

School of Magic: Deck & Slash
PartTimeIndie · November 10, 2025 · Hack and Slash, Roguelike Deckbuilder, Dungeon Crawler, Roguelite, Card Game
Buy the School of Magic: Deck & Slash key for Steam from Kinguin at $20.72 — the cheapest of 1 store we compare.
Cheapest School of Magic: Deck & Slash keys — keyshops
Keyshops are third-party marketplaces — keys are resold and can be region-locked or a different edition. Check the listing's region & edition before buying.
School of Magic: Deck & Slash price by region
School of Magic: Deck & Slash costs £14.73 in the United Kingdom, €16.94 in Europe (EUR), $20.72 in the United States, $20.72 in Georgia (USD) and zł94.67 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| £14.73 | — | £14.73 | 1 | |
| €16.94 | — | €16.94 | 1 | |
| $20.72 | — | $20.72 | 1 | |
| $20.72 | — | $20.72 | 1 | |
| zł94.67 | — | zł94.67 | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About School of Magic: Deck & Slash
What if Diablo was a deckbuilder?
School of Magic lets you create a new character every run and carve through enemies for loot and power. Leveling is its own deckbuilding system:
- At each level one card disappears
- The rest grow stronger
- Three new ones are added
Credits
Music
Matthias Riegler
Dominik Giesriegl
Sound Design
Emanuel Fitz (EFsound)
Everything Else
Nikolas Crisci
School of Magic: Deck & Slash — game info
- Platforms
- Windows
- Steam Deck
- Playable
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Tbh, the game isn't even as bad as I expected. I still won't continue playing it because of the awful looking AI art. Bro, just hire an artist and the game would be like actually ok.7 found this helpful
It's not bad, but I can't really recommend this for anywhere close to $20. Unfortunately the free prologue is a bit too generous and the paid version is barely any bigger. So you might be expecting more content but there's really not much to see yet. + The deckbuilding mechanics are unique and interesting, but it'd be nice to skip the annoying animations and just show static icons for whatever happened to the spells that turn. - In this sort of game you might hope for some emergent mechanics. You can modify your spells but in extremely limited ways, and not in ways that are terribly satisfying. Leveling up a spell rarely feels like anything decisive, you're constantly just inching up 3% increments - except when the game grants you a 100+% critical chance for the cost of the gold you'd earn in like one battle, as a reward for *beating the first level*. - So yeah, balance is dogsh. Early levels are a little tense but it's very easy to get your HP beyond anything enemies can touch, or have so many summons on the field that you don't need to do anything, or shoot 20 projectiles at a time. It doesn't feel fun because that "power spiral" feeling hardly feels earned. And when you have…5 found this helpful
School of Magic: Deck and Slash offers a fresh, engaging deck‑building system that rewards experimentation and clever card synergies — once you understand the tools, building powerful and surprising combos is deeply satisfying. My main issue is the opening: the game starts off quite harsh and the tutorial feels unforgiving. I had to repeat it several times, and those early losses felt discouraging rather than instructive. A gentler onboarding with clearer tooltips, guided scenarios, or an optional easy start would help new players learn deck construction and basic tactics before the difficulty ramps up. The core mechanics show a lot of promise, and I’d love to see expanded achievement systems and longer-term progression to encourage replay and experimentation. Overall, Deck and Slash is worth trying for fans of card‑based combat, but smoothing the early experience and adding more meta goals would make it much more approachable and replayable.1 found this helpful
if you're looking for inspiratrion for scalig effects and magic skill trees, look no further.
Very nice concept. The random cards and discovering new builds and combinations is a lot of fun. The early access version is still relatively short at this stage, but that's mainly because the difficulty level is a little too easy once you get a run with a good card combination. I think it wouldn't hurt to fail more often (I reset my game once when I understood the gameplay and then played through both levels without dying). I had some minor performance issues when I had a build with several summons, which was probably due to their pathfinding? I would recommend a fix OR a limitation of max summons. In general, I would like to see more content and some rebalancing for the Early Access version. Otherwise, it's a really excellent foundation. I had a lot of fun playing through it and will definitely be back for more.
I think its really awesome how this big of an epic game could be done from a solo dev.
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