When I was summoned to the family estate, I had no idea that my life was about to take a drastic turn. One moment I was good old Arthur, a young man with no real aim in life, the next I was in possession of my first four magical cards, on my way to become a Convoker!
But if my grandfather had entrusted this huge responsibility to me, I had to prove worthy. I had to take on the life of an Adventurer and complete our lineage quest—a perilous search and rescue mission in the most treacherous parts of our lands. But first things first, as a new Convoker, I had to start by learning the ropes and discover how to tame the Espers within the cards so they would at least listen to me. That’s the only way I would gain any type of power.
And the gods know I will need power. It’s a huge world out there, full of wonders and strange creatures, but also rife with monsters and mortal dangers. To stay alive, I will need to build my Convoker’s deck, with the right mix of spells, minions and equipment cards.
Wish me good luck as my journey leads me to duel other Convokers and also infiltrate the lair of some cruel Spider Goddess. But I guess such is the life of a Convoker—live by the cards, die by the cards.
I don’t know if this guy is just naive or has the worst luck imaginable. Still keeps his moral compass throughout it all though. Good read.
As the title says this is a review for Kindle Unlimited and as such is a reflection of my enjoyment of the book and in no way reflects cost to value analysis.
This magic system is in addition to the traditional ones. It’s a spirit capturing in cards that’s only requires talent while everyone else needs years of studying. The story is a little hokey as the MC is super naive to the point of BS
Enjoyed it most of the way until the whole trope at the end where the Emperor it ungrateful and basically give the hero a wreck of a prize. Seriously I hate that trope it lost a whole star on the rating for ending a book with that.
The story is filled with odd word choices and mistakes. The MC allows all kinds of enemies to live. Never bothered to retrieve his grandfather's cards that are stolen. Tries to hard to make the MC morally just. Sometimes the moral thing to do is bury the the bandit.
The storytelling isn't bad, but the story has so many holes that I just couldn't keep glossing over them. My suspension of disbelief was broken. We have a completely untrained kid given the equivalent of a tactical nuke and told to go have fun. He doesn't know how to summon a card, he doesn't know haw to catch a spirit or develop a spell card, he doesn't know how to release a summon, and yet he's sent on his merry way without 10 minutes training.
He immediately gets in trouble and dies about 15 times, except plot armor, he let's a foe who yields go, and 2 minutes later plots how he's going to kill him next time, (why not just finish him when he's defeated? He's already ranting about how he's going to kill you) We don't plan out battles, it's just "Oh look, an ogre, let's go kill it."
On top of that, he never asked for help. His grandpa would know how to defeat the great dark ziggurat of evil, but do we ask advice?nope, just try and think about how and untrained dope can go kill an ancient evil that would threaten the whole empire if you screw up and it escapes.
I just couldn't handle it anymore. Overall the story was fun, the magic system was interesting.
Ohhhh man I found another great litRPG in my journey to find and read every deckbuilding book out there. And so far it's been a great hunt!!! Not only did I find out about the birth of Magic Cards, but found that with the right Deck Goblins are powerful, and with this book I found myself following the Hero's Journey, even though I've never read Joseph Campbell's work but I believe that's exactly what Arthur and his team end up doing! Arthur receives his inherents early when his grandfather hands over 4 superior Magic Cards which jump-starts his adventuring heart! Building up power and potential with Cards and sometimes even without 'em. You'll need to grab this action-driven litRPG to get to the end of the journey...
Here's a quote that amused me:
"Urg,” I groaned, getting out of bed and yawning once more. I should have packed coffee for this trip. Why in the world had I forgotten the most precious liquid substance known to man?
This was an excellent read. I may be a bit of a fan boy as I have enjoyed other novels. This one I was bummed was not a multiple book series as it has a great foundation. This fits well into the card game genre. If you like summoner style battles then you will dig this book. I liked the capture system but there were several slots I wish he would have delved into further, but it was still a super start. Now write us 9 more books in this series.
If you've ever dreamed of a world where collecting and battling with magical cards isn't just a game, but a path to immense power and perilous adventure, then Empire of Cards might just be the next book for your TBR pile. This first entry in Andrew Karevik's The Convoker series throws Arthur, an aimless young man, headfirst into a dangerous world of dueling mages, fearsome "Espers" trapped in cards, and a family quest of epic proportions. It's a fun, fast-paced LitRPG adventure that boasts a genuinely creative magic system, though it sometimes stumbles on the execution. I'm giving it a solid 3.5 out of 5 stars.
Key Themes Inherited Responsibility vs. Self-Discovery: Arthur is abruptly handed a monumental legacy—his family's Convoker cards and a dangerous quest—by his grandfather. The book explores his journey from a passive recipient to an active hero, grappling with the weight of expectation and proving his own worth.
Power Through Strategy and Alliance: True to its card-game heart, this isn't a story about raw, brute-force magic. Power comes from building the perfect deck, understanding the strengths of your summoned creatures (Espers), and knowing when to play your hand. The theme extends to Arthur's need to build a trustworthy party to survive the world's dangers.
Naivety in a Cutthroat World: A recurring point in reader feedback is Arthur's pronounced naivety. The narrative uses this to create conflict and tension, as his moral compass often clashes with the pragmatic, sometimes ruthless reality of an adventurer's life, forcing him to confront hard choices.
Character Analysis Arthur: Our protagonist is a classic "zero-to-hero" archetype, and his growth is the core of the book. While some readers found his consistent naivety frustrating, it does provide a clear arc as he learns the harsh rules of his new world. His moral center is his defining trait, for better or worse.
The Supporting Cast: Characters like Arthur's grandfather and the party members he gathers along the way add flavor. Reviews praise the "believable party banter" and humor they bring to the journey. However, some note they can occasionally feel underdeveloped, serving more as archetypes than deeply fleshed-out individuals in this first installment.
Writing Style & Pacing This is where Empire of Cards truly defines itself—and divides some readers. The pacing is relentlessly fast. Karevik packs duels, dungeon delves, and major story beats into its 490 pages, making it a very bingeable "page-turner". The prose is functional and clear, prioritizing action and adventure over lyrical description.
The flip side of this breakneck speed, as noted by several reviewers, is that it can sometimes feel rushed. Arthur gains immense power and faces world-ending threats with surprisingly little training, which can strain believability for some. The plot moves from set piece to set piece efficiently, but a few readers wished for more breathing room and deeper exploration of the cool world that's been established.
What I Liked/Disliked Liked:
The Magic System: The card-based Convoker system is the star of the show. It's a unique and engaging twist on LitRPG mechanics, focusing on collection, deck-building strategy, and summoning that feels fresh and fun.
The Adventure Vibe: The book successfully delivers on the promise of a classic fantasy romp. Infiltrating a spider goddess's lair and dueling other Convokers makes for entertaining, straightforward adventure.
Humor and Heart: The story doesn't take itself too seriously all the time. It has a lighthearted tone with genuinely funny moments and a core of optimism that makes it an enjoyable escape.
Disliked:
Plot Armor & Pacing: Arthur's victories can sometimes feel unearned, aided by convenient luck or thick plot armor rather than clever strategy. The fast pace, while exciting, occasionally shortcuts logical character development and world-building.
A Familiar Blueprint: For seasoned fantasy readers, the story's skeleton will feel very familiar—the chosen one, the inherited quest, the ragtag party. It executes these tropes competently but doesn't often subvert them.
Conclusion/Recommendation Empire of Cards is a promising start to a series with a fantastic central hook. It’s the literary equivalent of a fun, addictive card game: easy to pick up, hard to put down, and full of flashy moments, even if the strategy isn't always deep.
You'll love this book if: You're a fan of LitRPGs, deck-building games, or fast-paced fantasy adventures. If you enjoy creative magic systems and don't mind a classic heroic journey template, you'll have a great time. You might want to skip it if: You need deeply nuanced character development, a slow-burn plot, or a protagonist who is a strategic genius from page one. The issues of pacing and naivety noted by other readers could be a deal-breaker.
Final Verdict: A 3.5/5. It’s a fun, flawed, and fundamentally entertaining debut. I blasted through it in a couple of sittings, captivated by the card-based magic, and I'm absolutely curious enough to see how Arthur's deck—and his skills—develop in the next round. If the premise intrigues you, it's worth drawing this card from your TBR deck.
I enjoyed the different take on magic in this book but what really got me was the humor! I loved the jokes and I especially loved the Grandfather character! I really hope there is a 2nd book and some castle/city building involved!
I honestly felt like so much transpired in a less than 500 page book but man did I enjoy this read. Kept my interest and moved the story forward a great deal in one issue. Can not wait for more!
Its a good book it has a great store and the characters are not that bad the only bad thing. The spelling and grammar was great all in all not a bad book. Ill be looking forward for the next one
Seems like a parody (still enjoyable) of a lot of deck-building fantasy/LitRPG books. Events happen very fast and there seem to be hardly any setbacks for the hero. Probably something Karevik wrote in his teens or before CivCEO series
This was a fun book and a decent start to a series, but my goodness the MC didn't have to work for or go through much to get his powers or even how to fight. He beat so many skilled folks knowing nothing and with little experience it got absurd at times. Still very decent. 👍🏽👍🏽
The main character doesn’t learn from previous mistakes. That’s a problem. His consistency in being naive and friendly while a blade is stuck in his neck is almost comical.