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Article By Gothic Frog

Sorcery vs Flesh and Blood, Explained

What's actually different about Sorcery if you already play FAB — the grid, the two-deck draw, the hand-painted art, and the scene around it.

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The question Flesh and Blood players actually ask when they look at Sorcery: is this another MTG-shaped game with a tactical twist? Short answer: no — and FAB players will recognise more of Sorcery's instincts than MTG players do, because the two games are siblings in the indie-TCG family. Both founded by single individuals from New Zealand, both launched as MTG alternatives, both "no IP crossover" by design. But they diverge on four things that matter: how they play, what your collection looks like, how they look, and what the scene around each feels like.

Shared DNA — the Pacific-Rim indie lineage

Legend Story Studios was founded in Auckland by James and Robbie White; Flesh and Blood shipped its first set, Welcome to Rathe, in October 2019. Erik's Curiosa was founded in Wellington by Erik Olofsson; Sorcery shipped its Alpha set via Kickstarter in May 2023, retail Beta in October 2023. Two Kiwi indie publishers, two founders, two origin stories within four years and roughly 700 km of each other.

The kinship goes deeper than the addresses. Both publishers made explicit no Universes Beyond / no IP licensing stances early — FAB's universe of Rathe is original IP; Sorcery's Contested Realm is original IP. Both leaned hard on named-artist commissions and treated cover-credit as a brand promise. Both have a premium-collectible chase economy baked into set design from launch. If you came to FAB because the corporate-TCG cycle had stopped working for you, you understand exactly why Sorcery exists. The two games share the why. The what is where they diverge.

What's the same

Before the differences, what carries over from FAB essentially unchanged:

  • Card layout conventions. Cost on the corner, type bar across the middle, stats on the lower edge. Different specifics — FAB has pitch values where Sorcery has threshold — but the visual grammar reads on first sight.
  • Tournament play structure. Sanctioned events with an OP pyramid in both. Round Robin or Swiss then elimination cuts. Hero / Avatar identity stamped on every match.
  • Format scaffolding. Constructed, Sealed, Draft all exist in both. FAB has Blitz; Sorcery has Peasant and Two-Headed Dragon. The slate isn't identical but the categories are familiar.
  • Deckbuilding around archetypes. Aggro, control, midrange, combo all viable. Sideboard equivalents (FAB's Equipment slots, Sorcery's Gothic-era Collection) tune for matchups.
  • Named-artist commitment. Both publishers treat art as part of the brand promise rather than as a back-cover credit.
  • Premium-foil chase economy. Both games shipped premium variants from launch. FAB's cold-foil tiers, Sorcery's Curios — they serve the same role in the secondary market.

If you understand those things in FAB, you understand them in Sorcery. The pillars below aren't about throwing out the card-game grammar — they're four specific axes where Sorcery and FAB go in different directions.

Gameplay: positional grid, two-deck draw, looser Avatar identity

FAB combat is the most interactive of any modern TCG. Sorcery combat is the most positional. The difference is structural and it cascades into everything else.

The board is a 5×4 grid — 20 squares. Sorcery's biggest single mechanical departure from a flat-table game like FAB. Both Avatars start in the bottom-middle of their side. Minions occupy specific squares, step to adjacent squares, attack what's next to them. Sites get placed on Void squares adjacent to existing Sites. A flyer on the far edge can't punch your Avatar without traversing the board. A choke point near your Avatar is a real chokepoint. FAB has an abstract Hero zone and an arsenal; Sorcery has geography. The board state is a second axis to think on, and it changes how threats are evaluated turn to turn.

Combat is positional, not interactive. FAB combat happens in chain links — attack, pump, defense reaction, counter, defense pump, resolution — both players acting mid-combat. Sorcery combat is structured but single-player-resolved within your turn: declare attacker, defender intercepts (or undefended site fight), first-strikes resolve, regular strikes resolve, damage applies simultaneously. The interactivity in Sorcery is in positioning before combat, not reactions during combat. If you loved FAB's chain-link conversation, the lack of mid-combat interaction will feel hollow. If you loved Magic's combat-trick discipline before MTG bloated, you'll feel at home.

Every player runs two decks. A 60-card-plus Spellbook of minions, magics, auras, and artifacts, and a 30-card-plus Atlas of Sites. At the start of every turn you choose: draw a spell, or draw and play a site. FAB's pitch-resource design solves mana-screw by making every card dual-purpose; Sorcery solves it structurally by giving you a separate land deck. Both eliminate flood/screw; the texture of resource decisions is very different. FAB asks "which card am I willing to burn for resources right now"; Sorcery asks "do I need to extend my mana base or play another threat this turn." Threshold and Sites covers the resource model in depth.

Heroes lock decks. Avatars unlock flexibility. FAB's Hero card is the centre of the deck. Class + Talent restrict your card pool — you commit to Bravo Star Fall, you build Bravo Star Fall. Hero swapping is essentially deck swapping. Sorcery Avatars are looser. The Avatar defines starting playstyle, not card pool. Battlemage is the canonical aggressive Earth Avatar, but you can splash Air or Fire. The card pool is Constructed-legal — your Avatar gates theme, not legality. The trade-off: FAB Heroes carry years of identity (you pilot Bravo for two years, you know Bravo's lines cold); Sorcery Avatars are starting positions that depth-out through how you splash and adapt. Every Sorcery Avatar, Explained walks the 34-Avatar roster.

Net feel: Sorcery plays like a positional cousin of MTG built on FAB's design philosophy. Same indie-depth instincts. Different combat language. If you loved FAB's combat math, expect to miss it. If you loved FAB's deckbuilding rigour, you'll find it again in Sorcery's two-deck construction.

Collectability: no rotation vs Living Legend, Curio chase vs cold-foil chase

This is where the two games' design philosophies fork most sharply.

FAB has Living Legend. When a hero or signature card hits a competitive-dominance threshold (measured by Legend Points accumulated in sanctioned play), it retires from Classic Constructed and moves to the eternal Living Legend format. By design, the system surfaces dominant decks and rotates them out before they ossify the meta. Effectively a competitive-driven rotation system. The retirement also creates real collector pressure on the retiring cards.

Sorcery has no rotation, no retirement, no Legend Points equivalent. Every card printed since Alpha is legal in Constructed forever. Five sets in print as of mid-2026 (Alpha, Beta, Arthurian Legends, Dragonlord, Gothic) totalling roughly 1,000 unique cards. The Avatar that won Gen Con 2025 is the same Avatar legal at Avatar of the Realm 2026, with the same card pool plus whatever Gothic and beyond added. FAB says: the metagame is the product, and the metagame should evolve. Sorcery says: the card pool is the product, and the card pool should accumulate. Both stances are defensible. Which one you prefer is largely a function of whether you treat your collection as a deck-construction toolkit (Sorcery suits you) or as a season pass to the current meta (FAB suits you).

Chase economies look similar, behave differently. FAB's cold-foil rarity ladder is built into set design and publicly priced — the Heart of Fyendal cold-foil is the canonical chase, trading in four-to-five figures at peak. Cold-foil tiers are publisher-acknowledged, formal, charted. Sorcery has Curios — unofficial chase variants that the community catalogues at Collector Arthouse. Erik's Curiosa, the Alpha-exclusive eponym card, sits around $300 non-foil and nearly $7,000 in foil. The publisher refuses to formally comment on Curios. FAB's chase is official, formalised, and bigger market. Sorcery's chase is unofficial, weirder, smaller market, with publisher-non-acknowledgement as the lore. Curio Cards Explained covers the model in depth.

Secondary market scale. FAB has the larger and more liquid secondary market by a meaningful margin — longer pricing history, bigger global player base, Living Legend creating real retirement-driven scarcity. Sorcery's market is younger and smaller, but the Alpha Kickstarter-exclusive print run (~6,400 backers) creates genuinely brutal scarcity on Alpha-specific Curios. Both economies can absorb four-figure spend at the high end; FAB can absorb meaningfully more at the high end across more cards.

Art: hand-painted oil and acrylic vs modern fantasy illustration

The art roster is the most visible single difference, and it's deliberate on both sides.

FAB's art is contemporary commercial fantasy illustration — heavily digital-painted, often with traditional underpainting, polished and modern. The look is closer to current-decade concept art than to 1990s tabletop illustration. The cold-foil treatments, the full-art equipment cards, the Heroes printed with hero-specific frames — modern visual language top to bottom, designed as graphic objects as much as paintings.

Sorcery's art is hand-painted oil and acrylic in practice across the entire card pool. The roster centres on painters whose careers predate digital illustration: Frank Frazetta, Gerald Brom, Rodney Matthews, Ian Miller, Dan Seagrave, plus original-era MTG veterans (Liz Danforth, Quinton Hoover, Anson Maddocks, Drew Tucker, Melissa Benson, Jeff A. Menges). The look is closer to a 1985 D&D Monster Manual than to a 2025 fantasy TCG.

Neither is better. They're different visual languages aimed at different aesthetic preferences. FAB looks like a TCG made in 2025 with a strong design system. Sorcery looks like a TCG that landed from a parallel timeline where MTG hired Frazetta for Alpha and never digitised. If you came to FAB partly because of the cold-foil treatments and the modern fantasy aesthetic, Sorcery's TSR-throwback look will read as a different product entirely.

The "no AI art" claim, framed honestly: Sorcery's corpus of 1,000+ cards is hand-painted by named artists who are publicly credited, and the publisher has stated the commitment in interviews. It's a production constraint observed across the catalogue, not a contract-enforceable promise. FAB has a similar in-practice commitment to commissioned illustration but doesn't make hand-painted-only a central brand promise the way Sorcery does.

Community and scene: bigger FAB scene today, faster Sorcery trajectory

FAB has the larger and more mature competitive scene by a meaningful margin. Six years of sanctioned play, the Armory → Skirmish → Battle Hardened → Calling → Pro Tour pyramid, dedicated prize support tiers, hundreds-to-low-thousands at Pro Tour events. The Talishar community-built online platform handles competitive practice and online tournaments. The global player base is in the tens-to-low-hundreds of thousands.

Sorcery's scene is smaller, younger, and growing fast. Three years from Kickstarter to a world championship is fast for any TCG. The 2026 pipeline reads: store-level → Cornerstone Championships (Q3 2026, first wave allocated May 2026) → Grand Contests (regional, SCG CON-attached) → Avatar of the Realm — the first worlds event, Boston, November 13-15 2026. Field sizes are in the hundreds, not the thousands. Online play happens via the official Tabletop Simulator mod (Steam Workshop ID 2884846136) plus the community-run Sorcery League matchmaking Discord. No native digital client — the experience is closer to MTGO 2003 than to a polished publisher product. How to Play Sorcery Online, Explained covers the setup.

The practical comparison: if you live somewhere with an active FAB community, you'll find Sorcery harder to find locally. FAB has a six-year head start on community density. The Sorcery scene is more obviously "people specifically here for this game" because there are fewer of them — which some find more rewarding socially, and others find lonely.

What it costs

Numbers as of mid-2026:

SorceryFlesh and Blood
Precon deck product$40 (Beta 4-pack) / $66.60 (Gothic single precon)~$25 (Blitz deck) / ~$50 (Welcome deck)
Booster box$129–$166$90–$140 (set boosters, varies)
Online playTTS ($19.99 one-time)Talishar.net (free, community-run)
Sets per year1–2 large + occasional mini2–3 sets + supplementary releases
Total active cards~1,000 (no rotation)~3,000+ across CC + Living Legend
Chase tier peakErik's Curiosa foil ~$7,000; Alpha boxes near $1,000Heart of Fyendal cold-foil four-to-five figures

Honest qualifier: FAB has the bigger and more liquid secondary market. Living Legend retirement creates real collector pressure on retiring cards; cold-foil chase tiers have a longer pricing history. Sorcery's market is younger and weirder, with publisher-non-acknowledgement of Curios giving the chase scene a particular flavour. Both have entry-level options under $50; both can absorb four-figure spend at the high end.

Who should switch, who shouldn't

Switch if:

  • You miss the positional / board-state puzzle that flat-table card games can't give you
  • You want a flexible deckbuilding sandbox — splashing, archetype tuning, multi-element shells
  • You want true zero-rotation (no Living Legend equivalent retiring your favourite Hero)
  • You'd pay a small premium for hand-painted oil/acrylic art over modern digital illustration
  • You want the "indie founder-led" and "no IP crossover" stance, but with the deeper grid-positional system FAB doesn't have

Stay if:

  • You love combat-trick / chain-link gameplay — FAB's combat is the most interactive of any modern TCG, and Sorcery's combat is positional, not interactive
  • You want a single Hero you pilot for years and master deeply
  • You want the bigger, more mature competitive scene (FAB is several years ahead of Sorcery on sanctioned-event count, prize support, and Pro Tour scale)
  • You prefer modern AAA-polish visual language over TSR-throwback
  • You actively enjoy the Living Legend metagame churn — it keeps the format fresh in a way Sorcery's static pool deliberately doesn't

The actual honest answer is "you can play both." Both games are indie, both are under $50 to try, and the games occupy genuinely different parts of the brain. A FAB collection doesn't cannibalise a Sorcery collection — they sit on different shelves, the friend groups don't fully overlap, and the muscle memory you build piloting Bravo doesn't translate to Battlemage anyway. Try a Sorcery Beta precon ($40) and a Tabletop Simulator session, see if the positional puzzle clicks. Worst case you spent less than dinner-and-a-movie finding out.

Where to go from here

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