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War of Omens Card Game similar games & best alternatives

War of Omens Card Game

PC (Microsoft Windows), Web browser, Mac • 2019

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Quick resume

War of Omens is a CCG with a unique Deckbuilder combat system and deep strategy. Set in a masterfully crafted dark fantasy world, it features fast, strategic battles with 4 distinct factions and over 20 heroes. Challenge the online ladder, conquer the story mode, or compete in a cross faction draft!

Global score

86/100

Genres

Free To Play, Indie, Strategy, Turn-based strategy (TBS), Card & Board Game

Similar games

    Pros

    • Unique and deep deckbuilding mechanics
    • Generous free-to-play model
    • Fast-paced and strategic gameplay
    • Active and responsive developers
    • Engaging lore and faction variety

    Cons

    • Small multiplayer player base
    • Grindy progression for max upgrades
    • Some matchmaking imbalance
    • Incomplete campaign content
    • Ui and art could be improved

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players build their own decks before runs and adapt strategies to different bosses, allowing high control over actions and decisions."

      Capsule for One Turn Kill One Turn Kill

      "Players build their own decks and make strategic decisions during matches with unique faction mechanics and hero abilities, allowing high personal control."

    • Competence

      Game with the same Competence vibe

      4

      "Game involves skillful combat, strategic base building, resource management, and progression through upgrades."

      Capsule for The Wall The Wall

      "Game involves strategic deck building, tactical play, and skillful resource management with feedback through progression and upgrades."

    • Competition

      Game with the same Competition vibe

      3

      "Includes multiplayer modes with competitive matches and leaderboards, though player base is small."

      Capsule for Cubemen Cubemen

      "Includes multiplayer and tournament modes with matchmaking and ranked play, though player base is small and some complain about matchmaking balance."

    • Continuation

      Game with the same Continuation vibe

      4

      "Many players report long-term engagement, habitual play, and addiction; grind and progression encourage extended play sessions."

      Capsule for World of Warships World of Warships

      "Many players report long-term engagement with daily quests, grinding, and repeated play over years; some mention addiction and habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Focus is on individual 1v1 or team-based fighting without cooperative multiplayer modes; limited collaboration."

      Capsule for THE KING OF FIGHTERS '98 ULTIMATE MATCH FINAL EDITION THE KING OF FIGHTERS '98 ULTIMATE MATCH FINAL EDITION

      "Focus is on 1v1 competitive play and solo modes; no mention of cooperative multiplayer or teamwork-based activities."

    • Creativity

      Game with the same Creativity vibe

      4

      "Players create and customize decks from a variety of cards and heroes, experimenting with different strategies and synergies."

      Capsule for Shardbound: Forge Your Path, Master Your Strategy Shardbound: Forge Your Path, Master Your Strategy

      "Players customize decks from a variety of cards and heroes with unique faction mechanics, allowing creative deckbuilding and strategy."

    • Domination

      Game with the same Domination vibe

      -3

      "Community is described as welcoming and supportive; no reports of toxic or dominating player behavior."

      Capsule for Marble Skies Marble Skies

      "Community is described as generally welcoming; no evidence of trash talk or exerting superiority, some reports of toxic players but not dominant."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players use the game as a fun distraction and stress relief with engaging fast-paced matches."

      Capsule for Boid Boid

      "Players use the game for relaxation, distraction, and stress relief with fast-paced matches and engaging lore."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and enjoyment; no evidence of obligation or external pressure."

      Capsule for Soulmask Soulmask

      "Players engage voluntarily out of intrinsic interest and enjoyment; no evidence of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players try new card combos, deck builds, and strategies, encouraged by variety and evolving game modes."

      Capsule for Overdungeon Overdungeon

      "Players try different factions, heroes, and deck combinations; tournament mode encourages trying new cards and strategies."

    • Exploration

      Game with the same Exploration vibe

      2

      "Some exploration of story modes and character lore, but mostly focused on familiar competitive environments."

      Capsule for Melty Blood Actress Again Current Code Melty Blood Actress Again Current Code

      "Some narrative and lore exploration in campaign and flavor text, but mostly focused on known card pools and tactical play."

    • Expression

      Game with the same Expression vibe

      3

      "Players can customize decks, avatars, card backs, and battlefields; cosmetic personalization available."

      Capsule for Infinity Wars: Animated Trading Card Game Infinity Wars: Animated Trading Card Game

      "Customization through deck building and hero selection; some cosmetic hero skins available; limited mention of avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a dark fantasy world with fictional lore and combat mechanics emphasizing an imaginative setting."

      Capsule for Dungeon Rats Dungeon Rats

      "Set in a dark fantasy world with unique factions, heroes, and lore; players engage in imaginative fictional battles."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Community exists but multiplayer is limited; social interaction mostly in small groups or friends."

      Capsule for The Guild II Renaissance The Guild II Renaissance

      "Community is active and welcoming but multiplayer population is small; social interaction exists but limited by player base."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills in deckbuilding and strategy; unlock new cards and upgrades over time."

      Capsule for Deck of Ashes Deck of Ashes

      "Players develop skills in deck building and strategy; progression through card upgrades and unlocking new cards."

    • Health

      Game with the same Health vibe

      -5

      "Typical sedentary digital card game with no physical activity involved."

      Capsule for The Lord of the Rings: Adventure Card Game - Definitive Edition The Lord of the Rings: Adventure Card Game - Definitive Edition

      "No physical activity involved; typical sedentary digital card game."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and active engagement during matches; not a casual or background game."

      Capsule for ArcheBlade™ ArcheBlade™

      "Requires focused attention during matches; games are short but need active engagement."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Social interactions are mostly surface-level multiplayer cooperation; no evidence of close relationships or emotional sharing."

      Capsule for CASE 2: Animatronics Survival CASE 2: Animatronics Survival

      "Social interactions are mostly surface-level multiplayer matches; no evidence of close relationships or emotional sharing."

    • Leadership
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      No nearest game available

    • Progression

      Game with the same Progression vibe

      4

      "Strong emphasis on collecting cards, unlocking content, and leveling up decks."

      Capsule for Yu-Gi-Oh! EARLY DAYS COLLECTION Yu-Gi-Oh! EARLY DAYS COLLECTION

      "Strong emphasis on collecting and upgrading cards, unlocking heroes, and improving decks over time."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Players find gameplay engaging and enjoyable, with flow states reported; some tension in competitive matches."

      Capsule for Star Crusade CCG Star Crusade CCG

      "Matches are fast and can be relaxing; players report enjoyment and flow state during play."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visuals and audio are modest but effective; some players appreciate the art style and sound design."

      Capsule for Monsters' Den: Godfall Monsters' Den: Godfall

      "Art and sound design are appreciated but described as modest; some players note good ambiance and sound effects."

    • Status

      Game with the same Status vibe

      2

      "Recognition through multiplayer rankings and community reputation, though limited by small active player base."

      Capsule for Command & Conquer™ 3: Kane’s Wrath Command & Conquer™ 3: Kane’s Wrath

      "Recognition through multiplayer rankings and tournament wins; some social appreciation but limited by small player base."

    • Story

      Game with the same Story vibe

      3

      "Campaign mode and lore provide narrative immersion; story mode is limited but appreciated."

      Capsule for Star Crusade CCG Star Crusade CCG

      "Campaign mode and lore provide narrative immersion; story is incomplete but adds flavor and engagement."

    • Strategy

      Game with the same Strategy vibe

      5

      "Highly strategic gameplay involving resource management, positioning, and deck construction."

      Capsule for Mythgard Mythgard

      "Highly strategic gameplay with deck building, resource management, and tactical decisions during matches."

    • Thrill

      Game with the same Thrill vibe

      3

      "Fast-paced, tense matches create excitement and suspense."

      Capsule for Boomerang Fu Boomerang Fu

      "Fast-paced matches with suspense and tension; RNG elements add unpredictability and excitement."

    • Value

      Game with the same Value vibe

      4

      "Free-to-play with optional purchases; good value for time invested and cosmetic rewards."

      Capsule for SMITE® SMITE®

      "Free-to-play with generous rewards; optional spending accelerates progression but not required; good perceived value."

    • Violence

      Game with the same Violence vibe

      2

      "Combat involves defeating enemies through card-based attacks; violence is stylized and abstract."

      Capsule for Slay the Spire Slay the Spire

      "Combat is central to gameplay with attacking and defeating opponent's cards; violence is stylized and card-based."

    • Survival

      Game with the same Survival vibe

      3

      "Players focus on avoiding defeat and managing resources to stay alive in matches."

      Capsule for UNDER NIGHT IN-BIRTH II Sys:Celes UNDER NIGHT IN-BIRTH II Sys:Celes

      "Players must manage resources and avoid defeat; strategic defense and offense are key to staying alive in matches."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Competition, Status, Story, Expression. Here, the score leans higher than usual among comparable games on Story, Violence, Fantasy.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026