Fun Guy (13)

Cost: 3 => 1

Text: Death: Do 1 Damage to enemies. Add two Doom Shroom to your deck. => Death: Give ally units +1/+1. Add Doom Shroom to your deck.

Keywords: guard,lifesteal => guard

Health: 3 => 1

Merged with old Vialet to change up the role a bit, less guard hp overall.

Ifrit (235)

Text: Death: Dust your hand. Draw that many fire cards. => Death: Discard your hand. Draw that many fire cards.

Health: 6 => 7

Ifrit got worse with recent changes to fatigue, so this has been buffed with an extra HP, and discard instead of dusting should open synergy.

Bad Dreams (383)

Cost: 2 => 1

Text: Give enemy units -2 Attack. Give units in the enemy hand -1 Attack. => Give enemy units in play and hand -1 Attack.

Bumped down to potion status, keeps the effect symmetrical between play and hand.

Chain Toss (607)

Keywords: banner => None

Prism: agy => tok

Nerfed, and only an attached spell now, largely to simplify.

Volcanic Eruption (807)

Cost: 3 => 6

Text: Dust your dead fire cards, and this spell. Do X Damage to all units. (Number dusted.) => Dust your top dead fire card to do 5 Damage to all units. Dust another to give enemies Dazed.

Prism: tok => str

Making this sweeper less all-in. Trying to consolidate the elemental synergies into prisms with more of that element.

Gemini (985)

Text: Play: Set target unit to 8/8 with Lead. => Play: Target unit copies this unit's attack, health, keywords, and attachment.

While this opens some hand-buff synergy, I hope it's an overall nerf to buffing armor and guard units, as they'll lose those keywords. (Though stripping an enemy of guard may counteract that nerf.)

Hyper Beam (312)

Text: Do X Damage to target unit. Give it Dazed. (Size of the enemy hand.) => Give target unit Dazed and damage it equal to the size of the enemy's hand.

Dazed before damage, for stronger enchant counterplay. (At least against Spell Shield and Fate, maybe not Ent Mask.)

Cross Reference (790)

Prism: int => agy

Back off the bench.

Sky Aura (876)

Cost: 10 => 8

Text: Has -1c for each element in your grave. Draw three spells of different elements. => Has -1c for each element in your grave. Draw two spells of different elements.

Prism: agy => wis

Nerfed the overall output, in part to nerf cost combos like Headcase.

Snaptrap (798)

Cost: 2 => 1

Text: Give target sleeping enemy Chains. Do 3 Damage to it. => If a target is sleeping, give it Chains. Do 2 Damage to it.

Moved down the curve, and loosened up the targeting.

Take Root (675)

Text: Give your hero Roots. Gain 1 max mana. => Give target character Roots. If it's your hero, gain 1 max mana.

Buffed with better targeting options, curious how powerful 2c root anything is.

Maskweaver => Cosmicon (1020)

Name: Maskweaver => Cosmicon

Cost: 1 => 2

Text: Attachments on your hero have -1c. => Heroes can't attack.

Prism: wis => hrt

Attack: 1 => 2

Health: 3 => 2

Reworked to bring back Cosmicon, new tool for the meta.

Necrosiss (882)

Text: End Turn: Dust your top two dead units to summon a Zomboid with +1 Attack. => End Turn: Dust your top dead non-dark unit to summon Zomboid with +1 Attack.

I like the non-dark clause on this and Tomb Stone, easier to track long-term zombie production.

Psyche (423)

Cost: 3 => 2

Text: Summon: The enemy draws their cheapest spell. => Summon: The enemy draws a spell.

Attack: 3 => 2

Health: 6 => 5

Back down the curve, I like this as a leading STR draw option, and I missed it at 2c + 3c.

Luna (531)

Cost: 2 => 1

Text: Death: Returns to hand if it had an attachment. => Death: Returns to hand if enchanted.

Keywords: lifesteal,wither => lifesteal

Prism: str => hrt

Lower cost should be nice buff to return to hand trigger. Limited the return condition to just enchants.

Overpower (920)

Cost: 3 => 2

Text: Your hero conjures a mind spell. Give enemy units Dazed. => Give enemy units Dazed.

Prism: hrt => str

Simplified and honed to a core role.

Drag Down (799)

Text: Give target unit -X/-X. If lethal, dust it. (Number of dark cards in your grave, plus this.) => Give target unit -1/-1 for each dark card in your grave. If lethal, dust it.

Prism: int => hrt

Adding to the pool, to test another strong dust removal, and dark incentive. Nerfed to not count self.

Spore Blast (853)

Cost: 4 => 5

Straight nerf this time, has had a high win rate.

Fuji (956)

Prism: hrt => agy

Health: 2 => 3

Buffed, with the spell being more expensive.

Blind (1017)

Cost: 7 => 5

Nerfed Blind cards, though there still aren't many sources of it.

Deactivate (1023)

Text: Give target unit Silence and it becomes 0 Attack. => Target unit becomes 1 Attack. Give it Silence.

Prism: hrt => wis

Nerfed, though hopefully still a strong source of Silence.

Birb (926)

Health: 4 => 3

Spell: None => Head in the Clouds

An old favorite statline spell combo to spice up the Birb.

Insomnia (961)

Cost: 5 => 6

Nerf, still probably fine at its role.

Ragnarok (530)

Keywords: banner => None

Prism: wis => tok

Out of the card pool, and banner nerf.

Rage Blade => Infurno (608)

Name: Rage Blade => Infurno

Text: When another ally is summoned, give it +1 Attack. => None

Keywords: None => wither

Attack: 2 => 4

Health: 5 => 3

Swapped around some Fire art, with new Fury Mask. Ability given to Rocket.

Toil & Trouble (1003)

Text: Do 1 Damage to a target. Do 1 Damage to all units. => Give ally units +1 Attack. Do 1 Damage to enemies.

Prism: wis => agy

Took the design of old Fury Mask.

Skewer (1024)

Text: Do 2 Damage to a target, or give it -6 Health if it has armor. => Do 2 Damage to the right enemy, and the enemy to their left.

Redesigned.

Deep Freeze (1019)

Text: Give target unit Frozen. Do 1 Damage to enemies. => Give target unit Frozen. Do 1 Damage to enemies. Has wither if you have no mana.

Wither buff, compensation for cost nerf last patch.

Chain Golem (1028)

Text: Death: Give allies Chain Toss. => Death: Give enemy units Chains.

Attack: 6 => 5

Health: 4 => 5

Spell: Chains => Chain Toss

Back to simpler death trigger, carrying Chain Toss.

Cloud Sloth (762)

Keywords: stealth => None

Health: 9 => 8

Double-nerf, harder to sustain.

Fury Mask (728)

Cost: 1 => 2

Text: Give ally units +1 Attack. Do 1 Damage to enemies. => Your hero fights target unit. If lethal, give your hero +6 Health.

Keywords: None => banner

Redesigned, removal spell with banner synergy.

Rodent Problem (804)

Cost: 5 => 4

Text: Summon a 1c unit, with +3/+3. => Summon a 1c unit. Give it +2/+3.

Aaaand it's back to 4c.

Soul Crush (941)

Cost: 1 => 2

Text: Dust your top dead unit to do X Damage to target unit. (Dusted unit's cost.) => Dust your top most expensive dead unit to do damage equal to its cost to target unit.

Cost nerf, effect buff.

Charkram (761)

Cost: 2 => 1

Text: Do 2 Damage to a target. If lethal, give this spell to your hero with +1c. => Do 2 Damage to target unit. If lethal, give this spell to your hero with +1c.

Buff to focus on unit killing.

Grover (523)

Text: Summon: Discard 1c or less units in your deck. Give your hero +1 Health for each. => Summon: Discard 1c or less units in your deck.

Health: 4 => 5

Removed the healing to simplify the effect, health to compensate.

Tomb Stone (1032)

Cost: 0 => 1

Text: Dust your top dead non-dark unit to summon Zomboid. Give this spell to your hero with +1c. => Dust your top dead non-dark unit to summon Zomboid with stealth. Give this spell to your hero with +1c.

Prism: str => agy

Cost nerf should be potent, no more free Zomboid. Curious how powerful stealth zomboids are as compensation.

Harpex (982)

Text: Gets +1 Attack when you draw a spell. => Gets +1 Attack when the enemy draws a card.

Attack: 1 => 2

Damage scales off enemy darw, should be harder to trigger, and the enemy can counterplay by emptying their hand. Should tone down the combo damage.

Shogun (1051)

Text: Inspire Guard: Gets +3 Health. => Inspire Guard: Gets +2 Health.

Nerfed, strong in theory more than practice.

Seargent Shred => Rage Cage (1053)

Name: Seargent Shred => Rage Cage

Text: None => Play: Give target unit Quest.

Keywords: lifesteal => armor,wither

Prism: str => hrt

Attack: 4 => 3

Health: 3 => 1

Reworked to be a more enticing Quest enabler.

Curious (953)

Prism: hrt => wis

Spell: Shroud => None

Overall Shroud reduction.

Dream Dragon (340)

Cost: 7 => 6

Keywords: guard => guard,lifesteal

Prism: hrt => wis

Attack: 6 => 5

Health: 6 => 5

Down the curve, lifesteal buff scales off effect well.

Cloud Kid (921)

Cost: 1 => 2

Keywords: None => stealth

Attack: 1 => 2

Health: 3 => 2

Bumped up the curve, less free but still pretty free.

Aqua Blade => Aqua Sword (1060)

Name: Aqua Blade => Aqua Sword

Text: Give target unit +4/+1. If you have no mana, add Aqua Blade to hand. => Give target unit +3/+1. If you have no mana, add Aqua Sword to hand.

A nerf I hate to do, but this card has been doing work.

Peace Sigil (1061)

Cost: 5 => 4

Text: Both heroes get +10 Health. All units become 1 Attack. => Both heroes {conjure} a light spell and get +10 Health.

Reworked to focus on healing, less all-in-one survival package.

Fury => Spellblade (993)

Name: Fury => Spellblade

Spell: Incinerate => Three Lashes

Fire art remix, and a spell that appreciates wither.