Out of the 54 1-Kredit orders available in KARDS - The WW2 Card Game, the five most played across matches are Bloody Sickle, The Hammer, Fast Heinz, Close Combat, and Critical Hit. These Standard-rarity cards see widespread play because they resolve early frontline contests, enable favorable trades, and protect tempo without draining your Kredit reserve for unit deployments.
| Order | Nation | Effect | Tactical Use |
|---|---|---|---|
| Bloody Sickle | Soviet Union | Deal 1 damage to a unit; draw a card if it survives | Early ping, card draw, self-damage triggers |
| The Hammer | Soviet Union | Deal 1 damage to an enemy unit | Removing 1-defense units, popping Smokescreen |
| Fast Heinz | Germany | Give a friendly Tank +2 Attack this turn | Trading up light tanks, aggressive HQ burst |
| Close Combat | Britain | Give a friendly unit +2 Attack this turn | Turning defensive units into frontline trades |
| Critical Hit | USA | Deal 2 damage to a damaged enemy unit | Finishing wounded targets, comboing with air units |
Soviet Union: Bloody Sickle and The Hammer
The Soviet Union holds two of the most popular 1-Kredit orders due to their reliability in answering early-game aggression.
- Bloody Sickle offers the highest card economy of any low-cost ping. Targeting an enemy unit with 2 or more defense deals 1 damage and immediately replaces itself by drawing a card. In Soviet self-damage decks, it can also target friendly units with surplus defense—such as the 84th Rifle Regiment or early T-34 armor—to trigger passive abilities while cycling through your deck.
- The Hammer functions as a targeted answer to fragile 1-defense units deployed on early turns. Because it costs only 1 Kredit, it eliminates opening infantry or light tanks without forcing you to skip deploying your own frontline presence. In later turns, it is frequently used to break enemy Smokescreen or test opponent countermeasures before deploying expensive threats.
Germany and Britain: Fast Heinz and Close Combat
Fast Heinz and Close Combat are temporary attack buffs that allow low-cost units to eliminate higher-value enemy threats.
- Fast Heinz gives a friendly tank +2 Attack for one turn. This allows cheap German armor like the Panzer 35(t) or Panzer 38(t) to trade up into units costing 3 or 4 Kredits. In aggressive strategies, combining Fast Heinz with Blitz units provides direct burst damage against the enemy Headquarters to close out matches.
- Close Combat grants any friendly British unit +2 Attack for the turn. British battlefield doctrine relies on sturdy, defensive Guard units that often feature low Attack values. Close Combat lets these resilient units destroy attacking threats in combat, saving expensive removal orders like Carpet Bombing for wider boards.
United States: Critical Hit
Critical Hit deals 2 damage directly to an already damaged enemy unit for 1 Kredit. The United States faction frequently softens targets through bomber attacks, artillery, and frontline skirmishes. Critical Hit capitalizes on that chip damage to finish off high-cost armor, fighters, or bombers that survived an initial engagement with 1 or 2 defense remaining.
Its primary restriction is conditional activation: Critical Hit cannot target undamaged units or the enemy Headquarters. If an opponent has no damaged units on the battlefield, the card remains unplayable in your hand.
How to Balance 1-Kredit Orders in Deck Building
While 1-Kredit orders provide efficient board control, running too many non-cycling orders causes rapid card exhaustion.
- Track your card advantage: Except for Bloody Sickle, which draws a card when its target survives, every order in this list consumes a full card from your hand to resolve a single board interaction.
- Cap non-cycling utility spells: Restrict single-target combat buffs and conditional removal to two or three copies total unless your deck runs dedicated card-draw engines.
- Align orders with win conditions: Aggressive German decks can justify running Fast Heinz to burst down the Headquarters before hand size becomes an issue, while midrange and control decks should prioritize orders that cycle or generate two-for-one trades.
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Player Comments
59 players commented on this guide.
Good guide for KARDS - The WW2 Card Game players. The early game part was useful.
The tips are practical and easy to follow.
I tried this today and it worked better than my old setup.
This helped me understand early game much better.