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Where cards come from, which colors you can actually get, and what transmuting really does.

The one thing to understand

There is no single answer to “which colors can my class get”. The game checks three different ways depending on where the card is coming from, and they don't agree with each other.

Three banners are two-color: Aqua is Green and Blue, Orange is Green and Red, Purple is Blue and Red. Those are the only ones the three checks disagree about:

Where the card comes fromTo get a two-color banner you need…
Rewards after a battle Both of its colors
The shop Just one of its colors
Transmuting, shrines and events Just one of its colors
Sidemuting Nothing — color is never checked

So a Rogue, who starts with Green and nothing else, is never offered an Aqua card after a battle — it only has half of what Aqua needs. The shop will happily sell one, though, and from then on it transmutes and upgrades like any other card.

Colors and rarities

A card's banner color is what it costs to play. That's all it means:

Transmuting moves a card one step up this ladder. Monster sits below Common, which is why a monster card becoming a Common is an ordinary upgrade rather than the oddity it looks like:

Monster Common Uncommon Rare Legendary

Legendary has nowhere higher to go, so it stays Legendary. That's why transmuting a Legendary behaves like a sidemute that keeps its color — and it's the trick for “sidemuting” a Legendary black card, which normally can't be done.

What each class can reach

Starting attributes only. Anything you pick up later — a talent, a Locket, a Surge — adds to this straight away.

ClassStarting attributes Combat rewardsRewardsShopShopTransmute, shrines & eventsTransmute
Arcanist INT INT
Hunter DEX + STR DEX + STR
Knight INT + STR INT + STR
Rogue DEX DEX
Seeker DEX + INT DEX + INT
Warrior STR STR
Single attribute
Green DEXBlue INTRed STR
Dual attribute
Purple INT+STRAqua DEX+INTOrange DEX+STR
No attribute
Brown NeutralGold HOLYBlack BLOOD

Every row lists its colors in the key's order. Gold is in the key but in none of the rows — it needs Holy access, which no class starts with. Sidemuting has no column here because it never checks color at all.

Rewards after a battle

The shop

The shop is the most generous of the four, and usually your only way into a color your class can't be offered.

Transmuting one rarity up, same color

Theresa the alchemist, a shrine, and the Cursed Cauldron equipment card
Theresa (35g), Shrine of Evolution, Cursed Cauldron.

Your options are chosen like this:

  1. Start from every card that can be obtained at all, plus every potion
  2. Keep the ones one rarity higher that you're able to cast
  3. Keep only your card's own color
  4. Throw out the card itself, and any Unique you already own
  5. Pick from what's left completely at random — nothing is weighted

If step 3 leaves nothing, the game starts over and skips the color step. You still get the rarity upgrade, just in some other color you can use, picked at random. That's the “random mess of cards” people report after transmuting a color they can't cast — it isn't a bug, and it's never a downgrade.

Sidemuting same rarity, same color

Theresa, the Shrine of Commerce and the Tradepost card
Theresa (20g), Shrine of Commerce, Tradepost.
Sidemuting a…Gives you
Black cardA Brown card — black is swapped for brown before anything else happens
Monster cardAnother monster card, at any rarity — rarity isn't matched here
Anything elseThe same color and rarity — your class never matters

When there aren't enough real options, the spare slots are filled with potions of the same rarity. That's the random junk you may have noticed in the extra slots.

You get 3 to 6 options, depending on your card sets.

Opening up new colors mid-run

Two ways, and they don't do the same thing.

Gaining an attribute

This is the only thing that changes what battle rewards will offer you.

TalentTierEffect
Greater Dexterity3+1 dexterity
Greater Intellect3+1 intellect
Greater Strength3+1 strength
Apotheosis6Drops all three to zero — every class color leaves your rewards for the rest of the run

A single point of intellect is what turns a Rogue's battle rewards from Green-only into Green and Aqua. Nothing in the game tells you this has happened.

Cards that grant access directly

Card or talentWhat it isOpens up
Rogue's LocketUncommon cardDEX cards
Arcanist's LocketUncommon cardINT cards
Warrior's LocketUncommon cardSTR cards
Divine FocusLegendary cardHoly cards
Gift of NatureLegendary cardMonster cards in rewards
Offer of EmulationTalent, tier 6Monster cards in rewards

These work only while the card is in your deck — remove it and the access goes with it. Nothing in the game grants a two-color banner directly — you always have to pick up both of its colors separately.

Card sets you switched off

The sets you enable when you start a run decide the pool for that whole run. Turn one off and its cards are gone from everything — battle rewards, the shop, transmutes, sidemutes, shrines and events alike. Talents work the same way.

It costs you twice: the pool shrinks, and so does the number of options a transmute or sidemute offers, which is tied to how many sets you left on.

Some things arrive anyway:

Cards you can never get

Some cards are simply marked unobtainable, and no amount of transmuting, shopping or rerolling will produce them. Of the 2,769 cards in the game, 962 can never be given to you.

That covers everything the community lists — basic attacks, arrows, bombs, ingredients, story cards, revelations, companion cards, transformed cards — and plenty more besides. Cards can also be barred from Sunforge specifically, or from being conjured, without being unobtainable everywhere.

These rules come from the game's own logic rather than from testing, so the edge cases are exact — but the community worked them out first. Thanks to Joel on the Dawncaster Discord, whose transmuting guide every page here was checked against, and whose dawn-dash supplies the event decision trees. Icons by Lucide (ISC).