TCG · Article 3

Nox combos and turn-by-turn play lines

The core Nox combo: Nox under EBP01-085 Maraith is the cleanest defensive wall in the colour — the opponent's Pals are already at −200 Power, so a plain 500 beats most attackers without needing Nocturnal support.

Updated 2026-07-31

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

Sequencing

Resolve the enabler first, then Nox. 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 EBP01-086 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 Nox. Ship hands that are all ◇5 or higher — this format punishes slow starts.

Common misplay

The most common error with Nox 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.