Ossir is the Sylvan hero in Might & Magic: Fates. He enters at 2 Attack / 24 Health and his hero card carries Ranged. Sylvan masters Earth and Might — the same pair as Stronghold.
Sylvan is the newest faction, and its card pool has a shape no other faction has. That shape, not the hero statline, is what decides how an Ossir deck is built.
What the tracked data says
What these numbers are. They come from 88 Ossir games uploaded by FatesForge users, not from the game's own statistics. Tracked players beat their mostly untracked opponents, so every hero reads high: across all 17,509 tracked games the average win rate is 60.7%, where a true population average has to be 50%. Compare heroes against each other, not against 50%. Ossir is new, so this is a small sample — 88 games is enough for a headline number and not much more. It will firm up as more games are uploaded.
Sylvan Has No Spells Of Its Own
All 35 Sylvan cards are creatures and buildings — 31 units and 4 buildings. There is not a single Sylvan spell or artifact. By tribe the pool runs 17 Elf, 7 Elemental, 6 Beast, 1 Dragon.
This matters because of the gold rule. A card from a school your hero has not mastered produces one less gold when you play it — it does not cost more, it pays you less. Cards from your own faction and Neutral cards are never penalised.
So every spell in an Ossir deck comes from outside the faction. Spell schools are not owned by factions; they are only mastered by them. Ossir masters Earth and Might, which means Earth and Might spells cost him nothing in gold production, and every other school does.
The Earth Payoffs
Sylvan does not merely tolerate Earth spells — 6 of its cards explicitly read off them. This is the engine of the deck, and the reason an Ossir list wants a real Earth package rather than a token one:
| Cost | Card | What it does |
|---|---|---|
| 2 | Druid Common | Strike: Shelve 1 Earth spell. |
| 3 | Druid Elder Common | Deploy: Draw 1 Earth spell and reduce its cost by 1. |
| 4 | High Druid Rare | Spellpower +1 During the combat phase, your Earth spells cost 1 less. |
| 5 | Thornsower Druid Epic | Whenever you cast a 2+ cost Earth spell, enemy characters lose 1 Attack this turn. |
| 6 | Green Dragon Rare | Whenever you cast an Earth spell, gains +2/+2. |
| 6 | Sylrael Legendary | At the start of the combat phase, draw the bottom Earth spell of your deck. It costs 0. |
Note the shape: Druid and Druid Elder find Earth spells, High Druid makes them cheaper in combat, and Green Dragon, Thornsower Druid and Sylrael pay you for casting them. The cards that search and the cards that reward are split across the curve, so the package works whether you draw the top or the bottom of it.
The Earth Spells Available
There are 14 Earth spells in the game, and Ossir plays all of them at no gold penalty:
| Cost | Card | What it does |
|---|---|---|
| 0 | Regeneration Common | Restore 2 Health to target character. |
| 1 | Vine Trap Rare | Deal 1 damage to target creature with Fly. It can't attack until end of round. |
| 2 | Nature's Fortitude Common | Give +4 Health to target creature. |
| 2 | Stone Shield Common | Your Hero gains +2 Health. |
| 2 | Summon Rock Wall Common | Summon 2 Rock Wall that can't attack for your opponent. |
| 3 | Fissure Rare | Destroy target building, deal 2 damage to adjacent entities. |
| 3 | Putrid Dragon's Breath Common | Set target Creature's Health to 1. |
| 3 | Stone Spike Common | Deal 1 damage to all non-Flying enemy entities. |
| 3 | Wasp Swarm Legendary | Stun target creature. Create a Wasp Swarm in your hand. |
| 4 | Mass Regeneration Rare | Restore 4 Health to target character and adjacent characters. |
| 4 | Petrification Epic | Give Protector and Can't Attack to target creature. |
| 6 | Call of the Pack Rare | Summon 2 Dire Wolves. Give +1/+1 to all friendly Beasts. |
| 6 | Deep Roots Epic | Enemy creatures without Ranged can't attack until end of round. |
| 6 | The Might of Nature Legendary | Double the attack value of friendly creatures until end of round. |
The Ranged Package
Ossir himself has Ranged, and 7 Sylvan creatures share the keyword:
| Cost | Card | What it does |
|---|---|---|
| 2 | Druid Common | Strike: Shelve 1 Earth spell. |
| 2 | Hunter Common | — |
| 2 | Ranger Tutor Common | Other friendly Ranged creatures have +1 Attack when attacking. |
| 3 | Mystic Hunter Common | — |
| 4 | Master Hunter Common | — |
| 5 | Sharpshooter Rare | When attacking a Hero, gain +2 Attack. |
| 6 | Wyngaal Legendary | At the start of the combat phase, gains Stealth. Flanking: Gains Double Attack until end of round. |
Ranger Tutor is the card that turns this from a collection of keywords into a plan — it gives other friendly Ranged creatures +1 Attack when attacking, so it scales with how many of the rest you have drawn. Worth knowing too that Deep Roots, the 6-cost Earth spell above, stops enemy creatures without Ranged from attacking; a Sylvan board is unusually well placed to be on the right side of that line.
Sample Ossir Deck
A starting point rather than a solved list — Sylvan is new and the meta around it has not settled. Build the Earth package first, then fill the curve with the bodies below.
Early game (cost 0–2)
| Cost | Card | What it does |
|---|---|---|
| 0 | Pixie Common | Immune to Retaliation |
| 2 | Druid Common | Strike: Shelve 1 Earth spell. |
| 2 | Elven Noble Common | Deploy: Draw an Elf. |
| 2 | Embassy Rare | Activate: Summon a random Neutral Creature with a cost based on your opponent's Gold. |
| 2 | Hunter Common | — |
| 2 | Moon Doe Common | — |
| 2 | Mystic Pond Epic | Activate: Gain 4 Gold. |
| 2 | Ranger Tutor Common | Other friendly Ranged creatures have +1 Attack when attacking. |
| 2 | Sprite Rare | Immune to Retaliation |
Mid game (cost 3–5)
| Cost | Card | What it does |
|---|---|---|
| 3 | Blade Dancer Common | — |
| 3 | Druid Elder Common | Deploy: Draw 1 Earth spell and reduce its cost by 1. |
| 3 | Dryad Common | Deploy: Restore 3 Health to Adjacent Elemental creatures. |
| 3 | Mystic Hunter Common | — |
| 3 | Sun Deer Rare | Adjacent Beasts have +1 Attack. |
| 3 | Swift Blade Common | Immune to Retaliation After attacking, gain Holy Shield. |
| 4 | Dream Forest Legendary | Deploy & Activate: Give Stealth to all friendly creatures. |
| 4 | Forest Bear Common | — |
| 4 | High Druid Rare | Spellpower +1 During the combat phase, your Earth spells cost 1 less. |
| 4 | Master Hunter Common | — |
| 4 | Oak Dryad Rare | Whenever another friendly Elemental receives damage, restore 1 Health to it. |
| 4 | Sylvan Ballista Common | Activate: Deal 4 damage to target creature or building. |
| 4 | Ylthin Legendary | Deploy: Draw a Beast. Whenever you summon a Beast, give it +1/+1 and Immune to Spells. |
| 5 | Druid Tamer Common | Before attacking, summon a random 3-cost Beast. |
| 5 | Sharpshooter Rare | When attacking a Hero, gain +2 Attack. |
| 5 | Sinithala Legendary | Whenever you summon an Elemental, give it +2/+1. Death: Add a Dryad to your Shelve. |
| 5 | Sleeping Bear Common | Enrage: Gain +3 Attack until end of round. |
| 5 | Thornsower Druid Epic | Whenever you cast a 2+ cost Earth spell, enemy characters lose 1 Attack this turn. |
Late game & payoffs (cost 6+)
| Cost | Card | What it does |
|---|---|---|
| 6 | Ancient Treant Rare | Deploy: Give Protector to target friendly creature. |
| 6 | Green Dragon Rare | Whenever you cast an Earth spell, gains +2/+2. |
| 6 | Mulchmancer Common | — |
| 6 | Sylrael Legendary | At the start of the combat phase, draw the bottom Earth spell of your deck. It costs 0. |
| 6 | Wyngaal Legendary | At the start of the combat phase, gains Stealth. Flanking: Gains Double Attack until end of round. |
| 7 | Forest Wyvern Epic | After each combat turn, restore 1 Health to itself. |
| 7 | Pristine Unicorn Epic | Immune to Spells Adjacent characters have Immune to Spells. |
| 8 | Mother Treant Epic | At end of round, fully heal all friendly creatures with Protector. |
The cards Ossir decks actually run
Taken from 76 tracked Ossir decklists. In decks is the share of those lists that included the card, with the raw count in brackets; win rate is how the lists containing it performed, shown only where at least 30 lists ran the card.
| Cost | Card | In decks | Win rate |
|---|---|---|---|
| 5 | Sharpshooter Rare | 85.5% (65) | 61.5% |
| 2 | Druid Common | 80.3% (61) | 55.7% |
| 3 | Mystic Hunter Common | 73.7% (56) | 57.1% |
| 3 | Rally Flag Common | 71.1% (54) | 57.4% |
| 3 | Centaur's Bow Rare | 69.7% (53) | 54.7% |
| 4 | Master Hunter Common | 63.2% (48) | 66.7% |
| 2 | Ranger Tutor Common | 61.8% (47) | 55.3% |
| 2 | Elven Noble Common | 61.8% (47) | 57.4% |
| 6 | Wyngaal Legendary | 60.5% (46) | 60.9% |
| 4 | Mass Regeneration Rare | 59.2% (45) | 71.1% |
| 3 | Putrid Dragon's Breath Common | 57.9% (44) | 72.7% |
| 6 | The Might of Nature Legendary | 53.9% (41) | 70.7% |
| 7 | Arcane Keeper Epic | 50.0% (38) | 63.2% |
| 3 | Wasp Swarm Legendary | 50.0% (38) | 65.8% |
| 3 | Stone Spike Common | 48.7% (37) | 45.9% |
| 3 | Swift Blade Common | 44.7% (34) | 64.7% |
| 2 | Ranger's Cape Rare | 40.8% (31) | 58.1% |
| 7 | Pristine Unicorn Epic | 40.8% (31) | 64.5% |
Highest win rate among the commonly-played cards here is Putrid Dragon's Breath at 72.7%, from the 44 lists that ran it. Inclusion measures what people build, not what wins — where the two columns disagree is usually the interesting part.
Deck archetypes
Not enough distinct Ossir lists yet to group meaningfully — there are 29 of them across all tracked games, and a group only appears here once several different players have independently arrived at it. This section will fill in as more games are uploaded.
Mulligan Guide
Always keep: Pixie at 0 cost, and the 2-drops that do something on arrival — Elven Noble digs for another Elf, Druid Elder is a 3-cost that draws an Earth spell and discounts it, and Ranger Tutor only gets better the longer the game runs.
Keep on the draw: Mystic Pond. Activating for 4 gold is a large swing this early, and the 3 Health usually survives a turn-two board.
Throw back: anything costing 6 or more. Mother Treant, Sylrael and Forest Wyvern all win long games, but none of them does anything about losing a short one.
Matchups & Tips
Against aggressive boards, Sleeping Bear at 5 is the wall — 0/6 with Protector, and Enrage gives it +3 Attack until end of round once it has been hit, so it stops being purely defensive the moment they commit.
Against spell-heavy decks, Pristine Unicorn is the answer: it is Immune to Spells and grants the same to adjacent characters, so a single well-placed Unicorn can blank a removal-based plan across three board slots.
Against decks that go wider than you, The Might of Nature doubles the attack of your friendly creatures for the round. It is a Legendary Earth spell, which means Ossir pays no gold penalty for holding it.
Track Your Ossir Win Rate
Ossir and Sylvan are new, so there is no measured win-rate data for them yet — here or anywhere. FatesForge records every match you play, shows your win rate by deck, and tracks which cards actually perform, so your own numbers arrive before any site's do. Free for Windows.
Download FatesForgeRelated Guides
- Sandor Deck Guide — Stronghold, the other faction that masters Earth and Might
- Giovanni Deck Guide — Necropolis with Earth added on top
- Browse every Might & Magic Fates card
- Best Decks in Might & Magic Fates
- Beginner's Guide to Might & Magic Fates