
Hits for the printed value times the foe's Bleed, then clears it all. Lives on Verge's Bloodrend cards.

Two new paths, three new biomes with 24 monsters and 2 bosses, new curses and card effects, and 59 cards retuned for a harder season.
Simmer and Verge are combo-generic: their cards feed Omen, Dust, Guard, Ember and Chill that other decks already use, so drafting one mid-run still fits your build. Simmer is earned by winning at Descent V, like Dusk, Hourglass and Poise. Verge is bought for 7 Diamond Keys.
1 The number in the corner of a card is its mana cost.

The longer a fight goes, the more power you build, ready to unleash in one big turn.
How you get it: Simmer is not for sale. Beat Descent V or deeper to unlock a sealed deck, like Dusk, Hourglass and Poise.
















You hurt yourself to hit harder. The worse things get, the stronger you become.
How you get it: Verge costs 7 Diamond Keys ($4.99), or earn keys free at 1 per Descent V win. Price never moves, no timer.














Two new keywords, each the signature move of one new path.

Hits for the printed value times the foe's Bleed, then clears it all. Lives on Verge's Bloodrend cards.

A bonus hit for the printed value times the HP you're missing. Lives on Simmer's Magma Burst cards.
Both show a live 1×7 bead in hand: the printed number, then what the board is paying right now.
Each new path hits with its own animation. Six painted frames, shown slowed here.







Verge: one crimson flash.
Your system asks for reduced motion, so the stage holds frame 4, the widest one.
1
2
3
4
5
6






Simmer: one amber bloom.
Your system asks for reduced motion, so the stage holds frame 4, the widest one.
1
2
3
4
5
6Season VII adds the Vault, the game's first shop. It sells Diamond Keys.

The game's second currency. One for every Descent V win, or buy a pack below. Never expires.
2 Diamond Keys$1.99$1.00 each
7 Diamond Keys$4.99$0.71 each
16 Diamond Keys$9.99$0.62 each
44 Diamond Keys$19.99$0.45 eachPrices include VAT; each pack holds exactly the keys shown. You can also earn a Diamond Key by beating Descent V.
Every diamond price shows its real-money price. Nothing counts down, nothing is recommended, nothing here touches your odds.

A whole new path, bought once and yours forever. Simmer is earned at Descent V.

Keyring perks are bought with Keys you earn by playing. Only the Heirloom, 7 Diamond Keys, costs diamonds. See the new key rings.

Die on Descents I to V and get back up at half health, the foe's wounds intact. One free rise every day, then 2 Diamond Keys. Once per run.

Three rows joined the Keyring: two change what a reward offers, one changes what you start with.
Aim it at one path and its cards take a 1.25x weight in a reward's free slots. Your own path's slot is untouched.
Tap the row, then a path: one tap buys and aims it. Re-aiming later is free.


Lodestone's sheet, aimed at Verge; sealed paths greyed.
The mirror at 0.75x: the path you aim it at shows up less, so a deck you are tired of stops crowding offers.
Same sheet, same free re-aim. Both rings on one path land on 0.9375, not nothing.


Ward's sheet, aimed at Simmer.
Bought once with diamonds, it starts every run with one card of your choosing in your deck.
Pick any card from a path you have opened; change it whenever you like, free.


The Heirloom picker, Verge tab, one card armed.
Verge and Simmer are legal targets for both rings, and all 21 of their cards can be the Heirloom once the path is open. Lodestone and Ward cost Keys, never diamonds: they bend your odds, and money never reaches the odds.
Three new places in run order, with every foe in them. Open moves for the kit.

The vats never stop, and the fat clings to everything you swing.
A low stone larder: banked fires, copper vats, fat standing in the flagstones.
Greasebite greases your hands, so your next swing lands soft. It wears off after a turn.
Every face here taxes what you gain, so what you kindle arrives thinner.




A fat-clotted carrion bird whose bite sours your next swing.



A carriage of fused hooks hauling its own sac of fat.



A candle-shelled slug that will not let anything catch fire.



A cracked copper vat spitting scalding fat at whatever comes near.



Wick-fat wings, drawn to every flame, brighter each pass.



A four-legged furnace still working the fires on purpose.



An anvil-headed serpent that forges hooks with its tongue.


The glass here is never finished cooling, and neither are you.
A glassworks cut into the rock: molten glass, half-made shapes cooling on the racks.
Kilnbrand burns hotter at the end of every turn, for three turns.
Every face here caps what you can bank and burns off the surplus.




A scrap of furnace-light that never quite goes out.



Its head is a glass vessel with the kiln’s fire inside.



It swings a slag bucket twice its own size.



Small and quick, always making the nearest crucible flare hotter.



It spins its web from glass still cooling.



A rooted tree of pontil rods, every branch a glass cane.



Fed to the furnace once, and never finished burning.



It swings rough slag castings two at a time.



The ship went down slow enough that everything aboard learned to wait.
A sunken ironclad: verdigris on every bulkhead, silt drifting through the crew quarters.
Driftfuse banks the water in your lungs and lands it two turns later.
Every face here hits you back for what you do: heal, chill, bleed, self-harm.




Its armour is reef now, and the crust keeps growing.



A hermit thing wearing the ship’s bell for a shell.



Loosed from its housing, it swings its whole length.




It lives where the ship’s old charge still leaks.



It chants the old rites, and the salt answers.



An anglerfish fishing with a drowned ship’s lantern.



Built to open ships, and never told to stop.



It gives orders nobody living can hear. Its crew answers.



A leviathan’s ribcage in fire-cooked glass, walking on its ribs.

Two new faces, one built to answer each new path.
Zeal is a tribute to our top player, the first name on the Atlas’s ladder.
Both join the rotation every descent draws its finale from. Descent I never sends the one that answers your deck.


It tallies every wound you open on yourself, and lifts it.





It opens a ledger on you and collects what you owe.


One curse per new biome, live from the first door of that band.

Your attacks hit softer for 1 turn.

Burns you at turn end, hotter each turn, for 3 turns.

Damage that lands 2 turns later.
A passive is fixed for the fight: never gained, never removed, aimed at one resource. Seventeen dials, three families, across twenty-six new foes.

Caps how much Ember you can hold each turn.
Cinder Wispcaps at 6
Furnace Thrallcaps at 7
Caps how much Wrath you can hold each turn.
The Bottleheadcaps at 3
The Slagwrightcaps at 1
Caps how much Edge you can hold each turn.
Slag Haulercaps at 2
Bellows Impcaps at 2
Pane Widowcaps at 4
Caps how much sealed Omen you can hold.
The Cane Grovecaps at 10
The Slagwrightcaps at 9
Cuts the Ember your fire cards apply.
Larder Crowto 70%
Cuts the Chill you apply.
Hook Wretchto 80%
Cuts the Everburn you bank.
Grease Thrallto 60%
Cuts the Duststorm you raise.
Spit Vatto 70%
The Rendererto 50%
Cuts the Vigil you set.
Candlewick Mothto 90%
Cuts the Dawnwatch you set.
The Hooksmithto 60%
Cuts the Wrath you gain.
ZEALto 70%
Cuts the Wrath your rage cards bank.
The Arrearsto 30%
Hits you back for every point you heal, ignores Guard.
Barnacle Knight1 HP per point
Anchor Chain1 HP per point
Hits you back for every point of Bleed you land, ignores Guard.
The Bellwearer2 HP per point
Brinelamp2 HP per point
Hits you back for every point of mana you gain, ignores Guard.
Anchor Chain1 HP per point
Bilge Eel1 HP per point
Hits you back for every point of Chill you apply, ignores Guard.
Tide Priest1 HP per point
The Drowned Admiral1 HP per point
Hits you back for every point your cards spend, ignores Guard.
The Hullbreaker2 HP per point
The Hollow Warden2 HP per point
ZEAL1 HP per pointMonsters hit harder now, and every card was rebalanced against its deck's win rate at each depth.
Decks that finished Season VI under their win band come up together. Poise was the furthest under, so it moves the most: every Poise card is worth about 1.9 times what it was.
Deal 13. Detonate: burst 22 damage per Ember.
Was Deal 11. Detonate: burst 19 damage per Ember.
The deck's payoff card. Bigger opener, bigger Ember burst.
Taken by 46% of players offered it
Apply 4 Ember. Exhaust.
Was Apply 2 Ember. Exhaust.
Flame's best free card gained the biggest boost. Now hits four Ember.
Taken by 40% of players offered it
Deal 3. Apply 7 Ember. Gain 1 Guard. Heal 1.
Was Deal 3. Apply 6 Ember. Gain 1 Guard. Heal 1.
One more Ember on an already busy card.
Taken by 33% of players offered it
Deal 2. Apply 6 Ember per card played this turn. Draw 1.
Was Deal 2. Apply 5 Ember per card played this turn. Draw 1.
Six Ember per card now, not five. Hits harder on wide turns.
Taken by 30% of players offered it
Deal 5, plus 10 per card played this turn.
Was Deal 4, plus 9 per card played this turn.
Both the flat hit and the per-card bonus went up.
Taken by 28% of players offered it
Deal 12 per card played this turn. Draw 1.
Was Deal 10 per card played this turn. Draw 1.
Twelve per card now instead of ten. Hits harder.
Taken by 24% of players offered it
Deal 6. Apply 2 Ember.
Was Deal 5. Apply 2 Ember.
Rarely taken. Now hits six instead of five.
Taken by 10% of players offered it
Deal 11 per card played this turn, as separate hits. Lifedrink: heal 5 per card played this turn.
Was Deal 10 per card played this turn, as separate hits. Lifedrink: heal 4 per card played this turn.
Blood's most popular card. Gains life on every hit and heal.
Taken by 60% of players offered it
Deal 15. Apply 3 Bleed. Unleash: deal 8 per Wrath.
Was Deal 13. Apply 3 Bleed. Unleash: deal 7 per Wrath.
Bigger opening hit, bigger payoff per Wrath.
Taken by 41% of players offered it
Deal 8. Heal 2. Apply 1 Bleed.
Was Deal 7. Heal 2. Apply 1 Bleed.
One more damage on the deck's workhorse.
Taken by 34% of players offered it
Deal 4, then 4. Chain: apply 2 Bleed.
Was Deal 2, then 2. Chain: apply 2 Bleed.
Got the biggest boost possible. Hits twice for four now.
Taken by 21% of players offered it
Lose 2 HP. Deal 21.
Was Lose 2 HP. Deal 18.
Same two health, three more damage.
Taken by 19% of players offered it
Stormfront: whenever you play a card, deal 27. Lasts the whole fight.
Was Stormfront: whenever you play a card, deal 26. Lasts the whole fight.
Trimmed again after testing. Each bolt now hits 27.
Taken by 67% of players offered it
Deal 26 per unspent mana. Spend all mana.
Was Deal 25 per unspent mana. Spend all mana.
One more damage for every unspent mana you dump into it.
Taken by 46% of players offered it
Seal Omen 63: it strikes next turn. Double your sealed Omen.
Was Seal Omen 52: it strikes next turn. Double your sealed Omen.
The deck's biggest swing got bigger: 63 sealed, doubled if reached.
Taken by 51% of players offered it
Seal Omen 18: it strikes next turn. Draw 1.
Was Seal Omen 15: it strikes next turn. Draw 1.
Eighteen Omen and a card, still for one mana.
Taken by 22% of players offered it
Deal 18. Double your sealed Omen.
Was Deal 15. Double your sealed Omen.
Eighteen damage, and it still doubles the Omen you have sealed.
Taken by 20% of players offered it
When your Omen strikes, draw 6.
Was When your Omen strikes, draw 5.
Six cards the moment your Omen strikes.
Taken by 20% of players offered it
Seal Omen 14: it strikes next turn.
Was Seal Omen 12: it strikes next turn.
Fourteen Omen for one mana.
Taken by 18% of players offered it
Deal 7. Double it if your Omen struck this turn.
Was Deal 6. Double it if your Omen struck this turn.
Seven damage, and fourteen on the turn your Omen lands.
Taken by 11% of players offered it
Gain 5 Guard. Seal Omen 6: it strikes next turn. Heal 1.
Was Gain 4 Guard. Seal Omen 5: it strikes next turn. Heal 1.
More Guard and a bigger Omen for the same one mana.
Taken by 10% of players offered it
Deal 6. Seal Omen 6: it strikes next turn.
Was Deal 5. Seal Omen 5: it strikes next turn.
Rarely taken. Now hits one harder, seals one more Omen.
Taken by 6% of players offered it
Deal 15 per Edge. Each turn, Hone up to 22.
Was Deal 8 per Edge. Each turn, Hone up to 12.
Fifteen per Edge, 22 Edge a turn. The deck's engine.
Taken by 63% of players offered it
Gain 19 Guard. Hone up to 13.
Was Gain 10 Guard. Hone up to 7.
Nineteen Guard and thirteen Edge for one mana.
Taken by 47% of players offered it
Deal 26 per Edge. Draw 2.
Was Deal 14 per Edge. Draw 1.
Twenty six per Edge and two cards.
Taken by 41% of players offered it
Deal 24 per Edge.
Was Deal 13 per Edge.
Twenty four per Edge. One card can end a fight.
Taken by 37% of players offered it
Gain 7 Guard. Deal 20 per Edge.
Was Gain 4 Guard. Deal 11 per Edge.
Twenty damage per Edge, with Guard attached.
Taken by 27% of players offered it
Deal 17. Hone up to 11.
Was Deal 9. Hone up to 6.
Nearly double on both halves. Seventeen damage and eleven Edge.
Taken by 24% of players offered it
Gain 6 Guard. Draw 2. Heal 2. Hone (≤2 plays): gain up to 6 Edge at turn's end.
Was Gain 3 Guard. Draw 1. Heal 1. Hone (≤2 plays): gain up to 3 Edge at turn's end.
Every one of its four numbers doubles.
Taken by 18% of players offered it
Hone (≤2 plays): gain up to 9 Edge at turn's end. Exhaust.
Was Hone (≤2 plays): gain up to 5 Edge at turn's end. Exhaust.
Nine Edge from a free card, if the turn stays short.
Taken by 16% of players offered it
Deal 7, plus 17 per Edge.
Was Deal 4, plus 9 per Edge.
Seventeen per Edge instead of nine. The deck's scaling hit finally scales.
Taken by 13% of players offered it
Draw 2. Hone up to 7.
Was Draw 1. Hone up to 4.
Draws two now, and hones seven.
Taken by 13% of players offered it
Gain 6 Guard. Chain: apply 2 Chill.
Was Gain 5 Guard. Chain: apply 2 Chill.
Rarely taken, and the only Frost card buffed. Now blocks six.
Taken by 7% of players offered it
Deal 5. Gain 2 Guard per 2 Dust.
Was Deal 3. Gain 1 Guard per 2 Dust.
Got the biggest boost possible: five damage and double Guard.
Taken by 20% of players offered it
Decks that were winning above their band come down together. Cairn sat the furthest above and lands on the floor of what the loop is allowed to cut, a little over half its old numbers.
Draw 1. Apply 1 Chill. Exhaust.
Was Draw 2. Apply 2 Chill. Exhaust.
Was refilling whole hands. Now draws one card instead of two.
Taken by 40% of players offered it
Gain 3 Guard. Draw 1.
Was Gain 4 Guard. Draw 1.
Still a free card with Guard attached. The Guard is one lower.
Taken by 35% of players offered it
Gain 2 Guard. Heal 4.
Was Gain 3 Guard. Heal 7.
Was the biggest heal outside Blood. Now settles at four.
Taken by 25% of players offered it
Gain 4 Guard. Chain: apply 2 Chill per card played this turn.
Was Gain 6 Guard. Chain: apply 2 Chill per card played this turn.
Two less Guard. The Chill still scales with the turn.
Taken by 20% of players offered it
Deal 6 per Chill on the enemy, then remove it. Chain: apply 2 Chill.
Was Deal 10 per Chill on the enemy, then remove it. Chain: apply 2 Chill.
Finishes a frozen foe. Six damage per Chill, down from ten.
Taken by 19% of players offered it
Deal 3. Apply 3 Shatter.
Was Deal 5. Apply 4 Shatter.
Smaller hit, one less Shatter. Sets up three hits instead of four.
Taken by 16% of players offered it
Frostbind: apply 1 Chill per card played this turn. Chain: apply 1 more.
Was Frostbind: apply 2 Chill per card played this turn. Chain: apply 1 more.
One Chill per card instead of two. Freezes half as fast.
Taken by 13% of players offered it
Deal 4. Gain 3 Guard.
Was Deal 7. Gain 4 Guard.
Hit and Guard both come down. A trade card again.
Taken by 10% of players offered it
Bury 5. Draw 1. Exhaust.
Was Bury 6. Draw 1. Exhaust.
Buries five instead of six. Still free, still draws.
Taken by 40% of players offered it
Bury 2. Deal 5 per Dust.
Was Bury 2. Deal 6 per Dust.
Five damage per Dust instead of six.
Taken by 31% of players offered it
Deal 3, plus 3 per Dust.
Was Deal 3, plus 4 per Dust.
Three damage per Dust instead of four.
Taken by 29% of players offered it
Deal 10 per Dust.
Was Deal 11 per Dust.
Ten damage per Dust instead of eleven.
Taken by 26% of players offered it
Gain 8 Guard per 2 Dust.
Was Gain 10 Guard per 2 Dust.
Eight Guard per two Dust, down from ten. Still the biggest block.
Taken by 18% of players offered it
Gain 7 Guard. Bury 2: top 2 to discard, gain up to 2 Dust. Heal 3.
Was Gain 8 Guard. Bury 2: top 2 to discard, gain up to 2 Dust. Heal 3.
One less Guard on a card that also buries and heals.
Taken by 16% of players offered it
Deal 3. Bury 3: top 3 to discard, gain up to 3 Dust.
Was Deal 4. Bury 3: top 3 to discard, gain up to 3 Dust.
One less damage. The Bury it does is untouched.
Taken by 13% of players offered it
Bury 3. Gain 2 Guard per 2 Dust.
Was Bury 4. Gain 2 Guard per 2 Dust.
One less Dust buried. The Guard it pays out is untouched.
Taken by 13% of players offered it
Deal 4. End of turn: deal 1 damage per 2 Dust.
Was Deal 5. End of turn: deal 1 damage per 2 Dust.
One less on the opener. The end of turn tick is untouched.
Taken by 10% of players offered it
Stack 3 Guard. Your Guard stops fading.
Was Stack 5 Guard. Your Guard stops fading.
Three Guard instead of five, trimmed a bit more than the rest.
Taken by 31% of players offered it
Stack 3 Guard. Heal 1. Your Guard stops fading.
Was Stack 5 Guard. Heal 1. Your Guard stops fading.
Three Guard instead of five. Same heal, same fade lock.
Taken by 28% of players offered it
At the start of each turn, stack up to 1 Guard.
Was At the start of each turn, stack up to 2 Guard.
One Guard a turn instead of two.
Taken by 27% of players offered it
Stack 5 Guard. At the start of each turn, stack up to 1 Guard. Your Guard stops fading.
Was Stack 9 Guard. At the start of each turn, stack up to 1 Guard. Your Guard stops fading.
Five Guard stacked instead of nine. Still stops the fade.
Taken by 24% of players offered it
Your Guard stops fading. Stack up to 2 Guard each turn.
Was Your Guard stops fading. Stack up to 3 Guard each turn.
Two Guard a turn instead of three.
Taken by 22% of players offered it
Deal 5. Your Guard stops fading.
Was Deal 9. Your Guard stops fading.
Five damage instead of nine. It still stops your Guard fading.
Taken by 17% of players offered it
Deal 6 plus your banked Guard. Lose half.
Was Deal 10 plus your banked Guard. Lose half.
Base hit comes down to six. Guard still stacks on top.
Taken by 11% of players offered it
Same card, same numbers, clearer sentence.
Deal twice your banked Guard, then lose it all.
Was Deal 2 times your banked Guard, then lose it all.
Same numbers, clearer wording. '2 times your Guard' now says twice.
Taken by 14% of players offered it
T0, The First Door, is retuned with the rest but sits outside the campaign rotation, so an ordinary descent never serves it.
Every card text, monster stat, move number and passive dial on this page is read straight out of the shipping build's content files · 2026-09-17 · art is the shipped art, copied from the game
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