TCG · Article 3

Fuack combos and turn-by-turn play lines

The core Fuack combo: Fuack plus EBP01-034 Teafant: the attack trigger takes Fuack to 500, and Serious 400 pushes it to 900 mid-combat, blowing out any attacker the opponent commits.

Updated 2026-07-31

Key takeaways
  • Sequencing
  • Turn structure to plan around
  • Curve
  • Mulligan rules of thumb

Sequencing

Resolve the enabler first, then Fuack. Triggers in this game check their condition at the moment they resolve, so a condition established afterwards does nothing.

Turn structure to plan around

Each turn runs Stand Up, Draw, Soul, Main and End. Assignments and deploys happen in the Main phase, so plan the assignment you want a full turn ahead.

Curve

On the play, aim to have ◇2 and ◇3 bodies down before the EBP01-032 turn so you are never trading tempo for the engine.

Mulligan rules of thumb

Keep any opening hand with two lands of the curve plus a route to Fuack. Ship hands that are all ◇5 or higher — this format punishes slow starts.

Common misplay

The most common error with Fuack is committing it into open removal. Bait the answer with a cheaper threat first when the matchup shows removal.

Further reading
Palworld OFFICIAL CARD GAME — rules

Official turn structure, keyword and timing rules.