1Deal 5. Gain 4 Guard.
It did less than a plain Strike or a plain Defend. It now hits and blocks a little harder in one card, and stays simple enough to read on a first run.

42 changes across cards, monsters, bosses, charms and Pacts. Each one shows what it does now, the numbers that changed, and why.
Stronger than before.
1Deal 5. Gain 4 Guard.
It did less than a plain Strike or a plain Defend. It now hits and blocks a little harder in one card, and stays simple enough to read on a first run.
1Deal 2. Gain 2 Guard. Apply 3 Chill.
Its numbers were too small to notice. Rather than hit harder it freezes deeper, the cheap Chill loader every Frost payoff feeds on.
1Deal 3. Bury 5: top 5 to discard, gain up to 5 Dust.
The weak hit slowed the fight down. Instead of hitting harder it buries deeper, turning more of your deck into Dust for every Hourglass payoff.
1Deal 10. Double it if your Omen struck this turn.
Dusk's payoff for a struck Omen hit too softly to plan around. The bigger hit makes timing your Omen worth it.
1Seal Omen 20: it strikes next turn.
First Shadow sealed more and drew a card for the same price, so this one had no place. It now seals a much bigger Omen and earns its slot as the big single hit.
1Stack 4 Guard. Deal twice your banked Guard, then lose half of it.
The big Cairn rare hit no harder than Sling Stone. It now deals twice your banked Guard, the finisher a deep wall is saved up for, and you still keep half.
1Stack 3 Guard. Start of turn: stack up to 2 Guard.
It cost a mana to do what the free Gathering Cairn already does. It now stacks Guard right away and more every turn, and stays one idea on the card.
1Seal Omen 4: it strikes next turn. Gain 2 Wrath per card played this turn.
Two mana for a tiny Omen and a little Wrath was one of the weakest deals in the game. It now costs one and steeps twice the Wrath per card, with a bigger Omen on top.
Its slam promised a big hit and barely scratched you, so a deep-floor gate was no threat at all. The slam now lands for real.
A deep-floor foe that posed no danger. Its broom now hits hard enough that the Shatter it sets up means something, and it has a little more health.
It went down almost every time, whoever fought it. More health and sharper Shears, so the Shatter it marks you with is worth fearing.
It rarely stopped anyone. More health; its spores and its collapse stay as they are.
It went down almost every time. More health and a harder seam strike.
It rarely stopped anyone. More health and a harder strike.
It was one of the easiest gatekeepers on the ladder. More health, and both its haul and its flood hit harder.
It went down almost every time. More health and a harder opening fault.
It rarely stopped anyone. More health, and every point of health you spend on yourself in its fight now costs more.
It went down almost every time. More health and a harder closing call-in.
Start each combat with 3 Wrath.
A little Wrath at the start of a fight was gone in two hits. More Wrath makes it a real opening choice, still short of Battle Standard's Wrath every turn.
When you take damage, deal 7 back to the enemy.
The damage it paid back barely scratched a mid-run foe. Now getting hit is worth something.
The first time you Chain each turn, draw 2 cards.
It gave less than Quickdraw Charm, an uncommon with no condition at all. A rare that asks you to Chain first now draws two.
Whenever you Chain, deal 5 to the enemy.
It paid less than Kindling Knuckle, a common. A rare should out-hit a common, so each Chain now deals more.
Every 3rd card you play each turn deals 8 to the enemy.
It fired about once a turn for less than a common charm deals. A rare should beat a common, so the third card now hits twice as hard.
Every foe strikes +2 harder.
Every foe hitting harder is the costliest Pact, and its bounty did not cover the risk. It now pays the biggest Keys bonus of all.
Trimmed back a little.
0Gain 1 mana, unless grounded. Draw 1. Gain 2 Guard. Exhaust.
A free card that refunds itself, draws and blocks was an automatic pick. The mana and the draw are the point, so they stay; the Guard shrinks a little.
2Deal 12 per Edge. Hone up to 22 each turn.
Poise has been the strongest deck this season and this is its star. The every-turn Hone stays whole; only the one-time hit shrinks.
1Gain 17 Guard. Hone up to 13.
A one-mana common that blocked almost as much as four Defends is why Poise rarely got hit. The Hone stays; the wall gets a little smaller.
She ended far too many first runs on the early floors. Her lingering sap, her big drop and her health are all a little smaller.
Its rot never fades, so every extra turn hurt more than new players could handle. Less rot and a little less health; its smite and its heal stay.
Its door-slam could take half a new player's health in one turn. A softer slam and a little less health.
An ordinary foe that hit like an elite, with the biggest normal swing in the first half of the game. A lighter swing and a little less health.
Its brand climbs every turn and never washes out, so long fights went badly for new players. A weaker brand and a softer lash; its health stays.
It was the deadliest ordinary foe in the game for new players. Less health and a lighter double swing, but it is still the Kiln's hardest fight.
Works differently now, not just a bigger or smaller number.
1Deal 3. Apply 5 Shatter. Chain: apply 3 more.
It is the only Frost card that makes Shatter. Instead of a bigger hit it marks deeper, and deeper still on a Chain, so every hit after it lands harder.
1Gain 6 Guard. Apply 1 Chill. Chain: apply 2 more.
Its Chill slept until a combo woke it. It now freezes a little on its own and more on a Chain: the Frost wall that always chills.
1Gain 1 Wrath per card played this turn. Chain: gain 2 Wrath.
One Wrath per card was too little for its cost. It now pays extra Wrath when played mid-combo, so it rewards the long Blood turn.
1Deal 4. End of turn: deal 1 damage per 2 Dust. Chain: bury 2.
A two-mana card that starts a slow engine was too dear to play early. At one mana it is the cheap way into the Dust storm, and on a Chain it buries cards to feed it.
1Deal 4. Seal Omen 12: it strikes next turn.
It played like a weaker Strike. Its weight moves into the Omen: a smaller hit now, a much bigger one sealed for next turn, so it plays like Dusk.
1Gain 6 Guard. Seal Omen 10: it strikes next turn.
It did a little of everything and nothing well. The small heal goes; it is now the Dusk card that shields you while it seals a bigger Omen.
1Deal 6 plus your banked Guard. Lose half. Chain: stack 3 Guard.
It spent the wall Cairn builds and gave nothing back. On a Chain it now stacks Guard after the throw, so the cash-out refills your bank instead of only draining it.
1Lose 1 HP. Seal Omen 10: it strikes next turn. Hone up to 1. Draw 1 card.
Its Omen was too small to matter. It now pays the Verge price, a sliver of health, for a real Omen next turn, and still draws a card.
2Deal 5. Bury 4. End of turn: deal 2 damage per 2 Dust. Apply 1 Chill.
Simmer has no card that makes Dust, so its end-of-turn line never fired. It now buries cards itself, so its own storm hits from the first turn. It drops the Shatter it shared with another card.
Atlas of Doors · Season VII balance changes · Everything new in Season VII