Fate (1004)

Text: Death: Conjure a card of this character's element. ➞ Death: Draw a card of this character's element.

Reverted to draw. These cards lost a lot of their strategic use as conjure.

Flame Phoenix (45)

Text: Death: Do 2 Damage to enemies. Add Fireball to your deck. ➞ Death: Do 2 Damage to enemy units. Add Fireball to your deck.

Nerf to overall Hero damage output, with a wither buff to Fireball.

Fireball (431)

Keywords: None ➞ wither

Brimstone (410)

Power: 3 ➞ 2

Health: 2 ➞ 3

Stone Bros stat swap.

Sinstone (501)

Power: 2 ➞ 3

Health: 3 ➞ 2

Stone Bros stat swap.

The Beast (666)

Text: None ➞ Death: Give a random ally Hex.

Spell: None ➞ Fate

Trying a drawback death trigger paired with Fate.

Miss Aya (475)

Health: 3 ➞ 4

Health buff should help when played on curve.

Leaf Ranger (660)

Keywords: stealth ➞ stealth,lifesteal

Lifesteal buff to always benefit from the glory.

Glacial Tomb (226)

Cost: 4 ➞ 3

While recursion is powerful in a singleton world, this one hasn't had an impressive win rate.

Earth Golem (108)

Prism: wis ➞ hrt

Power: 5 ➞ 4

Moving back to Heart in an effor to consolidate what prisms are good at, along with a small nerf to damage output.

Tiamat (477)

Text: Glory: Do 3 Damage to enemy units. The enemy loses 1 max mana. ➞ Glory: Do 3 Damage to enemies. The enemy loses 1 max mana.

Power: 9 ➞ 6

Lowering this unit's stats in combat, though the glory damages the enemy hero to compensate.

Soul Taunt (785)

Text: Target unit attacks your hero. Kill it. ➞ Target unit fights your hero. Kill it.

This patch cleans up some language to differentiate attacking (sending a unit into combat) from fighting (striking each other). This comes with a buff to Saul Taunt, which no longer triggers Glory.

Psyche (423)

Health: 4 ➞ 5

Health buff after last patch nerfed the spell.

Queen of Jacks (788)

Keywords: None ➞ wither

Buff. I like this card's role.

Ominous Hoo (880)

Text: None ➞ Sunset: Gets Moonbeam.

Spell: Moonbeam ➞ None

Changing the effect to force playing this square unit on curve.

Necrotic Pact (401)

Text: Kill target ally unit. Summon your other top most expensive dead unit of its element. ➞ Kill target ally unit. Summon your other top most expensive dead unit of its element. Give it Fate.

Fate adds more value as a base case, but nerfs spell recursion. Like on say Undragon.

Geod (66)

Power: 3 ➞ 4

Health: 5 ➞ 4

Spell: None ➞ Lead

Square stats to lower the armored health, with Lead for protection.

Vile Vial (604)

Text: Do 3 Damage to your hero. Draw. ➞ Do 3 Damage to target ally. Draw.

Keywords: None ➞ wither

Trying a bigger brain version of Vile Vial.

Xavi (823)

Power: 2 ➞ 3

Health: 3 ➞ 2

Stat swap. The winrate has been strong, and this should make the value easier to clear.

Kill in Twain (455)

Text: Kill target ally unit. Draw two of its element. ➞ Kill target unit. Draw two of its element. Give each -1c.

I always expect this card to perform better than it does, so here's a spooky "free" card draw buff.

Starfield (381)

Keywords: stealth ➞ stealth,lifesteal

Glorious lifesteal buff.

Wartlock (1042)

Keywords: wither ➞ lifesteal,wither

A buff to add flex to a weird card.

Reefus (123)

Health: 5 ➞ 4

Nerf to Reef Bros.

Deepus (833)

Text: Sunset: Draw a water card if your deck is empty. ➞ Sunset: Conjure a water card if your deck is empty.

Health: 10 ➞ 9

Nerf to Reef Bros.

Eclipse (887)

Cost: 5 ➞ 4

Text: Death: Draw an armor card, lifesteal card, and wither card. ➞ Death: Draw a dark card and light card.

Element: light ➞ metal

Power: 3 ➞ 4

Health: 2 ➞ 1

Spell: None ➞ Lead

While I liked the ability to find wither and lifesteal cards, other cards have picked up that slack. I like Eclipse as a conduit between Light and Dark within Heart, along with the tech of Lead to protect the value.

Teenage Witch (696)

Health: 4 ➞ 5

Buff to a card with potential.

Card Sling (847)

Cost: 4 ➞ 3

Buff to a removal spell that has lagged behind.

Scythe Mantis (518)

Health: 4 ➞ 5

Quality of life buff to an old friend.

Crystal Cache (917)

Cost: 6 ➞ 4

Text: Draw three metal cards. Give each -2c. ➞ Draw two metal cards. Give each -2c.

Bumping down the curve to speed it up, and reduce the overall value.

Thanite (1092)

Health: 2 ➞ 1

Nerf to armored health on a consistent performer.

Gladiator (514)

Text: Glory: Gets banner and +1 Power. ➞ Glory: Gets guard and banner.

Nerfing the snowball potential on an armored unit.

Second Chance (651)

Text: Summon your top dead unit as 2/2 with banner. ➞ Summon your top dead unit as 2/2 with Shield and banner.

Another recursion "buff" that makes it harder to recur spells.

Hollow Husk (638)

Prism: wis ➞ int

Power: 2 ➞ 3

Buff, since Twisted Metal is pretty tame right now.

Hope (1065)

Cost: 8 ➞ 5

Text: Summon: Give other ally units Shroud and stealth. ➞ Summon: Give other allies Shroud.

Health: 8 ➞ 4

Bringing this way down the curve, which should help position the turn of protection aggressively.

Band Together (409)

Keywords: None ➞ banner

Small buff. Seems strong, but hasn't been strong yet.

Archeloth (632)

Cost: 5 ➞ 4

Power: 5 ➞ 3

Health: 5 ➞ 4

The ever-rumbling stats of the Archeloth tumble down the curve.

Minstrel (1054)

Text: When a unit enters your hand, give it +1/+1. ➞ When you draw a unit, give it +1/+1.

Prism: hrt ➞ wis

Consolitating a draw combo piece into Wisdom. Changed the wording to be clearer, though this does nerf Hoplite interaction.

Touch the Sky (562)

Text: Dust each unit. Make your hero 10 Health. Give your hero banner. Give the enemy hero Blind. ➞ Dust each unit. Make your hero 10 Health. Give your hero Shield and banner. Give the enemy hero Blind.

Now the caster gets an attachment too, I didn't want them to feel left out. I like that this just protects your hero from a Fireball next turn.

Maw Worm (430)

Health: 10 ➞ 9

Trimming some health off a unit that has done fine.

Riptide (839)

Keywords: None ➞ lifesteal

Buff, now with more stealing.

Sapphire (589)

Cost: 6 ➞ 5

Text: Inspire 6 cost or more: Gets +2/+2. ➞ Inspire 6 cost or more: Gets +1/+1.

Down the curve to better slot into the play pattern, with softer scaling on an armored unit.

Blood Moon (128)

Cost: 4 ➞ 3

Prism: agy ➞ tok

Just attached to Blood Hunter.

Champ (219)

Keywords: None ➞ wither

Power: 3 ➞ 2

Nerfing the hero damage output of a consistent Quest card.

Olympia (346)

Power: 3 ➞ 2

Nerfing base damage output, as the spell puts out quite a bit.

Fun Guy (13)

Keywords: guard,lifesteal ➞ guard

Health: 1 ➞ 2

Tweaked to be a little harder to pick off.

Getum Gang (960)

Spell: Metal Rune ➞ Lead

Tweaked to do one thing and do it well.

Spring Cleanse ➞ Bathe (1015)

Name: Spring Cleanse ➞ Bathe

Text: Give ally units Vapors. Give your hero Mana Potion. ➞ Give allies Vapors.

Simplified, and I've enjoyed the feeling of impending value from Vapors on the hero.

Priestess (964)

Keywords: guard ➞ guard,lifesteal

Health: 7 ➞ 6

Tweaked to have a little more flex.

Light Ranger (849)

Cost: 4 ➞ 5

Power: 3 ➞ 5

Bumped up the curve to charge more for the healing.

Taunt (1097)

Text: Give target ally unit guard and +3/+3. Give enemy units Blind. ➞ Give target ally unit guard and +3/+3. Give enemies Blind.

Buffed to be a full taunt.

Glitter (1013)

Spell: None ➞ Brainbug

Buffed with a spicy Brainbug.

Brainbug (1063)

Cost: 4 ➞ 3

Text: Conjure three enemy cards. ➞ Do 2 Damage to the enemy hero. Conjure two enemy cards.

Keywords: None ➞ lifesteal

Prism: agy ➞ tok

Just attached to Glitter.

Headcase (832)

Keywords: armor ➞ None

Prism: agy ➞ int

Health: 4 ➞ 6

Spell: None ➞ Barrier

Replacing armor with other defensive traits.

Ill Will (576)

Text: Give target enemy Hex. Give cards in the enemy hand and deck +1c. ➞ Give enemy units Hex. Give cards in the enemy hand and deck +1c.

Tweaked to leave the enemy hero alone. I'm curious to see how mass Hex performs here, as it has felt manageable in previous testing.

Colossoid (975)

Keywords: None ➞ wither

Stronk buff.

Quadra (637)

Health: 3 ➞ 4

Symmetry buff.ffub yrtemmyS

Mushka (667)

Cost: 4 ➞ 3

Power: 4 ➞ 2

Health: 4 ➞ 3

A bump down the curve. This bear can get out of control, I expect it to test a deck's removal.

Mighty Steed (98)

Prism: str ➞ hrt

Health: 5 ➞ 4

Nerf to armored health, as this moved to Heart, a prism with a lot of health.

Soul Shepherd (436)

Power: 3 ➞ 2

Pulling back on a previous buff.

Hive (541)

Power: 0 ➞ 1

Health: 5 ➞ 4

Stats tweak to lower armored health.

Hot Doggo (816)

Text: Summon: Draw a fire spell onto this unit. Ready it. ➞ Summon: Draw a fire spell onto this unit and ready it.

Keywords: None ➞ banner

Speed buff.

Desire (648)

Spell: Mad Vibes ➞ Razzle Dazzle

Spell change, as Mad Vibes went to Stargazer.

Blademaster (1112)

Health: 3 ➞ 4

Reverting an old nerf, I was too fearful.

Stargazer (1130)

Cost: 2 ➞ 1

Health: 4 ➞ 3

Spell: Dreams Undreamt ➞ Mad Vibes

Moving down the curve, I've enjoyed this effect at a more affordable cost. Now with a synergistic spell.

Cobalt (939)

Cost: 0 ➞ 1

Health: 1 ➞ 2

Good metal dog gets nerfed to 1c.

Encapsulate (317)

Cost: 7 ➞ 6

Buff to niche removal.

Levitate (772)

Cost: 5 ➞ 4

Buff. Stealing an enemy is spooky, but it seemed slow at 5c when you have to replay the unit.

Manage Memory (873)

Cost: 6 ➞ 4

Text: Dust your top four dead spells. Return your top four dead spells to hand. ➞ Dust your top two dead spells. Return your top two dead spells to hand.

Bumping down the curve to make it easier to calculate. I always YOLOed this, I'm not big brain enough.

Cube Junior (812)

Spell: None ➞ Barrier

I've been looking for places to add Barrier.

Orion (732)

Keywords: armor,lifesteal ➞ armor

Nerf to simplify.

Hannah (663)

Text: Play: Steals a target's attachment. ➞ Play: Swaps attachments with a target.

Spell: None ➞ Shroud

Buffed to have more flex with allies.

Cyclone (672)

Cost: 4 ➞ 3

Prism: int ➞ wis

Buff to niche board disruption.

Clone Army (258)

Text: Add a metal copy of each ally unit to your deck. ➞ Add a copy of each ally unit to your deck as metal with +1/+1.

Buff to a fan favorite.

Mother Ethera (336)

Keywords: stealth ➞ stealth,lifesteal

Small buff, the lifesteal may counteract some 1c overdraw.

Flank Rider (983)

Cost: 5 ➞ 4

Text: Summon: Attacks the back enemy. ➞ Summon: Fights the back enemy.

Power: 3 ➞ 2

Bumped down the curve.

Meranda (857)

Text: Summon: Give your front ally Vapors. ➞ Play: Give target character Vapors.

Buff to usability.

Mind Control (476)

Cost: 4 ➞ 3

Text: Steal target 2c or less enemy unit. It sleeps. ➞ Steal target sleeping 2c or less enemy unit. Give it Dazed.

Nerf to targeting, as you can only steal sleeping enemies, which should give the opponent more room to buff allies safely. Nerf to stealing spells. Buff to tempo.

Nakamoto (1090)

Text: Summon: Dust your deck. Give your hero that much health. ➞ Summon: Dust spells in your deck. Give your hero +1 Health for each.

Nerfed with a stricter deckbuilding requirement to go full Nakamoto. This may not be enough, and I share the sentiment that slowing it down from turn one seems fair. For now, I'm curious to see how creative the community gets.

Bauble (940)

Cost: 1 ➞ 2

Text: Summon: Draw your cheapest air spell onto this unit. ➞ Death: Draw your cheapest air spell onto your hero.

Keywords: armor ➞ stealth,armor

Power: 1 ➞ 2

Changing the role a bit from a traditional spell summoner. I like this type of "cheapest" tutoring, but want to try it with less immediate impact.

Ivy (808)

Keywords: guard ➞ wither

Worse at immediate defense.

Flame Boxer (606)

Keywords: guard ➞ wither

Worse at immediate defense.

Puppet Strings (1124)

Text: Draw a 1c enemy unit into play. ➞ Draw a 1c enemy unit into play. Give it guard.

Prism: tok ➞ hrt

I'm curious how this performs as a standalone spell. If somebody steals my Hax I swear.

Arcadeum Mask (110)

Health: 5 ➞ 6

Buff to a timeless Wisdom card.

Carbonite (585)

Power: 3 ➞ 2

Stat nerf, largely based on discovery winrate data. In general, I'm not sure how much hero armor we need, and Mighty Steed seems cooler.

Mad Vibes (508)

Text: Target unit attacks itself. Mulligan that player's spells. ➞ Target unit fights itself. Mulligan that player's spells.

Prism: wis ➞ tok

Just attached to Stargazer.

Frost Claw (1127)

Text: Give target unit Frozen. If you have no mana, give it +3 Power. ➞ Give target unit Frozen. If you have no mana, give it +4 Power.

Buff to a sleeper.

Draco (1136)

Cost: 6 ➞ 5

Power: 6 ➞ 5

Down the curve again.

Snake Attack (981)

Text: Summon two Snake. ➞ If the enemy has a unit, summon two Snake.

Usability nerf to a card with a high win rate. It's just as efficient, but forced to be somewhat reactive.

Montage (865)

Text: Ready your hero. ➞ Give your hero Shroud. Ready your hero.

A berf to add some hero shroud to the format.

Incinerate (934)

Text: Do 4 Damage to target unstealthed unit and 1 Damage to your hero. ➞ Do 4 Damage to target unit and 2 Damage to your hero.

Simplified.

Sky Key (750)

Text: Conjure a spell. Give spells in your hand banner. ➞ Conjure a spell. Give spells in your hand banner.

Keywords: None ➞ banner

Buff to banner builds.

Auntuga (1037)

Cost: 4 ➞ 3

Power: 1 ➞ 0

Health: 4 ➞ 3

-1/-1/-1. Turn one Auntuga should be more consistent ramp.

Halcyon (303)

Text: Glory: Dust the top card of the enemy grave for each damage dealt. ➞ Glory: Dust the enemy's top three dead cards.

Power: 2 ➞ 1

Nerfed the base stats and simplified the dusting.

Deactivate (1023)

Cost: 3 ➞ 2

Another buff to a targeted removal spell that hasn't met expectations.

Olifant (507)

Power: 2 ➞ 3

Health: 5 ➞ 3

Squared the elephant.

Flame Volley (1058)

Keywords: wither ➞ None

Prism: agy ➞ str

A nerf, and spreading some AoE out of Agility.

Mountain Lion (1030)

Cost: 7 ➞ 8

Keywords: banner ➞ guard,banner

Health: 7 ➞ 6

Spell: None ➞ Shield

Big Banner gets a bump up the curve.

Shockpaw (709)

Text: None ➞ Glory: Give the enemy hero Blind.

Health: 3 ➞ 2

Weaker stats to put more weight on the spell value, with glory upside.

Gemini (985)

Keywords: None ➞ guard

Defensive buff. In a pinch it can square up against an enemy.

Nessie (905)

Cost: 5 ➞ 4

Health: 8 ➞ 6

Bumped down the curve, with a change to Capsize to hinder looping. Coulter found something with Seaweaver.

Capsize (234)

Text: Return target unit to hand. Give its hero Mana Flask. ➞ Return target unit to hand. Give it Mana Flask.

This is likely a buff in terms of slowing down the unit, though it no longer disrupts the enemy hero, and is worse at recurring your own units.

Ghost Duster (705)

Power: 1 ➞ 2

Health: 2 ➞ 1

Stat swap to reduce armored health.

Archivist (649)

Cost: 4 ➞ 3

Health: 5 ➞ 4

Buffed down the curve, should be easier to bundle with the spell.

Dream Dragon (340)

Keywords: stealth ➞ guard

Spell: Shield ➞ Waking Dream

Double Dream Dragon.

Scooter (1046)

Power: 1 ➞ 0

Nerf to an armored unit.

Ponderous (323)

Keywords: None ➞ stealth

Power: 1 ➞ 2

Health: 3 ➞ 2

Swapped some health for stealth.

Mootichi (670)

Cost: 7 ➞ 6

Keywords: None ➞ stealth

Power: 3 ➞ 4

Health: 6 ➞ 4

Buff down the curve to a sleeper.

Zam (474)

Cost: 6 ➞ 5

Keywords: None ➞ lifesteal

Health: 6 ➞ 5

Big buff down the curve.

Maskweaver (1091)

Cost: 1 ➞ 2

Keywords: None ➞ guard

Power: 1 ➞ 2

Bumped up the curve to have brawlier stats.

Germinate (1147)

Cost: 3 ➞ 2

Prism: hrt ➞ wis

Buff to weirdo removal.

Cloud Guard (1142)

Text: When an enemy is summoned, this unit attacks it. ➞ When an enemy is summoned, this unit fights it.

Health: 6 ➞ 5

While this can be surprisingly manageable, the stats still seemed overtuned.

Biome (1143)

Keywords: banner ➞ stealth

Power: 1 ➞ 2

Health: 5 ➞ 4

Spell: None ➞ Ent Mask

Tweaked to have a spell.