Live in v7.4.0Atlas of Doors · Season VII · Patch notes · Sep 28, 2026

Season VII balance changes

42 changes across cards, monsters, bosses, charms and Pacts. Each one shows what it does now, the numbers that changed, and why.

Buffed24

Stronger than before.

Cards8

Avalanche 1
AvalancheBuffed
Frost

Deal 5. Gain 4 Guard.

Damage 4 → 5Guard 3 → 4

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.

Frostbite 1
FrostbiteBuffed
Frost

Deal 2. Gain 2 Guard. Apply 3 Chill.

Guard 1 → 2Chill 1 → 3

Its numbers were too small to notice. Rather than hit harder it freezes deeper, the cheap Chill loader every Frost payoff feeds on.

Sifting Cut 1
Sifting CutBuffed
Hourglass

Deal 3. Bury 5: top 5 to discard, gain up to 5 Dust.

Bury 3 → 5

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.

First Light 1
First LightBuffed
Dusk

Deal 10. Double it if your Omen struck this turn.

Damage 7 → 10

Dusk's payoff for a struck Omen hit too softly to plan around. The bigger hit makes timing your Omen worth it.

Gathering Dark 1
Gathering DarkBuffed
Dusk

Seal Omen 20: it strikes next turn.

Omen 14 → 20

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.

Seismic Shove 1
Seismic ShoveBuffed
Cairn

Stack 4 Guard. Deal twice your banked Guard, then lose half of it.

Banked Guard dealt ×1 → ×2

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.

Stonespire 1
StonespireBuffed
Cairn

Stack 3 Guard. Start of turn: stack up to 2 Guard.

Guard 1 → 3Guard per turn 1 → 2

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.

Omen Steep 1
Omen SteepBuffed
Simmer

Seal Omen 4: it strikes next turn. Gain 2 Wrath per card played this turn.

Mana cost 2 → 1Omen 2 → 4Wrath per card 1 → 2

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.

Monstersnow tougher2

The Lychgate
The LychgateTougher
The Warden's Gate
Attack 2 → 14

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.

The Sill-Sweeper
The Sill-SweeperTougher
The Warden's Gate♥ 52
Health 46 → 52Attack 4 → 8

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.

Bossesnow tougher8

Shroudwright
ShroudwrightTougher
Boss♥ 262
Health 234 → 262Attack 20 → 23

It went down almost every time, whoever fought it. More health and sharper Shears, so the Shatter it marks you with is worth fearing.

Sillrot
SillrotTougher
Boss♥ 212
Health 195 → 212

It rarely stopped anyone. More health; its spores and its collapse stay as they are.

Silverquiet
SilverquietTougher
Boss♥ 232
Health 211 → 232Attack 20 → 22

It went down almost every time. More health and a harder seam strike.

The Lazaret
The LazaretTougher
Boss♥ 228
Health 207 → 228Attack 25 → 28

It rarely stopped anyone. More health and a harder strike.

Blackwater
BlackwaterTougher
Boss♥ 206
Health 184 → 206Attack 18 → 20

It was one of the easiest gatekeepers on the ladder. More health, and both its haul and its flood hit harder.

Diabase
DiabaseTougher
Boss♥ 158
Health 141 → 158Attack 20 → 22

It went down almost every time. More health and a harder opening fault.

ZEAL
ZEALTougher
Boss♥ 202
Health 186 → 202

It rarely stopped anyone. More health, and every point of health you spend on yourself in its fight now costs more.

The Arrears
The ArrearsTougher
Boss♥ 192
Health 171 → 192Attack 21 → 24

It went down almost every time. More health and a harder closing call-in.

Charms5

Warlord's Banner
Warlord's BannerBuffed
Common

Start each combat with 3 Wrath.

Wrath 2 → 3

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.

Thornheart
ThornheartBuffed
Uncommon

When you take damage, deal 7 back to the enemy.

Damage 5 → 7

The damage it paid back barely scratched a mid-run foe. Now getting hit is worth something.

Galecharge Sigil
Galecharge SigilBuffed
Rare

Whenever you Chain, deal 5 to the enemy.

Damage 3 → 5

It paid less than Kindling Knuckle, a common. A rare should out-hit a common, so each Chain now deals more.

Wildfire Heart
Wildfire HeartBuffed
Rare

Every 3rd card you play each turn deals 8 to the enemy.

Damage 4 → 8

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.

Pacts1

Savage Pact
Savage PactBuffed

Every foe strikes +2 harder.

Keys bonus +6% → +13%

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.

Debuffed9

Trimmed back a little.

Cards3

Surge 0
SurgeDebuffed
Storm

Gain 1 mana, unless grounded. Draw 1. Gain 2 Guard. Exhaust.

Guard 3 → 2

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.

Oath of the Duelist 2
Oath of the DuelistDebuffed
Poise

Deal 12 per Edge. Hone up to 22 each turn.

Damage per Edge 15 → 12

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.

Still Water 1
Still WaterDebuffed
Poise

Gain 17 Guard. Hone up to 13.

Guard 19 → 17

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.

Monstersnow easier6

The Broodmother
The BroodmotherEasier
The Silked Hollows♥ 92
Health 100 → 92Curse 4 → 3Attack 25 → 20

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.

Bone Priest
Bone PriestEasier
The Bone Halls♥ 92
Health 100 → 92Curse 4 → 3

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.

Furnace Thrall
Furnace ThrallEasier
The Vitreous Kiln♥ 90
Health 98 → 90Attack 25 → 21

Its door-slam could take half a new player's health in one turn. A softer slam and a little less health.

Slag Hauler
Slag HaulerEasier
The Vitreous Kiln♥ 72
Health 78 → 72Attack 22 → 18

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.

The Cane Grove
The Cane GroveEasier
The Vitreous Kiln
Curse 4 → 3Attack 18 → 16

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.

The Slagwright
The SlagwrightEasier
The Vitreous Kiln♥ 93
Health 103 → 93Attack 15 → 13

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.

Reworked9

Works differently now, not just a bigger or smaller number.

Cards9

Frost Mark 1
Frost MarkReworked
Frost

Deal 3. Apply 5 Shatter. Chain: apply 3 more.

Shatter 3 → 5Chain: Shatter — → 3

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.

Glacial Wall 1
Glacial WallReworked
Frost

Gain 6 Guard. Apply 1 Chill. Chain: apply 2 more.

Chill — → 1

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.

Blood Rage 1
Blood RageReworked
Blood

Gain 1 Wrath per card played this turn. Chain: gain 2 Wrath.

Chain: Wrath — → 2

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.

Dune Crush 1
Dune CrushReworked
Hourglass

Deal 4. End of turn: deal 1 damage per 2 Dust. Chain: bury 2.

Mana cost 2 → 1Chain: 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.

Omen Cut 1
Omen CutReworked
Dusk

Deal 4. Seal Omen 12: it strikes next turn.

Damage 6 → 4Omen 6 → 12

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.

Veilward 1
VeilwardReworked
Dusk

Gain 6 Guard. Seal Omen 10: it strikes next turn.

Guard 5 → 6Omen 6 → 10Heal 1 → —

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.

Sling Stone 1
Sling StoneReworked
Cairn

Deal 6 plus your banked Guard. Lose half. Chain: stack 3 Guard.

Chain: Guard — → 3

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.

Doom Vow 1
Doom VowReworked
Verge

Lose 1 HP. Seal Omen 10: it strikes next turn. Hone up to 1. Draw 1 card.

Omen 4 → 10HP lost — → 1

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.

Dust Boil 2
Dust BoilReworked
Simmer

Deal 5. Bury 4. End of turn: deal 2 damage per 2 Dust. Apply 1 Chill.

Bury — → 4Shatter 1 → —

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

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