Prestige cards are here! Prestige cards are full-art versions of the cards with gold borders and a premium look. Prestige cards appear in card packs and can also be crafted, but they’re rarer than the regular versions of the cards and cost more essence to craft. We’ve also added thirteen new cards to the core set; check out Xelhua The Builder’s effects on artifacts or The Oak of Dodona’s grim foretellings.

Features & Bug Fixes

Prestige cards

Prestige cards are full art versions of regular cards



Each card in a pack has a chance to be upgraded to a prestige card with higher rarities having a higher chance to be upgraded



Prestige cards can be crafted from scratch using essence



Existing non-prestige cards can be upgraded to prestige using mythril



Prestige card text will auto-hide when not in focus (prestige card text can be forced ON with an option in the Game settings menu)



When a prestige card is acquired decks containing the non-prestige version of the card will be automatically updated with the prestige version (this can be disabled with an option in the Game settings menu)



Prestige cards will randomly show up as draft options (probability is dependant on the number of that prestige card in your collection)



Added ‘prestige’ as a card filter term



Future work: We will eventually have a collapsed view mode for both the collection and deck views where all versions of a card are collapsed into a single entry

New cards: Barbed Arrows, Cognate of Eratos, Fossegrim, Canine Cavalry, Pseudonomicon, Salt the Fields, Scourge of Serpents, Serapis False Apostle, Spirit Stones, Stab Crab, Tangleskein, The Oak of Dodona, and Xelhua the Builder

Added portraits

Approximately 70 of the minions now have spoken lines on entry. One (Sweet Spinnerette) has a spoken line on death.

Fixed inconsistent card burning on mobile devices

Improved hit detection for cards in hand

Added matchmaking bias against a rematch against the same player (1v1 modes only)

Matchmaker now adds a bias to players using featured decks to leave some breathing room for early players to queue with self-brewed decks

Improved visibility of action highlights for artifacts

Clipping/tapping on match id in the escape menu copies it to your clipboard (native clients only)

Path art now selectable as deck art

Card Layout section added to in-game guide

Added play time to player profile

Added tooltips to Maat, Kismet, and Favorite Card in player profile

Fixed a bug where banishing a minion while zoomed into both that minion and the lane enchantment that it occupies could leave the enchantment “stuck” on the screen

Fixed bug where music volume was incorrectly boosted after finishing a match

Fixed a bug where unzooming the graveyard while a card is being returned from the graveyard to your hand could cause that card to become “invisible”

Fixed a bug where a zoomed card could become “stuck” when interrupted by a targeted effect

Fixed ‘find player’ issue where exact name matches were not given priority to be in the returned results

Fixed issue where invalid deck names were allowed on deck import

Fixed long player names peeking out into the Vs intro screen on certain resolutions.

Fixed misaligned hit boxes for tab buttons

Fixed a draw-ordering bug between marquee text (targeting instructions) and lane enchantments

Fixed a bug where minions with rush would briefly display the double action icon at the start of their first turn in play

Fixed a bug where a minion with Re:Spawn on Orpheum of Horrors does not trigger the Orpheum when it dies (this should also fix similar interactions between Re:Spawn and Compulsory Curse, Misfortune, Vengeful Heirloom, Vulcan Brand, and Yana Virus)

Fixed a bug where casting Wake the Bones quickly after an attack that would put the only valid target of the spell into the boneyard would prevent the player from casting spells for the rest of the game session

Fixed a bug where minions going to the boneyard while affected by War Fan would erroneously lose their mana cost reduction

Fixed a bug in abilities ordering where stealing a Bela, Witch Queen with Traitorous Murmur that would cause Bela’s energy to be one less than expected

Fixed a bug where activating Ghūl’s boneyard banish ability from the middle lane in 2v2 at the same time as your partner performing an action preventing the ability from resolving would cause the selected card to become “stuck”

Fixed a bug where casting Feng Shui Master on Root of the World could result in the Feng Shui Master not getting Root of the World’s activated ability

Fixed a bug where Xerxian Saboteur could miss damaging some artifacts

The replacement prompt when casting Pillage with all artifact slots already filled is no longer cancellable

Reveal hand abilities (Mind Freak, Vodnik Informant, Lore Broker) now properly update the card tracker

Mind Freak now properly shows the abilities of revealed cards with Stealth

Card tracker now properly updates when a Stealth minion is revealed while in play

Crafting mode now automatically changes to essence when last wild card is used

Known Issues

The Block feature on the Social panel is NYI

Guilds are NYI

A new bug prevents you from selecting revealed cards in your opponent’s hand - this will get fixed next patch

Paths & Powers/Tuning

Foresight

... or pay 1 life and Divination 2 your own.

Taking a swing against the whole ‘life costs on powers’ pattern.

Reanimate

COST: (2) → (3)

Once per turn, banish the bottom card of your boneyard and pay 1 life to…

See above; life cost, begone!

Cards/Tuning

Blood Moon

2[R]R → 3[R]R

Your minions have Life Tap and 'Demise: Draw a card' until your next turn → end of turn

Dream Weaver

ABILITY COST: (1) → (1)Y

Forlorn Spirit

Deal 1 damage to your opponent → each opponent

Obviously this only matters in 2v2, but giving the intentionally weak spirits a limited context within which to be stronger has interesting implications for them and Melinoë.

Godsbane Transport

(2)▼ → (2)▽

Godspore Mushroom

Mutation outputs adjusted to include some more negative outputs, (like Splicing Lab has) and jackpot into some of the stronger ability combos less frequently.

Pretty self-explanatory, but basically it should be a little less consistent.

Harvester

Awaken: Gain 4 life → 3 life

Howling Abyssal

[Demise]: If your opponent has 6 or more life, deals 3 damage to them → All players discard cards at random until they have five or less cards in hand

Rare and Mythic slots often represent opportunities to define or respond to play patterns within a set. It’s okay to be flavorful and on-theme without impacting the meta, but here’s an opportunity to leverage a slot against a pattern like hoarding draws.

It’s possible that the randomness will turn out to be problematic, but we’re interested in seeing how this effect impacts the game while still in Alpha.

Jin-Sook, Dollmaster

6[P]P → 6[P]PP

Misfortune

Deal 2 damage to a minion. If that minion survives, return this to your hand → Give an enemy minion Fragile 3 and ‘Demise: Deal 3 damage to its controller and return Misfortune from the boneyard to its owner's hand’

Another example of a somewhat loosely flavor-first mechanic that wasn’t really justifying its slotting within the set.

Mothmara

→ Lurker

Root of the World

Occupying minion has ‘(0): Place this minion…’ → (1)

Sword Saint

2[P] → 2[P]P

The Recursionist

After you play a spell, shuffle it into your deck → After you play a spell, return it to your hand with Ephemeral

[Demise]: Shuffle this into your deck → After your opponent plays a spell, shuffle this into its owner’s deck

Internally, she’s been the subject of countless debates and design discussions; at the end of the day, the desire for a Recursionist that’s more playable in a wider range of situations has won out, but I'll just use this space to pour one out for all the insane plays and infinite loops.

Twin Blanque

4/4 → 4/5

Twin Junah

4/4 → 5/4

White Cadejo

3/4 → 4/3

Xerxian Saboteur

Deal 6 damage to all your opponent’s → enemy artifacts

Art/VFX