The five most-used multi-card draw orders in the active pool of KARDS - The WW2 Card Game are Convoy HX 175, Ural Factories, Spoils of War, We Can Do It!, and Supply Shipment. These cards dominate competitive play because they yield net card advantage for 2 to 4 Kredits without forcing you to forfeit an entire turn cycle.

While single-draw cantrips only maintain a neutral hand size, multi-draw orders supply the extra resources needed to sustain attrition, find board clears, or close out games.

Draw OrderNationBase CostCards DrawnActivation Cost or ConditionBest Tactical Application
Ural FactoriesSoviet2 Kredits2Destroys a friendly unitFast cycling using tokens or damaged units
Convoy HX 175Britain3 Kredits2None (unconditional)Reliable refill for defensive control decks
We Can Do It!USA3 Kredits2None (unconditional)Mid-game hand refill to support ramp turns
Spoils of WarSoviet3 Kredits3Deals 3 damage to your HeadquartersFast burst draw for aggressive or finisher turns
Supply ShipmentUSA4 Kredits2–3Value scales with frontline controlMid-to-late value draw when holding the board

How the Top 5 Draw Orders Function

Each of these five orders serves a specific deck archetype and operational pace:

  • Convoy HX 175 (Britain): As an unconditional 3-Kredit draw order, it requires no board state to deliver two cards. British control decks use it to replenish defensive tools, countermeasures, and sweepers like Carpet Bombing without relying on unit sacrifices.
  • Ural Factories (Soviet): At 2 Kredits, this is the cheapest engine among the top five. It requires destroying a friendly unit to draw two cards. It functions best when targeting expendable 1/1 Light Infantry tokens generated by cards like Reserves or From the People, turning minimal board investment into immediate card access.
  • Spoils of War (Soviet): This order trades survivability for raw speed, dealing three damage to your own Headquarters to draw three cards for 3 Kredits. Aggressive Soviet shock decks use it when seeking closing damage, where the self-inflicted damage is irrelevant compared to finding immediate lethal reach.
  • We Can Do It! (USA): A stable 3-Kredit order that draws two cards unconditionally. It solves the common American ramp problem where a player has surplus Kredits but an empty hand, providing the cards needed to deploy high-cost threats like the B-17 Flying Fortress.
  • Supply Shipment (USA): At 4 Kredits, this order yields two to three cards depending on your frontline positioning. It provides maximum value when you already hold board presence, giving American midrange lists long-term fuel.

Tactical Timing: When to Play Multi-Card Draw Orders

Every draw order sacrifices immediate battlefield tempo. To prevent opponents from seizing the frontline while you draw, follow these timing rules:

  1. Check your hand limit first: The hand limit in KARDS is strictly nine cards. If you cast a multi-draw order while holding eight or nine cards, excess draws are permanently burned.
  2. Float Kredits in the mid-game: Avoid spending all your Kredits on a draw order on turn three or four. Instead, wait until you reach seven or eight Kredits. This allows you to cast a 3-Kredit order like Convoy HX 175 or We Can Do It! while still retaining enough operational Kredits to deploy a guard unit, fire artillery, or move a unit on the same turn.
  3. Refuel after board control: Cast draw orders immediately after resolving an effective board clear or while enemy threats are pinned.
  4. Prioritize survival against aggro: If an aggressive deck holds the frontline and threatens lethal damage, do not spend Kredits drawing cards. Spend your resources removing threats and stabilizing the board before committing Kredits to hand replenishment.
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Michael Smith

Michael Smith

Michael covers live-service games, events, reward systems, and efficient daily routines, turning frequent updates into clear actions for players.