Added: 60 second time limit for redraw phase, it auto accepts after that VFX on your deck for when your card hand is full
Changed: Abilities that require a selection will now auto select when your turn time ends Improved matchmaking to reduce getting matched to the same players repeatedly Gems can no longer be gifted to players while in the arena
Fixed: Legit match detection in ranked mode for gold/xp rewards. This applies only to gold/xp rewards, rank will still be adjusted for non-legit battles Ranked match prompt declined if you were in a battle and that battle ended Accepting a ranked match while in a battle failing to start the ranked match Losing at skill rating 500 demoting you back to Iron rank Weekly rank decay not being able to drop out of Platinum rank Altering Fate and Something Wicked Approaches soft-locking if you were at the hand limit
Known Issues: Tavern and Arena scenes sometimes loading on top of each other, a restart fixes this Rioting Insider doesn't automatically move across the table, manually grabbing the creature fixes this
1.4 Ranked Mode Update
1.4 Ranked Mode Update
Added:
Ranked Mode
Card hand limit of 10
Any cards added to the hand beyond that are placed in the Graveyard
Additional card VFX and SFX (Outlined below)
Creature SFX for all factions
Added VFX and SFX:
Auger Order
Altering Fate
Beneficial Agreement
Cooking the Books
Escape Clause
Forceful Acquisition
Grand Tutoring
Pact of Non-Aggression
Parchment Barrage
Reparations
Royal Filibuster
Shielded Enhancement
Suppressor of Magic
Violent Repossession
Dungeon Master
Alkar, the Former Master
Gunhaunt
Gunhaunt's Call
Necromancy
Ritual of Annihilation
The Call of the Old Gods
Til Death Do Us Part
Zarothrix, Arcanist Suprreme
Plundering Guild
Poisoned Gift
Balance Changes
Auger Order
Life Pact
Old: Condition: You do not Outnumber your opponent. When you gain Life, Deal 2 damage to a random enemy creature. New: Condition: You do not Outnumber your opponent. When you gain Life, deal X damage to a random enemy creature where X is half the Life gained.
Systems Changed:
Quest 3 improvements
FPS cap of 90
Increased resolution range
Usernames now show rank instead of Season Pass Level
Season Pass Level is still visible to players in the watch menu
Creature selections now show a different color based on if the ability is a buff, debuff, or damage
Green for Buffs
Yellow for Damage
Purple for Debuff
Purchasing booster packs with gems now gives extra feedback to confirm the purchase
Something Wicked Approaches and the Final Spell's volume lowered
Updated documentation and added a credits section
Updated Season Pass poster end date
Updated fan art
Fixed:
Some PCVR players being stuck with the "Please put on your VR headset" prompt when launching the game
Private Room door being able to take you to Draft Taverns
Your opponent being able to hide creatures to prevent you from being able to target them during ability selections
Dungeon Masters being able to attack after playing the Final Spell
Being able to cancel a creature attacking after having already flipped the hourglass
Joining a closing server and getting the wrong haven type
Issues interacting with Quests and Subscribe poster in PC mode in the Tavern
Bread bowl clipping into the counter in the Tavern
Lair railing collider being too large
1.3 Haven Update
Version 1.3 Release Notes:
Added:
Patrons can now create Patron exclusive Havens, that only other Patrons can join
Patrons now have exclusive early access to our first new Haven type, the Lair
Additional card VFX and SFX
Acidic Overlord
Carrion Decomposer
Defensive Acumen
Eternal Aetherite
Gelatinize
Jorgan, the Stout
Kira, Heroine of Garsang
Life Pact
Skill Siphoner
Unshackle
Additional Attribute VFX
Loophole
Pacifist
Suppressed
New Flying Pets
Rebellion's Spark
Untaming Destroyer
New Table Pets
Carrion Decomposer
Eternal Etherite
Improvised Medic
Leyline Aligner
Suppressor of Magic
Fan Art to the Tavern
Outdoor Login Scene
Changed:
Taverns were renamed to Havens, Tavern is now a type of Haven
Havens are now separated by game mode
Standard
Draft
Reduced the cost of many cosmetics, pets and props
Increased movement speed
AI battles have been moved to the opposite side of the table
Improved collider size for Mulligan
You can no longer walk through walls
Improved lighting
Positioning of items in the Tavern
Fixed:
Bumpy movement when walking down stairs
Garngian Cutthroat only shows 2 Assassin's Strikes on Last Word in the VFX
Touching the far-left and far-right barkeeper cards in VR
Gaps in the Tavern's colliders
1.2 Core Set Mini-Expansion
Added:
21 new cards, 5 for each faction plus 1 Neutral. Details on these are outlined below
In-game Privacy Policy page that requires agreement to continue playing Cards & Tankards
Auto selling cards when past the deck copy limit
Added setting in Gameplay to disable auto selling
Draft battle progression scroll popup at the end of draft battles
Daily win reward cards animation
VFX for animated cards in booster packs
Changes:
Updated documentation
Reformatted all existing sections to improve readability and clarity
Added Keywords section
Added Decks Section
Added Card Types Section
Updated buy, sell, and animate prices of individual cards due to introducing Legendary rarity
Updated the Code of Conduct, and report reasons
Removed "Summons Token" text from card tooltips
Hourglass countdown is now paused during abilities, except when waiting for a selection
Animations play faster when there is multiple Banes/Boons
Major Card System Changes:
Legendary Rarity added. All Unique units are being moved to Legendary.
Unique Removed
Innate Keyword added. Innate is defined as “Card type category which includes Spells and non-Token Creatures while excluding Tokens, Banes, and Boons.”
Mobilize now targets the highest mana cost cards first
Ex. You have a 7 and two 8-cost creatures in the reserve. You attempt to Mobilize 9,8,7. There are no 9-cost cards, so it skips that. You have two 8-cost creatures, so it randomly picks one of those two.
New Cards:
Dungeon Master
Larentier’s Armaments
3 Mana Common Spell. Give a friendly creature Taunt and “When this attacks, deal 2 direct damage to your opponent.”
Soul Extraction
4 Mana Uncommon Spell. Deal 2 damage to an enemy creature and all other creatures with the same name. If any die, draw a card.
Eternal Aetherite
5 Mana 2 Attack 2 Health Rare Elemental Creature. After this card enters the Banish Zone, it gains +2/+2 and is placed on top of its owner’s Deck.
Animated Weaponry
6 Mana 4 Attack 4 Health Uncommon Creature. Adjacent creatures have +1/+1. Entrance: Give adjacent creatures Taunt
Mind Squander
7 Mana Epic Spell. Banish your hand, draw 5 cards, and gain 5 Life.
Monster’s Rights Association
Unshackle
0 Mana Uncommon Spell. Spend all your remaining Mana. Mobilize X or less where X is 1 less than the total Mana Spent
1.2 Update: New Banish Synergy
Hey Adventurers and Patrons!
Our next set of ||spoilers|| are from the Dungeon Master Faction. This Mini-Expansion has been about filling spaces in Factions lacking in some way or needing help that simple card adjustments would not cover. Dungeon Master is not one of those factions. As one of, if not the most well-rounded Factions in the game, it proved challenging to make meaningful changes to existing decks.
So, we took a different direction and introduced something completely new.
Banish Deck
Banish has always been the most permanent form of removal in the game, completely removing cards from the game. But what if there was one that just would not go away? Flipping the concept of Banish as a tool on its head, these new/reworked cards should add another tool to the tool belt of Dungeon Master.
Banish Deck Synergy
All outlined rebalances are subject to change before release. Nothing listed is final.
Gunhaunt’s Call
The initial design of Gunhant’s Call was intended to give decks, not including its namesake Gunhaunt, a way to generate Desperados and give players a way to use leftover Mana. While it did this, it was overall unused in the game due to Desperados only having one health and a lack of overall synergies outside Gunhaunt. With this established, a clean slate was made, and with the addition of the concept of a Banish deck coming up, this new direction was taken. Inside a Banish deck, this is a significant tool for cycling Eternal Aetherite and gaining value from the stat loss. Outside, it’s a valuable tool to take care of enemy units that could have been harder to deal with using existing removal tools.
Old:
0 Mana Spell. Spend all your Mana. Summon a Desperado with attack equal to mana spent
New:
1 Mana Spell. Banish a friendly creature, then deal that creature’s attack to an enemy creature
Eternal Aetherite
This is the heart and soul of the new deck type. This new Elemental proves formidable as it refuses to stay gone. Its ability to navigate the Aether sees it coming back time and time again, bigger and better. Mix this with the new Banish tools and those in the game to get the most benefit. Just ensure you don’t commit too much to looping Eternal Aetherite, or you will find yourself out of cards.
New:
5 Mana 2 Attack 2 Health Creature. When banished from any zone, this gains +2/+2 and is placed on top of its owner’s Deck.
Mind Squander
From a glance, this could look like a strange card. “Banish my hand for 5 cards and 5 health? Seems crazy!” At first glance, you would be correct. Banishing your entire hand would be a foolish choice in most cases. However, with the addition of Eternal Aetherite, this becomes another part of the Banish synergy that doesn’t leave you down a card. Outside that combo, smart players will be able to get great use out of Mind Squander as a tool for getting back into the game or get rid of some cards you don’t want for those you do.
New:
7 Mana Spell. Banish your hand, draw 5 cards, and gain 5 life.
This infusion of new life to the oldest faction in the game will surely spark inspiration and excitement from those dedicated to the Dark Arts.
1.2 Reworks : Assassin's Strike
Hey Adventurers and Patrons!
We have a new update coming soon, so we wanted to start sharing some of the new and updated cards coming in patch 1.2!
The first set of cards we want to share will address a deck type that you have all been asking for changes to for YEARS: Assassin's Strike. While a very different and fun way to get a win, it's also survived as one of the most difficult. Assassin's Strikes have been consistently hard to get into your opponent's deck, and once there, seem to always languish out of reach. These changes are aimed at addressing this while also setting the stage for some creative space in the future.
Assassin's Strike Rebalance
All outlined rebalances are subject to change before release. Nothing listed is final.
Wanted Notice
While in theory, Wanted Notice has the highest cap to how many Assassin's Strikes it can place in a deck. In practice, it became one of the worst options. Since so many other cards have Enhance abilities that you must use to stay in the game long enough to make your Assassin's Strikes work, losing all of your coins was too expensive. This change aims to make Wanted Notice one of the most reliable and best-valued ways to pump Assassin's Strikes into your opponent's deck in bulk, turning this ugly duckling into the bell of the ball for Assassin's Strike.
Old:
Gain a coin. Randomly place an Assassin's Strike in your opponent’s deck for each coin you have. Lose all your coins.
New:
Randomly place 3 Assassin's Strikes in your opponent's deck. Enhance: Randomly place 6 instead for 2 coins.
Spymaster of the Guild
*Spymaster was always intended to be the champion of Assassin's Strikes, and we plan to keep it that way. With Wanted Notice becoming a large influx of Assassin's Strike for your opponent to deal with, it left Spymaster feeling a bit left out. This change aims to make Spymaster less of a "drop and bounce" and more of a unit you want to keep on board. The longer Spymaster is alive, the more Assassin Strikes will build, dealing more damage and making Spymaster much more threatening than before.*
Old:
Entrance: Randomly place 5 Assassin's Strikes into your opponent's deck. Enhance: Gain "Assassin's Strike deals +1 damage." for 2 coins
New:
Banes deals +1 damage. Prepare: Randomly place an Assassin's Strike into your opponent's deck for each Bane your opponent drew last turn.
Garngian Cutthroat
Garngian Cutthroat needed little in the way of changes. The effect of getting an Assassin's Strike when it died was valuable outside Assassin's Strike and the enhance just made it that much better inside. Increasing the number of Assassin's Strikes it would provide per Last Word or Deathblow when enhanced should allow it to stay in pace with the rest of the squad with this update.
Old:
Last Word: Randomly place an Assassin's Strike into your opponent's deck Enhance: Last Word/Deathblow instead for 1 coin
New:
Last Word: Randomly place 3 Assassin's Strike into your opponent's deck Enhance: Last Word/Deathblow instead for 1 coin
Passanian Liquidator
Passanian Liquidator has been the king of Assassin's Strike since it's inception and will likely continue to be a powerhouse in the deck after these changes. As with Cutthroat, Liquidator needed little in the way of changes outside increasing it's effectiveness to keep up with the new pace of Assassin's Strikes
Old:
When you take direct damage, randomly place an Assassin's Strike into your opponent's deck. Enhance: Randomly place 2 instead for 3 coins.
New:
When you take direct damage, randomly place an Assassin's Strike into your opponent's deck. Enhance: Randomly place 3 instead for 2 coins.
Assassin's Strike
The center of the Assassin's Strike decks is seeing no changes to the numbers or effect. The feeling and effectiveness of your opponent drawing into that dagger has always been satisfying, so there is no need to fix what it's broken. Instead, Assassin's Strikes will be the first in a new card type called "Bane Spells." These spells activate a negative effect when drawn. The addition of this new sub-type will widen the space the team has to play with these cards, as seen in the new cards in the Assassin's Strike tool bag.
Old:
Card Type: Spell
New:
Card Type: Bane Spell
Meager Misdeed
The first of the new cards is pulling double duty. Meager Misdeed acts as a form of mill for anyone looking to disrupt their opponent's plans or just shrink their deck down a bit, but when Enhanced, it clears out any non-Bane cards that may be in the way of that next tick of damage. Did your opponent just set up a pair of Endless Merc Bands for the next turn? Not any more. Been a few turns since they drew into an Assassin's Strike? Speed that up. This card brings value to just about any deck it finds it's way into.
New:
3 Mana Spell. Your opponent discards the top 2 cards from their deck. Enhance: Top 2 Innate cards instead for 1 coin.
Cunning Snaremaster
Cunning Snaremaster is about getting your Bane Spells closer to the top of your opponent's deck to mess up that next draw. With each Activate, your opponent is closer and closer to pulling an Assassin's Strike. Pair this with the new Spymaster and you can more rapidly get to those major damage combos. But be careful, in the mirror match, this card does put you closer to damage as well.
New:
3 Mana 1 Attack 4 Health Creature. Activate: All Bane Spells move up 1 position in all decks for 1 coin. Enhance: 2 positions instead for 1 coin.
As you can see, Assassin's Strike will be a formidable deck type with these changes. With Wanted Notice getting you rolling early, Spymaster boosting the strength and quantity of Assassin's Strikes, Cutthroat and Liquidator being as strong as they have been, along with Snaremaster and Meager Misdeed helping get those Assassin's Strikes closer to the top, you will have players questioning every card draw.
Version 1.1.1 Release Notes
Changed:
Every 4th set of 3 draft card choices will now always be primary faction cards
Renamed Neutral Taverns to Public Taverns
Improved Reputation System calculations, removed faulty data
All Neutral Reputation players have been reset to Cordial Reputation
Fixed:
Legit match detection flagging some valid battles as non-legit
Some players being unable to connect to the accounts server
Taunt for spells/abilities selecting a target now functions the same as blocking, only when able
Taunt disallowing you to block non-taunt creatures even if you were not able to block taunted creatures
Readability of buff/debuff text on animated cards
Draft decks preventing selling cards
Version 1.1 Patch Notes
Hey Adventurers and Patrons!
We strive to give as many players as possible the best experience possible, but after months of implementation, it was clear that Age Restricted Taverns was not having the desired result of allowing players to have the experience they expect. Due to this, we are moving to a Reputation Based Tavern system.
The concept is that as long as you are on and behaving, you will gain reputation and gain access to taverns with like-minded individuals. We expect this will improve all player's experiences as the system runs and you should all have a better time on average.
Additionally, we have added Draft Mode to the Tavern! Show your skill and select 40 cards at random to battle it out over 10 matches for increasingly better rewards! Will you conquer the map left by Maeve and claim the top prize?
Lastly, the Taunt keyword has been updated:
A creature with Taunt must be blocked or targeted by the enemy first each turn.
This change has been made to give a counter-play to targeted damage and removal spells. Mastery has run the show for some time now and it is due in part to it's ability to ignore your creatures. This update will require Mastery players to first get rid of your taunt unit's effect in order to damage you directly. This change will improve Taunt's usability in the meta as well as tone down the rampant use of Mastery.
All in, this is a big update! If you want more details, as well as a few things I didn't cover here, check out the rest of the notes below:
Version 1.1 Release Notes:
Added:
Draft Mode, in the deck list, you will see a "Draft a Deck" option when your collection book is out
Reputation based taverns which replace age restricted taverns
Quill and Ink props that allow you to draw in the air
Mana burn VFX
Card draw and shuffle SFX
Additional VFX for some MRA and PG cards
Floating damage and heal numbers
Pressed icon for watch menu back button
Legit match detection system to prevent exploitation of battle rewards
Changed:
New subscriptions purchased on Quest will now auto renew
Animated cards now have a golden border
Gems earned from the Season Pass can no longer be gifted to other players
Reduced battery drain on Quest headsets
Removed the level 5 deck creation restriction
Replaced Steam/email create account button icons
Trophy props were moved under the Tankards category
Progression Rewards was renamed to Season Rewards
Updated the Season Pass poster to include ending date
Improved the profanity filter to be less aggressive
Fixed:
Partially fixed animated referral card back not always animating on Quest
Sometimes seeing invisible deck boxes and blank collection books
Ranged keyword documentation being inaccurate
Balance Changes:
Taunt now applies to spells and abilities that require targeting an enemy creature
Once a Taunt creature has been blocked or targeted, its Taunt ability is deactivated until the beginning of its controllers turn
Hungry Mimic is now a Common
Improvised Medic is now an Uncommon
Version 1.0.1 Release Notes
Fixed: Getting disconnected during the tutorial if you buy gems. Gems can no longer be bought until after completing the tutorial.
Version 0.25.2 Release Notes
Added: Support for LIV on SteamVR
Changed: Improved handling losing internet/disconnecting from the servers Improved the visibility of Flight VFX