A New Game Board and a Truck Load of Card Balancing



Welcome to the balancing beta! Over the next couple of months the team will monitor the performance of cards and measure the balance of different deck combinations to ensure the game remains fair, fun and competitive.

This update also brings with it the new game board, which introduces a completely new in-game board experience including revamped GUI and HUD elements. Performance-wise, it will also run at a smoother frame rate and demand less resources (30% less VRAM).

In addition to this, the team has implemented a balance patching system whereby any balance adjustments won’t require players to download a full new build of the game. So expect balance adjustments more frequently, with less waiting time and strain on your bandwidth =)

Now, without further adieu…



The New Game Board!



Ta-da! We’d like to present the new game board where you’ll be laying waste to your opponents.



Every facet of the board has been redesigned to be more intuitive so let’s take a quick tour.



Behold the new game board!

Card selection screens



From the get-go the initial god power and mulligan selection screens now appear in the foreground to make your choices easier.



You’ll be able to clearly identify the characteristics most important to you and then jump right into a game.



Bigger is better



Once the match officially begins, you’ll notice pretty much everything has had a fresh lick of paint. The dev team listened to community feedback about the old board and went about simplifying the look and feel.



In addition to the colour balance, the play area in the middle of the board has been increased and there’s less peripheral distractions on the borders so you can zone in on the action. The size of the card art has also been scaled up.



Importantly, space has also been vacated for trinkets which will live snugly on the left and right sides of your god (in a future update). Time to bust out those kitties!



Slimline design



You’ll notice the mana pool has now been removed in favour of a new compact diamond icon on the bottom right, which unpacks when clicked.



The god power and weapon icons next to your god portrait have also undergone a redesign and are now housed in a harmonious circle instead of a pentagon-thingy.



Void visibility



Last but not least, the void. Click on either void and it will now open up full screen with the larger and more easy-to-read card descriptions.



Later in the game, when there are loads of destroyed cards the scrolling slider on the bottom of the screen will help navigation.



So that’s a very quick look at the new board! We think it’s a game-changer so be sure to try it out and drop by our official Discord to share your thoughts!



New Cards Added



Merlin Compost Charm Judge Envoy Jason, Medea’s Muse Aquatic Torturer Made Mark Frey, Archmage of Selene Mugging Canopy Barrage Set Oshi Three’s a Crowd Porphyrion, Dread Cyclops Auric Mage Ferocious Rougarou Leyhoard Hatchling Spellstealer Equivalent Exchange Dreaming Sceptre The Black Argo Labyrinth Minotaur Sigurd, Dragon Slayer Dust To Dust Kidnapper Dragon’s Loot Mind Probe Avatar of Deception Blastwave Hector, Prince of Troy The Mastermind Reanimate Serene Blade Shadow Slash Memory Charm Siren of the Grave Myrto’s Daughter Cheat Dark Knives Black Rhino Blessed Ibis Hunting Trap Hippolyta, Divided Singsong Satyr Lightdaemon King Hyperion Phylactery Deception, Unshrouded Dart Maniac Auric Rush Drider of the Depths Prescient Spellbinder Inspirator Give Soul Sip of Elixir Runed Asp Give Mind Tracking Bolt Pyrocannon Warrior Double Dealer Light’s Levy Seer Farsight Explorer Amplification Machine

Cards Temporarily Removed

Note: Most of these will be gradually re-entering the game in sneaky card patches over the next few weeks

Seeing Stone Morgana’s Grimoire Griffith, The Chosen Pickpocket Living Container Clone Cutthroat Insight Slip Blade Cultivate Fickle Cambion Firewine Light, Ascended Heads or Tails Apocalypse, Now! Rune Of Sight Nethergram Soothsayer Jinxblade Duelist Shadow Slash Destructive Dagger Read The Leaves Seer Take Them All On Balance Summoner Sign of Avarice Odin, Endless War Double Dealer Ancient Texts Deception, Unshrouded Vault Vagabond

Cards Changes (balancing)

Influential Incubus

Before: Roar: For every two Nether in your deck, this creature gains 1 health and deals 1 damage to your god.

After: Roar: For every three Nethers in your deck, this creature gains +1 health and deals 1 damage to your god.

Petard “Elder”

Before: Roar: Deal 3 damage to a random enemy creature.

After: Afterlife: Deal 2 damage to a random enemy creature.

Amplification Machine

Before: Backline. The first friendly roar effect each turn will trigger twice with a random valid target.

After: Ability: Return target friendly creature to your hand. Reduce its mana cost by 2 this turn.

Wrath Zealot

Before: Deadly. Roar: Summon two copies of this creature.

After: Deadly. Ward. Roar: Summon a Wrath Zealot.

Death Masque

Before: Roar: Choose a creature. Afterlife: Destroy the chosen creature.

After: When a friendly creature dies, give burn +1 to a random enemy creature.

Cambion Runelord

Before: Roar: Add 1 rune to your hand for each Nether in your deck.

After: Roar: Add 1 rune to your hand for every 3 Nethers in your deck.

Endow Wings

Before: Give a friendly creature: “At the end of your turn, reveal a random card from your opponent’s hand”. Draw a card.

After: Give a friendly creature ward and “at the end of your turn, add a copy of a random card from your opponent’s hand.”

Leyline Djinn

Before: Costs 1 less for each mana you’ve spent on spells this game.

After: When Leyline Djinn is in your hand and you cast a spell, reduce Leyline Djinn’s cost by the spells mana cost.

Aquatic Torturer

Before: Can only attack if you control 2 other Atlanteans. Your other Atlanteans gain flank.

After: Can’t attack gods. Control Atlantean: Roar: Friendly Atlanteans gain flank, Aquatic Torturer loses can’t attack gods.

Mugging

Before: Secretly target an enemy creature. If that creature attacks next turn, summon three 2/2’s that attack it. Else, return this card to your hand.

After: Summon 3 1/1 Rogue Skulkers, they attack target enemy creature.

Leviathan Hunter

Before: Roar: Equip a 2/1 Barbed Hook.

After: Roar: Equip a 1/2 Barbed Hook.

Grass Roots

Before: Obliterate two random cards from your void. Add two random Nature cards to your hand.

After: Add 2 random Nature cards to your hand. Obliterate 6 random cards from your void.

Outcast Amazon

Before: Roar: Select a new god power. It cannot be used this turn.

After: Roar: Select a new common god power from your god. It cannot be used this turn.

Reflection Elementalist

Before: Roar: Summon 2 copies of this creature.

After: Ward. Roar: Transform a friendly creature into a Reflection Elementalist.

Netherborne Binder

Before: Afterlife: Heal your opponent’s god for 2.

After: Afterlife: Heal your opponent’s god for 10.

Flying Carpet

Before: Pick one: Gain ward, or reveal a random card from your opponent’s hand.

After: Pick one: Gain ward, or foresee 1.

Wasteful Shax

Before: Regen 1. At the end of your opponent’s turn, obliterate a random creature in your hand. Destroy Wasteful Shax if you cannot.

After: Regen 2. At the end of your opponent’s turn, obliterate a random creature in your hand. Destroy Wasteful Shax if you cannot.

La Bolefuego

Before: Roar: Spells cost 5 more for your opponent’s next turn.

After: Roar: Put all spells in your opponent’s hand on top of their deck. For each spell moved, give them a Rune Of Sight.

False Peace

Before: Return 2 random enemy and 2 random friendly creatures to their owners’ hands.

After: Return 2 random enemy and 2 random friendly creatures to their owners’ hands. Your creatures returned this way have their cost reduced by 2.



Vile Mantis

Before: Roar: Destroy two other random friendly creatures, and gain +3/+3 for each creature destroyed.

After: Roar: Destroy two other random friendly creatures, and gain +2/+3 for each creature destroyed.

Raiding Kraken

Before: Costs 1 less for each enemy creature on the board.

After: While Raiding Kraken is in your hand, if you play a creature, reduce mana cost by 1.

Loam Naturalist

Before: At the end of your turn, remove 3 cards from your void and add a random Nature card to your hand.

After: At the end of your turn, remove 3 random cards from your void and add a random Nature card to your hand.

Nature, Overgrown

Before: Roar: Obliterate 12 cards in your void. Refresh 6 mana. Your god power becomes Cultivate.

After: Roar: Refresh 7 Mana. Obliterate your Void. Change your God Power to Cultivate.

Morgana’s Grimoire

Before: All your spells that cost no more than your total unlocked mana gems have their cost reduced by 2. Whenever you cast a spell, remove 1 durability.

After: Ability: reduce by 1 the cost of all spells in your hand that costs no more than your total unlocked Mana gems. Remove 1 durability.

Arcane Sphere

Before: Creatures damaged by this get burn +5.

After: Creatures damaged by this get burn +4.

Magic Missile Launcher

Before: Godblitz. Afterlife: Deal 2 damage to two random enemy creatures.

After: Afterlife: Deal 2 damage to two random creatures.

Thanakris Spell-Locusts

Before: Deadly. At the start of your turn, move this card from the void to your hand, choose and Obliterate a card, then summon this creature.

After: Deadly. Afterlife: At the start of your next turn, choose and obliterate a card, then summon this creature from the void.

The Portable Fortress

Before: Frontline. Cannot attack.

After: Frontline. Can’t attack. At the end of each turn, set this creature’s attack to 0.

Relay Runner

Before: Afterlife: Summon a 2/2 Relay Runner

After: Roar: If there is another Relay Runner on the board, all Relay Runners gain +1/+1.

Hardened Channeler

Before: Protected. Roar: Deal 1 damage to all enemy creatures.

After: Afterlife: Deal 1 damage to all enemy creatures.

Zaxiom, Cryptic Panther

Before: If any creatures in your hand have deadly, flank, frontline, hidden, protected, twin strike, or ward, gain those attributes.

After: Roar: If any creatures in your hand have deadly, flank, frontline, hidden, protected, twin strike, or ward, gain those attributes.

Hector, Prince of Troy

Before: If any creatures in your void have blitz, flank, frontline, leech, protected, twin strike, or ward, gain those attributes.

After: Roar: If any creatures in your void have blitz, flank, frontline, leech, protected, twin strike, or ward, gain those attributes.

Anti-Magic Expert

Before: Roar: Gain control of an enemy creature until the end of turn. It gains sleep at the end of turn.

After: Roar: Gain control of an enemy creature until the end of turn. Give it godblitz. It gains sleep at the end of turn.F



Larceny

Before: Search your opponent’s deck for any card and put it into your hand. Shuffle an Empty Card into your opponent’s deck.

After: Delve a card from your opponent’s deck, move it to your hand and shuffle in an Empty Card.

Warrior

Before: Roar: Gain 2 random buffs out of: Flanking, twin strike, leech, attack +1, health +1, or protected and -1 health.

After: Warrior randomly gains flank, twin strike or leech and +1 health or attack when summoned.

Cultivate

Before: Obliterate 2 random cards from your void. Refresh 4 mana.

After: Obliterate 2 random cards from your void. If your void is empty, refresh 4 mana.

Wildfire

Before: Deal 3 damage to all creatures. Each creature that remains gains burn +1 or confused, chosen randomly.

After: Deal 2 damage to all creatures. Each creature that remains gains burn +1 or confused, chosen randomly.

Lightning Strike

Before: Deal 3 damage to a random enemy creature, with a 50% chance to hit that creature up to 3 more times. Refresh 1 mana gem for each miss.

After: Deal 8 damage to a random enemy creature, and give it burn +2.

Rampart

Before: Frontline. Cannot attack.

After: Frontline. Can’t attack. At the end of each turn, set this creature’s attack to 0.

Trial Spirit

Before: Roar: Give a friendly creature health +2.

After: Roar: Give a friendly creature +1 health.

Battlebard

Before: Roar: Give a friendly Viking +2/+1.

After: Roar: Give a friendly Viking attack +2.

Amplureal, Sentient Shard

Before: Deadly. Frontline. Roar: Add an Amplureal, Sentient Shard to your hand.

After: Deadly. Afterlife: Put an Amplureal, Sentient Shard on 3rd from the top of your deck.

Illuminated Warrior

Before: Roar: Give the Chosen One +1/+1 and move it one card closer to the top of your deck.

After: Roar: Move the Chosen One three cards closer to the top of your deck.

Vampiric Skull

Before: Burn 1. Roar: Summon a creature with 3 mana or less from your void.

After: Burn 1. Roar: Summon a random creature with 3 mana or less from your void.

Zealous March

Before: Summon six 2/2 Acolytes, give them frontline and protected. For each Acolyte not summoned, heal your god for 4.

After: Summon six 2/2 Acolytes, give them protected. For each Acolyte not summoned, heal your god for 4.

Black Jaguar

Before: Confused. Regen 1.

After: Confused. Regen 2.

Eavesdrop

Before: Reveal a random card from your opponent’s hand.

After: Foresee 1.

Discovery

Before: Delve a card from the top three cards of your deck.

After: Delve a spell from your void. Give it soulless and it costs +1 mana.

Soul Burn

Before: Deal 3 damage to each god.

After: Give a creature burn +2, then deal 2 damage to your opponent’s god, then your god.

Undying Wish

Before: Deal 2 damage to your god. Give a creature “Afterlife: Summon a 2/2 with “Afterlife: Summon a 2/2.””

After: Give a creature without soulless “Soulless. Afterlife: Summon a 2/1 ghoul with soulless”.

Blood Ritual

Before: Destroy a friendly creature. Draw 2 cards.

After: Give a friendly creature +1/-1 permanently and leech until the end of the turn.

Forage

Before: Add a random Nature card to your hand.

After: Remove 3 random cards from your void, if your void is empty, add a random nature card to your hand.

Flourish

Before: Randomly give each friendly creature health +1 or attack +1.

After: Give two different random friendly creatures +1 attack.

Leech Life

Before: Deal 2 damage to a random enemy and heal your god for 2.

After: Deal 2 damage to a random enemy creature. Give a random friendly creature +1 health.

Onslaught

Before: Give a creature blitz.

After: Give a friendly creature blitz.

Summon Acolyte

Before: Summon a 2/2 with frontline and ward.

After: Summon a 2/2 Acolyte.

Heaven’s Light

Before: Give health +2 to all friendly creatures.

After: Reduce an enemy creature’s attack by 2, but not to less than 1.

Heal

Before: Heal 2.

After: Heal a character for 2. If you heal a creature with full health, it gains health +1.

Chosen Visions

Before: Heal your god for 2. Give the Chosen One +2/+2 and move it one card closer to the top of your deck.

After: Look at the top 2 cards of your deck. Give the Chosen One +2/+2, and move it 3 cards closer to the top of your deck.

Flip

Before: Swap the attack and health of a friendly creature, then give it attack +2.

After: At the end of your turn, add a random card from your opponent’s god to your hand.

Animal Bond

Before: Summon a random confused creature, and refresh some mana.

After: Randomly summon a 1/2 Badger or a 2/1 Eagle.

Intense Training

Before: At the end of your turn, give +2/+2 to a random creature in your hand.

After: At the end of your turn, give +1/+2 to a random creature in your hand.

Slayer

Before: Give attack +3 to your relic this turn, if you cant, equip a 3/1 Hand Axe.

After: If you have a relic equipped, give it +1 durability. If you don’t, equip a 2/1 Hand Axe.

Thievery

Before: Look at the top card of your opponents deck. You may move it to the bottom of their deck and add a copy to the top of yours.

After: Your god power becomes a copy of your opponent’s. You can activate the copied god power this turn.

Clear Mind

Before: Foresee 2.

After: Foresee 2. Your god gets protected.

Faustian Pact

Before: Draw 13 cards. At the end of your turn, obliterate your hand.

After: Draw 9 cards. At the end of your turn, obliterate your hand.

Balance Summoner

Before: All anims, enchanted weapons, and runes cost 0 mana.

After: All anims, enchanted weapons, and runes cost 1 mana.

Rampaging Leviathan

Before: Confused. Overkill damage is randomly split among enemy characters. Roar: Deal 8 damage to a random enemy creature.

After: Confused. Overkill damage is randomly split among enemy characters. Roar: Deal 5 damage to a random enemy creature.

Living Container

Before: Roar: Destroy a friendly creature. Afterlife: Give it +2/+2 and return it to the board.

After: Roar: Destroy a friendly creature. Afterlife: If the creature is in a void, give it +2/+2 and return it to the board.

Firewine

Before: Give all your creatures attack +2, and overkill damage from your creatures is randomly divided amongst enemy characters until end of turn.

After: Give all your creatures attack +2 and “overkill damage from your creatures is randomly divided amongst enemy characters” until end of turn.