Nur is an Academy hero in Might & Magic: Fates. Academy is the arcane faction of spells, ranged units, and Constructs — it wins by controlling the board with efficient removal and finishing with burst spell damage.
This guide covers Academy's spell-tempo game plan, the cards a Nur deck is built around, a sample list, and the mulligan habits that keep you in control.
Nur's Playstyle
Academy is a spell-tempo faction. Nur uses cheap ranged attackers to contest the board early, leans on flexible removal to stay ahead, and converts that control into damage with reach spells.
- Contest early with aggressive ranged units that attack safely.
- Answer threats with cheap, flexible spells instead of trading bodies.
- Close with reach — Chain Lightning and Storm Terrace finish what the board started.
Key Cards
These cards define a Nur deck — build around them:
| Cost | Card | What it does |
|---|---|---|
| 6 | Chain Lightning Legendary | 5 damage that chains to two more targets — a board-clearing finisher. |
| 3 | Hasafah, the Unseen Arrow Legendary | Ranged body that deals 3 damage on arrival. |
| 4 | Storm Terrace Legendary | Flying engine that pings and develops over time. |
| 6 | Akane, Caller of Memories Legendary | Shelves 3 cards for long-game card advantage. |
| 7 | Lightning Speed Epic | Grants Double Attack for a surprise lethal swing. |
Sample Nur Deck (Spellcasting Tempo)
A solid starting list. Treat copy counts as flexible — tune them with your own results.
Early game (cost 0–2)
| Cost | Card | Role |
|---|---|---|
| 1 | Rakshasa Skirmisher | 2/1 with a burst-attack swing |
| 1 | Rakshasa Scout | Attacks without retaliation |
| 0 | Crimson Apprentice | Cheap body that buffs Beasts |
| 2 | Dancing Dervish | Spell synergy — pings after you cast |
Mid game & payoffs
| Cost | Card | Role |
|---|---|---|
| 3 | Hasafah, the Unseen Arrow Legendary | Ranged tempo + removal |
| 4 | Storm Terrace Legendary | Recurring value engine |
| 6 | Akane, Caller of Memories Legendary | Card-advantage payoff |
Spells & removal
| Cost | Card | Role |
|---|---|---|
| 1 | Dispel Magic | Answer a problem creature cheaply |
| 2 | Slow | Lock down an attacker for a turn |
| 3 | Air Trap | Hard removal for flyers |
| 1 | Arcane Armor Rare | Protect a key unit from spells |
| 6 | Chain Lightning Legendary | Board wipe / reach finisher |
Mulligan Guide
Nur wants to act on every early turn. In your opening hand:
- Keep cheap ranged units so you contest the board on curve.
- Keep a one- or two-cost spell to answer their opener.
- Redraw Chain Lightning and Akane early; save them for when they swing the game.
For the full keep-or-redraw framework, see our Might & Magic Fates Mulligan Guide.
Matchups & Tips
- Vs aggro: trade with ranged units, hold Slow and removal for their biggest threat, and stabilize into Chain Lightning.
- Vs control: grind with Storm Terrace and Akane for card advantage, then end it with reach.
- General: don't over-spend removal early — bait out their threats, then answer the ones that matter.
Track Your Nur Win Rate
FatesForge automatically records every match, shows your win rate by deck, and tracks which cards actually perform — plus a live overlay of your remaining deck. Free for Windows.
Download FatesForge