Genre: Strategy, Turn-based strategy (TBS), Indie, Card & Board Game
Infinity Wars: Animated Trading Card Game
Join the Infinity Wars Community for Sanctuary Socials!
Sanctuary Socials are back for another week! 🎮
🎉 Last week, we unveiled the coveted "Sanctuary Stamp" and all attendees were gifted a Sanctuary Stamped "A Pristine World"! 🎉
🃏 Join us this week, 5pm Saturday PST to get your hands on the next mysterious card, reduced queue times, and connect with Rift Runners worldwide! 🚀
🌐 What are Sanctuary Socials? Sanctuary Socials are our weekly community events in Infinity Wars, designed to make your gaming experience even more enjoyable. Our mission? To eliminate those pesky queue times while creating a fun and casual space for Rift Runners from around the world to connect and socialize.
🎉 What's in it for you? Participating in Sanctuary Socials comes with a ton of exciting perks:
1. 🎁 Exclusive Rewards: Just for showing up, you'll score incredible gifts like God Packs. Yup, you read that right – freebies just for logging in!
2. 📈 2x XP Gains: Boost your progress with 2x XP gains. Whether you're looking to level up your Prestige Pass or increase your in-game level, this is the place to be!
3. ⏳ Drastically Reduced Queue Times: Say goodbye to those long wait times and jump right into the action.
4. 🌟 Community Rewards: Shape the game together with us! Your participation counts, and you'll be rewarded based on how the community plays the game. For example, if Flame Dawn Purity reigns supreme during Sanctuary Socials, expect Flame Dawn-related goodies in the following week!
🤝 How to Join: Participating in Sanctuary Socials is a breeze and open to everyone:
- 📣 Sanctuary Socials take place in our public Discord server, where you'll find a vibrant and welcoming community.
- 🎙️ Specialized Channels: Engage with like-minded players in channels dedicated to Deckbuilding, Theorycrafting, Lore discussions, and casual chat. Connect based on your interests and dive deep into the Infinity Wars universe.
- 💻 Not a Discord enthusiast? No problem! You can still join the event by simply logging into the game during Sanctuary Socials hours. Enjoy the rewards, reduced queue times, and the exciting atmosphere, even if you choose not to participate in the Discord discussions. We want everyone to feel included and have a fantastic time!
Join the Infinity Wars Community for Sanctuary Socials!
Sanctuary Socials are back for another week! 🎮
🌟 Join us every Saturday at 5pm PST for Sanctuary Socials. Enjoy rewards, reduced queue times, and connect with Rift Runners worldwide! 🚀
🌐 What are Sanctuary Socials? Sanctuary Socials are our weekly community events in Infinity Wars, designed to make your gaming experience even more enjoyable. Our mission? To eliminate those pesky queue times while creating a fun and casual space for Rift Runners from around the world to connect and socialize.
🎉 What's in it for you? Participating in Sanctuary Socials comes with a ton of exciting perks:
1. 🎁 Exclusive Rewards: Just for showing up, you'll score incredible gifts like God Packs. Yup, you read that right – freebies just for logging in!
2. 📈 2x XP Gains: Boost your progress with 2x XP gains. Whether you're looking to level up your Prestige Pass or increase your in-game level, this is the place to be!
3. ⏳ Drastically Reduced Queue Times: Say goodbye to those long wait times and jump right into the action.
4. 🌟 Community Rewards: Shape the game together with us! Your participation counts, and you'll be rewarded based on how the community plays the game. For example, if Flame Dawn Purity reigns supreme during Sanctuary Socials, expect Flame Dawn-related goodies in the following week!
🤝 How to Join: Participating in Sanctuary Socials is a breeze and open to everyone:
- 📣 Sanctuary Socials take place in our public Discord server, where you'll find a vibrant and welcoming community.
- 🎙️ Specialized Channels: Engage with like-minded players in channels dedicated to Deckbuilding, Theorycrafting, Lore discussions, and casual chat. Connect based on your interests and dive deep into the Infinity Wars universe.
- 💻 Not a Discord enthusiast? No problem! You can still join the event by simply logging into the game during Sanctuary Socials hours. Enjoy the rewards, reduced queue times, and the exciting atmosphere, even if you choose not to participate in the Discord discussions. We want everyone to feel included and have a fantastic time!
New Quick play option is now available in the play menu. This will allow you to select from any or all online game modes and queue for each mode simultaneously, making finding an opponent quicker and easier than ever!
Bugfixes
General Fixes
Sanctuary Socials
Every week, Sanctuary Socials invites you to experience Infinity Wars Classic with 2x XP, a God Pack, and the quickest queues! Don't forget to join us on Twitch for this week's livestream hosted by Teremus.
We have now begun our overhaul of our in-game store to better and more frequently showcase exciting cosmetics and bundles for everyone. A new weekly and daily rotation system has been added so be sure to check back frequently. In addition to this, we have added over 100 new cosmetic items to the rotation, and several new alternate art bundles that have never been seen before.
UI Improvements
With the new skinning system soon to be available, we have made many underlying UI system changes for the main menu that have resulted in various small improvements. Two examples are the more visible highlighting of the selected player deck, and a mini queuing panel that is shown beside the friend’s button while in-queue for a game.
Card Description Consistency Wording Pass
Thanks to Reuben and Kevkas, hundreds of cards have had their descriptions updated to be more consistent with each other and their effects. This has also fixed a large number of spelling, grammar, and punctuation mistakes.
Discard & Overcharge Targeting Changes
We have done a complete pass over all Overcharge and several Discard deployment / activation effects to now use targeting, allowing you to choose which specific card to Overcharge or Discard in the hand. The updated cards include:
Join jgsnowbaorder for the monthly Infinity Wars Tournament! Compete in a best of three Swiss-style format, with a cash prize for first place. Every participant receives at least one free pack. Find more information and sign up here.
Balance Changes
Scramble: Cost Increased from 8 -> 9. Removed Exile cost. Text Changed to " Transform any number of target Characters you control into random Characters that costs 2 more." Scramble as one of Exile's few high cost ability cards could be very exciting to the types of players who enjoy high variance transforms. However its power level, primarily in the disruption of the opponent's board state could lead to incredible swings in even more highly competitive environments where such a high degree of randomness isn't appreciated. Additionally it could also negate a lot of deck synergies or complex gameplans in a single turn. Due to this, Scramble is being reworked to be one sided, and its effect magnified. This also should give room potentially for other Exiles board wipes such as Volatile Genome more breathing room.
Evellee, Mage Guild Recruiter: Decreased stats from 5/10 -> 5/8 and her 2nd activated ability now exhausts her for two turns. Evellee is a very exciting commander with a huge amount of deckbuilding potential which we have seen be a powerful option in a wide variety of decklists and playstyles. By reducing her health we hope to provide more counterplay options early game, while decreasing the frequency in which she can be activated will lower her power level, but not so much that folks can't continue to experiment with her.
Made Mighty By Metal: No longer has its cost reduced by 15+ Attack Characters in your Command Zone. While this big Elephant has been performing well as a top-end reward for the 15+ Attack matters archetype, using it as a double or triple Command Zone option leads to it being extremely cheap at too early a point in the game.
Carrion Creeper: Health reduced from 7 -> 6 Carrion Creeper since having its sacrifice ability changed to only working on deployed Characters has been a powerful aggressive tool. However the high health meant it was often extremely difficult to trade off. This change, while seemingly minor, will likely allow for much more counterplay.
Champion's Herald: Removed cost reduction. While Herald's ability is very telegraphed, the double acceleration of both haste and cost reduction often left very little room for counterplay. While this is a significant nerf to the card, its decent base stats combined with the expanding roster of Unique Characters means we expect it'll still see play in the future.
Cultural Exchange: Changed from Multi Faction to Hybrid purity. Cultural Exchange was one of the most anticipated casual cards of the Revelations spoiler season. Unfortunately the high purity density of many locations have made the card incredibly narrow. This change still leaves the card at a low power level but allows creative deckbuilders a lot more freedom to experiment.
Defender of the Realm: Changed text to "Defender of the Realm has +4/+4 for each location you control." A quality of life improvement to go alongside Cultural Exchange now that multiple locations are possible.
Ghost Knight: Text changed to: "When Ghost Knight becomes the target of an Ability, it permanently gains +4/+0 and is Removed until the end of turn." While having a very unique statline, Ghost knight was in a very weird spot where it was resistant to single target removal, but doing so made it unable to attack, which often achieved much of the same goal. By adding a buff, it opens up a niche for the card to be used alongside Genesis or to dodge board wipes etc. While we expect the card to still be niche, at least it opens up new options.
Intervention: The targeted Character's cost is now reduced by 2. Intervention has long been one of the single least played and least powerful cards in the cardpool. Even worse, it looks like it could be used in a flicker/deploy synergy deck, but it was so tempo negative that it was actually a trap. This new version will reduce that tempo loss, and allow for clever plays.
Converted Prototype: Stats increased from 9/11 -> 11/11 Converted Prototype was one of the least played and least picked factioned "Vanilla" (Character with no abilities.) cards in Rift Run. While this card will remain weak, it will be a slightly less embarrassing option.
Luftkrieg Xi, Anti-Air Array: Reduced cost by 1. Changed text to "When an enemy Character with flying attacks your Fortress, deal 4 damage to that Character." Genesis not only had an incredible glut of Artifacts at 5 cost, this artifact was extremely narrow and didn't even achieve its goal of negating small fliers very well. While more powerful options like Denial of Flight and Anti-Air Missile will continue to be the premium flying hate, this change will give an additional option especially for decks that want a critical mass of artifacts.
Join jgsnowbaorder for the monthly Infinity Wars Tournament! Compete in a best of three Swiss-style format, with a cash prize for first place. Every participant receives at least one free pack. Find more information and sign up here.
Balance Changes
Scramble: Cost Increased from 8 -> 9. Removed Exile cost. Text Changed to " Transform any number of target Characters you control into random Characters that costs 2 more." Scramble as one of Exile's few high cost ability cards could be very exciting to the types of players who enjoy high variance transforms. However its power level, primarily in the disruption of the opponent's board state could lead to incredible swings in even more highly competitive environments where such a high degree of randomness isn't appreciated. Additionally it could also negate a lot of deck synergies or complex gameplans in a single turn. Due to this, Scramble is being reworked to be one sided, and its effect magnified. This also should give room potentially for other Exiles board wipes such as Volatile Genome more breathing room.
Evellee, Mage Guild Recruiter: Decreased stats from 5/10 -> 5/8 and her 2nd activated ability now exhausts her for two turns. Evellee is a very exciting commander with a huge amount of deckbuilding potential which we have seen be a powerful option in a wide variety of decklists and playstyles. By reducing her health we hope to provide more counterplay options early game, while decreasing the frequency in which she can be activated will lower her power level, but not so much that folks can't continue to experiment with her.
Made Mighty By Metal: No longer has its cost reduced by 15+ Attack Characters in your Command Zone. While this big Elephant has been performing well as a top-end reward for the 15+ Attack matters archetype, using it as a double or triple Command Zone option leads to it being extremely cheap at too early a point in the game.
Carrion Creeper: Health reduced from 7 -> 6 Carrion Creeper since having its sacrifice ability changed to only working on deployed Characters has been a powerful aggressive tool. However the high health meant it was often extremely difficult to trade off. This change, while seemingly minor, will likely allow for much more counterplay.
Champion's Herald: Removed cost reduction. While Herald's ability is very telegraphed, the double acceleration of both haste and cost reduction often left very little room for counterplay. While this is a significant nerf to the card, its decent base stats combined with the expanding roster of Unique Characters means we expect it'll still see play in the future.
Cultural Exchange: Changed from Multi Faction to Hybrid purity. Cultural Exchange was one of the most anticipated casual cards of the Revelations spoiler season. Unfortunately the high purity density of many locations have made the card incredibly narrow. This change still leaves the card at a low power level but allows creative deckbuilders a lot more freedom to experiment.
Defender of the Realm: Changed text to "Defender of the Realm has +4/+4 for each location you control." A quality of life improvement to go alongside Cultural Exchange now that multiple locations are possible.
Ghost Knight: Text changed to: "When Ghost Knight becomes the target of an Ability, it permanently gains +4/+0 and is Removed until the end of turn." While having a very unique statline, Ghost knight was in a very weird spot where it was resistant to single target removal, but doing so made it unable to attack, which often achieved much of the same goal. By adding a buff, it opens up a niche for the card to be used alongside Genesis or to dodge board wipes etc. While we expect the card to still be niche, at least it opens up new options.
Intervention: The targeted Character's cost is now reduced by 2. Intervention has long been one of the single least played and least powerful cards in the cardpool. Even worse, it looks like it could be used in a flicker/deploy synergy deck, but it was so tempo negative that it was actually a trap. This new version will reduce that tempo loss, and allow for clever plays.
Converted Prototype: Stats increased from 9/11 -> 11/11 Converted Prototype was one of the least played and least picked factioned "Vanilla" (Character with no abilities.) cards in Rift Run. While this card will remain weak, it will be a slightly less embarrassing option.
Luftkrieg Xi, Anti-Air Array: Reduced cost by 1. Changed text to "When an enemy Character with flying attacks your Fortress, deal 4 damage to that Character." Genesis not only had an incredible glut of Artifacts at 5 cost, this artifact was extremely narrow and didn't even achieve its goal of negating small fliers very well. While more powerful options like Denial of Flight and Anti-Air Missile will continue to be the premium flying hate, this change will give an additional option especially for decks that want a critical mass of artifacts.
A reminder to all players that have reported missing card items from their Infinity Wars account transfer, please fill out This Survey Form and provide any information you might have. This survey will only be available for a limited time, so submit your report as soon as possible.
Major Features
New Gamemode: Rift Runs
Rift Runs in Infinity Wars Classic is a “Limited” format where rather than having open deckbuilding, you create a deck during a “Draft” phase and then play multiple games with that deck. Play until you get 9 Wins or 3 losses.
The Rift Run gamemode is currently available for free to all players, therefore Rift Run specific prizes are currently disabled. Regular rewards including XP, gold and battlepass progress are still available and equivalent to standard multiplayer matches.
Worn Cards
The first iteration of the worn-cards comes to replace the previous greyscale free-to-play model with weathered and aged in-game cards. This is the result of a previous voting experiment, thank you to all that voted, feel free to give us feedback about this first iteration.
Minor Features
8 New Revelation Specific Quests
New quests have been added to the quest rotation, asking you to try out certain combinations of Revelation set cards in your games.
Right clicking for Activated Abilities
Right click on a card with an activated ability as a shortcut to activate it, this doesn’t currently have a sound effect but we hope to have that added soon.
Application Window Flashing
When a game starts, the IWC executable icon in the start menu will now begin flashing, alerting you if it is minimized while you wait in queue.
Set Number Changes
Set numbers of all cards (except promotional cards) have been standardized and tokens no longer display a set number.
Thanks to JgSnowBaorder, a Monthly Community Tournament is being run this weekend. In preparation, we are releasing a stability bugfixing patch alongside other exciting new features. If you are interested, there is still time to sign up here.
Missing Items
A reminder to all players that have reported missing card items from their Infinity Wars account transfer, please fill out This Survey Form and provide any information you might have. This survey will only be available for a limited time, so submit your report as soon as possible.
Major Features
New In-Game HUD
We have now made a visual pass to the in-game heads up displays (HUD) to bring it in line with the current main menu UI standards and style.
Minor Features
Sound Effects Pass
We’ve performed a major pass on the in-game SFX, with the majority of the missing SFX on cards now fixed.
Card Frame Rate Change
Due to the poor documentation on IW1, we initially believed that the frame rate for card animations was 10 frames per second. We’ve recently received old files that confirm that the correct rate was 12 frames per second and we have adjusted the game to match.
A reminder to all players that have reported missing card items from their Infinity Wars account transfer, please fill out This Survey Form and provide any information you might have. This survey will only be available for a limited time, so submit your report as soon as possible.
Major Features
Friend Online Status Improvements
Friend displays have been greatly improved so that players can now see a detailed status for what activity their friends are doing when online. This includes showing when they are in-queue, in a private lobby, or in-game, with additional information that identifies what game it is. Collapsible groups now also separate between Online and Offline friends.
In-Game Battlefield Visual Pass
The visuals of most battlefields have been reworked to appear closer to their IW1 counterparts, featuring enhanced lighting and materials making the battlefields now look better than ever. To celebrate, a number of battlefields will be available in the store this week.
Initiative based Day / Night Cycles
It's about time, Infinity Wars now features a dynamic, initiative based time of day system. Players will now be able to tell if they have initiative by looking for the sun, those without will bathe in moonlight. This provides players more immediate feedback for if they currently have initiative. Timestopper actually stops time now!
Minor Features
Pack Drop Rates & Improved Descriptions
Drop rates for cosmetic types and card rarity now show on all pack items that use randomization. Only the cosmetics that apply to the pack will show its chance rates. If its chance is 100%, it will be “Guaranteed”. This is now integrated when viewing the description of any pack, whether that be from the Store, Inventory or Pack Opening.
Inventory Filtering Polish
When filtering card items in the inventory screen, the circular amount text shown on each card now represents the total amount according to the active filters. When filtering, the cards shown will now only include the ones that exactly match the selected filters. Another filter menu has also been added for filtering cards by Rarity.
Deck Cover Art
It is now possible to select what art is used for each deck, making it easier to remember what deck is what! The art can be assigned from within the deckbuilder by first bringing up the full screen card display then pressing the ‘Set as deck cover’ button below the card.
Changeable In-Game Card Movement Speed
There’s now an option for changing the in-game card movement speed, this option will affect how fast cards move around the board and individual interactions. This includes three options of Slow, Normal and Fast. This can be changed in the settings menu, under the Gameplay section.
Balance Changes
Agent Kael: Text Changed to "At the end of turn, if a Character you control with attack 15 or more is on the Battlefield, draw a card. Pay 5: Fully heal all other Characters you control."
Goal: Agent Kael's card draw ability being very close but not quite the same as previous 15+ attack synergies both lead to some confusion and awkwardness into slotting him into decks that play around with that theme. In addition we have buffed his healing ability as it was extremely overcosted.
Devil of Despair: Increased stats from 6/6 -> 6/8 and its activated ability can now be activated from the Command Zone.
Goal: Devil of Despair's redesign, especially the removal of its haste made playing it main deck often very unappealing, while at the same time losing the utility as a commander for discard based decks. These buff should help mitigate both of these factors, while the low consume value makes it less swingy than its earliest designs.
Champions Companion Text changed to "Flying While CARDNAME is deployed, Unique Characters in your hand with base cost 5 or less have Haste." Reverted back to 3 cost 5/5 stats.
Goal: As part of the Champion rework of Overseers in the last major non-Revelations balance patch, Champion's Companion didn't end up in a place we were happy with. This new design will allow Overseers to support low cost Unique Characters, while fulfilling a role different to Aunissial or Champion's Herald. Especially as a 1 Purity Card.
Xi, Who Wanders Far: Text changed to "While Xi, Who Wanders Far is deployed, missions you control cost 1 less. At the start of combat, if Xi, Who Wanders Far is attacking, the first enemy Character in the Assault Zone cannot attack this turn."
Goal: While we found the gameplay of having a DoD Character that attacks to defend worked quite well, the permanent attack reduction was often too punishing for how early Xi could be deployed, shutting down aggressive options extremely effectively even if she was quickly removed. So we are modifying her effect to now prevent attacks to still allow her to shut down parts of the Assault Zone or discount your missions if left unchecked, but not leave such a long lasting impact in early turns of the game that can be difficult to recover from.
Covert Battlesuit: Reverted changes of the previous patch. Changed text to "When Covert Battlesuit enters the deployed area, it gains untouchable and indestructible until it leaves combat with a Character."
Goal: While Covert Battlesuit's gameplay in intrigue was essentially a test run of the Barrier mechanic, it had enough differences and a focused role to fight decks without Characters that it was unfairly diminished when it was converted to use that Barrier mechanic. So we are reverting the change in the interest of deckbuilding diversity.
Canopy Defender: 5/10->5/12
Goal: With the background development of Rift Runs being currently worked on, a number of cards are having minor changes are being pushed forward that will likely have very little impact on construction but will help fill out lower rarity cards for the Rift Run gamemode. Canopy Defender is one of these changes, making it slightly more durable and increasing the density of playable reach Characters overall.
Bad Bot: Reduced cost from 4 -> 3
Goal: One important element of Rift Runs is having support cards for various "build around" archetypes, this means that there is a tension between choosing a pile of the best cards vs supporting synergistic decks that aim towards a particular strategy. This cost reduction aims at providing a 15 attack character to be either used in Secluded Constructor style decks, or with cards like Defiant Engineer in Rift Runs.
Cloaked Operative: Gains Barrier 1 (Regardless of its overcharge effect, which remains the same)
Goal: While Haste is often only rarely appearing in Genesis, Cloaked Operative's statline was laughably below average, and so we wanted to use the new-ish Barrier keyword to buff the card in a way that was somewhat unique to the faction compared to how haste is used elsewhere.
Orion, Master Architect: The token in the graveyard is now granted haste during the next turn.
Goal: Orion's redesign significantly reduced the tempo of an already often weak card, so we are adding temporary haste to allow you to deploy the tokens he creates at a similar speed to his IW1 design.
Shrapnel Launcher: Gains Reach, and can sacrifice artifacts.
Goal: Part of the upcoming Rift Run gamemode is supporting "build around'' cards that encourage a player to focus on specific combos or cardtypes during the drafting phase. Shrapnel Launcher has long fallen into this category but has been a little too weak and narrow. While we don't expect this to push the card into constructed play, making it able to sacrifice a larger array of things will allow it to act as a kind of glue between Artifacts and Artificials themes in Genesis during Rift Runs.
Pyr Quartermaster: Stats increased from 6/4 -> 7/5. The first deploy option now creates a Pyr token in hand rather than drawing it from your deck.
Goal: Pyr Quartermaster's low stats and requirement to play 1 or more copies of Pyr often made it feel like a trap in even dedicated aspirant decks. In addition to this, the card is extremely awkward in Rift Runs, due to having to find a Pyr. This change makes it so it plays better in Rift Run without getting too huge of a power boost.
Mega Unit 03: Change activated ability to "Sacrifice an Artificial Character: CARDNAME gains Barrier 1 and Unstoppable. Activate this only once per turn."
Goal: When Barrier was added, this card's redesign wasn't confirmed in time to be added. This is also a minor buff to one of our favourite niche strategies as you can stack multiple instances of Barrier.
Hell's Gambler: Cost Increased from 6->8. The Card that has its cost reduced is discarded at the end of the next turn.
Goal: Hell's Gambler has both been too efficient compared to other high cost ramp tools, even with it being more difficult to sculpt your hand size or composition to reliably hit the right target. Another issue has been negative gameplay created by hitting a high impact card that isn't useful right now, such as Calamity and then being able to leave it in hand for later in the game. This change will not only mean that you have to use the card right away, and increases its risk of being used, but can tie into exile or discard matter cards as a backup option to be considered during deck creation.
Nero, Crypt Delver: Nero's effect now works with Sacrifice effects. Activated Ability now sacrifices rather than kills.
Goal: While Nero's original design was intended to work primarily with kill effects such as Mass Death, getting you to kill your own stuff to get future zombies. This ended up not playing out very well with the rest of the cardbase, and so will now work with cards from both factions such as Carrion Creeper or Blood Arrow. In addition, many players already though this was how it worked or was supposed to work, creating a lot of confusion and bug reports. This is a significant boost in power level, especially as a commander, so we'll be keeping an eye on how this plays out.
Believer of Paragons: Indestructible effect only works while in the battlefield, not just while deployed.
Goal: While we are happy with the overall redesign, we want to tone down the power level slightly, especially making it foreshadow its effect better when played from hand and making it unable to sit safely in Support for a long time.
Taiga, Combat Reconstructor: Removed "other" clause so she can buff herself.
Goal: As a low cost "Lord" style card, Tiaga plays in dangerous space developmentally, able to very quickly become overpowered with only small changes to her design. So while we do believe her underpowered currently, we want to only make a minor change at this stage that allows her to become large at the end of a large combat phase without necessarily spreading those buffs over multiple zones.