Blog/Cyberpunk TCG/🃏Deck Guides

Every Cyberpunk TCG Legend Is RAM 2. That Turns Deckbuilding Into One Decision

WeirdCo tells you your Legends set your deck's RAM ceiling and leaves it there. Run the rule against the 126 cards in the official database and it collapses into something much harder: every Legend that prints a RAM value carries RAM 2, so you have exactly six RAM to spend, and how you split it decides which of the 30 gated non-Legend cards you can reach at all.

Published August 14, 2026·11 min read·By Mythras
Official Cyberpunk TCG key art: a heavily armoured full-conversion cyborg with a blade extending from one forearm holds a mohawked woman by the throat in a fire-lit Night City loading dock, with Arasaka signage on the wall behind and the Cyberpunk TCG logo in the top-left corner.

The Cyberpunk TCG gameplay guide files RAM last in its deckbuilding section — four short paragraphs and two worked examples, then straight into the glossary — which makes it read like a formality. It is not. Of the four deckbuilding requirements WeirdCo lists, it is the one that decides what your deck can actually contain — and it is easy to underrate until you run it against a real card pool.

The official database now sits at 126 cards and exposes the fields you need: colour, type, cost, power, RAM, tags, and whether a card can be sold for an Eddie. Pull all 126 and the RAM rule stops being a guideline and turns into a fixed budget with three legal ways to spend it.

The rule, and the number under it

WeirdCo's wording, verbatim from the deckbuilding section of the gameplay guide: "The cumulative RAM of your three Legends cards sets the maximum RAM value for color cards permitted in your deck. If you want to use more powerful cards of a specific color, you need to use more Legends of the same color to increase your limit."

Each Legend's RAM counts only toward its own colour. That is the whole system, and it sounds open-ended — until you look at what the Legends actually print.

There are 24 Legends in the database. Twenty-three of them carry RAM 2. Not most. Not typically. All twenty-three that print a RAM value at all. The twenty-fourth is Rebecca: Having a Moment, the Nova Rare promo, and it is a borderless full-art card that prints no cost, no RAM, no power and no rules text, so the database has nothing to record for it.

Official Cyberpunk TCG card render for Goro Takemura, Hands Unclean: a Legend card with a green border, cost 05 in the top left above a eurodollar sell tag, a RAM x2 box in the top right, the ARASAKA and CORPO tags, GO SOLO and BLOCKER keyword text, and power 07 in the bottom right.

That is Goro Takemura: Hands Unclean, the Legend WeirdCo uses in its own worked example. The x2 in the top-right corner is the number, and it is the same number on Adam Smasher: Ender of Legends, on Alt Cunningham, on Rogue, on Saburo Arasaka, on every other Legend that prints one.

So the arithmetic is settled before you start. Three Legends, two RAM each, six RAM total, and the only RAM decision left is how you distribute it across colours.

Six RAM, split three ways

There are exactly three ways to split three Legends across colours, and each one produces a fixed set of ceilings:

Legend line-upRAM ceilings you get
3 Legends, one colour6 RAM in that colour
2 + 1 across two colours4 RAM in the main colour, 2 in the splash
1 + 1 + 1 across three colours2 RAM in each of three colours

Read the middle row again, because it is the one that bites. A splash colour in Cyberpunk TCG is capped at RAM 2, permanently. There is no second Legend to add without becoming a two-Legend colour, and nothing in the game raises the ceiling afterwards — the word RAM does not appear in the rules text of a single card in the database. Whatever sits above RAM 2 in your splash colour is not a "later." It is a no.

Here is the full picture. Every non-Legend card in the database, by colour and RAM:

RAMRedGreenBlueYellow
17655
210101316
36434
43422
50010
60001
Total26242428

The colours are almost perfectly balanced overall — Yellow 33 cards, Red 32, Blue 31, Green 30 once you fold the Legends back in — but they are not balanced in where the cards sit on the RAM curve. Yellow stacks 16 of its 28 non-Legend cards at RAM 2 exactly, giving it the largest pool that fits under a single Legend. Red has the most cards behind the gate: 9 of its 26 sit at RAM 3 or higher.

What a splash actually costs you

Turn the table into the number you care about: how many cards a single Legend of a colour buys you.

ColourPlayable off 1 Legend (RAM 2 or less)Locked behind 2+ Legends (RAM 3+)
Red17 of 269
Green16 of 248
Blue18 of 246
Yellow21 of 287

Across the whole pool, 72 of the 102 non-Legend cards sit at RAM 2 or below. Thirty do not.

That reframes the three-colour deck. Going 1+1+1 does not leave you short of playables — 72 legal cards at up to three copies each is far more than a 40-to-50-card deck needs. It leaves you short of ceiling. Every card above RAM 2, in all four colours, is off the table simultaneously. RAM is a quality constraint dressed up as a quantity one, which is exactly why it is easy to misread on a first pass through the rules.

The two cards that demand all three Legends

Two cards in the revealed pool sit above RAM 4, and both of them require a mono-colour Legend line. Two Legends of a colour give you 4 RAM; only three give you 6.

Official Cyberpunk TCG card render for Adam Smasher, Metal Over Meat: a Unit card with a yellow border, cost 09 in the top left, a RAM x6 box in the top right, art of a hulking chrome full-conversion cyborg walking away from a burning wreck, the ARASAKA and MERC tags, the rules line PLAY Defeat all other Units, and power 15 in the bottom right.

Adam Smasher: Metal Over Meat is Yellow, RAM 6, cost 9, power 15, and its entire text is "PLAY Defeat all other Units." Every other Unit on the table, yours included. To legally include one copy you need three Yellow Legends, and the database currently offers exactly five to choose from — Dum Dum, Kerry Eurodyne, River Ward, Rogue Amendiares and Viktor Vektor — so your Legend line is close to written for you.

Judy Álvarez: Nothing to Doubt is Blue, RAM 5, cost 6, power 6, and for 1 €$ plus spending the Unit it reveals the top card of your deck, which you may either play for free or put in your hand. Same requirement — three Blue Legends, from a pool of seven.

Then there is the second bill. Eddies arrive at one per turn from selling, and you may additionally spend any number of your three Legends as 1 €$ each, every turn, since spent cards ready at the start of your turn. So on turn N your absolute ceiling is N + 3 Eddies of value. A cost-9 card is unpayable before turn six, and that is with a perfect sale every single turn and all three Legends thrown into the till — which means not Calling a Legend that turn, because that costs 1 €$ too. Adam Smasher is a real card. He is also a turn-six-at-the-earliest card in a game that reaches Overtime after the last player's seventh turn.

RAM is not a power rating

The obvious inference from the rule — higher RAM means stronger card — does not survive contact with the data. Averaged across all 63 revealed Units:

RAMUnitsAverage costAverage powerHighest power
1123.84.28
2374.44.514
374.96.010
455.65.08
516.06.06
619.015.015

RAM 4 Units average less power than RAM 3 Units. The highest-power RAM 4 Unit, Octant, is power 8 at cost 7. Meanwhile:

Official Cyberpunk TCG card render for Saul Bright, Stormrider: a Unit card with a green border, cost 08 in the top left, a RAM x2 box in the top right, art of a bearded nomad firing a pistol while leaning out of a moving truck in an orange dust storm, the ALDECALDO and NOMAD tags, and power 14 in the bottom right.

Saul Bright: Stormrider is power 14 — the second-highest in the set — at RAM 2. One Green Legend legalises him. He also gives other friendly Units +2 power while attacking and readies up to three friendly Units at the end of your turn — and the guide is explicit that ready Units cannot be attacked, so that is three bodies walled off across your Rival's turn.

Only four revealed Units reach power 10 or higher, the threshold at which a single attack on the Gig area steals two dice instead of one: Adam Smasher at 15, Saul Bright at 14, Animals Wrecker and Placide: Voodoo Sentinel at 10 each. Two of those four are RAM 2. Nothing revealed so far reaches the power 20 tier that steals three Gigs.

The practical read: RAM tracks effect complexity and colour commitment, not raw stats. If you want a big body, you can have one at RAM 2. If you want a card that rewrites the board, you pay in Legend slots.

Both official demo decks are built to these exact lines

WeirdCo publishes both demo decks as free print-and-play PDFs, and the database carries their contents as separate product codes — Merc Demo Deck, 15 distinct cards, and Arasaka Demo Deck, 14. Check the Legend lines against the table above and they are textbook 2+1 builds.

The Heist / Merc demo deck. Legends: Viktor Vektor: Sit Down and Relax (Yellow), V: Corporate Exile (Blue), Jackie Welles: Pour One Out For Me (Blue). That buys 4 Blue and 2 Yellow. The deck's highest Blue cards are Evelyn Parker: Scheming Siren and MT0D12 Flathead at RAM 3, comfortably under the Blue ceiling. Its five Yellow cards — Secondhand Bombus, Dexter DeShawn, Kiroshi Optics, Mandibular Upgrade and Afterparty at Lizzie's — top out at exactly RAM 2.

Embracing Power / Arasaka demo deck. Legends: Yorinobu Arasaka (Red), Goro Takemura: Hands Unclean (Green), Saburo Arasaka: Stubborn Patriarch (Green). That buys 4 Green and 2 Red. Highest Green card is Goro Takemura: Losing His Way at RAM 3. Every Red card in it — Swordwise Huscle, Minotaur, Mantis Blades, Satori, Industrial Assembly, Over the Edge — is RAM 2 or 1.

Both decks put their two-Legend colour at RAM 3 and pin their splash at RAM 2. That is not a coincidence, it is the constraint being demonstrated, and it is the clearest template on offer for a first build. Print them, play them, then swap cards inside the same ceilings.

The second constraint: 62 of 63 Units cannot be sold

RAM decides what you may play. A different field decides whether you can afford it, and it splits along card type rather than colour.

Your Eddies area starts empty and grows one card per turn, by selling from hand, and only cards printed with a sell tag can be sold. (Four revealed cards can ready a spent Eddie — Evelyn Parker: Beautiful Enigma, Misty Olszewski, Delamain Cab and Dying Night: V's Pistol — but readying an Eddie you already own is not the same as making a new one.) Across the 126-card database:

  • All 26 Programs carry a sell tag.
  • All 13 Gear carry a sell tag.
  • 23 of 24 Legends carry one (the exception being the frameless Rebecca promo).
  • 1 of 63 Units carries one.

Official Cyberpunk TCG card render for MT0D12 Flathead: a Unit card with a blue border, cost 05 in the top left with a eurodollar sell tag beneath it, a RAM x3 box in the top right, art of a spider-legged Militech drone crouching on a neon-lit floor, the DRONE and MILITECH tags, rules text reading that the Unit cannot be blocked when you have less Street Cred than a Rival, and power 07 in the bottom right.

That single sellable Unit is MT0D12 Flathead, a Blue drone from The Heist starter deck, and you can see the €$ tag sitting under its cost. Every other revealed Unit is unsellable, so a turn where Units are all you are holding is a turn you make no Eddie.

The whole pool comes out at exactly 63 sellable cards and 63 unsellable ones, and the sellable share is remarkably even by colour: Red 10 of 26 non-Legend cards, Green 9 of 24, Blue 10 of 24, Yellow 11 of 28. So no colour is a natural ramp colour. What varies is your Unit count — and the non-Legend cost curve peaks at 3 (23 cards) with a long tail through cost 5 (17 cards), so a Unit-heavy list can build a hand it cannot pay for.

How to actually pick your three

Four things to do before you shuffle:

  1. Decide your splash first, not last. It is capped at RAM 2 forever. Filter the database to that colour at RAM 2 or below and look at what you get: 17 cards in Red, 16 in Green, 18 in Blue, 21 in Yellow. If the reason you wanted the splash is above RAM 2, the splash is wrong.
  2. Two Legends in a colour is the normal setting. Four RAM opens Red and Green completely — every revealed card in those colours is RAM 4 or lower — and leaves exactly one card unreachable in Blue and one in Yellow.
  3. Only go mono-colour for a specific card. Three Legends in one colour is a 6 RAM budget in a pool where exactly two cards need more than 4.
  4. Count your sell tags. Every revealed Program and Gear can be sold, as can every Legend but the frameless promo; Units, with one exception, cannot. If your list is mostly Units you have built a deck that cannot pay for itself.

For the rules those decisions sit on top of — Gig dice, Street Cred, combat, the four colours' identities — start with the full rules breakdown. For where you can bring the deck once you have one, Organized Play, every tier explained covers the ladder from Beta Events through Night City Brawl.

What is still unknown

Five things this analysis cannot tell you, and it matters that they are open:

  • The set is not fully revealed. 126 cards is the reveal count on 15 August 2026, not the size of Welcome to Night City. WeirdCo published a "Welcome to Night City Community Card Reveal Schedule" on 29 July promising a run of further August reveals. A single Legend at RAM 1 or RAM 3 would rewrite every table above.
  • Whether the RAM ceiling applies in sealed. Beta Event and pre-release decks are 30 cards plus 3 Legends. WeirdCo has published the count but not whether the RAM limit is enforced when your card pool is whatever you opened.
  • What counts as a "unique name." The rule is exactly 3 Legends with unique names, and the 24 Legends in the database use only 21 distinct base names. V: StreetKid and V: Corporate Exile are separate cards in separate colours; so are Goro Takemura: Hands Unclean and Goro Takemura: Vengeful Bodyguard, and Jackie Welles: Mama's Favorite and Jackie Welles: Pour One Out For Me. Whether the shared first half blocks the pairing is not spelled out in the guide, and for a Red/Blue deck built around two Vs it is the difference between legal and not.
  • Rebecca: Having a Moment's actual stats. The Nova Rare promo prints no cost, RAM, power or text. WeirdCo said on 4 July that the card "will feature in Cyberpunk TCG set two, and you'll discover her rules text during that set's reveal season," and that the textless promo will function identically to the full-text version. So the statted card exists; it just has not been shown.
  • Card stats have moved before. WeirdCo said when it published the beta rules on 29 May that changes were coming to individual card stats, effects, keywords and templating as the game crossed from Alpha to Beta. The database now lists all 125 non-promo cards under their Retail printings, and retail lands 6 November.

Quick reference

  • Legends: 24 revealed, 23 at RAM 2, 1 (the Rebecca promo) with no printed values.
  • Your budget: exactly 6 RAM, split as 6 mono-colour, 4+2 across two colours, or 2+2+2 across three.
  • Splash cap: a one-Legend colour is stuck at RAM 2 for the life of the deck.
  • Pool: 126 cards — 63 Units, 26 Programs, 24 Legends, 13 Gear. Yellow 33, Red 32, Blue 31, Green 30.
  • 72 of 102 non-Legend cards are RAM 2 or lower; 30 need at least two Legends of their colour.
  • Above RAM 4: Adam Smasher: Metal Over Meat (Yellow, RAM 6) and Judy Álvarez: Nothing to Doubt (Blue, RAM 5). Both need three Legends of that colour.
  • RAM is not power: RAM 4 Units average 5.0 power, RAM 3 Units average 6.0, and the power-14 Saul Bright: Stormrider is RAM 2.
  • Sell tags: all Programs, all Gear, 23 of 24 Legends, and exactly one Unit (MT0D12 Flathead).
  • Deck rules unchanged: exactly 3 uniquely named Legends, 40-50 other cards, max 3 copies each.

If you want the same problem solved a different way, Riftbound deckbuilding basics covers a system where every card has to fit your Legend's two-domain Domain Identity — a membership test, with no numeric ceiling on top of it — and the Gundam Card Game deckbuilding guide covers one that simply caps a deck at one or two colours and leaves it there. Cyberpunk asks the same question twice: which colours, and then how deep into each one.

Frequently Asked Questions

RAM is a per-colour ceiling, not a cost you pay during the game. Add up the RAM values of your three Legends separately for each colour, and every card of that colour in your deck must have a RAM value less than or equal to that total. WeirdCo's gameplay guide states it directly: the cumulative RAM of your three Legends sets the maximum RAM value for colour cards permitted in your deck, and each Legend's RAM counts only toward its own colour.

Keep Reading

Sources & Further Reading
Last updated August 14, 2026.

Related Guides

Official Cyberpunk TCG campaign key art: a mohawked edgerunner sitting on a motorcycle against an orange Night City skyline, with the Cyberpunk TCG logo and the CD PROJEKT RED and WeirdCo logos.
🌱Beginner GuidesAug 1, 2026·10 min read

How to Play the Cyberpunk TCG — Gig Dice, Eddies and Street Cred, Explained

WeirdCo raised $28.3 million to build a trading card game where the win condition is a pile of dice. Here is how the Cyberpunk TCG actually works under the beta rules, what the four colors do, and why the release date most sites are printing is out of date.

Read article
Artwork for the Cyberpunk TCG promo card Rebecca: Having a Moment - Rebecca from Cyberpunk: Edgerunners with mint-green pigtails, red-and-black eyes and a fanged grin, hauling an oversized pink and green shotgun across a bright yellow background scattered with confetti shards.
📰Events & UpdatesAug 2, 2026·9 min read

I Played the Cyberpunk TCG at Gen Con: What an Hour at WeirdCo HQ Actually Covers

The Cyberpunk TCG Learn to Play at Gen Con 2026 was free, one hour, 18+, capped at 60 players and sold out, with an alt-art foil Rebecca promo for anyone who finished. Here is what a one-hour teach can realistically land in a game with no life total, why the dice make it a harder teaching job than any other card game on that floor, and the three cards WeirdCo revealed mid-show that prove it.

Read article
Two WeirdCo staff leaning over a white table to inspect a large uncut foil sheet of Cyberpunk TCG cards under a lit magnifier lamp, with loose cards, scissors and a marker beside the sheet.
💎Collector & ProductAug 13, 2026·8 min read

WeirdCo Will Not Reprint Welcome to Night City. Here Is What That Actually Commits To

On 7 August WeirdCo published four supply commitments for Cyberpunk TCG, and one clause does most of the work: after the launch print runs, it will not reprint the same set or configuration again. Five days later Cardmarket committed to full European support, starting after the first fulfilment wave. Together they tell you what a Welcome to Night City single is going to cost you.

Read article
An uncut press sheet of Cyberpunk TCG card backs - rows of the yellow-and-black Cyberpunk TCG logo - sitting on top of a tall stack of printed sheets inside the RR Donnelley print facility.
Set ReleasesAug 1, 2026·10 min read

Cyberpunk TCG Raised $28.3 Million - Here Is What Actually Ships, and When

WeirdCo took $28,353,088 from 50,773 backers on a $100,000 goal - the most-funded tabletop campaign in Kickstarter history and the third-biggest Kickstarter of any kind, ever. Now it has to ship. Here is the confirmed timeline, the real difference between Beta and retail product, why the 1 October date you keep reading is wrong, and everything WeirdCo has pointedly not said yet.

Read article
WeirdCo official Cyberpunk TCG Organized Play Structure chart on yellow, showing the Night City Gauntlet ladder from Pre-Release Event up to Night City Showdown, and the Competition Level Events ladder from Night City District Open up to the Cyberpunk TCG World Championship.
📰Events & UpdatesAug 8, 2026·9 min read

Cyberpunk TCG Organized Play: Every Tier, Explained

WeirdCo announced a World Championship before it sold a single retail booster. Its Organized Play page lays out eight named event types across two ladders, and buried inside it is the mechanical detail nobody is repeating: in-store sealed decks are 30 cards and 3 Legends, not the 40 to 50 you build in constructed.

Read article