☀ Suncoin economy guide
Updated 23 ก.ย. 2569
Suncoins set the pace of the game: whoever spends better reaches their target board first. Here's how much comes in, what each thing costs and where sun leaks without you noticing.
How much sun comes in
confirmed10 suncoins on rounds 1 and 2, 11 on round 3 and 12 from round 4 on. Whatever you don't spend carries over to the next round.
See the numbers as a table
| Round | Total sun |
|---|---|
| R1 | 10 |
| R2 | 20 |
| R3 | 31 |
| R4 | 43 |
| R5 | 55 |
| R6 | 67 |
| R7 | 79 |
| R8 | 91 |
| R9 | 103 |
| R10 | 115 |
| R11 | 127 |
| R12 | 139 |
What each ★ costs
officialMerging joins 2 cards of the same ★ (official tip). So ★2 needs 2 copies and ★3 needs 4. Without discounts, the cost is:
| Card cost | ★1 (1) | ★2 (2 copies) | ★3 (4 copies) |
|---|---|---|---|
| 3 | 3 | 6 | 12 |
| 5 | 5 | 10 | 20 |
| 8 | 8 | 16 | 32 |
inferenceA cost 8 at ★3 is 32 suncoins, almost 3 full rounds of income. That's before the refreshes to find the copies.
Where sun leaks
confirmedRefreshing the shop costs 1 suncoin. It looks small, but 5 refreshes a round is almost half your income.
officialMost Minions only return a small portion of Suncoins based on their ★ rank when sold.
inferenceSo buying to sell later is almost always a loss. Buy what fits the plan.
officialDragging a card in the Shop downward freezes it, keeping it unchanged while the Shop refreshes.
inferenceFreezing is free. If you lack sun for an important card, freeze it and buy it next round, instead of spending on refreshes.
Interest: passing without buying
communityPlayers report that passing the first rounds without buying gives 2 extra suncoins. It's used in Headless Jack decks, which want to lose HP early. Not confirmed by the site yet.
Cards that play with sun
officialSeed Peon "Reduces the Purchase Price by 2. Temp increases the Purchase Price by 1 for each Seed Peon you buy." The 1st copy costs 1 suncoin; the next ones that round get pricier.
officialSpudchant "On purchase: Grants 1 free Shop refreshes."
officialCarrot Broker "On purchase: Refreshes the Shop with 1 8-Cost Minions and increases their cost by +2." Guarantees the cost 8, but it costs 10.
officialEggydjinn "Each Suncoin gives Eggydjinns in the Shop ATK +4. Purchase price is equal to currently held Suncoins (no lower than 1)." He takes all your sun and turns it into ATK.
confirmedIf you have sun again next round, you can buy another Eggydjinn.
officialDragon Hoarder "Aura: Increases this Minion's ATK by 4/8/16/48 for every 5 Suncoins you have." Wants the opposite of Eggydjinn: sun kept.
officialJoe Tycoon "Deploy: Increases the selected Minion's ATK by 8 and spends all Suncoins, each increasing its ATK by 2."
The math: Joe Tycoon on Dragon Hoarder
inferenceExample: you have 25 suncoins left after paying for Joe and use him on the Dragon. Joe gives +58 ATK that stays (8 + 2 × 25). But sun drops to zero and the Dragon's aura (5 blocks of 5 suncoins) is gone until sun comes back.
| Dragon | Aura you lose now | Joe gives (stays) | Net right now |
|---|---|---|---|
| ★1 | +20 | +58 | +38 |
| ★2 | +40 | +58 | +18 |
| ★3 | +80 | +58 | -22 |
inferenceNot confirmed yet: whether Joe counts coins before or after taking his own price. The table uses the coins left after paying.
In practice
inferenceIn the first rounds, buy what builds the start of the plan and don't refresh for nothing. Save sun for ★2 on the key cards and for the round before the Boss. Eggydjinn or Joe decks want lots of sun at the end; Dragon decks never want to run dry.
The deck builder works out how much sun your target board costs and which round it's ready if you spend everything. See also How the shop works.
- Sun per round, carried sun, refresh cost and Eggydjinn next round: confirmed by Khaan in game.
- Official in-game loading tips (LoadingTip table), version 1.0.1015.0.
- Official ability texts of the cards mentioned.
- 2-suncoin interest: community report (Reddit).