The Elder Scrolls: Legends cover
The Elder Scrolls: Legends screenshot
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Genre: Strategy, Turn-based strategy (TBS), Card & Board Game

The Elder Scrolls: Legends

Upcoming Balance Changes: Patch 72.4

The following balance changes, which are scheduled to go into effect early next week, are being made to impact the power level of several of the most powerful decks in the post-Houses of Morrowind metagame, while not rendering them unplayable. Uprising/Shout-focused decks in Scout and Telvanni will see an adjustment to several of their most efficient cards to keep them in line with what other decks are capable of, and Aggro Hlaalu’s adjustment to Haunted Manor will make it less strictly beneficial. In addition, several other cards that have been seeing a high level of play have been adjusted.

Drain Vitality


Effect on level 3 changed to “Give all enemy creatures in a lane -2/-2.”


While we recognize that Drain Vitality is a critical defensive component to many slower decks using Agility and requires a substantial amount of deck space to reach maximum consistency (usually including Word Walls and Greybeard Mentors), we found its current design was both easy to weave into a turn and hard to play around. While in many situations, Drain Vitality will continue to act as a board clear at level three, this change will give players who know they’re facing a Drain Vitality effect a chance to reduce its impact by choosing their lane placement more carefully in much the same way as a card like Dawn’s Wrath allows for.

Ulfric’s Uprising


Cost changed from 6 to 7


Ulfric’s Uprising has become one of the staple cards of Control decks in the Scout and Telvanni classes, as these combinations of attributes have a wide variety of powerful Summon effects. Its power level has started causing it to appear in Control decks of other classes as well as functioning as a key component of the devastating Nix-Ox Combo. This change will allow the card to stay a powerful value-generating option for certain decks while making it harder to use effectively when the player is pressed for Magicka in a turn.

Haunted Manor


Cost changed from 3 to 4


Hlaalu has been the most popular class/house for aggressive decks since Houses of Morrowind’s release. In order to impact the deck’s popularity without negatively affecting other aggressive decks, one of the Hlaalu-specific cards needed to be adjusted. Hlaalu Oathman was a popular suggestion, but requires a bit more set-up - which was actually significantly helped by Haunted Manor only costing three magicka, as players could use the Ring of Magicka to play Haunted Manor immediately followed by Hlaalu Oathman on turn three, reaping the benefits of both cards. The Manor’s increased cost will make combos like that a bit more difficult to pull off, align it close to popular Support removal cards, and give other decks more room to breathe.

Hand of Dagoth


Stats changed from 5/5 to 5/4


Hand of Dagoth has proven to be a staple in Dagoth decks - which we like! However, we found it just a little too resilient against other Midrange decks. This change will hopefully keep it resilient enough to be a top-tier threat while making the card a little more manageable in a race.

Tel Vos Magister


Effect changed to “Ward. At the end of your turn, if Tel Vos Magister has Ward, you gain a Ward.”


This is another resilient card thanks to Ward, and is the first instance of a player being able to have Ward that we’ve seen in Legends. Tel Vos Magister has proven to be a very powerful tool against aggressive decks - a bit too powerful, in fact. For many aggressive Midrange strategies, dealing with the Tel Vos Magister’s Ward and its four health, all while being slowed down by Wards on the opponent each turn, was just too much of an ask. With this change, these decks won’t necessarily have to actually remove or silence the Tel Vos Magister after getting rid of the card’s Ward to power through its effect. And, of course, the player controlling Tel Vos will have the option to give Ward back to it using a card like Wardcrafter to restart its effect!

Mudcrab Merchant


Stats changed from 1/3 to 1/2


Mudcrab Merchant has proven itself to be a very powerful one-cost creature, and while we like having powerful one-cost creatures in Legends, we aren’t a fan of such power level on a random effect with this wide of a scope. Mudcrab Merchant pulling any cards from the game is much different from effects that have a small pool of possible results, and that effect was impacting too many games at the tournament level. We recognize that the Merchant is a fan favorite for some and RNG-based effects have their place; as a result, we are keeping the core of the card in tact while giving the Mudcrab poorer stats, which should balance out the effect’s power level and make it less of a hindrance to competitive play.

Duke Vedam Dren


Stats changed from 4/4 to 4/5


Duke Vedam Dren has seen very little play since its inception. One of the major downsides is that it has to survive a whole turn before it can generate any value from its effect. The increased health will allow it to now survive Lightning Bolts and make it a bit harder for other creatures to trade into, thus increasing the consistency of the card.

Soul Summoned copies of Drain Vitality, Ulfric’s Uprising, Haunted Manor, Hand of Dagoth, Tel Vos Magister, and Mudcrab Merchant will be able to be Soul Trapped for their full value for two weeks following the changes.

The Elder Scrolls Legends: Masters Series - Championships at QuakeCon 2018

Get ready to experience the next level of competitive play for The Elder Scrolls: Legends.

The Elder Scrolls: Legends Masters Series is set to bring esports to Legends and provide an avenue for top players to show off their skill - and win some serious money along the way.

Qualifiers for the first Masters Series – featuring both offline and online events -- will begin at the end of this month (June 30th) and culminate in Dallas, TX at QuakeCon 2018! Sixteen of the best Legends players in the world will convene at the Gaylord Texan Resort and Convention Center on August 9-10 to battle for their share of a whopping $50,000 prize pool.

The Road to the Masters



Winning your seat at the first Masters event will be a straightforward process done through four qualifying tournaments. These two-day events will be held online over the next few weeks, open to all players, and will each award $1000 in cash to the top eight. An invite to the QuakeCon Legends tournament, complete with travel and accommodations, will be awarded to the top three finishers.

Masters Points will also be up for grabs in these qualifiers. With twelve invites going to the top three in each of these qualifiers, the final spots at QuakeCon will be given to the four players who accumulate the most Masters Points throughout the season of qualifiers. The breakdown of prizes is as follows:

Masters Series Qualifiers



  • 1st Place: $400, Invite+Travel to the Masters Series at QuakeCon
  • 2nd Place: $200, Invite+Travel to the Masters Series at QuakeCon
  • 3rd Place: $100, Invite+Travel to the Masters Series at QuakeCon
  • 4th Place: $100, 7 Masters Points
  • 5th-8th Place: $50, 4 Masters Points
  • 9th-16th Place: 2 Masters Points
  • 17th-32nd Place: 1 Masters Point

Masters Series at QuakeCon 2018



  • 1st Place: $20,000
  • 2nd Place: $10,000
  • 3rd-4th Place: $4,500
  • 5th-8th Place: $1,750
  • 9th-16th Place: $500

All qualifiers and the Masters Series itself will be played using a Conquest best-of-five format with one ban. Players will bring four decks to each event. See here for a full breakdown of the rules.

Sign up for the qualifiers here!

Qualifier Dates



  • June 30-July 1
  • July 7-8
  • July 14-15
  • July 21-22

Qualifiers will begin at 12pm ET on Saturday and be single elimination, using the best-of-five Conquest format. Play on Saturday will pause at the round of eight, and the final eight players will return on Sunday at 12pm ET to complete the tournament. The Sunday portion of each event will be streamed here.

The Elder Scrolls: Legends Finds a New Home

2018 marks an exciting next step for The Elder Scrolls: Legends, as we will be handing off future development and ongoing support for the game from Dire Wolf Digital to Sparkypants Studios. Sparkypants is a team of exceedingly talented developers with a passion and commitment to strategy gaming, competitive multiplayer and of course, The Elder Scrolls universe.

So why the change? Dire Wolf designed and created a wonderful card game with The Elder Scrolls: Legends, one that we very much believe in and want to grow. We believe that this move allows us to deliver on the promise of Legends to our players in the best possible way under Bethesda’s guidance and direction.

This change is also a commitment from us at Bethesda to better support the game with regular updates, new features, competitive scene support and the other requests from our fans. We have heard your requests and believe this is the best path to continue improving the game.

Rest assured, the core game mechanics, modes, cards and everything you already love about the The Elder Scrolls: Legends will remain intact and unchanged. In addition, existing players’ Collections, including pre-made decks, titles and any purchased or earned content, will not be affected.

Please tune in to the official Bethesda Twitch channel this Friday, June 1 at 3:00 p.m. ET for the regularly-scheduled Legends livestream with Pete Hines and Community Manager Christian Van Hoose, where they will take some time to field any questions not covered in the FAQ below.

And be sure to watch the Bethesda E3 Showcase starting Sunday, June 10 at 6:30 PM PT for more news and exciting updates!

Thanks, and see you in game!



FAQ



Why move away from Dire Wolf?

Everything we do is in the interest of our valued community and the game’s long-term growth and success. A decision like this is never easy, but we need to constantly look ahead and think about the future of Legends. Dire Wolf has been a great partner who laid the foundation for what is today a strong, compelling and strategic card game set in the Elder Scrolls universe. We believe that moving to a new developer now allows us to deliver on the promise of Legends to our players in the best possible way under Bethesda’s guidance and direction.

Who are Sparkypants?

Sparkypants is a talented group of seasoned developers with a deep bench of experience across multiple genres and platforms. Everyone at the studio is thrilled to be a part of the Legends family and to build on the game’s strong foundation. Plus, they’re huge Elder Scrolls buffs!

Stay tuned for formal introductions for members of the Sparkypants team!

Is this transition indicative of the state of the game?

Legends is a game enjoyed by a vast number of players all over the world, with a passionate and dedicated community. This transition is indicative only of our commitment to the long-term health and growth of the game, and we’re very excited to share our plans for the future of Legends very soon.

Will core gameplay or features be affected by the change?

The core gameplay and mechanics will remain intact.

What does this mean for things that have already been discussed as being in development?

We know there are many updates, mechanics, and features the community is looking forward to. Sparkypants is aware of the development roadmap as well as those highly requested community features. All previously announced content is still in development, in addition to some much-requested visual and quality of life updates.

What does this mean for the ongoing Elder Scrolls: Legends single player story / story expansions?

The team at Sparkypants is deeply passionate about The Elder Scrolls lore. Combining their passion with feedback and guidance from Bethesda, Sparkypants will deliver a high quality Elder Scrolls experience.

Will existing bundles, expansions, and story content still be available for purchase?

Yes. All existing content will be available for purchase.

How will change impact players’ Collections and progression?

Player progression (titles, cards, purchases, etc.) and Collections will not be reset or lost.

Will there be any interruption of service?

Stay tuned for more details surrounding any anticipated interruptions of service. Follow @TESLegends and @bethesdasupport for the latest information.

When is the transition taking place?

We will have more information on the exact timing at a later date. Follow @TESLegends and @sparkypants on Twitter for all the latest updates.

Anything else we should know?

We’re incredibly excited about the future of Legends and we will have more to show and discuss at E3 2018!

Game Update 72.3: Patch Notes - May 15, 2018

Two small gameplay issues have been addressed in today's update!

General Bug Fixes




  • For Arena draft, Crushing Blow is now available for all classes and houses.


Card Bug Fixes




  • Astrid - Now properly gains rewards a second time with Brotherhood Sanctuary in play.

Game Update 72: Patch Notes

Game Update 72: Patch Notes – May 2, 2018

New Lower Price for Skyrim Starter Pack



● This excellent value is now available at a reduced price! You’ll receive ten Heroes of Skyrim packs, the exclusive “The Dovahkiin” title, and a bonus Legendary card.

Be A Legend… Get The Legend Card Back



● Starting with this patch, when you reach Legend on the Versus ladder, you’ll receive the new Legend Card Back when you get your monthly rewards.

Turn Timers for Friend Challenges



● Players now have the option to turn on timers when creating a Friend Challenge game. (Note that the turn timer is never active for either player’s first turn.)
● Mobile users can once again initiate Friend Challenges.

General Bug Fixes



● When an action with Betray fills your lanes by summoning one or more creatures (such as Fleeting Apparition or Divayth’s Experiments), you are now able to Betray and play it again.
● User interface for Apple iPhone X has been improved.

Card Bug Fixes



Caius Cosades - Now indicates a failed guess with a visual effect.
Divayth’s Experiments - The copy will now be properly summoned to the same lane as the original creature.
Genius Pathmage - Now correctly summons a creature in the other lane when summoned to a full lane.
Gentleman Jim Stacey - No longer blocks the opponent from actions if a chat message is open and Jim is played. He’s much more gentlemanly now.
Laaneth - Now functions correctly on mobile when summoned from an ability.
Pit Lion - Game text clarified to “Pit Lion can't be played unless there's a friendly creature in each lane.” No functional change.

Dev Diary - Behind the Houses of Morrowind

Greetings, Outlander! By now, you’ve gotten to see all the cards in our Houses of Morrowind expansion, so we thought it might be fun to go through some of the cards and tell some of the stories behind their designs. Here goes!

The Oathmen



Once we decided Morrowind was going to be a three-attribute set, it didn’t take us long to add something like this cycle to the file.

We like putting cards at common rarity that make you care about the attribute ratio of your Arena deck. Drafting is a lot more fun when you’re drawn towards certain cards for reasons other than their raw power level and since every card has an attribute, it’s an easy thing to key off of. The “Ally” cycle in the core set, for example, was created so that you might lean towards one of your two attributes as you drafted.

In Houses of Morrowind we wanted to make a cycle that could work in a two-attribute deck, but really sang in three-attribute decks – particularly in Arena. Originally, they were called “Allies” and checked the top two cards in your deck much like the original Allies. We soon decided that we preferred gameplay similar to the cycle cards like “Priest of the Eight” hail from in Heroes of Skyrim. Checking for cards in play gave players a lot more agency and proved a lot more satisfying.

From there, we went through a lot of iteration on the abilities themselves to make sure each was generically useful, but also made sense for the appropriate House’s theme. We think we landed in a place where these push you in the right direction in Arena while acting as almost a fourth three-attribute card for their respective houses in constructed.

Camonna Tong Heavy



When making a set with as many themes as Houses of Morrowind, it’s important to create overlap between them. Cards that have different contexts in different Houses make deckbuilding a lot more interesting.

Take Camonna Tong Heavy. He has House Hlaalu’s “Plot” mechanic but he definitely appreciates a little help from House Redoran’s “Rally” mechanic.

As an aside, we normally would be a bit reluctant to make cards with Summon abilities that reference their own power or health unless the card modifies itself in some way because it’s usually a lot shorter and simpler to just say the actual number.

In another set, Camonna Tong Heavy might simply say “Unsummon a creature with less than 4 power.” But having Rally in the set made text boxes like this one worthwhile. You can see the same logic at work on Odirniran Necromancer and Grand Inquisitor, which also appear in Rally attributes.

Seyda Neen Courier



This little guy may look unassuming, but he’s one of our favorite cards in the set. We’re always hunting for elegant designs – that is, cards that are simple but nevertheless have a lot of gameplay to them. And that’s what Seyda Neen Courier does.

This is a simple enough card that could appear in any set and could go in any Arena deck. At worst it’s a 2-cost 3/1, which isn’t embarrassing. But in this set it does so much more.

For House Dagoth, that +3/+0 sword goes a long way towards creating an early 5-power monster, which can turn on cards like Ash Piercer and Ascended Sleeper.

House Telvanni loves that the Courier can give away its sword and leave behind a 0/1 body that’s ripe for Betrayal.

And should you find yourself in, say, an aggressive Battlemage deck, (hey, not every deck has to be tri-color) you’ll probably appreciate the way that sword can provide a little bit of burst or enable a Rally creature to trade with a burly Guard.

Temple Patriarch



Exalt is a great mechanic because it can help players have things to do throughout the whole game. A card like, say, Vivec City Pilgrim can act as either a 2-cost card OR a 5-cost card, making it more likely you have something to do on turns 2 and 5.

There’s just one problem – while playing Exalt creatures early is often correct, it’s also not very fun. In general, players vastly prefer to use the text on their cards. So it can be painful throwing your Pilgrim out on turn 2, knowing you’ll never get that sweet +2/+2 bonus.

That’s where Temple Patriarch comes in. With Patriarch in your deck, playing an Exalt creature early doesn’t necessarily mean giving up on its game text. If you can keep it alive and land a Patriarch, you can have your early game cake and your late-game frosting too. It may not always work out, but we found the possibility of doing so made Exalt much more fun to build around.

Writ of Execution & Morag Tong Nightblade



When Morag Tong Nightblade was spoiled, many players did a double-take. What was a slaying assassin doing in Willpower?

The answer is that we were trying to make a statement about the Morag Tong. What makes them different from the Dark Brotherhood? Well, whereas the Brotherhood is a death cult that kills to honor Sithis, the Morag Tong is a respectable organization that upholds the law and kills deserving targets.

Both organizations have cards in Agility – after all, they’re sneaky assassins. But whereas the Dark Brotherhood lurks in Endurance, an attribute that has a certain appreciation for death, the Morag Tong’s secondary attribute is Willpower, the attribute that seeks to impose its sense of order on the world.

Writ of Execution also deserves a little digital ink. We normally don’t like cards to create cards of other attributes, but if the flavor is good enough we can make exceptions. Here the Completed Contract really sold the story and helped solidify the Morag Tong as Willpower-Agility. The clause also gave your opponent an incentive to kill the creature before you could complete your contract – perhaps by Betraying it? – creating a little more gameplay tension.

Cliff Hunter, Cliff Strider, and Cliff Racer Onslaught



When we realized we were making a Morrowind set, we knew we were going to need some Cliff Racers. There was just one problem. In our Core set, we’d defined Cliff Racer as a big dumb Charge guy. Original Cliff Racer has exactly one thing going on, and that thing is Charge.

But we didn’t want to add a bunch of big Charge guys with Morrowind. One thing we’ve been keeping an eye on is the amount of burst damage in the game. Some amount of burst damage is healthy – it gives aggressive and midrange decks hope against control opponents who have otherwise stabilized, making the ends of games more exciting. But too much makes the game feel less interactive, because you don’t have a chance to deal with creatures before they hit you. As we add more sets, the risk of the latter situation increases, so we were very careful with those kinds of cards in HoM.

And that’s how we arrived at these cards. Cliff Strider gives you more stat points than we typically put on a Charge creature, but can only attack creatures. Cliff Hunter uses “Summon: Battle a creature” as a different take on a Charge creature that can’t attack your opponent, (a formula you’re likely to see us do more of going forward.)

And finally, Cliff Racer Onslaught follows through on the meme that Morrowind is full of Cliff Racers. But what are these Cliff Racers doing? Descending on unwary travelers, of course! There are ways to allow your new Cliff Racers to hit your opponent, but you usually have to use your existing board to do it, so the damage didn’t entirely come out of nowhere.

Fun side note: Early on in testing, Onslaught cost a bit more but made two Racers and targets in each lane to really drive the story home. Trust us: That was too many Cliff Racers – especially when copied with Mushroom Tower.

Caius Cosades



Back in early Heroes of Skyrim design, we came up with a mechanic for the Thieves Guild that we called “Spy.” Spy would let you look at two of your opponent’s cards, and try to guess which they had in their hand for a benefit.

The mechanic was divisive. Some playtesters loved trying to dissect their opponent’s plays and try to determine what they might or might not have; others thought the mechanic was purely random. In the end, the flavor wasn’t quite right anyway – yeah, maybe the thieves scouted their targets a bit, but it wasn’t the main thing they did. We decided to cut the mechanic, but leave in our favorite card with it – the wily cat you know as Thief of Dreams.

Flash forward to early Houses of Morrowind design. Surely here was the place for Spy – after all, all of the early main quest missions in TES III are about gathering intelligence for Mr. Cosades here. Once again we designed a bunch of Spy cards and once again they were loved by some and hated by some.

So what happened? At the time, the set still lacked a strong identity. Then we hit on the three-attribute set theme. As we contemplated which factions to focus on, we realized that we should be shining a spotlight on the denizens of Morrowind, not their nosy guests from Cyrodiil. Out went the Imperials, and with them went Spy.

Of course, we couldn’t do a Morrowind set without capturing the Spymaster himself, so once again Spy got to survive on a single card.

Sun-in-Shadow



We’ve seen a few people ask: Why Sun-in-Shadow? Of all the great Telvanni characters, why her? The main reason is that we thought she told a cool story as a three-attribute card. In the launch set, we established Argonians in Agility and Endurance.

Sun-in-Shadow is a cunning mage, the quintessential Telvanni schemer, so of course she’s an Intelligence card. But she’s also carrying her Argonian heritage with her. Being a tri-attribute card told a story about Sun-in-Shadow in a way it wouldn’t have for, say, Master Aryon (who you can see on Tel Vos Magister).

That’s all we’ve got time for today. Hopefully this gave you a little insight into our process. Until next time, good luck to your house!

April 2018 Monthly Card - Conjurer's Spirit!

Gaining health is never a bad a thing in a game of The Elder Scrolls: Legends, but this month’s card steps it up by rewarding health-restoring players with their own army of spirit wolves!

Without further ado, allow us to present Conjurer’s Spirit:



So long as you consistently gain health, Conjurer’s Spirit offers a superior take on cards like Imperial Might, but at a lower cost. Of course, that’s on top of the natural advantage you already get from gaining health!

Of course, the real trick is setting yourself up to heal up every turn. Thankfully, Drain creatures and cards that bestow that keyword like Snaketooth Necklace or Pillaging Tribune are always an option.

It’s also important to remember that Conjurer’s Spirit doesn’t really care how much health you gain in a turn, making slow-drip healing from the likes of Bruma Profiteer or Necromancer’s Amulet a consistent way to keep your Familiars flowing turn after turn.

Once you’ve amassed an army of Familiars, Conjurer’s Spirit’s affinity for Willpower is the perfect attribute to have! Cards like Imprison, an incredibly efficient removal action with enough creatures, are easier to enable with creatures to spare. Of course, staple cards like Divine Fervor, Resolute Ally and Fifth Legion Trainer can also help bolster your lupine army.

Regardless of how you choose to create your spirit wolves, be sure to hop into the ranked queue today to earn your copies of Conjurer’s Spirit!

Balance Changes: Patch 71.2

Balance Changes: Patch 71.2



Any Soul Summoned copies of the following cards can be Soul Trapped for their full value until May 16.



Mantikora



Mantikora has long been a staple of Willpower decks looking to control the game, invalidating your opponent’s best creature and stopping remaining attackers in the lane. With this change, Mantikora will still provide tremendous value and ability to swing a game back in your favor, but will be less effective at locking out your opponent’s ability to attack you.

Tribunal Control decks that attempt to kill every threat their opponent plays have become exceedingly popular and effective. This type of deck can be demoralizing to play against when it controls the game with Guards and removal, never attacking their opponent. Without Guard, Mantikora will encourage these decks to finish games once they’ve established some control.



Nix-Ox



Nix-Ox has been used in powerful Combo decks with Ulfric’s Uprising and other ways to retrigger its Summon. Decks that run up against the turn timer on a regular basis and win with combinations from no board presence can be frustrating to play against. This change retains Nix-Ox’s effectiveness as an enabler for Plot and Dagoth cards, while greatly impacting how powerful it is in combination with Ulfric’s Uprising and similar cards.

Game Update 71.1: Patch Notes

Game Update 71.1: Patch Notes – April 12, 2018



General Bug Fixes



● Morrowind packs are the default for users when they go to the packs screen for the first time (new players will still see Core packs).
● All users are now able to use the Soul Trap Extras button.

Card Bug Fixes



Almalexia - Using Dragon Aspect on creatures protected by Almalexia no longer causes the client to gate.
Berne Clan Nightstalker - Now functions properly with enemy creatures whose Last Gasp abilities summon creatures.
Dragon Cult Ghost - Game no longer crashes when Dragon Cult Ghost’s cost is affected by Seht’s Masterwork or Wrath of Sithis.
Falling Wizard - Game no longer crashes when Falling Wizard equips Stendarr’s Hammer or Gavel of the Ordinator from the Plunder Lane or Wrothgar Forge.
Lich’s Ascension- The support token on the playmat for the premium version is no longer missing its image.

Game Update 71: Patch Notes

Game Update 71: Patch Notes – April 5, 2018

Welcome to Morrowind!



We’re proud to announce our newest set, Houses of Morrowind. For a look at some of what you can expect to find in Morrowind packs, check out the article here. In addition to 149 new cards, exciting three-attribute decks, the 100-card maximum deck size, and four new keywords, here are even more features from this update:

Morrowind Starter Pack - This special offer contains 10 Houses of Morrowind packs, exclusive "The Nerevarine" title to display on your avatar, and a bonus Legendary card.
Morrowind Theme Decks - Five 75-card decks, one for each of the five new Houses, with new three-attribute deck art. Each theme deck is available for Gold or cash.
Morrowind Daily Quests - New tasks are available to assist the citizens of Morrowind.
Morrowind Titles - Many new titles have been added for Morrowind achievements.
Morrowind Playmats - There will be mushrooms! Lots of mushrooms.

Puzzle Sets



Three new sets of puzzles are available! These single-player challenges present players with interesting and tricky situations, similar to the Memory games seen in Return to Clockwork City.

● Each set contains 10 puzzles.
● Each puzzle you complete will provide rewards. Rewards for each set include five Houses of Morrowind packs, 100 Soul Gems, and an exclusive card back.
● The Caius’ Training set has been granted to all players for free.
● Two sets, Naryu’s Challenges and Divayth Fyr’s Trials, are available for Gold or cash.
● For more information, see our article here.

New Deckbuilder Features



Copy and Delete Deck - You can now copy and delete decks from the Collection view, without having any decks open.
Full Deck View - With a deck open, selecting the deck tile expands your deck to fill your screen, allowing you to see your entire deck without scrolling in most cases. This has replaced the Deck Info dialog.

Arena Changes



There’s a complete Arena preview article here, but the changes include:

New Houses - Three-attribute Houses have been added to Arena. You will have the choice of at least one three-attribute House in every Arena you enter.
Solo Arena - Extra picks between games have been increased in rarity and will no longer give commons. The guaranteed pack reward is changed to Core set (Versus Arena and Chaos Arena will give out a Houses of Morrowind pack instead).
Rank Reductions - for Solo Arena, Versus Arena, and Chaos Arena
○ Rank 1: -3 ranks
○ Ranks 2-4: -2 ranks
○ Ranks 5-6: -1 rank
○ Ranks 7-9: No change

New Card Backs



We’re introducing several new card backs to the game!

Morrowind Card Back - Awarded with your first Morrowind pack bundle purchase.
House Card Backs - Each house has a special back that you can earn for winning 30 games with a matching three-attribute deck.
Puzzle Card Backs - Each puzzle set has an exclusive back awarded for completing all 10 puzzles in the set.
Nerevar Reborn Card Back - Awarded for collecting 100% of the Morrowind set.

General Bug Fixes



● The special offers icon will now only glow when there are new special offers.
● Searching for New cards in Collection has been improved in several languages.
● Blood Magic spells are now tracked accurately for the title “The Blood Magic Lord.”
● Playing Shouts is now tracked accurately for the title “The Thu’um Master.”
● Where there is no card yet previewed for the Ranked Monthly Ladder, the placeholder texts appear correctly.
● Cards that reference playing a card will now only count cards played from hand or the prophecy zone. They will not count cards summoned from your discard pile, deck, or from outside the game.

Card Bug Fixes



Dark Rebirth - No longer permanently copies ongoing immune buffs.
Fabricate - Custom Fabricants now retain their game text when copied.
Hunter-Killers - Can now target creatures summoned after its first attack.
Mecinar - Copies of Mecinar’s Abomination now retain the Abomination’s art and stats.
Move in Shadows - Now properly moves a Charge creature at the end of the turn.
Serpentine Stalker - Can no longer bypass Guards to attack in the other lane.
Ulfric's Uprising - Summon abilities from Uncaged Wolf, Stronghold Eradicator, Custom Fabricant, and Assembled Titan are now properly triggered by Ulfric's Uprising.