Cookie Run: Braverse Named Starter Decks (ST6-ST10), Ranked
Every named Braverse starter deck is the same shape: 20 unique cards, eight Cookies, four FLIPs, four Items, three Traps, one Stage, two Super Rares. What is not the same is how good the engine inside is. Here is the ranking, with real card text from the official database.

Here is a thing nobody tells you about the five named Cookie Run: Braverse starter decks: they are structurally identical. Not similar - identical. Pull up the official card database and every one of Flames of Immortality (ST6), Tree of Life (ST7), Guardian Winds (ST8), Seas of Fate (ST9), and Glorious Moonlight (ST10) lists exactly 20 unique cards, split 8 Cookie / 4 FLIP / 4 Item / 3 Trap / 1 Stage, with exactly two Super Rares and nine Uncommons apiece.
Great news for a new player - whichever box you grab, you get the same amount of stuff and the same number of shiny cards. Which means the real question is not "which box has more" but "which box has a better engine," and those are not close. One of these decks removes an opposing Cookie from the board for a single energy. One of them mostly gains you HP and hopes.
This is the card-by-card breakdown of all five, ranked. Every cost, HP value, and effect below is quoted off the official database - {R}/{Y}/{G}/{B}/{P} are each color's energy, {N} is any color. Still picking a color rather than a box? Our starter deck ranking for beginners answers that first.
What a named starter deck actually contains
The named decks use their own ST6-ST10 numbering, sitting after the five original launch-day color starters (ST1-ST5). Each named deck is a single color, sold as a complete ready-to-play deck, and the 20 unique card numbers repeat across the list to fill it out.
The shared skeleton, verified against the database for all five:
| Slot | Count | What it does for you |
|---|---|---|
| Cookie | 8 | Your board. One LV.3 anchor, a couple of LV.2s, cheap LV.1 bodies, and a Blocker. |
| FLIP | 4 | Cookies that double as HP cards - see our FLIP mechanic guide. |
| Item | 4 | Your on-demand effects: draw, burn, heal, removal. |
| Trap | 3 | Reactive attack-damage reduction, usually with a rider. |
| Stage | 1 | A single repeatable engine card in your stage area. |
| Super Rare | 2 | The two premium pulls, always the deck's named anchor plus one support piece. |
Every box also runs the same FLIP template: two "discard 1 card, the Cookie holding this gains +1 HP" flips, one "draw up to 1 card" flip, and one "return this Cookie to your hand" flip. The FLIP package is a wash across all five - the Cookies, Items, and Stage card are what separate them. (One collecting oddity: Blue Slushy Cookie (ST8-007) in Guardian Winds is the only card in the five decks the database tags as a holo Common.)
How we ranked these
Three axes: out-of-the-box power (how much the deck does before you buy an upgrade), engine coherence (do the 20 cards point at one plan, or is it color-matched good stuff), and upgrade ceiling (does the plan scale when you add booster cards). Nothing here is banned or limited - the database lists zero of either in these products - so this is a power read, not a legality one.
The ranking at a glance
- Glorious Moonlight (ST10, Purple) - real removal, a recursion engine, and the deepest upgrade path.
- Guardian Winds (ST8, Green) - a genuine support-area engine with scalable damage.
- Seas of Fate (ST9, Blue) - draw-triggered card advantage plus a board sweep.
- Flames of Immortality (ST6, Red) - the cleanest teacher, the shallowest ceiling.
- Tree of Life (ST7, Yellow) - the most demanding plan for the least immediate payoff.
Glorious Moonlight (ST10): the strongest box
Purple's named deck is the only one that ships with what a longtime TCG player would call removal, and that alone puts it on top.
Little Star (ST10-013, Item, Uncommon) is the card. For {P}, you place one of your own Purple LV.1 Cookies from the battle area into your trash, and then place a Cookie that is LV.2 or lower from your opponent's battle area into their trash. That is one energy, a cheap body you were going to spend anyway, and an opposing Cookie is simply gone. No damage math, no attack step. In a set of products where most interaction reads "deals 1 damage," an Uncommon Item that deletes a LV.2 is absurd value.
The rest of the deck makes that cost free. Space Doughnut (ST10-009, LV.1, 1 HP) draws a card when it goes from your battle area to your trash; Blueberry Pie Cookie (ST10-006, LV.1, 2 HP) pings for 1 the same way. So Little Star's cost is often a card or a point of damage in your favor. Wizard Archives (ST10-020, Stage) exists purely to feed the machine: rest it, trash one of your own Purple LV.1s, no other cost.

Then the payoffs. Moonlight Cookie (ST10-002, Super Rare, LV.3, 6 HP) has an On Play skill, Glorious Light, that plays a Purple LV.2-or-lower Cookie out of your trash - everything you threw away comes back. Her Moonlight Arrow attack deals 3 for {P}{P}{P}, then optionally trashes another LV.2-or-lower to draw 2 and discard 1. Stardust Cookie (ST10-008, Super Rare, LV.2, 4 HP) hits every opposing Cookie for 1 on play once your trash has 15+ cards. And the sleeper, Essence of Moonlight (ST10-015, Item), costs {P}{P} and - with Moonlight Cookie in your battle area or your trash - strips a card off the top of every opposing Cookie's HP.
The knock: this is the hardest of the five to pilot, because you are deliberately killing your own Cookies and that feels wrong until it clicks. It also plugs straight into Purple's booster trash and mill packages, which is why the ceiling is so high - see our mill deck guide for where this plan ends up.
Guardian Winds (ST8): the support-area engine
Green's box is the most engine-y of the five, and it is the one that best teaches resource management.

Wind Archer Cookie (ST8-005, Super Rare, LV.3, 6 HP) is a 6-HP body - tied for the biggest in any of the five decks - with two real abilities. Guardian Winds draws you a card once per turn if you hold 5 or fewer cards and you activated an Item this turn. Tracker's Arrow deals 3 for {G}{G}{G}, then lets you rest up to 2 support cards to deal that many extra damage to an opposing Cookie. That is a 5-damage swing off one attack if you have the support to burn.
Everything else feeds that. Red Panna Cotta Cookie (ST8-004, LV.3, 5 HP) re-activates a support card after attacking when you have 5+ in support. Sugar Swan Cookie (ST8-008, Super Rare, LV.2, 4 HP) ramps a card into support as rested when it faints. Dark Enchantress Laboratory (ST8-020, Stage) trashes itself at end of turn to set two support cards active. And the Items pay off the "activated an Item this turn" theme: Wind's Grace Earrings (ST8-016) costs {G} and, with Wind Archer out and 5+ cards in support, deals 1 damage to all opposing Cookies, while Windgrass (ST8-013) rests one of your opponent's support cards for a single energy.
It ranks second only because its damage output is conditional and it has no answer to a big Cookie except attacking it.
Seas of Fate (ST9): draw, discard, sweep
Blue's box is the card-advantage deck, and it is built on one repeated trigger: being low on cards in hand.

Sea Fairy Cookie (ST9-006, Super Rare, LV.3, 6 HP) draws a card every turn if you hold 5 or fewer, and her Blue Wave Surge attack deals 3 for {B}{B}{B} then discards 2 to hit every opposing Cookie for 1. That is the only repeatable board sweep attached to a Cookie in any of the five decks. Peppermint Cookie (ST9-007, LV.2, 5 HP) runs the same engine at a 3-card threshold, and White Pearl Cookie (ST9-012, Super Rare, LV.1, 2 HP) draws 2 cards on play if you hold 4 or fewer - a Super Rare one-drop that replaces itself twice over.
The Items lean hard into discard-as-cost: Bubble Wave Shell (ST9-016) discards 3 to deal 3 damage, Glittering Pearl Shell (ST9-014) discards 3 for +2 HP, and Shimmering Moonlit Coral (ST9-013) discards a Blue card to draw 2. Notice the loop - you discard to do things, which lowers your hand size, which turns your draw engines back on. There is even a cute payoff: Wave Drop (ST9-009) draws a card when Sea Fairy's effect puts it from your hand into your trash.
Why third? The deck spends a lot of resources to stay even. Sweeping for 1 costs you two cards, and outside of Bubble Wave Shell very little here actually kills anything. It is the most satisfying of the five to play a long game with and the least likely to close one out.
Flames of Immortality (ST6): pay HP, deal damage
Red's box has the clearest identity of the five: you spend your own HP cards to deal damage right now.

Fire Spirit Cookie (ST6-002, Super Rare, LV.3, 6 HP) pings an opposing Cookie for 1 every turn for {R}, and his Wings of Fire attack deals 1 for {R}{R}, then trashes a card off his own HP to deal 2 more. Mala Sauce Cookie (ST6-001, LV.1, 2 HP) does the same trade in miniature - trash a card off its own HP, deal 1. Capsaicin Cookie (ST6-009, LV.3, 5 HP) discards from hand instead. Into the Depths (ST6-020, Stage) converts one of your HP cards into a card draw every turn.
The other Super Rare is Pitaya Dragon Cookie (ST6-004, LV.2, 4 HP), the only DRAGON-keyword card in any of the five named decks - discard a card for +1 attack damage this turn, and its Blade of Destruction attack deals 3 plus a 1-damage ping. It is a natural bridge into the Dragon support printed in the boosters, covered in our best Dragon cards guide.
The Items are pure aggression: Dragon's Breath (ST6-016) splits 2 and 1 damage across two Cookies, Essence of Conflagration (ST6-014) hits every opposing Cookie for 1, and Fire Spirit Cookie's Staff (ST6-015) hands a Cookie +2 attack damage.
This is the best box for learning the game - the plan is "attack, and pay a little to attack harder," and you will never sit there wondering what your turn is. It ranks fourth because burning your own HP has a hard ceiling: every point of damage you deal shortens your own clock, and Red here has no card advantage to refill. Our budget upgrades guide is the cheapest way to fix that.
Tree of Life (ST7): the heal-and-grind teacher
Yellow's box is the odd one out, because its payoffs are gated behind two conditions instead of one.

Millennial Tree Cookie (ST7-010, Super Rare, LV.3, 5 HP) discards a card once per turn to give one of your Cookies with 4 or less HP remaining +1 HP, and her Cleansing Flash attack deals 3 then optionally discards a FLIP Cookie to draw 2. Solid. The problem is that three separate cards in this deck check whether a LV.3 Millennial Tree is in your battle area or break area - Essence of Rejuvenation (ST7-014), Budding Future (ST7-015), and Elder Faerie Cookie (ST7-008). Budding Future gives all your Cookies +1 attack damage for {Y}{Y}, but only with the Tree online. Miss your anchor and a third of your deck gets noticeably worse.
The second condition is your break area level. Mango Cookie (ST7-002) gains HP at LV.2 or above, Elder Faerie's attack deals a bonus 1 at LV.4 or above, and Vined Cavern (ST7-017) doubles its damage reduction at LV.4 or higher - so our break area guide is a prerequisite for piloting this box.
There is real quality here, though. Blue Lily Cookie (ST7-001, LV.3, 5 HP) deals 2 damage for {Y} plus placing a Cookie from hand into your break area - the most efficient repeatable damage in any of the five decks, and it advances the break-area condition as a bonus. Millennial Tree Cookie's Gift (ST7-018, Trap) gives all your Cookies +1 HP for {Y}{Y}, and Forest of Life (ST7-020, Stage) turns "a Cookie gained HP this turn" into a draw.
But it is last because it asks the most and pays the slowest. Gaining HP does not win games on its own, and by the time your break area hits LV.4 the Purple and Green decks have been converting resources into damage for four turns.
The five best individual cards in the lineup
Across all 100 unique cards in the five boxes, these are the ones worth building around:
| Card | Deck | Why it matters |
|---|---|---|
| Little Star (ST10-013) | Glorious Moonlight | For {P} and one of your own LV.1s, trash an opposing LV.2-or-lower Cookie. The only unconditional removal in the lineup. |
| Moonlight Cookie (ST10-002) | Glorious Moonlight | 6 HP, replays a Purple LV.2 from your trash on play, and draws 2 off her attack. |
| Sea Fairy Cookie (ST9-006) | Seas of Fate | 6 HP, a per-turn draw engine, and the only repeatable all-board sweep on a Cookie. |
| Wind Archer Cookie (ST8-005) | Guardian Winds | 6 HP and up to 5 damage in one attack by resting support cards. |
| Blue Lily Cookie (ST7-001) | Tree of Life | 2 damage for a single {Y} on a 5-HP LV.3 body, once per turn. |
Notice four of the five are LV.3 anchors and the exception is an Uncommon Item. That is the tell for how these products are built: the Super Rares carry the deck, and exactly one Uncommon in the whole lineup breaks the power curve.
Which box should you actually buy
- Want to win soonest: Glorious Moonlight (ST10). Real removal, real recursion, and the deepest booster support.
- Want to learn the game in one sitting: Flames of Immortality (ST6). Attack, pay a little, attack harder.
- Like building engines: Guardian Winds (ST8). The support area becomes a resource you actively manage.
- Like long games and full hands: Seas of Fate (ST9). Draw, discard, sweep, repeat.
- Already know the game and want a puzzle: Tree of Life (ST7). Two conditions and a fragile anchor.
Buying two boxes together? Take ST10 and ST8 - they play the most different games from each other, and the matchup stays interesting after a dozen rounds. Two of the same color is the one pairing to avoid.
The honest read: the named starter decks are the best-value entry point in Braverse because they are all the same product on paper, but Glorious Moonlight quietly got the best cards. Little Star is a mistake in the nicest possible way - an Uncommon Item that removes a Cookie for one energy has no business being in a starter product, and it makes the Purple box feel a tier above the rest. Buy on color if you love a color. Buy ST10 if you want the strongest deck in the lineup for the same money.
Quick Action Checklist
- All five named decks are the same shape. 20 unique cards, 8 Cookie / 4 FLIP / 4 Item / 3 Trap / 1 Stage, two Super Rares each. Do not overthink the box - think about the engine.
- Glorious Moonlight (ST10) is the strongest. Little Star removes an opposing LV.2 for one energy, and Moonlight Cookie replays your dead Cookies out of the trash.
- Guardian Winds (ST8) is the best engine. Wind Archer converts rested support cards into extra damage, up to 5 in one attack.
- Flames of Immortality (ST6) is the best teacher. Straightforward burn that pays HP for damage, with the lineup's only DRAGON card in Pitaya Dragon Cookie.
- Seas of Fate (ST9) never runs out of cards. Three separate low-hand-size draw triggers plus Sea Fairy's board sweep.
- Tree of Life (ST7) needs its anchor. Three cards check for a LV.3 Millennial Tree, and several more check your break area level. Highest skill floor of the five.
- Buying two? Take ST10 and ST8. The most distinct matchup in the lineup.
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