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March 2026 - Balance Dev Blog



Hello friends!

The March release is almost upon us, with Homefront – Early War planned to land on the 10th. Usually we have a small balance patch in these releases and this one is no exception. Overall we feel that the current game meta is in a decent place, of course some decks are performing better than others, but we have a nice variety of top performing decks, from aggressive decks like Brewsters and various flavors of Jaggro to slower decks like Soviet value and assortment of German based control. A step below we find solid decks like Navy Burn and Soup. In short, there are no huge red flags – there are no cards or decks that are notable outliers performance wise.

It is always good to shake up things a little bit though, so we are making a few strategic changes. Some might argue that more should be done, but we must always be cautious with nerfs. Heavy nerfs may result in a fun new environment for some veteran players to explore, but they also cause grief for many of our newer players having to scrap their hard-earned decks and start from scratch again. So we are stepping cautiously with what we are changing.

A portion of the changes this time around are also tied to the upcoming changes to the rotation system. While we will dive into the details of these changes after the March release, the short version is that as part of the change to the new rotation system, we are expanding the pool of cards that will not leave the active pool (currently these consist of all the cards in the starter and level 12 decks). This is to make sure that each nation (including the minor nations) has a solid core selection of cards available to them in the future. It is important that these cards are neither too strong nor too weak, so we are taking the opportunity now to tweak a few of them with the upcoming changes to the rotation system happening later this year in mind.

With all this in mind, let’s take a look at what is changing, starting as always with the nerfs:
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[h2]Nerfs[/h2]

[h3]CROSSFIRE[/h3]
One would have to be severely cross-eyed to have missed the impact of Crossfire since its inauguration in Blood & Iron. We’ve seen thousands of players getting so cross at having their board wiped that they fired an angry message in our direction. It is the best anti-aggro tool on the market, so its cost going from 4 to 5 is bound to have a big impact on the viability of many aggressive strategies. Perhaps this nerf means the card will now be crossed off all meta deck lists, but if that happens, it is just a cross we have to bear. We hope this journey across cross-related puns has you fired up.

[h3]99th KHOLM[/h3]
Kholm has been the go-to aggro unit for the past few months. This is mainly due to being able to trump the ubiquitous 15th Cavalry Regiment and Panzer 35t units. Well, now that no longer applies, so expect the Kholm stock to crash heavily. The unit still has a decent body for its cost, but the early game of aggro is a game of inches and small margins, and the loss of a single defense will be sorely felt. While we weep the loss of this iconic unit, we should also rejoice on behalf of all the small units that now finally have breathing room again.

[h3]PB2Y CORONADO[/h3]
The Brewster decks are among the best in the game at the moment, and the Coronado has been a crown jewel in many of them. It can attack from many angles and is amazingly resilient. Despite its strong performance, we did not feel it needed a heavy nerf. The Coronado keeps its most important ability - spawning a Brewster when drawn - so it is still very much viable. The main difference now that it costs 4 kredits to deploy is that it is less likely to be used for an explosive burst in the mid-game.

[h3]CYCLONE DIVISION[/h3]
The Cyclone Division cycled out of meta relevance months ago, so what is it doing in the nerf section? Well, it comes down to what was mentioned above regarding the changes to the rotation system. Cards that are going to be a permanent part of the active pool cannot be too oppressive, and in the right environment and with the right support, the Cyclone can be quite the menace. So we are pre-emptively nerfing its stats to 7/7 (Veteran side as well).

[h3]Ki-61-I-TEI[/h3]
Old: Destruction: Deal 3 damage to the enemy HQ, give yours +3 defense.
New: Destruction: Deal 2 damage to the enemy HQ, give yours +2 defense.

The final card seeing a nerf is the Ki-61-I-TEI. One of the best cards to come out of Homefront, the vacuum left by the Shiden being reserved ages ago, has finally been filled. Filled a bit too well if anything; the destruction effect on top of the big blitz fighter stats created a bit too much inevitability, so we are tuning the destruction effect down slightly.
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[h2]Buffs[/h2]

[h3]MOSQUITO B Mk IV[/h3]
Britain is the least played major nation, though they have improved a bit over the last year. Still, the only really viable British decks are variations on Buffs. We feel there is room to push slower British strategies a bit, hence this improvement to the Mosquito bomber. The fighter variant stays the same, but the bomber variant packing a bigger punch certainly makes it more attractive.

[h3]FLAMMPANZER[/h3]
The ol’ Flammpanzer used to be the bane of aggressive decks back in the day, even after eating a nerf. Its best days have long since passed, but we want to rekindle the old flame. Now that it has an attack of 4, it can also fit into the 4-attack matters strategy, making it a lot more useful in general. Let’s see if people are burning to run this old favorite again.

[h3]152mm HOWITZER GUN[/h3]
This is another change specifically being made because this card is to become part of the permanent pool. It has never seen much play, but it does touch upon several strategies the Soviets have employed from time to time, namely artillery and self-damage. The more aggressive stats the unit now has certainly make it a more attractive proposition the next time these archetypes rear their heads.

[h3]JUNGLE WARFARE[/h3]
At 5k we rarely saw any rumble in the jungle with this card, but a 20% discount makes rumbling a lot more enticing. The power level is certainly there in the right setup, and with the destruction support in Homefront and Early War, Jungle Warfare may certainly be on the menu.

[h3]114th INFANTRY REGIMENT[/h3]
Speaking of destruction effects, for destruction-based decks, the 114th Infantry Regiment has always been the elephant missing from the room. Now that it has a bigger backside, it has a better chance of staying in the room for longer to wreak its destructive power.

[h3]BANZAI[/h3]
Old: Destroy all ground units with 4 attack or less. End your turn.
New: Destroy all units with 4 attack or less. End your turn.

Players have been very shy in charging into battles with Banzai as part of their repertoire, but the card has still been on the verge of playability for the longest time. We want to give it a gentle nudge forward so that it will enter the danger zone more often, and a reduction in cost and broadening the scope of what it can affect should do the trick.

[h3]FRENCH 75[/h3]
Old: If the enemy controls the frontline, this unit can only attack units there.
New: The first unit you deploy each turn gets +1+1.

French cards have had a good success rate in finding their way into meta-relevant decks. French 75 is not one of them. While it has decent stats for an artillery, its debilitating ability has no fit with existing French strategies, not to mention removing the whole raison d’être for artillery. The new version fits better into what France is about, and while it hits less hard now, it also has better staying power.

That is all for this balance patch. Look out for the full patch notes coming along with the release on the 10th of March. It is likely we will have another balance patch between now and the summer expansion, where we will continue to massage cards in preparation for the rotation changes happening this year. Of course we will also continue to monitor the meta as well, with special attention on cards that are impacting it heavily, such as Buffs and 106th Infantry Regiment, to name a couple. Depending on how things develop over the next few weeks, we may drop the ax on some of those cards, though it is too soon to tell. In the meantime, enjoy all that is coming with the March release and we will see you on the battlefield, commanders!

USA & Germany Card Spotlight: Homefront – Early War



Homefront – Early War lands March 10 - a reinforcement mini-set for Homefront that takes us back to the opening stages of World War 2, when new fronts rapidly opened and the frontline was constantly contested.

If you missed our previous briefing on this upcoming mini-set, you can find the full details here:

Homefront – Early War Spoiler Season Kick-Off

In today’s spotlight, we’re covering what Germany and the USA bring to the fight: new cards and key themes.
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[h2]Video: USA & Germany Spotlight[/h2]
https://youtu.be/KH7wo9ech7s

For the full written overview, read on.
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[h2]Germany: Momentum and Coordination[/h2]
Germany’s Early War kit is inspired by their early WW2 strategy and built around pushing into new ground and holding it through coordination and tempo - a swift, frontline-first approach where momentum matters - lightning warfare.



[h3]18. INFANTRY REGIMENT[/h3]
Moves into the frontline on deployment if possible, letting you establish board presence immediately and begin contesting the critical frontline from the outset.

[h3]PANZER I-A[/h3]
A nod to combined arms doctrine: the tank that formed the heart of early war rapid attack draws a card if you control an infantry, encouraging you to pair armor with boots on the ground.

[h3]36. KRADSCHÜTZEN[/h3]
Rewards you whenever a German unit moves into the frontline, reinforcing a plan where rapid advance and continuous pressure aren’t just tactical - they’re a source of value.

[h3]CONQUEST[/h3]
The payoff piece that ties everything together: draw a card for each unit type you control. Straightforward, but potent. Build a diverse early-war force, keep your options open, and let Conquest refill your hand as the frontline shifts.

Germany in Early War: take ground, move with purpose, and turn coordinated pushes into a sustained advantage.
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[h2]USA: Hold the Line, Outproduce the Enemy[/h2]
On the US side, the spotlight starts with units designed to take and hold the frontline - then pivots into a bigger strategic identity: production and endurance. Battles are fought in the field, but the war is won at home.



[h3]M2A4[/h3]
Becomes a Blitz threat if it reaches 3 or more attack, turning a developing unit into a sudden strike option as its power climbs. A tank with blitz can turn the tables in a single well timed strike.

[h3]1st DEFENSE BATTALION[/h3]
Hits harder if you already have a US unit in the frontline, rewarding you for establishing presence first, then reinforcing it with follow-up force. Just like the Marine Corps battalion it is based on, this is a solid tool for reinforcing your gains.

[h3]15th ENGINEERS[/h3]
Turns a broad frontline into logistics: it converts that presence into extra kredit slots, and provides a matching attack bonus - a versatile blend of economy and battlefield output.

[h3]SURGING POWER[/h3]
Leans into the theme of the USA’s industrial might: upgrading the four topmost units in your deck in an escalating chain from the top down, building strength over time and giving your unit more bite as the game progresses.

USA in Early War: establish the frontline, scale through production, and turn staying power into a winning push.
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[h2]New Fronts and Contested Lines[/h2]
Across both nations, the theme is clear: frontline pressure and control define this stage of the war. Germany’s lightning war approach pushes with momentum and coordination; meanwhile the industrial might of the USA establishes, scales, and outlasts.

Don’t miss further nation spotlights dropping in the lead-up to launch.

Homefront – Early War launches March 10. Get ready to contest every mile.

KARDS Homefront - Early War - Mini-Set Launches March 10



Hello, Commanders!

We’re excited to announce Homefront - Early War - the KARDS 2026 Spring Release mini-set - launching March 10th.

[h2]Homefront - Early War Launch at a Glance[/h2]
  • Launch date: March 10, 2026
  • Type: Mini-set (24 new cards) reinforcing the Homefront expansion
  • Card set: Part of the Homefront set
  • How to get the cards: Added to Homefront packs after launch and available for a limited time in special Shop bundles
  • Pre-orders: Available now in the in-game Shop
  • Rotation: No cards move into the Reserve pool with this release
  • Spoiler season: Starts today with 6 card reveals


[h2]What is Homefront - Early War?[/h2]
Homefront - Early War brings 24 brand-new cards themed around the opening stages of World War 2 - when fronts formed fast, lines shifted, and every mile mattered.

Homefront - Early War is a reinforcement mini-set for Homefront - a compact release that expands the set’s themes and introduces new cards to explore in deckbuilding. Many of the new designs highlight early-war tactics across the nations, opening up new lines of play and fresh ways to approach established archetypes.

[h2]Part of the Homefront Set[/h2]
As the name suggests, Homefront - Early War cards are part of the Homefront set.

That means:
  • When Homefront - Early War launches, its cards will be added to the Homefront card pool.
  • From that point onward, the new cards can be found in Homefront packs.
  • The mini-set cards can also be purchased for a limited time in special shop bundles.


[h2]24 New Cards[/h2]
Homefront - Early War delivers new options across the frontlines:
  • Major nations (20 cards): Britain, Germany, USA, Soviet Union, Japan - 4 cards each
  • Ally Nations (4 cards): France, Finland, Italy, Poland - 1 card each


[h2]Balance Changes[/h2]
Homefront - Early War also ships with a small balance update to help shake up the meta. Full details will be shared in a dedicated post closer to launch.

[h2]No Rotation This Release[/h2]
In the 2026 roadmap update shared in January, we outlined a shift toward a once-per-year rotation based on expansions (sets).

Homefront - Early War is the first step in this updated approach. With this release, no cards move into the Reserve pool - there is no rotation on March 10th.

More details on the updated rotation plan will follow after the launch of Homefront - Early War.

[h2]Pre-Orders Available Now[/h2]

Pre-order bundles are now available in the in-game Shop, letting you secure specific Homefront - Early War cards ahead of release.

When the mini-set launches on March 10th, your bundle’s cards will be delivered to your Collection automatically. Available for a limited time - grab yours before launch.

[h2]First 6 Card Reveals[/h2]

[h3]25 POUNDER Mk I[/h3]
  • Nation: Britain
  • Type: Artillery
  • Rarity: Special
  • Cost: 4 kredits to deploy, 2 kredits to operate
  • Stats: 2 attack / 3 defense
  • Effect: At the start of your turn, this and adjacent ground units get +1+1.



[h3]PANZER I-A[/h3]
  • Nation: Germany
  • Type: Tank
  • Rarity: Limited
  • Cost: 1 kredit to deploy, 1 kredit to operate
  • Stats: 1 attack / 2 defense
  • Effect: Deployment: Draw a card if you control an infantry.



[h3]132nd OMSK[/h3]
  • Nation: Soviet Union
  • Type: Infantry
  • Rarity: Standard
  • Cost: 2 kredits to deploy, 1 kredit to operate
  • Stats: 1 attack / 2 defense
  • Keywords: Ambush, Blitz
  • Effect: Deployment: Gets +1+1 for each of your units with two or more combat keywords.



[h3]M2A4[/h3]
  • Nation: USA
  • Type: Tank
  • Rarity: Standard
  • Cost: 2 kredits to deploy, 1 kredit to operate
  • Stats: 2 attack / 3 defense
  • Effect: Has Blitz if it has 3 or more attack.



[h3]KAWASAKI Ki-10[/h3]
  • Nation: Japan
  • Type: Fighter
  • Rarity: Limited
  • Cost: 1 kredit to deploy, 1 kredit to operate
  • Stats: 1 attack / 2 defense
  • Effect: Gets +1 attack until end of turn after you attack with a Japanese unit.



[h3]12th UŁAN[/h3]
  • Nation: Poland
  • Type: Infantry
  • Rarity: Limited
  • Cost: 1 kredit to deploy, 1 kredit to operate
  • Stats: 3 attack / 1 defense
  • Keywords: Blitz, Fury


[h2]More Reveals on the Horizon[/h2]
That’s not all, Commanders!

From now until Homefront - Early War launches on March 10th, new cards from the mini-set will be revealed across official KARDS channels and select community partners.

Keep an eye out for the latest news and make sure to follow KARDS on your favorite social platforms for the most up-to-date intel.

Live This Weekend: Winter Tournament Finals!


Attention, Commanders!

The KARDS Winter Tournament Finals are live this weekend: February 28 and March 1 at 11:00 UTC.

Take your place at the front and watch the decisive battles unfold live:

KARDS TWITCH

Eight of the most skilled and dedicated KARDS competitors have reached the final stage, ready to compete for tournament glory and their share of the 3,000 USD prize pool. When the dust settles, only one will claim the title of Winter Tournament Champion.

This is the first of four seasonal tournaments in 2026, with success in each moving players one step closer to the prestigious KARDS World Championship this October. There, 12 of the year’s top seasonal tournament Commanders will be joined by last year’s World Championship Top 4 to battle for a 12,000 USD prize pool and the title of KARDS 2026 World Champion.

[h2]The Finalists[/h2]
The campaign to the finals has been hard-fought. 32 elite players advanced from the qualifiers and proved themselves in intense Swiss rounds. Now only the battle tested Top 8 remain, set to face off for the championship and their share of 3,000 USD.

The 8 finalists in the KARDS Winter Tournament are:
  • 椎名ましろ (Shiina Mashiro)
  • 原子吐息 (yaoliu)
  • Sie_
  • 失其本心八幡 (HachimanLostHeart)
  • 拉菲艾拉 (La Pluma)
  • 66better
  • 禁忌之门 (Taboo)
  • 旮旯给木高手 (GG Master)


[h2]The Format[/h2]
The finals are a single-elimination, best-of-five showdown. Each commander brings four decks from different main nations, and bans one opposing deck per round. Winning takes more than firepower - it demands preparation, flexibility, and sharp reads on the current Homefront meta.

[h2]Tune in Live[/h2]
Join us for two days of frontline strategy, tense play decisions, dramatic moments and expert commentary as we find out which of our skilled commanders are able to hold their nerve when the stakes are highest.

Whether you’re a seasoned veteran or a new recruit, this is one broadcast you won’t want to miss.

The battle begins February 28 at 11:00 UTC.

Celebrate the Year of the Horse with KARDS


Hello, Commanders!

As Lunar New Year draws near, we’re rolling out Year of the Horse festivities - daily freebies and special Shop offers to stock up for the battles ahead.

[h2]Daily Free Gifts[/h2]
A new free gift appears in the Shop every day at 11:00 UTC, from February 16 - 23. Each gift is available for 24 hours, so make sure to log in and claim it before the next day’s gift arrives. The event ends on February 24 at 11:00 UTC.

These daily gifts include card packs and a Year of the Horse emote - perfect for strengthening your collection ahead of the mini-sets and expansions to come.

[h2]Special Shop Offers[/h2]
The in-game Shop also features limited-time bundles with card packs, and select offers include Year of the Horse card backs and emotes. Don’t miss your chance to pick up reinforcements and festive cosmetics at a great discount.

We’re also excited to welcome back the popular Lottery Drop! Spend Diamonds equal to the lowest-priced item in a pool of cosmetics to receive one random cosmetic from that pool. Every prize has an equal chance, and you’ll never receive a duplicate you already own. The Lottery Drop is available for a limited number of uses while it’s active.

[h2]Happy Lunar New Year[/h2]
To all our Commanders, we wish you a joyful Lunar New Year and a wonderful celebration season.

Let’s ride into the new year with the horse’s speed and strength - see you on the battlefield!