Patch 001: New Beginnings

This is a long one, so bear with us folks...

I have painstakingly gone through the entire card pool and have done my best to address some of the most glaring issues. In this BIG patch overperformers are getting trimmed, underperformers are finally getting some love, and a handful of full reworks on cards that just weren't working as intended. We're making some big changes to cards that have been dominant for a while, and we're also taking some swings on cards that have never seen competitive play. Some of these will hit, some won't - and we're totally okay with that. We'd rather have an exciting and evolving meta than a stale one.

As always, we'll be watching how things shake out and won't hesitate to follow up quickly if something ends up being too strong or too weak. Drop your thoughts in Discord - we read everything.

Fox

Fox

Cost10
Charges32

A tough one to balance - at 0 cost with 3 charges Fox was an absolute menace, but at 1 cost he's virtually unplayable. This is most likely a temporary fix to get him back in the game while we work on a bigger rework. The goal this patch is to bring underperforming heroes up to par.

Blind (Attachment)

Blind (Attachment)

Ability

Enchanted character can only attack the rightmost enemy

Enchanted character has -2 power and can only attack the rightmost enemy.

We looked at every Rune in the game and noticed that Blind was the only one without a strong dual purpose. This rework makes it impactful as a Light Rune trigger and opens up new design space on other cards as well.

Anti Mago

Anti Mago

Ability

Play: Until your next turn, all 5 cost and higher enemy spells have +5 cost

Play: Until your next turn, all 5 cost and higher enemy spells and units have +3 cost

The previous rework was interesting in theory but underwhelming in practice. Adding enemy units to the condition while reducing the cost spike should make this actually worth playing.

Armis Flagbearer

Armis Flagbearer

Power01

Buffing an underperformer to hopefully make it viable outside of dedicated Ada builds.

Armis Medic

Armis Medic

Ability

Sunset: Add Armis Guard to your hand. This game, your Armis Guard have Lifesteal.

Death: Add Armis Guard to your hand. This game, your Armis Guard have Lifesteal.

Nerfing a longtime overperformer. Medic could easily snowball into an unanswerable value engine, so we're switching it to a Death trigger - strong, but now actually answerable.

Armis Support

Armis Support

Power21
Health35

Making this unit a bit stickier so you can actually play it on curve and have the Goblet of Armis attachment be a real threat.

Auntuga

Auntuga

Health38
Traitsarmornone

Removing Armor and giving Auntie a significant health boost to compensate. As a 0-power unit she now functions as pseudo-ramp and should synergize nicely with the WIS health archetype.

Axolotl

Axolotl

Power01

Small buff to a fun but almost entirely useless 1-drop.

Bioluminary

Bioluminary

Health54

Slight stat nerf to a major STR overperformer.

Bit Shifter

Bit Shifter

Cost64
Power21
Health63

Reducing the cost from 6 to 4 and adjusting the stats accordingly. Should now be more in line with comparable 4-drops like Steam Knight.

Bolt

Bolt

Health34
AttachmentBlindnone
Ability

Summon: attach the rightmost enemy

Summon: attach the rightmost enemy Sunset: attach blind Sunrise: attach Lead

Due to the Blind rework, Bolt needed an update. Gaining 1 health makes it a more reliable Guard unit after its initial attack.

Candlekeeper

Candlekeeper

Health54
Ability

Play: Gain +1/+1 for every 5 Max Mana you have.

Play: Gain +2/+2 for every 5 Max Mana you have.

Buffing an underperformer. At 5 max mana it's now a 3/6 instead of 2/6, and at 10 mana a 5/8 instead of 3/7. A solid step up.

Cinder

Cinder

Power21

Slight nerf to bring this 1-drop more in line with our expectations for the cost.

Coffin Moth

Coffin Moth

Ability

Glory: Dust the enemy's top dead unit to summon Zomboid.

Glory: Summon Zomboid. Dust the highest-cost dead enemy unit

Slight rework to make the Glory effect trigger more consistently - it no longer requires an enemy unit to already be in the graveyard.

Crypto

Crypto

Health12
TraitsStealthNone

Reverting an old nerf. Shouldn't be particularly impactful but should make this card a bit more playable.

Crystalceratops

Crystalceratops

Cost107

Reverting an old nerf by reducing the base cost from 10 to 7, allowing it to trigger the 7+ cost theme earlier and be a playable 5/5 at 4 mana on curve.

Dare-Devulpine

Dare-Devulpine

Power12
Ability

Summon: Gain Guard and +1 power for each damage your hero has taken this turn

Summon: gain 1 Power and 1 random keyword for each time your hero took damage this turn.

Rework to a historic underperformer - this should give it more flavor and a higher ceiling.

Dark Adept

Dark Adept

Ability

When the first ally unit dies each turn, draw your lowest-cost Dark card

When the first ally unit dies on YOUR turn, draw your lowest-cost Dark card

Much-needed nerf to arguably the best 3-drop in the game. It now only triggers on your turn.

Deepsea Serpent

Deepsea Serpent

Cost108

Similar to the Crystalceratops change, reducing the base cost from 10 to 8.

Engine Blade

Engine Blade

Power21
Health23
Ability

Sunrise: Gain 1 power, lifesteal, and wither

Sunrise: Gain 1 power and wither

Small buff and cleanup to a seemingly forgotten 1-drop.

Ether Lemure

Ether Lemure

Ability

Summon: If your hand has a 7c or higher card, gain Dash and add Etherwail to your hand

Summon: If your hand has a 7c or higher card, gain Dash and add Ether Call to your hand

Small change but it matters - Etherwail is mostly unplayable and clogs your hand, so swapping it for Ether Call should be a solid boost.

Facestealer

Facestealer

Health65

Minor buff to a tricky card to balance - adding Shield while reducing the health by 1.

Frank

Frank

Ability

Sunset: Dust the top unit of both graves to gain +2 health

Sunset: Dust the top 2 units of your opponent's graveyard to gain +2 health.

Gives STR a bit more play against HRT decks that rely on graveyard interactions.

Fren-Z

Fren-Z

Health43

Small nerf to an extremely strong card.

Fun Guy

Fun Guy

Ability

Death: Give ally units +1/+1/ Add Doom Shroom to your deck.

Death: Give ally units +1/+1/ Add Doom Shroom to your hand.

Nice little buff - instead of clogging your deck with Doom Shrooms, it now adds them directly to your hand.

Geod

Geod

AttachmentNoneLead
Traitsarmornone

While Geod is a great counter to spell and combo decks, Armor is a fundamentally powerful trait that can make this unit nearly unanswerable. Adding Lead to compensate.

Gleamguide

Gleamguide

Health32

Small nerf to an overstatted AGY unit.

Grasping Maiden

Grasping Maiden

Health67
Ability

Play: Dust target unit. Death: Summon a copy of the dusted unit for its player.

Play: Dust target unit. Death: Summon a copy of the dusted unit with silence for its player.

Small buff to an underperformer - gives WIS another tool against HRT. Probably not a game-changer, but every bit counts.

Grifter

Grifter

Ability

After your hero attacks an enemy unit, this attacks that unit

After your hero attacks an enemy, this unit attacks that enemy

Small text change to clarify that Grifter can now also attack the enemy hero when your hero does.

Hax

Hax

Attachmentbarriernone

Minor nerf targeting Mai specifically - reducing the Barrier benefit from Vile Vials.

Headcase

Headcase

Power01

Minor buff so this guy isn't completely useless if you're forced to play him early.

Hexed Beast

Hexed Beast

Cost98
Ability

Sunset: Replay your bottom dead 1 cost or higher spell, target enemies if possible.

Sunset: Replay your bottom 2 dead 1 cost or higher spells, target enemies if possible.

Reducing the cost from 9 to 8 and doubling the replay effect. Hoping this gives INT some exciting high-end options.

Hexed Vulpine

Hexed Vulpine

Ability

Slay: Do 2 damage to your hero and add hexfection to your hand

Slay: Add hexfection to your hand

Minor change to an awkward unit. We've never been a fan of the self-damage mechanic on units like this, so we're reworking it out.

Hope, Arisen One

Hope, Arisen One

Cost86
Power54
Health54

Reducing the cost significantly on a unit with a strong but previously unplayable effect. We'll keep a close eye on this one.

Hot Dog

Hot Dog

Power23
Ability

Summon: Draw and attach your lowest-cost fire spell to this unit. If your hand has a fire card, ready this unit

Summon: If your hand has a fire card, ready this unit. Draw your lowest-cost fire spell.

Slight rework to a previously solid card - the new ordering means it can be played on curve and tutored via On the Hunt without overwriting the attached spell.

Ifrit

Ifrit

Ability

Death: Dust non-fire cards in your hand. Draw that many fire cards

Death: Discard non-fire cards in your hand. Draw that many fire cards

Switching from Dust to Discard to re-enable some graveyard synergies.

Ivy

Ivy

Traitsnonewither

Adding Wither - better flavor and a bit more playability.

Jackrabbit

Jackrabbit

Ability

Sunrise: Give another random ally unit +1 power and attach Fury to it

Sunset: Give another random ally unit +1 power and attach Fury to it

Changing from Sunrise to Sunset so the buff triggers even if the unit dies that turn.

Kingboid

Kingboid

Ability

Play: Gain +1/+1 for each unit in your graveyard

Summon: Gain +1/+1 for each unit in your graveyard

Changing Play to Summon so this unit can be cheated in from the graveyard.

Krakus

Krakus

Ability

Sunset: if you played a spell this turn, do 1 damage to a random enemy. Repeat 5 more times

Sunset: do 1 damage to a random enemy. Repeat 5 more times

Removing the spell restriction to make this card more impactful and less conditional.

Lapin Miner

Lapin Miner

Ability

Sunset: If you summoned another metal unit this turn, attach mana crystal to your hero

Sunset: If you summoned another metal unit this turn, add mana crystal to your hand

Minor buff - the effect no longer interferes with cards like Defend the Cause or Steelsmithing.

Leoran Barkeep

Leoran Barkeep

Ability

Sunset: If your hero didnt attack this turn, gain Lifesteal and Armor, until the end of your next turn

Sunset: gain Lifesteal and Armor, until the end of your next turn

Removing the 'don't attack' restriction to give this underperformer some life. At minimum he's now a 2-point health swing if you can connect with the enemy hero.

Meng'Long

Meng'Long

Cost79
Ability

Play: Gain +1/+1 for each element in your grave.

Summon: Gain +1/+1 for each element in your grave. Costs 1 less for each element in your grave

Rework and cost increase from 7 to 9 - finally giving WIS a legitimate 9-cost target. The new scaling cost reduction should make this feel incredible to set up.

Meranda

Meranda

Power23
Ability

Play: Attach vapors to target ally unit

Play: Attach vapors to target ally

Allowing you to attach Vapors to your hero opens up some new plays on an otherwise unimpactful card.

Minstrel

Minstrel

Ability

After you draw a unit, give it +1/+1

After you draw a unit, give it +1/+2

One part of a broader effort to revive the handbuff archetype - probably not enough on its own, but it's a start.

Nakamoto

Nakamoto

Ability

Summon: Dust 10 spells from your deck. Give your hero +1 health for each dusted

Summon: Dust 15 spells from your deck. Give your hero +1 health for each dusted

We wanted to revive the spirit of old Naka-Mask decks while keeping things in check. Capping at 15 spells makes it slightly less consistent but hopefully still very playable.

Octomage

Octomage

Ability

Summon: Draw and attach a 4 cost spell to this unit

Summon: Draw a 4 cost spell and attach a copy of it to this unit

Fun adjustment to an underperformer - part of a wider push to give INT more ways to copy spells.

Ominous Hoo

Ominous Hoo

Ability

Sunset: Attach Moonbeam

Summon and Sunset: Attach Moonbeam

Minor buff to an underperformer. Maybe this is the WIS unit that finally makes a Titus Will build work - or maybe it just becomes a solid value piece. Either way, worth trying.

Oni Smith

Oni Smith

Power23

This used to be a strong card but has fallen off lately. Hoping a small power bump makes a difference.

Oreheart Brawler

Oreheart Brawler

Health65

Another small nerf to an Ada overperformer. 11 points of stats with Lead and a good ability at 4 mana is a bit much.

Pandora

Pandora

Ability

Sunset: Draw cards until you have 3 cards in hand

Summon: Mulligan your hand. Sunset: Draw until you have 3 cards.

Mostly thematic, but we wanted to bring this card back to its former glory as an AGY staple.

Rage Cage

Rage Cage

Power21

A 2-drop shouldn't be outputting 8+ damage with Wither just to remove it. Small but necessary nerf.

Reckless Racer

Reckless Racer

Ability

After your hero takes damage during your turn, gain +1 power

After your hero takes damage, gain +1 power

Removing the restriction that damage had to be taken on your turn. Given that this unit starts at 0 power, it needed more opportunities to grow.

Savage Squirrel

Savage Squirrel

AttachmentAnimanone
Ability

After this unit gains power for the first time each turn, give another random ally unit that much power

Whenever another unit gains Power, this unit gains +1 Power.

Finally nerfing the most broken 1-drop in the game. Need we say more?

Shadow Broker

Shadow Broker

Ability

Sunset: If your hero's health is higher than it was at this turn's start, draw a card. If its lower, summon Zomboid

Sunset: If your hero's lost life this turn, draw a card. If your hero gained life this turn, summon Zomboid

Rework to an awkward unit that sat idle too often. It now rewards both taking and gaining life, giving it a much higher ceiling.

Silent Warden

Silent Warden

Ability

After another unit is summoned, attach silence to it

After an enemy unit is summoned, attach silence to it

This card has always had potential but was unplayable because it silenced your own units too. Should be quite strong now that's fixed.

Skip

Skip

Power34
Health21

Reworking the stats from 3/2 to 4/1 to lean into the repeated-attack fantasy - more damage potential, but more fragile.

Sonic Jammer

Sonic Jammer

Power34

Trying to restore a formerly good card to relevance. This minor stat bump should be all it needs.

Soulpyre Golem

Soulpyre Golem

Cost2520

Small cost reduction to an over-nerfed former boogeyman. Maybe 20 still isn't enough - we'll monitor.

Swarmsinger

Swarmsinger

Ability

Summon: Add yellowjack with fate to your deck for each air card in your hand

Summon: Add yellowjack with fate to your deck. Repeat for each air card in your hand

One of our favorite cards, but you were too dependent on already holding air cards for it to fire. Adding a Yellowjack by default is a decent base-level boost, and we'll revisit if it's still not enough.

Sworn Oni

Sworn Oni

Power43
Health52
Ability

The glory effects of ally units trigger twice.

The glory effects of ally units trigger twice. Summon: attach fury to an ally unit

Losing 2 health but gaining a Fury attachment on summon - the ability to potentially draw 2 cards and buff a unit in the same turn is a serious upgrade.

Talonous

Talonous

Health32
Traitsstealthbanner

Stealth made this unit too dangerous and hard to answer. Swapping it for Banner keeps the aggressive identity while making it easier to interact with.

Thanite

Thanite

AttachmentCold SnapIcy Touch

Cold Snap was too slow and awkward - spending 3 mana to play the unit and cast a spell with a downside rarely felt good. Icy Touch gives WIS a better tool against large, Armored threats.

See also:
Cold Snap
Cold Snap
Icy Touch
Icy Touch
Tortugan Scout

Tortugan Scout

Ability

Play: Give the highest-cost spell in your hand -1 cost

Summon: Give the highest-cost spell in your hand -1 cost

Trapper Keeper

Trapper Keeper

Power21
Health57

We've long wanted this card to be good - stealing an opponent's spell is such a satisfying effect. It just never had the survivability to compete. Hoping this gets it there.

Unikron

Unikron

Power10
Unruly Cur

Unruly Cur

Power43
Ability

After your hero attacks, attach Flames to it

Summon: Attach flames to your hero

The conditional downside was too punishing, so we've reworked it to attach Flames on Summon. Power reduced by 1 accordingly.

Void Knight

Void Knight

Ability

The enemy hero cant gain health.

The enemy hero cant gain health. Death: Dust the top unit of the enemy's graveyard

Small buff to an underperformer, and part of a broader effort to give the game more tools to interact with graveyard-based strategies.

Zam

Zam

Ability

Inspire Spell: Dust that spell to do 2 damage to a random enemy

Inspire Spell: Dust that spell to do 3 damage to a random enemy

Once the centerpiece of the most feared combo deck in the game, Zam has since fallen by the wayside. INT's spell archetype could use more punch, so Zam gets a 1 damage buff for now.

Ada's Valor

Ada's Valor

Cost34

Due to the Blind rework this card becomes considerably stronger, so we're bumping it to 4 cost. Will reevaluate later if needed.

Air Slash

Air Slash

Ability

Do 5 damamge to target unit. Has -1 cost for each time your hero attacked this turn.

Do 6 damamge to target unit. Has -1 cost for each time your hero attacked this turn.

Small buff to an underperformer with real potential - raising the base damage from 5 to 6.

Avalanche

Avalanche

Cost54
Ability

Do 3 damage to all units

Do 3 damage to enemy units.

Solid buff to an unplayable card - cost reduction and drawback removed. Should be quite a bit stronger.

Band Together

Band Together

Ability

Give ally units +3/+3

Give ally units +3/+1

Finally giving one of the strongest cards in the game a much-needed nerf. May revisit entirely in the future, but let's see if this is enough.

Cleave

Cleave

Cost45
Ability

Do 2 damage to enemy units. Give ally units +1 power

Do 3 damage to enemy units. Give ally units +1 power

Increasing the cost and damage. 3 damage is a more relevant breakpoint in the current game, and it felt undercosted for what it does.

Defensive Tactics

Defensive Tactics

Cost43

Possibly strong but too inconsequential at 4 cost. Dropping it to 3 to give it a shot.

Doubling Cube

Doubling Cube

Ability

Draw two mind card. Give them +1 cost

Draw a mind card and add a copy of it to your hand. Give the copy +1 cost

Powerful rework to a forever unplayable card to support our new "copy spells" archetype for INT.

Dracoimpact

Dracoimpact

Cost108
Ability

Draw and summon a unit. Do damage equal to its power to all enemy units

Summon the highest power unit from hand and give it dash

Reverting this card to its former glory. The previous rework turned a mediocre card into completely unplayable garbage - consider this a repair job.

Dream Blade

Dream Blade

Cost3
Ability

Give target ally unit +3/+3. Add a copy of each blade spell in your graveyard to your hand

Give target ally unit +3/+2 and attach barrier

Major rework to get rid of the awkward graveyard effect and bring it more in line with the other blades.

Drill Through

Drill Through

Cost3

Never seen play despite being potentially scary. Dropping the cost to see what happens.

Eliminate

Eliminate

Ability

Do 3 damage to a target unit and all units of its element

Choose a unit. Deal 3 damage to all units that don't share the chosen unit's element

Rework to a previously unplayable card. Targeting all units that don't share the chosen unit's element should make this a real removal option for elemental INT decks.

Flame Volley

Flame Volley

Ability

Do 3 damage to the lowest-health enemy unit. Repeat for each time you hero attacked this turn

Deal 1 damage to all enemy units and attach flames to them

Rework to a card that was too situational. Spreading 1 damage with Flames across all enemies is a more consistent and interesting effect.

Flurry

Flurry

Cost43

Previous devs gave this an embarrassingly bad cost nerf. We're reverting it.

Gift of Swords

Gift of Swords

Cost65
Gift Of Yxxath

Gift Of Yxxath

Cost32

Not sure why this was ever 3 cost given how low-impact the effect is. Trying it at 2 before considering a full rework.

Glizzy

Glizzy

Cost21

Glizzy and Glizzbot are such fun enablers across a wide range of decks, and we'd love to see that dynamic revived. Monitoring closely.

Greener Pastures

Greener Pastures

Cost21
Ability

Give ally units summoned this turn +1/+1

Give ally units summoned this turn +1 power

Costing 2 really kills this card since it requires other units on board to get value. Dropping to 1 - watching it carefully.

Ground Pound

Ground Pound

Ability

Give target ally unit guard. Do damage equal to its power to enemy units

Give target ally guard. Do damage equal to its power to all units

Necessary nerf and reversion. This was borderline broken as a removal spell.

Hunters Howl

Hunters Howl

Ability

Draw a unit with a summon effect. Attach Fury to units in your hand

Draw a unit with a summon effect. Attach Fury to units in your hand without an attachment

This one always annoyed us by overwriting units with attached spells. Fixed.

Iron Mask

Iron Mask

Ability

Has -1 cost for each spell in your grave. Give your hero armor

Has -1 cost for each spell in your grave, or -20 cost if your deck is empty. Give your hero armor and banner

Another return to form - this time with multiple ways to unlock its potential, so it's not locked into a single archetype.

Manage Memory

Manage Memory

Ability

Return your top two dead spells to hand. Dust this spell

Return your top two dead spells to hand

Back in the day there were some fun loops with this card, and that was great. Our philosophy is to make the game exciting and sometimes a little chaotic - so let's see what you cook with this one.

Masks Boon

Masks Boon

Cost32

Has always been just a touch short of playable. Reducing the cost by 1 should put it firmly in contention.

Meteor Shower

Meteor Shower

Ability

Play 6 scorch, targeting random eney units. Add any extra scorch to your hand

Play 6 scorch, targeting random eney units. Dust any extras.

Small nerf to a very strong card. With no units on board this could effectively become 12 direct hero damage - that wasn't the intent, so we're closing that off.

Mind Control

Mind Control

Cost54

Reducing the cost to 4. Watch this space.

Overmind

Overmind

Ability

All enemy units have -2 power until your next turn. Reveal the enemy hand

All enemy units have -3 power until your next turn. Reveal the enemy hand

Small buff to an underperformer. 3 power is a more relevant damage breakpoint and should make this card far more useful in its intended role.

Pharonis Command

Pharonis Command

Ability

Draw and summon a unit with cost equal to your highest cost dead unit. Give the summoned unit guard and attach shield

Draw and summon 2 units with cost equal to your highest cost dead unit minus 2

Buffing an unplayable card to support the gravedigger archetype, which has been largely replaced by midrange strategies lately.

Puppet Strings

Puppet Strings

Ability

Summon a base copy of a 1 cost unit from the enemy deck. Give it dash

Summon a base copy of a 1 cost unit from the enemy deck; if you can't, conjure one and give it dash.

Formerly a great tech card against Hax and Mechshroom decks, but stealing could sometimes be too punishing. This now conjures a unit from the opponent's prisms when no valid target exists - fairer, and still interesting.

Speed Boots

Speed Boots

Ability

Give ally units dash.

Give ally units dash. Draw a card.

Stapling on a draw effect to make this card a lot less bad.

Storms Echo

Storms Echo

Ability

Replay you top two dead spells. Target enemies if possible. Dust those spells and this spell

Replay you top two dead 1 cost or higher spells. Target enemies if possible. Dust those spells and this spell

Small but noticeable tweak. Previously this could hit 0-cost cards like Zap and Spear Shot, which wasn't the intent. Adding the 1c+ restriction.

Sudden Gust

Sudden Gust

Cost32
Ability

Return the enemy's right-most card in hand to deck. Draw a card

Return the enemy's right-most card in hand to deck.

Reverting to a previous form to re-enable the fun and surprisingly powerful Ponderous + Gato + Tome Golem combo. We'll watch this closely.

Sunder

Sunder

Ability

Do 2 damage to target unit, or 5 damage if it has Armor or Guard

Remove armor and guard from target enemy. If it's a unit, deal 3 damage

Our attempt to make Sunder great again.

Tentacle Eruption

Tentacle Eruption

Ability

Dust your top dead 1 cost or higher spell to summon tentacle with power and health equal to its cost. Repeat until your board is full.

Dust your top dead 1 cost or higher spell to summon tentacle with guard with power and health equal to its cost. Repeat until your board is full.

Finally giving this card the push it needs. Hopefully this makes the INT spells archetype viable.

Thought Leader

Thought Leader

Cost32

No reason for this card to cost 3. Not much else to say.

Vile Deal

Vile Deal

Ability

Do 2 damage to target ally. Add two Vile Vial with banner to your hand. Slay: Add three instead

Do 2 damage to target ally. Add two Vile Vial with banner to your hand.

Removing the Slay condition to evaluate the card's base power level. This is a strong enabler for graveyard strategies and we're curious to see what people do with it.

Have thoughts on the changes? Join the discussion.

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