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KARDS Valentine’s Day: Love Letters & Frontline Hearts


Happy Valentine’s day, Commanders!

As many people around the world celebrate this annual day dedicated to romance, we’re looking back to the six years of Valentine's day during World War II, a period when countless serving personnel scattered around the world had to face this day far from their loved ones.

[h2]Valentine’s Day in Wartime: A Boost to Morale[/h2]
Valentine’s Day in wartime is often seen as a crucial moment for morale, and during World War 2 this was no different. The positive impact of communications with those back home - time with a loved one for those fortunate enough to be close by, and reminders of what you were fighting for, was almost priceless.

[h2]Letters from Home, Keepsakes for the Front[/h2]
Cards and letters, sometimes bought, sometimes handmade, were popular, as they had been for years, and would have been sent in large quantities. Personal extras like a photograph, a poem, perhaps even a personal piece of art, all a valuable touchstone back home could also be included. Military postal services gave people the chance for heartfelt connection with those beloved but far away.

Rationing and the rigors of transportation impacted the gifts that could be sent. The flowers and chocolates we might picture today were often replaced with handmade and practical gifts sent out to those at the front: knitted or sewn clothing, carved or painted sentimental items, a sweetheart pin, and other small tokens that could become a soldier’s most precious possession.

[h2]A Moment of Perspective, Then Back to the Fight[/h2]
As we celebrate this season with exciting promotions in the KARDS in-game Shop and spend time with our loved ones, taking a moment to imagine how Valentine’s Day might have felt during a global war is both sobering - and a reminder of the people we hold most dear.

Whether you’re spending today with a partner, friends, family, or simply enjoying a quiet moment of peace: from all of us at 1939 Games - happy Valentine’s Day, Commanders.

KARDS Living Roadmap Update



Hello Commanders,

As we march into 2026, it’s time for a fresh briefing on what lies ahead for KARDS. This update to our Living Roadmap gives you a high-level look at the key operations we’re planning for the year.

[hr][/hr]
[h2]What is the Living Roadmap?[/h2]
The KARDS roadmap is a regularly updated, high-level overview of major milestones for KARDS - The WW2 Card Game. It focuses on the big pillars of the year: expansions, seasonal releases, and headline events such as tournaments and the World Championship.

It does not list every regular patch, smaller update, balance change, or in-game event. Those are still very much part of our ongoing work to improve KARDS, but the roadmap is meant to stay readable and focused on the overall campaign rather than every single operation.

Because this is a living roadmap, details and timing may change as development progresses. If we make adjustments, we’ll update you accordingly.

Let’s take a look at what’s planned for 2026.

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[h2]KARDS Living Roadmap[/h2]



Alongside the milestones shown on the roadmap, you can expect regular card balance updates, adjustments to game modes such as in-game tournaments, Draft, and Classic, UI enhancements, quality-of-life improvements, and other refinements throughout the year.

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[h2]2026 at a Glance[/h2]
In broad strokes, here’s how the 2026 campaign is shaping up:
  • 2 major expansions - in Summer and Winter
  • 2 major releases - in Spring and Fall
  • 4 seasonal tournaments - Winter, Spring, Summer, and Fall
  • The KARDS 2026 World Championship - in October
  • Ongoing work on various features
  • Plus regular updates and special events along the way

The sections below give a bit more detail on these pillars.

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[h2]Major Expansions: Summer & Winter[/h2]
Across 2026, we have four major releases lined up, with the Summer and Winter expansions serving as the card-focused powerhouses of the year.

These expansions are planned to bring:
  • A large wave of new cards (on the scale of our biggest previous sets)
  • New mechanics to explore and build around
  • Select feature updates or improvements

We’re targeting the Summer expansion for around the middle of the year and the Winter expansion for later in the year. As we get closer, we’ll share more detailed intel on themes, mechanics, and card previews.

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[h2]Major Releases: Spring & Fall[/h2]
Complementing the Summer and Winter expansions, our Spring and Fall releases are equally important moments in the year, centered on new features and improvements to the overall KARDS experience.

Where the expansions focus on sheer card volume and new mechanics, these releases are typically where we:
  • Roll out larger feature updates and improvements to game systems
  • Add a more focused set of new cards
  • Make balance changes that keep the battlefield in motion

The Spring and Fall releases round out the year with game improvements, new features, and focused mini-sets of cards. With the Spring release scheduled for March, we’re looking forward to sharing more details about this upcoming release with you soon.

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[h2]Esports 2026: Seasonal Tournaments & World Championship[/h2]
In 2026, the KARDS competitive year is planned to be built around:
  • Four seasonal tournaments - Winter, Spring, Summer, and Fall
  • The KARDS 2026 World Championship in October

Each seasonal tournament will:
  • Feature top players from the Officer Club ladder and tournament trophy leaderboard from the months leading up to the event
  • Offer a 3,000 USD prize pool
  • Take place in a meta that has recently been refreshed, either by a major release, a major expansion, or a meaningful balance update

All roads lead to the KARDS 2026 World Championship, where the most successful competitors from across the year’s circuit will battle for the title of World Champion.

You can read more about the esports plans for 2026 here:

KARDS ESPORTS 2026

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[h2]Features in Progress for 2026[/h2]
Beyond expansions, releases, and tournaments, we’re also working on several larger features and systems. These are in active development, and we’ll share more concrete details as they draw closer.

[h3]Reserve Pool Rotation[/h3]
When we first introduced the Reserve pool, our goal was to keep the Active card pool at a healthy size, avoid power creep, and make it easier for players to build decks and join the fight. Up until now, rotations have happened four times a year with each major expansion and release, and cards moving into the Reserve pool have been hand-picked rather than tied to specific expansions or sets.

In 2026, we’re working on an important evolution of this system.

We’re moving toward a once-per-year rotation where cards rotate based on expansions rather than individual hand-picked cards. That means that, instead of selecting specific cards to move into the Reserve pool each time, we’ll rotate by set, creating a clearer and more predictable structure for the Active card pool.

This is a significant change to how rotation works in KARDS, and setting it up will involve a period of adjustment as we transition to the new system. We want to take the time to explain all of these changes properly, and will be publishing a dedicated blog that goes into the details of the new rotation model and what it means for your collections.

You can expect to hear more about this as we get closer to the Spring release in March, when we plan to start taking the first steps toward this new rotation system.

[h3]Social Features[/h3]
KARDS has always been about both cards and camaraderie. We’ve seen how much players enjoy playing with friends and building connections across the community.

In 2026, we’re working on new ways for players to enjoy KARDS together and to strengthen the social experience overall. We’re not ready to reveal final details yet, but the goal is to make it more fun to share the battlefield with others.

[h3]Officer Club Ladder[/h3]
As more Commanders rise through the ranks, the Officer Club and the top of the ladder have evolved along with the game. Reaching the OC is still a major achievement, but the sheer number of players getting there each month has shown us that the upper ranks could use an updated structure.

We’re planning updates aiming to enhance the Officer Club ladder experience, making continued climbing more meaningful once you reach the OC.

These ladder improvements are planned for 2026, and we’ll share more details when we get a bit closer to the update.

[h3]Skirmishes[/h3]
Introduced in 2022, Skirmishes quickly became a popular limited-time mode with special rules and twists. However, they’ve been on hiatus since early 2025 due to some issues behind the scenes.

We’re working to bring Skirmishes back in 2026, with the goal of reintroducing some of your favorite formats and potentially some new ones.

[h3]KARDS API[/h3]
An official KARDS API has been a long-standing request from some of our most dedicated community members and tool creators.

We’re pleased to confirm that an API is in active development and planned for deployment in the first half of 2026. Our aim is to empower community developers to build better websites, trackers, and other tools that enhance the broader KARDS ecosystem. We’ll share more information about access, documentation, and timelines as we get closer to the release.

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[h2]Regular Updates & Events[/h2]
Alongside all of the above, we’ll continue to:
  • Deliver regular balance updates that keep the meta healthy
  • Roll out UI and quality-of-life improvements
  • Commemorate special historical and other events through themed content and activities

Our goal is to keep KARDS feeling engaging and dynamic throughout the year, with major releases marking the big highlights.

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We’re looking forward to another strong year on the frontlines with you, our incredible community of Commanders.

See you on the battlefield, Commanders!

January Update - Patch Notes


Hello Commanders!

Following our earlier briefing on upcoming balance adjustments, the first KARDS patch of the year is now live. If you missed our previous announcement, you can review the full details here:

BALANCE CHANGE ANNOUNCEMENT

This January Update deploys the announced card balance changes alongside a number of bug fixes and quality-of-life improvements. Read on for the full report.
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[h2]Card Balance Changes[/h2]
[h3]Nerfs[/h3]
[h4]KANGAROO TRANSPORT[/h4]

Old: Give a British infantry Blitz and +1 Heavy Armor. It counts as a tank.
New: Give a British infantry Blitz and +1 Heavy Armor.

[h4]RAF MUSTANG[/h4]


[h4]SECOND FRONT[/h4]

Old: Bond. Remove a friendly unit. Return it at the end of the next enemy turn, then duplicate it.
New: Remove a German ground unit. Return it at the end of the next enemy turn, then duplicate it.

[h4]2. MARINE DIVISION[/h4]

Old: Shock. Once per turn, deal 3 damage to the enemy HQ when you play a Navy card.
New: Once per turn, deal 3 damage to the enemy HQ when you play a Navy card.

[h4]SHIFTING DOCTRINE[/h4]

Old: Intel 1. Shuffle a random card in hand into your deck, then draw 2 cards.
New: Shuffle a random card in hand into your deck, then draw 2 cards.

[h3]Buffs[/h3]
[h4]THE POLAR BEARS[/h4]

Old: Bond, Fury. Deployment: Gets +1+1 for each British infantry you deployed last turn.
New: Bond, Fury. Deployment: Gets +1+1 if you played a British infantry last turn.

[h4]40. PANZERGRENADIER[/h4]


[h4]M3 LEE[/h4]


[h4]USS YORKTOWN[/h4]


[h4]COASTAL BATTALION 7[/h4]

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[h2]Bug Fixes[/h2]
In addition to the bug fixes listed below, we’re also expanding on the card highlighting feature we added to some of the British cards that arrived with Homefront:
Cards with conditional effects when played now highlight in hand if the condition is true.
Examples: EXPANSION, M4 SHERMAN

We’ve also added some new features to the Collection view - you can now filter cards by those in the Draft pool, as well as cards you have alternative art for.

[h3]Battle[/h3]
  • Fixed an issue where GRUMMAN GOOSE could receive a buff from PILOT ESCAPE after being developed, despite being a Covert unit.
  • When VICTORY BANNERS was played on an enemy unit with the “Your other units have +X attack” ability (TYPE 93, STORM DIVISION), the unit’s ability could trigger twice. Fixed.
  • The unit abilities of SAPPORO REGIMENT and KANAZAWA REGIMENT were incorrectly triggered when a card with the “Take control” ability (e.g. CONFUSION) was used to take control of the units. Fixed.
  • Fixed an interaction between KV-1S and 77TH GUARDS that caused inconsistent triggering of the KV-1S ability on new units deployed.
  • Fixed an issue where 110e RÉGIMENT MOTORISÉ and LA DIVISION LECLERC could treat a later shuffle as the “first” shuffle if the actual first shuffle happened before they were deployed.
  • Fixed an issue where a permanent Heavy Armor buff was not reset when a unit became Veteran.
  • Damage dealt by 22nd MARINES was not correctly doubled when attacking a Heavy Armor unit while a Navy card was on top of the deck. Fixed.
  • When a non-Veteran 12th GUARDS MECHANISED was on the battlefield and a KV-1S was deployed, a +2 attack buff was applied to the Veteran 12th GUARDS MECHANISED instead of the intended +1 attack buff. Fixed.
  • When a 31e ALGÉRIENS was deployed and then retreated to hand (e.g. via ZAMOŚĆ UPRISING), the +2 attack buff from the 31e ALGÉRIENS could be incorrectly applied to the adjacent unit in hand. Fixed.
  • When a known card with the “Take control” ability (e.g. CONFUSION) was used on a LYSANDER PL on the enemy’s battlefield, the LYSANDER PL unit ability could damage the wrong HQ. Fixed.
  • Fixed an interaction between 48th ARMORED INFANTRY and cards with the “Distribute damage randomly to enemies” ability (e.g. IJN SHINANO, FLIGHT TO OBLIVION) where adjacent damage reduction was not applied correctly.


[h3]Visual[/h3]
  • The battle log could incorrectly display attack/defense buffs when units became Veteran. Fixed.
  • On mobile, rarity-limit warning messages could overflow the screen when adding too many copies of a card to a deck. Fixed.
  • After opening an opponent’s profile in battle, it could be reopened repeatedly by spamming the Spacebar. Fixed.
  • IJN SHIRAKUMO card information referenced an incorrect artwork source. Fixed.
  • In the German tutorial campaign, Mission 7 displayed the “Fury” hint on the wrong turn. Fixed.
  • Alt-art card title banners did not always render correctly in the collection. Fixed.
  • In some Battle-Ready Decks, the HQ appeared in the wrong position in the deck overview. Fixed.
  • The Draft reward screen did not appear the first time a new account withdrew from a Draft run. Fixed.


That’s all for now. As always, thank you for taking the time to report issues and share feedback - your support helps keep the battlefield running smoothly. Keep an eye on the news feed for the latest intel on all the exciting things ahead in 2026!

KARDS Esports 2026


Dear KARDS players, friends, and WW2 enthusiasts,

We’re excited to share our plans for KARDS Esports in 2026, setting the stage for another year of high-level competitive play, featuring a 24,000 USD total prize pool across the 2026 esports season.

KARDS Esports is where legends are forged - where innovative deckbuilders, elite pilots, and master tacticians clash in evolving metas shaped by expansions, balance changes, and battlefield ingenuity.
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[h2]The Competitive Structure for 2026[/h2]
Following a transition in 2025, KARDS Esports will continue with the Expansion Tournament format in 2026, refined for clarity and pacing.

This year will feature four seasonal tournaments - Winter, Spring, Summer, and Fall - culminating in the KARDS 2026 World Championship in October.

While tournaments are now seasonally themed rather than tied to a named expansion, each event will still be preceded by a meaningful meta shake-up, delivered through an expansion, content release, or balance patch that keeps competitive play fresh and dynamic.
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[h2]Tournament Schedule & Qualification[/h2]
In 2026, two months will separate each seasonal tournament, with those two months acting as qualification periods. The exception is the Winter Tournament in February, which uses the three preceding months for qualification as part of the transition from the 2025 Expansion Tournament system to the 2026 seasonal structure.

Players qualify for seasonal tournaments through a combination of:
  • Top placements on the in-game seasonal ladder during the relevant qualification months
  • Strong performance on the in-game tournament trophy leaderboard in the month immediately leading up to the event


Due to tournament spacing, August, September, October and November will not qualify ladder placements for a seasonal tournament.

Qualifications for the KARDS 2026 World Championship will be earned by the most successful players from the year’s seasonal tournaments and the top 4 from the 2025 World Championship.

The World Championship will feature a 12,000 USD prize pool, with the top players from the seasonal tournaments competing for ultimate glory. We’ll be sharing full details on the World Championship format, prize distribution, and broadcast plans later in the year.
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[h2]Swiss Qualifiers: The Road to the Finals[/h2]
Each seasonal tournament begins with Swiss qualifiers featuring 32 qualified players.

Players bring 3 decks from 3 different main nations and compete in conquest mode. All Swiss matches are played as best-of-five, with no deck bans, putting versatility and preparation to the test.

Players battle through the Swiss rounds to determine the Top 8, who advance to the Finals Weekend.

Any player who qualifies for a seasonal tournament and participates in the Swiss qualifiers receives 100 Diamonds in-game.
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[h2]Finals Weekend: Live Esports Action[/h2]
The Top 8 players advance to the Finals Weekend, where they compete over two days of live-streamed matches to crown the tournament champion.

The Finals Weekend is played as a single-elimination bracket, including a third-place match. Players bring four decks from four different main nations and may change their lineup between the Swiss qualifiers and the Finals Weekend.

All matches are played as best-of-five in conquest mode, with one deck ban, rewarding strategic depth and adaptation under pressure.
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[h2]Prize Pool & Rewards[/h2]
Each seasonal tournament features a 3,000 USD prize pool, distributed as follows:
  • 1st place: 1,500 USD and the exclusive KARDS Champion Card Back
  • 2nd place: 1,000 USD
  • 3rd place: 500 USD
  • 4th - 8th place: 500 Diamonds each

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[h2]A Thrilling Year Ahead[/h2]
Beyond esports, 2026 will be packed with action across KARDS:
  • Major expansions in summer and winter
  • Content releases in spring and fall
  • Balance patches that keep the meta evolving


Together, these updates ensure that KARDS remains a deeply strategic and competitive WW2 card game throughout the year.
[hr][/hr]
[h2]On World Championship Qualification[/h2]
We’d like to take a moment to address the absence of open in-game qualifiers for the KARDS World Championship in 2026, and previously in 2025.

In past years, open in-game qualifiers were a fun and exciting way for players to compete for a spot at the World Championship. However, over time we found that this format had significant limitations as a tool for identifying the very best competitive players. Variance in matchmaking, uneven commitment levels, and the scale of participation sometimes resulted in qualification paths that were less representative of consistent top-level performance.

Our current system - qualifying players through the in-game competitive ladders, followed by performance in seasonal tournaments, and advancing top performers to the World Championship - allows us to more reliably identify players who have proven themselves over time and across multiple competitive environments.

We also recognize the downside of this approach. Reaching the top of competitive ladders requires a significant time investment, and we understand that this can be a barrier for some highly skilled players. Unfortunately, the options for fairly offering World Championship qualification opportunities without that level of commitment are currently limited.

Implementing open in-game qualifiers also requires a substantial amount of development time, and for 2026 we’ve chosen to prioritize bringing more new cards, features, and content to KARDS rather than allocating that time to World Championship qualifiers.

Finally, we want to acknowledge that our communication around World Championship qualification in 2025 could have been better. We apologize for the confusion and are committed to clearer communication going forward.

We appreciate the passion and dedication of our competitive community, and we hope this provides clarity on our approach for the 2026 esports season.
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[h2]Looking Ahead[/h2]
For a complete overview of the competitive season, be sure to check out the full KARDS Esports Roadmap below.



Whether you’re grinding the ladder to earn your place among the best or tuning in to watch elite commanders battle live on stream, we’re excited to welcome you to KARDS Esports 2026.

Prepare your decks - the battlefield awaits!

January 2026 Balance Dev Blog


Hello friends!

The current meta operates under the shadow of the Second Front plus B-26 Groupe Bretagne combo. This means the viability of decks is judged by their ability in this particular matchup. The good news is that people have shown admirable adaptability here, highlighting one of the more important aspects of card games. The bad news is that the meta is kept in a straightjacket that gets frustrating in the long run. From a balance perspective, it is important to keep in mind that once the Second Front menace is dealt with, a lot of strong decks will emerge from its shadow. So the meta is likely to shift very drastically and any balance changes need to take this into account.

With this in mind, let us take a look at what balance changes we have in store for you. We have a total of 10 card changes, 5 nerfs and 5 buffs. Let’s go through them.
[hr][/hr]
[h2]Nerfs[/h2]
[h3]KANGAROO TRANSPORT[/h3]

Old: Give a British infantry Blitz and +1 Heavy Armor. It counts as a tank.
New: Give a British infantry Blitz and +1 Heavy Armor.

First up we have Kangaroo Transport, which now no longer gives the move+attack capabilities of a tank. This reduces the explosive nature of the Buffs deck quite a bit, as its ability to deploy Buffs and immediately threaten the enemy backline with Kangaroo Transport is now impossible. This change also makes Tactical Withdrawal a lot less potent. The core component of the deck - building a huge unit with a string of buff cards - is still intact, but is now more reliant on their Plan B of Frontier Forces, Chain Homes, etc. to jump over the finish line.

[h3]RAF MUSTANG[/h3]

The aggressively statted Raf Mustang comes with a hefty downside of making your non-British cards a lot more expensive. However, in practice, the downside is often irrelevant as the Mustang is so good at closing out games fast. So we are adjusting the stats slightly by making it 4k. It is still a potent threat, but not the insane finisher it is today.

[h3]SECOND FRONT[/h3]

Old: Bond. Remove a friendly unit. Return it at the end of the next enemy turn, then duplicate it.
New: Remove a German ground unit. Return it at the end of the next enemy turn, then duplicate it.

Second Front thrust B-26 Groupe Bretagne into the limelight and quickly became quite the menace in the meta. Since its arrival, players have found various ways to combat it, whether by going under it with aggro decks, disrupting it with the British or German control or going bigger for instance with Soviet/Italy. Still, the existence of the deck does stifle the meta quite a bit, which is not good in the long run, so it is time to change it.

The changed version retains the powerful duplication ability and the units still enter on the enemy turn, ready to be used on your own. The big difference is the greater restrictions on what can be targeted. Germany has many powerful ground units, so there is still plenty to play around with, but the OTK potentials are severely limited. Note that there is no longer a restriction on targeting a friendly unit, so in theory you can use this on an enemy unit. Will we see a second coming of Second Front? Only time will tell.

[h3]2. MARINE DIVISION[/h3]

Old: Shock. Once per turn, deal 3 damage to the enemy HQ when you play a Navy card.
New: Once per turn, deal 3 damage to the enemy HQ when you play a Navy card.

Navy Burn is one of the decks that operates currently a bit more on the fringes due to the Second Front-Bretagne deck lording it over the meta. It is one of the decks that will benefit of Second Front being nerfed, so in anticipation of its stocks rising again we are giving a very slight nerf to 2. Marine Division. The loss of Shock does not affect its primary purpose, but makes its board presence a bit less threatening.

[h3]SHIFTING DOCTRINE[/h3]

Old: Intel 1. Shuffle a random card in hand into your deck, then draw 2 cards.
New: Shuffle a random card in hand into your deck, then draw 2 cards.

Another couple of decks chomping at the bits at the downfall of Second Front are Jintel and Shuffle. In both these decks, Shifting Doctrine plays an important role, so we are preemptively nerfing these strategies by removing the Intel 1 from it. This mainly hurts Jintel, but on the whole the card is significantly weaker now so we will see if players will shift away from intel and/or shuffle doctrines in the future.

[h2]Buffs[/h2]
[h3]THE POLAR BEARS[/h3]

Old: Bond, Fury. Deployment: Gets +1+1 for each British infantry you deployed last turn.
New: Bond, Fury. Deployment: Gets +1+1 if you deployed a British infantry last turn.

The British sub-theme of triggering effects if you deployed a British infantry on the previous turn has seen some success, mainly through the new Valentine and Forward Observers. The Polar Bears however are not part of that success and have struggled seeing play. We are streamlining the effect a bit, the text now reads the same as on the other cards in this sub-theme. To compensate it now has 1 higher base attack. It is a bare speculation that the Bears will bear arms into more future battles, but if they do, then beer all around.

[h3]40. PANZERGRENADIER[/h3]

We were intentionally very careful with the bounce/remove from battlefield themes of Germany and Japan in Homefront, as such strategies can quickly become very frustrating to face. While we do not want to see these strategies in Tier 1 decks, we still want to support them enough to be viable. With that in mind we are improving one of the cornerstone cards in this strategy in 40. Panzergrenadiers. Its deployment effect is very powerful, but its stats were a little bit lacking. Now that it carries a bigger threat it should bounce into more decks.

[h3]M3 LEE[/h3]

The buff units in deck strategy has seen limited success in cards like The USS Sullivans and The Professionals. To some extent, the archetype is kept down because of Second Front, so it now has a better chance of flourishing. Still, the M3 Lee has proven to be a bit on the slow side, so we are reducing its cost. This also makes it a potential inclusion in decks like 4-attack matters, for instance alongside 12th Guards Mechanised.

[h3]USS YORKTOWN[/h3]

The Brewster deck is alive and well and exists in various forms. We feel though that too few of these forms include the iconic USS Yorktown. We want the sun to shine on it a bit more often, though only time will tell if the sun is rising or setting. It is likely that we will start to see more control decks post-Second Front nerf and USS Yorktown is very strong in rebuilding after board-wipes. In any case, the Brewster deck should continue to thrive.

[h3]COASTAL BATTALION 7[/h3]

The final change is to one of the new Finnish cards in Homefront. Finland offers some strong options for the Soviet Soup deck and we want to foster this fragile alliance some more. The Coastal Battalion has a very strong ability, but statwise it was lacking a little bit. It now has a bigger bite, making the soup a bit more spicy.

That is all for this balance patch. As always we will continue to monitor the state of the meta and your feedback and make adjustments as needed. It should be noted though that we generally want to allow the community to adjust to meta shifts before stepping in. Some may feel this results in us reacting too slowly, but if we step in and nerf things the moment something starts to become popular, we are removing one of the fundamental features of card games. Card games by their nature are a tool box, where people can switch tools in and out based on their needs/strengths at any given time. We do not want to remove this agency from players and only step in once those adjustments have run their course and the meta is under a threat of becoming stale. See you on the battlefield, Commander!