxis, ☿) to draw 3 cards.
Many cards have stage-gated effects that unlock at higher stages:
| Stage | Example Effects |
|---|---|
| ALBEDO | Ember Hatchling gets +1/+1. Basilisk Eye's debuff triggers. Echo Construct tokens become 2/2. |
| CITRINITAS | Basilisk Eye's debuff becomes permanent. Phosphor Angel becomes 5/3 Elusive. Wrath of Sulphur comes online. |
| RUBEDO | Red Lion Cub reaches 6/6. The Red Lion Opus can be fulfilled. Projection grants +2/+2 to everything. |
To reach Rubedo you must sacrifice 4 attached Reagents — cards that were each producing an element AND granting a bonus effect. You've spent 6✦ on advancement instead of deploying creatures. Your engine is smaller, your tempo has been spent climbing instead of fighting.
A fast, aggressive deck that stays at Nigredo and runs all Reagents in resource mode is a powerful strategy. You keep all your Reagents generating immediate income. You never lose a turn to exhausted attachments. You never sacrifice anything.
Albedo is the sweet spot for most decks — cheap enough to reach (1 attached Reagent + ✦), unlocking a large number of stage-gated effects.
"The fool rushes to Rubedo and arrives naked. The wise alchemist knows that sometimes Nigredo is enough."
Fulfill your secret condition → reveal → win immediately.
Claim Materia for 1–3 OP each. Highest OP after 8 rounds wins.
Complete public Objectives for 2–3 OP each.
If no Opus is declared by the end of Round 8, the player with the most Opus Points wins. Tiebreaker: most creatures on the battlefield, then most attached Reagents.
"Choose your master wisely. Their art will shape your war."
Fusion of Hermes and Thoth, author of the Emerald Tablet. The origin of all alchemy. Playstyle: Correspondence and symmetry. Mirroring, copying, echoing effects.
Received the secret of transmutation from an angel. Playstyle: Secrets and revelation. Unveiling hidden information, forcing Opus reveals.
Ibis-headed keeper of divine formulas. Playstyle: Law-writing. Creates persistent rules affecting all players.
Legendary Persian magus who taught alchemy to Democritus. Playstyle: Transmission and teaching. Your creatures gain abilities from each other.
Egyptian-Greek alchemist whose terrifying visions are the most vivid imagery in alchemical literature. Playstyle: Sacrifice and rebirth. Destroy your own creatures to bring them back transformed.
Alexandrian philosopher credited with the iconic Ouroboros illustration. Playstyle: Cycles and loops. Effects that return to hand, Reagents that regenerate, infinite engines.
Legendary Alexandrian alchemist who invented the bain-marie, the tribikos, and the kerotakis. Playstyle: Apparatus mastery. Your Apparatus cards cost less and have enhanced effects.
Egyptian alchemist running a rival school to Zosimos. Playstyle: Secrecy and counter-play. Disruption, redirection, stealing opponents' effects.
Swiss physician-alchemist who publicly burned Avicenna's books. Playstyle: Poison and entropy. Damage over time, weakening, blight effects.
Elizabethan mathematician who attempted to communicate with angels. Playstyle: Angelic invocation. Powerful one-shot effects requiring buildup.
Italian Dominican friar burned at the stake for proposing infinite worlds. Playstyle: Memory and recursion. Playing from the discard pile, effects that echo across turns.
European courtier who claimed to be centuries old. Playstyle: Immortality and persistence. Creatures extremely hard to kill.
Chinese Taoist who wrote the earliest Chinese alchemical text. Playstyle: Internal transformation. Stage advancement bonuses, less reliance on creatures.
Taoist scholar who believed in harmony between worldly and divine. Playstyle: Balance and equilibrium. Rewarded for symmetry.
One of the Eight Immortals of Taoism. Playstyle: Illusion and shapeshifting. Creatures that disguise themselves, flip face-down.
The scholar who sold his soul for knowledge and power. Playstyle: Faustian bargains. Extremely powerful effects with delayed costs.
Unlike many card games, damage is not healed between rounds. A Homunculus that took 2 damage in Round 3 still carries that damage in Round 4. This makes every contest meaningful — even "winning" a fight can leave your army degraded.
Damage can be healed through specific card effects — Panacea (Ritual Arcana), healing Apparatus, stage-gated effects, and certain Alchemist passives. Healing is a draftable resource. Build around key Homunculi? Draft ways to keep them alive.
When a Homunculus is destroyed in combat, it returns to your laboratory exhausted. An exhausted Homunculus cannot be deployed. To reactivate it, pay ✦ during a Laboratory phase.
Ten keywords define the combat vocabulary of Magnum Opus.
| Keyword | Effect | Affinity |
|---|---|---|
| GUARDIAN | Enemies must assign damage to this creature before others at the same location. | 🜔 |
| ELUSIVE | Can only be targeted if no non-Elusive friendlies are present at the same location. | ☿ |
| DEADLY | Any creature that takes damage from a Deadly creature is destroyed at end of Contest. | ☉ |
| FORTIFIED | Reduce all incoming damage by 1 (min 0). | 🜔 |
| VEILED | Deployed face-down. Revealed at start of Contest phase. | ☿ |
| VOLATILE | On death, deal Power damage to ALL other creatures at its location. | ☉ |
| RECURSIVE | Returns to hand instead of going to discard. | ☿ |
| PURIFIED | Ignores all keywords on enemy creatures. Does not ignore Unaligned or Primal. | Any |
| UNALIGNED | Cannot deal or receive elemental bonus damage. Still counts as its element for synergy. | 🜔 |
| PRIMAL | Elemental bonus is +2 instead of +1, in both directions. | ☉ |
| Term | Definition |
|---|---|
| Agent | Human creature type. Returns to lab if survives, discard if killed. No elemental tag. |
| Alchemist | Commander card. Sits in laboratory, never enters combat. Provides passive aura and activated ability. |
| Attach | Place a Reagent or Principle onto your Alchemist, using a slot. Attached Reagents enter exhausted, then produce their element AND grant bonus effects. |
| Claim | Take control of a Materia after being the sole survivor at its location. |
| Contest | Combat at a Materia location where multiple players have deployed creatures. |
| Deploy | Place a creature from your laboratory onto a Materia location, paying its cost. |
| Element | Sulphur (☉), Mercury (☿), or Salt (🜔). Only Homunculi have elemental tags. |
| Exhausted | State of a Homunculus that was destroyed, or a Reagent attached this turn. Cannot deploy/produce until reactivated. |
| Generic (✦) | A resource cost payable by tapping any Reagent, regardless of element. |
| Homunculus | Created creature type. Powerful, elemental, returns exhausted on death. Damage persists. |
| Laboratory | Your personal zone containing Alchemist, attachments, resources, Apparatus, and resting creatures. |
| Lasting Damage | Damage to Homunculi and Agents carries over between rounds unless healed. |
| Materia | Contested cards in the central zone. Resource, Treasure, Volatile, or Relic types. |
| Minion | Summoned creature type. Cheap, disposable. Discarded at end of every round. |
| Objective | Public goal card. First to fulfill it scores bonus OP. |
| Opus | Secret win condition. Fulfill it to declare instant victory. |
| Opus Points (OP) | Victory points from Materia and Objectives. Highest OP after 8 rounds wins if no Opus declared. |
| Praxis | One-shot spell played during Laboratory phase. Some have bonus effects when advancing a Stage the same turn. |
| Reagent (Resource) | A Reagent placed as a resource generator. Taps each Upkeep for its element. Cannot be sacrificed for advancement. |
| Reagent (Attachment) | A Reagent attached to Alchemist. Enters exhausted, then produces element + bonus effect. CAN be sacrificed. |
| Stage | Alchemist's position on the Transmutation Track. Nigredo → Albedo → Citrinitas → Rubedo. |
Card Type Count ───────────────────────── Alchemists 9 / 16 Homunculi 73 Agents 31 Minions 27 Reagents 34 Principles 15 Praxis 14 Arcana 18 Apparatus 17 Materia 13 Opus 30 Objectives 12 ───────────────────────── TOTAL ~293 Draftable (cube) ~229
"The Magnum Opus is not the gold. It was never the gold.
It is the transformation of the alchemist."
— Ivo, lead designer