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Deck Sharing & Balance | IWC 0.92.1 Beta Patch Notes



[h2]Features[/h2]
Chat now supports sharing of deck saves!
Right click a deck in a deck explorer and select ‘Share to Chat’, decks in chat can be previewed by hovering over them, and saved by double clicking, or right clicking them.

Return of Ranked Badges
Ranked Badges return from IW1, these badges will be rewarded based on your highest Rank reached, similar to how profile borders are earned.

Battlefield & Fortress Visual QoL Changes
While in-game, each Fortress will change its art depending on the most recently played Location, in particular this is tied to Battlefield changes and now both will revert when a location is destroyed.

[h2]Rule Changes[/h2]

[h3]Lives[/h3]
The Lives keyword now triggers before death replacement effects. For instance, if you play Second Wind on Avatar of Lingbao, it will lose a life the first time it dies, rather than triggering the Avatar ability.

[h3]Resurrection[/h3]
Added the Resurrection X Keyword, for Aletas, Risen of Avarrach, Nero’s Experiments, and The Last Sleeper. This is mostly a cosmetic change, and doesn't affect Mutating Dead in most cases.

[h3]Consume[/h3]
Changed the Consume X Keyword from “+X/+X and heal X”, to “+X attack and heal X”. We have buffed many Consume cards to compensate.
We would like Consume to be a bit more offensively-oriented. Currently Consume is very powerful when blocking, especially when the consume value is 2 or greater, and even more so against token strategies. We also think it’s undesirable that Consume builds up a lot of both max hp and damage together, as giving an extra life or otherwise fully healing a Consume character can raise its health to unexpectedly very high levels that are a burden to keep track of. Finally, we want to simplify the mental combat math, as currently Consume 2 can block infinite 4/4s; with this change, you would need Consume 4 to block infinite 4/4s, akin to Bloodthirst 4.

[h3]Conditional drawing[/h3]
When an effect says to draw a card with a certain condition, it will now pick randomly from your deck rather than drawing the topmost card that meets the condition. This affects Seek the Prophet, Seeker of the Unpurged, Alearem the Prognosticator, Dragon of Autumn Wind, and all Recruit effects. Subject 1/MN-Y was already changed to this in a previous patch.

[h3]Returning from the Removed Zone[/h3]
Effects that Remove a card temporarily will now return that card to the Support Zone instead of the zone it was taken from if (and only if) they could return the card prior to the end-of-turn phase. (Unless the card was removed from the Command Zone, in which case it returns to the Command Zone. Nice try.) This affects Verore Kidnapper, Kidnapped by Demons, Nysrugh the Hungry, and Mega Unit 01.

[h2]Fixes[/h2]
  • Fixed Taxera ignoring card types other than Characters.
  • Added slight variation to Card resolution SFX in order to help reduce audio fatigue.
  • Added proper Undead art for transformed Infected Monk & Infected Purifier.
  • Upgraded to Unity 6.
  • Fixed players resigning forcing the other player out of the game mid resolution.
  • Fixed an issue with card stamp scaling.
  • Fixed deck builder type filters disabled by default.
  • Fixed deck builder mana curve UI element size.
  • Fix to audio clipping on deck hover.
  • Possible fix for “If you steal Haste creature with infect, you still cannot assign zones for it”.


[h2]Balance Changes[/h2]

[h3]Cards with Consume[/h3]

Alpha Demon Grants Consume 1 → 2
Hungry Devil Consume 2 → 3, 10/8 → 10/10
Infernal Chef Grants Consume 2 → 3
Consuming Swarmer Consume 2 → 3
Helmouth Labourer Grants +3/+3 and Consume 3 → +4/+4 and Consume 4
Devil of Despair No change
Xac Consume 6 → 8 (Lord of the Pit)
Nysrugh, the Ravenous Redesigned to:
4 cost
Consume 2
When another Character you control dies, Nysrugh gains +2/+2.
7/7
Nysrugh, the Insatiable Consume 3 → 5
Nysrugh, the Hungry Consume 3 → 4, 21/13 → 21/17
Hungry Abomination Consume 2 → 4
Reckless Abandon No change
Demonize and The Demon Wastes No change
Descension Consume 3 → 5

[h3]Nerfs[/h3]

By the way, if you are interested in giving your opinion on these balance changes, join our Discord! Patreon subscribers get to vote on changes as well.

Hulking Sniper only hit Deployed Flying characters (no longer hits Commanders)
It’s no fun for your commanders to die on turn 1 just because they fly.

Asu-Ra Hunts enemies only.
Quick activations from sacrifice plays are too consistent and reduce the fun of his quest.

Aleta, Immortal Sufferer activation changed to:
Exhaust, Remove a Character from your Graveyard: Create a 4/4 Undead that is Removed if it dies.

Prevents it from sustaining itself indefinitely for small initial investment to make it more interesting to build around and less powerful as an incidental inclusion. Since Core 2013, self-mill effects have gotten a lot stronger, and Sleepers has gained more sacrifice effects.

Aleta, Immortal Caretaker activation changed from +0/+4 to +0/+3.
Aleta, Immortal Tinkerer activation changed from +3/+3 to +2/+2.
These two Aletas are miles stronger than the rest because of the value they add on each activation. 3 or 4 stats for 1 resource is a pretty fair trade when normally playing characters, but buffs often have “haste”, and can be put on charge and vigilance characters to increase their immediate value. They are so efficient that activating them often takes priority over playing cards on curve, even during early turns of the game. This works against their goal of being useful commanders to fill out your curve with. We would also like to promote other commander options without making them this strong.

Avatar of Lingbao, Avatar of Yuanshi, Avatar of Daode Exhaust for 2 turns on death and clarify how death prevention works in the card text. Example: "If Avatar of Lingbao would die, it instead Exhausts for two turns and removes all damage, buffs, and debuffs."
Avatars are really powerful boss characters that all 3p cards should aspire to be more like. But they are really annoying to play against because you get no reprieve unless you have hard enough removal for them. This change should give more decks a fighting chance against them. Additional changes to the Avatars are planned to improve the playability of the less popular ones, especially with this nerf in mind.

Champion’s Companion change ability to:
Pay 1: Move target Deployed Unique Character you control directly in front of Champion’s Companion. Activate this only once per turn

Haste granting is a dangerous ability; we would like to have less of it, especially in the Overseers. Still, this should keep some of the things that make Champion’s Companion exciting while constraining positioning and adding more ways to interact with it, both for the user (such as using it to dodge battlefield removal when the foe has the initiative) and the opponent (such as exhausting Champion’s Companion to mess up the movement of a Unique Character).

Champion’s Herald change ability to:
Exhaust: If Champion's Herald is Deployed, return Champion's Herald to your Hand, then target Unique Character in your Hand costs 1 less until the end of the next turn.

Similar idea to Champion’s Companion; still lets you get a character into battle faster, but in this case still spend a turn in the Support Zone, and doesn’t work as well with topdecking.

Taunt move to front of Defense Zone → move to Assault Zone.
Assault Zone is more consistent with Ancient Aggression Emblem, better for avoiding stalled-out games, less powerful with Entangle. Losing front-of-zone makes it less of a free kill against whatever you want. It could maybe be front-of-zone if the cost was raised, but we would rather leave it at 1 cost.

Humble 2 cost → 3 cost, no longer permanent (return to normal when leaving play)
Reduce the speed at which Humble can totally shut down a commander. Add counterplay with flicker or resurrection effects. It should still be phenomenal at answering buffed threats or powerful card effects of many kinds.

Celebration of Heroes 1p → 2p
1p FD is packed with a lot of great value. Celebration of Heroes is one of the best ways to seal a victory in any character-based deck and we think makes for a good reason to consider 2p FD for your deck.

Untapped Wilderness 3 → 4 cost, reduces costs to a minimum of 1.
Untapped Wilderness is disproportionately good compared to every other source of Warpath ramp. As soon as you can play two cards per turn it’s already twice the power of BLBP, and turning 1 cost cards free is even more absurd. Plus it works on the turn you play it, and is hard to remove. Cycles of cards including Warpath typically have the Warpath member at a higher cost, because of how good it is to be Warpath and have access to this kind of ramp. We would like to put more power into other Warpath cards, and less in this one.

Dragon Collar Only steal for one turn, but work on 15+ instead of 20+:
Take control of target enemy Character on the Battlefield with attack 15 or greater and Exhaust it. Return it to the opponent’s Support Zone at the end of next turn.

We would prefer if sideboard cards stole the game less singlehandedly. This is a significant nerf to many situations, but if you can trade it away on the steal turn, or secure the win that turn anyways, it’s just as effective as before. 15+ makes it consistent with the WP/GI archetype.

Jinhai Dojo Can only train each character once.
3 Cost Location
Pay X: Remove X target allied Deployed Characters that haven’t been trained.
Pay 3, Exhaust: Move all Characters Removed by Jinhai Dojo to the Assault or Defense Zone. They gain +4/+4 and become trained.

Dojo can be uninteractive for the opponent, since you can keep hiding your whole army in the dojo over and over for very cheap.

Kidnapped By Demons 4 cost → 5 cost
Kidnapped By Demons is premium removal that bypasses many protective effects and can be unanswerable in some decks. It's pretty much an auto-include in any 1p Exiles deck. An increase to its cost should make it more fair and increase deck diversity.

Ceaseless Hunger Can no longer target the enemy Command Zone, only requires your Character to be Deployed, not on the Battlefield. New wording:
Target an allied Deployed Character and an enemy Deployed Character. Ceaseless Hunger deals damage to each equal to the other’s attack. If your Character survives, it gains Bloodthirst 4 and is fully healed.

The change to make the targeting symmetrical reduces the wordiness and the tracking needed to play the card correctly.

[h3]Cult of Verore[/h3]

Aether Acolyte 4/4 → 5/5
This card was not very rewarding even when playing a lot of Abilities, especially compared to currently dominant aggro threats. It’s pretty good with Tinker.

Hellkeeper 5 morale → 2 morale, change effect to:
When Hellkeeper dies, if it was Deployed, create a 0 cost 6/6 Demon token with Flying in your Hand and in your Deck.


Hellcaller top of deck → hand:
When you Deploy Hellcaller, place target Demon card from your Deck into your Hand.


Thunder Apprentice 3/3 → 4/3
A fun card to make slightly scarier. More life pressure, can trade with more 1 drops to raise the floor on it.

Grotesque Brute Change card text to:
Cannot block
When you play your second Ability in a turn, Grotesque Brute gets Indestructible until the end of turn.


Summoner of the Deep Makes 6/6 flying demons instead of 4/4.
This seems like a good sac outlet of choice for sac decks. They deserve one like this.

Aleta, Immortal Sorceress Add splash damage to activation:
Pay 4, Exhaust: Deal 6 damage to target Character on the Battlefield and 2 damage to each adjacent character.


Twins in Gray rework:
8 cost
When you play an Ability card, Twins in Gray gains +2/+2. If Twins in Gray is Deployed, also create an Aether Acolyte.
10/10
We want this to be a sweet 1p CoV commander in spellslinger decks. Make as many Acolytes as you want in a turn instead of just one!

Agent Mereor Change to:
When Agent Mereor kills an enemy, all your other Agents in Play gain +1/+1.
Pay 2: Target a Character. If it's an enemy, deal 3 damage to it and heal your Fortress for 3. Otherwise, heal it for 3 and deal 3 damage to the enemy Fortress. Activate this only once per turn.


Aleta’s Attendant 2 → 3 morale burn
Masked Initiate 4/6 → 4/9
Acolyte of the Crypt 2/2 → 4/4
Battlefield Scavenger Defense Zone → Battlefield
Neophyte Summoner 2/2 → 2/4
Verore Brute 8/8 → 4/16
Intimidating Brute -1 attack → -2 attack, 10/12 → 15/12
Alearem the Prognosticator No longer requires deployment; can draw cards from command.
Defiant Brute Opponent sacrifices a random character from the same-named Zone. (Was previously fully random.)
Verorian Hydra 10/10 → 12/12
Heat Wave 3 → 2 cost

[h3]Descendants of the Dragon[/h3]

Xi, Who Wanders Far Change to:
At the start of combat, if Xi, Who Wanders Far is attacking, the first enemy Character in the Assault Zone has its attack set to 0 until the end of turn.


Undisturbed Monk is in the Support Zone → Deployed and did not enter combat, 4/12 → 4/15
(so you can keep it in the back of Defense too, just in case)

Inspire Gain “and each Character with the same name”
We want to start making a “same-name matters” archetype in DoD/WP. It’ll be fun for Unified Protector and Invincible Defender. Maybe beast tokens or One of Many too.

Peaceful Garden All Characters deal 2 less damage → All Characters in play get -3 attack.
Since this is symmetrical it can be spicier. While we're at it, let's make the effect more visually apparent and remove the noncombat character damage reduction to keep it simple.

Vengeful Warrior 2/4 → 2/5
Inspiring Soldier 7/8 → 8/8
Unified Protector Gain “Pay 3: Recruit a Unified Protector.”
Meditating Monk +2/+0 → +3/+0
Shieldbearer 4/14 → 6/14
Jade Golem 8/12 → 8/18
Resolve of the Dragon two turn → one turn exhaust
Xi’s Plea 20% -> 25%
Vigil +0/+2 → +0/+4 if you control it
Like Ferocity. Great Wall of Jinhai 4 → 3 cost
The Great Fortress of Xia Han 7 cost → 6 cost, heal 5 → heal 6 per turn

[h3]Overseers of Solace[/h3]

Carlota’s Honor Guard Buff to:
4 cost 8 morale
Flying, Vigilance
While an allied Carlota is Deployed, she gets Untouchable and Carlota’s Honor Guard gets +6/+6.
10/10
Make this a better 3p player even without Carlota.

Melosia, Champion of Despair 2p → 1p, 8/8 → 10/10, gain new effect but require Battlefield.
5 cost 13 morale
1p OoS
Flying
While Melosia is on the Battlefield, when the enemy Fortress is damaged or your Fortress is healed, your opponent loses that much morale.
10/10


Rescue Angel rework:
5 cost
Vigilance
If your Fortress has 50 or less health, Rescue Angel costs 0.
At the start of combat, if your Fortress has 25 or less health, Rescue Angel Ascends and gains +3/+3 and Flying.
6/12


Agent Coyle, Ascended Rework:
7 cost
Flying
Each turn, the first time that Agent Coyle, Ascended enters combat with another Character, Remove that Character. The second time a Character is Removed this way, Transform into a 25/25 Flying Unstoppable Angel Dragon.
10/10


Daclerius, The Law 6/6 → 5/8
Adaptive Drone 5 → 1 morale
Serennia, Champion of Life Now properly grants Lifelink 2, 6/6 → 10/10
Azael, the Torn 10/10 → 10/14
Angelic Veil Preemptive. Until the end of turn, your Fortress gets Barrier 1 and cannot be dealt non-combat damage.
Die Another Day 9 → 6 cost. Your Fortress health and morale can’t drop below 1 this turn. Remove all other copies of Die Another Day from your Hand, Deck, and Graveyard.

[h3]Sleepers of Avarrach[/h3]

Plaguebearer 2/2 → 2/5
Giving Zombie tokens +1/+1 is a noble aim we want to support - surviving a 4-damage sweeper is a good start towards that.

Patient Zero change to:
8 cost 10 morale
When you Deploy Patient Zero, kill target Character on the Battlefield.
When Patient Zero kills a Character, that Character is Raised to your Support Zone under your control.
14/14


Looming Resurrection 1% → 2%
Huge buff, taking this from a moonshot long-term investment to a much more reliable source of value. Should be more usable in Rift Run now especially.

Best Fiends minor wording change:
When you Deploy Best Fiends, Raise all other Best Fiends from your Graveyard to your Hand.


One of Many Exhumed dies → enters
The game needs more dies triggers generally, but having less complexity to track on the field is better in this case. Does the opponent want to spend effort to try avoiding killing this? Not really, probably.

Engine of Reincarnation rework:
7 cost Artifact
At the end of turn, summon a 4/4 Undead for each nontoken Character you control that died this turn, and a 2/2 Husk for each non-Husk token Character you control that died this turn. These tokens are Removed if they die.
It is better for cards like this to keep the game state moving rather than locking up your resources each turn, so we’re reworking this from an activation into a late game value artifact. The flavor of degrading immortality is cool, and better gameplay than a truly never-ending army that can block forever on the ground.

Acid Rain 2 → 3 damage
Poison 3 → 4 damage
Super Infectious Zombie 6/12 → 7/14 :) Aleta, the Cured Immortal Pay 6 → Pay 5 to activate

[h3]Misc[/h3]

Cannon Fire 3 → 2 cost
This seems like a large buff, and it is. But think about Death Ray! Too many removal spells in this game are really weak and can’t actually stand up to tempo plays.

Laser Cannon 5 damage → 7 damage
Laser Cannon being 5 cost means it should be higher-impact removal. Being able to trade well against an army of smaller characters or a smaller dragon should make it more useful.

Unending Drone stats increased 2/2 → 3/3, morale cost also increased 1 → 2
Unending Drone has struggled to keep up with the stats of other swarm strategies. We don’t want it to be too good at stalling and trading off forever, though.

Hunt 5 → 4 cost
Corrupted Forest +2/+0 → +3/+0, -2/-0 → -3/-0, cost 8 → 9
Shrapnel Launcher Deal 4 damage to target Character on the Battlefield and each adjacent Character.
Mathilda ‘Mads’ Fianna Pay 4 → Pay 3 to activate.
Bounty Hunter, Demon Hunter, Drone Hunter, Infection Hunter Gain Reach, and change from “Deals double damage to TYPE.” to “When CARDNAME deals damage to a TYPE, kill it.”
Dugg Keep Fortress health above 100 if Dugg dies (but can’t heal further. Technically a game rule change, not a Dugg change)
Deflect 3 → 2 cost
Explore 4 → 3 cost
Infinite Possibilities 5 → 4 cost

[h3]Swarmers[/h3]

Brutal Swarmer 8/8 → 9/9
Unending Swarmer 8/8 → 9/9

Warped Swarmer rework:
2 cost 3 morale
While Warped Swarmer is Deployed, when an Insectoid you control dies, if it was killed by an enemy Character, it deals 2 damage to that Character. Otherwise, it deals 2 damage to the enemy Fortress.
6/6


Sentinel Swarmer 4 → 3 cost, 6/6 → 7/7, Draw only once per turn. New text:
When another Insectoid you control enters the Deployed area, if Sentinel Swarmer is on the Battlefield, draw a card. This ability triggers only once each turn.



Links

- Discord
- Patreon
- Website

Welcome to Ranked Season Zero

Greetings Rift Runners! It's our great pleasure to say...
Welcome to Ranked!

If you haven't seen the latest patch notes yet, check them out: Ranked & Chat | IWC 0.92.0 Beta Patch Notes

We are very excited to bring you Chat and Ranked together in order to help you find matches. Today we want to dive more into the details of Ranked in particular to let you know more about it. Please feel free to reach out on our Discord if you have any other questions.

  • Reach Player Level 10 to unlock Ranked mode.
  • Play Ranked Mode to earn Gold and XP at a higher rate.
  • Start in Iron Rank and climb all the way to Infinity Rank! Unlock Profile Frames for reaching new Ranks.
  • Place on the Ranked Season Leaderboard to earn Lightmare Points and Gold.

[h2]Details[/h2]
Ratings begin at 1000. Each Ranked Season will last two months (Season Zero will run slightly longer, through March and April). At the end of the season, leaderboard rewards will be distributed and ratings will be compressed (for example, if you end a season with 2000 rating, you will start the next season with 1500 rating). Reaching each rank for the first time will award you a matching Profile Frame. The ranks are:
  • Iron - Play one game of Ranked Mode
  • Bronze - Reach a rating of 1200 or greater
  • Silver - Reach a rating of 1400 or greater
  • Gold - Reach a rating of 1600 or greater
  • Platinum - Reach a rating of 1800 or greater
  • Diamond - Reach a rating of 2000 or greater
  • Infinity - Reach a rating of 2200 or greater

The new Ranked Leaderboard fully replaces the old XP Leaderboard. The rewards structure has been changed:
  • First place: 1000 LM points, 2000 gold, Champion title, Champion profile pic
  • Second place: 750 LM points, 2000 gold
  • Third place: 600 LM points, 2000 gold
  • Fourth place: 500 LM points, 2000 gold
  • Fifth place: 400 LM points, 2000 gold
  • 6th-10th place: 300 LM points, 2000 gold
  • 11th-25th: 200 LM points, 2000 gold
  • 26th-50th: 100 LM points, 2000 gold
  • Top 51st-100th: 1000 gold

Rating changes use a basic implementation of Elo. Rating changes are typically but not always zero-sum (e.g. when you gain 10 points, the opponent also lost 10 points). Asymmetry may occur if a player in Infinity Rank (2200+) is playing a player in a lower rank, or if a player is at the minimum rating.

There is currently no matchmaking algorithm, based on rating or otherwise. You will match with whoever shows up first. This is to ensure that you can find matches as quickly as possible. We will implement rating-based matchmaking if enough players consistently populate the Ranked queue.

Gold and XP are rewarded for each Ranked game played, won or lost. The reward will be reduced if you concede the match too quickly rather than playing it out. Additionally, there is a weekly cap on the total Gold and XP that can be earned this way.

Please note that any and all mechanics and rewards of Ranked may change in the future, although we will make our best effort to avoid potentially disruptive changes, especially in the latter half of a season.
[h2]Notes[/h2]
  • Currently, Ranked is best-of-one only, unlike the best-of-three matches featured in the original Infinity Wars. We wanted to get Ranked out into the world sooner, and multi-game matches and sideboarding are new features that would have delayed its launch entirely. We also think that shorter match times are desirable for keeping the queue moving more.
  • Ranked is currently subject to a time-lock system. The purpose of this is to try to cluster players together to increase the likelihood of prompt matches. This is experimental and we may change it live or remove it based on feedback and data.
  • It may be sometimes be easy to determine who you will match against if you're paying attention to who's online. This can be mildly undesirable in certain cases, and we may make small adjustments, but don't see it as a big problem. After all, you can even advertise that you'll be queuing up in Global Chat if you want!
  • The integrity and fairness of competitive play is important to us. Please report any unsportsmanlike activity to us privately; you can send a Bug Report in game or email us at [email protected]

Ranked & Chat | IWC 0.92.0 Beta Patch Notes



[h2]Ranked[/h2]
The Ranked mode comes back to Infinity Wars in this high-stakes, best-of-one competitive experience. Climb the leaderboard and earn your place among the top players. Ranked mode is available in limited-time queue windows every 15 minutes. At the end of the season, ranks will reset, and players will receive exclusive rewards based on their final standing. See you out there rift runners!

[h2]Chat[/h2]
Stay connected with text chat! Chat with other players from the main menu to have post match breakdowns with your opponent or discuss deck strategies. Everyone will also receive real-time notifications when someone joins the queue, so you never miss a chance to jump into a game!


[h2]Fixes[/h2]
  • Fixed API issue preventing account registration.
  • Fix wrong description string for Sinew and Steel per-constructed deck.
  • Fix Shield Generator not working on the Command Zone.
  • Fixed deck statistics inside deck builder not updating when opened.
  • Fixed some transformations not updating card art.
  • Fixed filing cabinet revealing hand cards to opponent.
  • Fixed selected deck not saving between sessions.
  • Fixed Sinew and Steel deck description.


Links

- Discord
- Patreon
- Website

Steam cloud support | IWC 0.91.3 Beta Patch Notes



[h2]Features[/h2]
  • Steam cloud support for syncing custom decks.
  • The scroll wheel can now be used to select cards in deployed zones. This may be helpful for tightly-packed zones.
  • Added a new menu background for Christmas cheer.



[h2]Fixes[/h2]
  • Fixed Think Fast mutator not drawing if your hand was empty.
  • Fixed Philosophic Android treating multi targeted abilities as single targeted.
  • Fixed Lucca Rebellion Leader’s granted barriers lasting beyond end of turn for other characters.
  • Fixed a potential cause of turn desyncs.
  • Fixed card layout not correctly updating during fast forward.
  • Fixed card stamp proportions.
  • Improved Xi's Plea vfx/sfx.



[h2]Hotfix 0.91.3b[/h2]
  • Fixed some VFX setups causing card effects to fail
  • Fixed Avatar of Lingbao animation loop



[h2]Hotfix 0.91.3c[/h2]
  • Fixed missing description on cards when zooming
  • Fixed cloud sync causing missing decks
  • Fixed issue where selected card backs would not get selected automatically



Links

- Discord
- Patreon
- Website

Neverending Nightmares | IWC 0.91.2 Beta Patch Notes




You can find the foil, gold, and gold foil packs in the store for the next few weeks!
Here’s all the cool art you’ll get:








[h2]Fixes[/h2]
  • Fixed a number of bugs in the Tutorial missions.
  • Fixed Subjugated Dragon losing modifiers when its ability triggers, such as the permanent buff from Rift Stabilizer.
  • Fixed Tactical Retreat card text missing the word “if”.
  • Fix Shockwave Giant missing the text “Reach” after being enraged.
  • Fix Agent Coyle Zomborg having the wrong text in the first stage (said it would turn into a 6/6 instead of 5/5).
  • Improved wording on Vasir the Chained Prince to clarify that sacrificing it doesn’t work.
  • Improved wording on Ceaseless Hunger to clarify that Ceaseless Hunger deals the damage instead of the characters (like Fight).
  • Fixed right click activate shortcut.
  • Fixed missing purity in deck builder card view.
  • Fixed activation button passing mouse events through to local grave zone.
  • Fixed card zooming breaking when using group select to move cards into their current zone.
  • Fixed visual inconsistencies in pack opening.
  • Fixed keyword tooltips disappearing from the right side of the card, if its associated keyword within the description is moused over.
  • Resized card art inside the card frame, revealing more of the art.


[h2]Hotfix 0.91.2b[/h2]
  • Fix store tiles for Neverending Nightmares bundles which still said “Preorder” even though they are not preorders.
  • Fix Corrupted Celestial Dragon profile picture not using the correct alt art.
  • Add a tooltip for the target of Analyze the Threat.
  • Fix Marina the Selfless triggering from out of play.
  • Fix deck not showing the card count on hover.
  • Fix Agent Coyle, Synergy not correctly allowing Agents to ignore the Unique tag.


[h2]Hotfix 0.91.2c[/h2]
  • Fixed issue causing login to sometimes fail.
  • Fixed crash on application exit.
  • Zealous Protector will now only ascend if it survives the damage.
  • Fixed Issue where Commander Cards that were returned to Hand would fail to show their stats.
  • Fixed pack opening screen card text layering issues.
  • Fixed effector cards in ability layout not displaying description.
  • Fixed preview cards not displaying mana affordability status.
  • Fixed card transforms setting incorrect display mode.


Links

- Discord
- Patreon
- Website