Atlas of Doors · Content Update

Season VIII

Fights against whole groups of monsters, new cards that hit all of them at once, a charm made for every deck, monsters with a twist, shorter card text, and five new Descents below the bottom.

2 to 4monsters in one fight
26hand-made monster groups
24new cards
14new charms
6monster traits, plus 3 gentler stand-ins
5new Descents
70cards buffed, debuffed or reworked

Tap any bar, face or dotted word for the exact numbers.

Fights against a group

A door can now hold up to four monsters. Each group is hand-made from monsters of the same place, and tuned to be as hard as one monster.

What you are watching

One whole fight against three monsters, and both ways to choose who a card hits. Tap a step to jump to that moment.

Recorded on the test build at phone size, real speed, with sound. Nothing downloads until you press play.

How to read a door

Two marks on a fight door tell you what waits behind it.

A door with one monster: one sword on top, a row of crystals under the monster
1 monster1 sword · no middle crystal
A door with two monsters: crossed swords on top, 1 red crystal in the middle
2 monsters2 swords · 1 crystal in the middle
A door with three monsters: three swords on top, 2 red crystals in the middle
3 monsters3 swords · 2 crystals in the middle
A door with four monsters: four swords on top, 3 red crystals in the middle
4 monsters4 swords · 3 crystals in the middle
A real climb on floor 4: a door with three monsters (three swords, two crystals) above an elite door
A real climb on floor 4: a door with three monsters (three swords, two crystals) above an elite door. The route pillar on the left shows the same marks.
Swords count the monsters
One sword
1 monster
Crossed swords
2 monsters
Three swords
3 monsters
Four swords
4 monsters
Crystals in the middle count the extra ones
  • One red crystal for each monster after the first: two monsters show 1, four show 3.
  • A one-monster door has no middle crystal. Its row of crystals underneath is still its danger level.

Real phone captures of the game. The game labels them too, from "Fight: 1 monster" to "Fight: 4 monsters".

The more monsters, the smaller each one

Share of its normal health and damage each monster keeps, on average.

Rules that keep it fair
  • Your first fight is always one monster. A brand-new player meets no group before floor 4.
  • Every floor keeps a single-monster door, so a group is always your choice.
  • A group pays the same reward as one monster.

All 26 groups, place by place

Under each monster: its health alone → inside the group. Tap a face for more.

The Sunken Cellars
Silt and Rat
Leader and helperfloors 2 to 3each at 68%
LEADER
Silt Crawler♥ 62 → 42
Cellar Rat♥ 49 → 33

Behind a 2-crystal door · weaker (43%) behind a 1-crystal door.

The Sunken Cellars
Silt Crawler and Cellar Leech
Leader and helperfloors 2 to 3each at 61%
LEADER
Silt Crawler♥ 62 → 38
Cellar Leech♥ 44 → 27

Behind a 2-crystal door · weaker (42%) behind a 1-crystal door.

The Silked Hollows
Broodwasp Twins
Twinsfloors 2 to 3each at 53%
The Broodwasp♥ 54 → 29
The Broodwasp♥ 54 → 26

Behind a 2-crystal door.

The Silked Hollows
Rafter Adder and Molt Husk
Leader and helperfloors 2 to 3each at 65%
LEADER
Rafter Adder♥ 56 → 36
The Molt Husk♥ 44 → 29

Behind a 2-crystal door.

The Silked Hollows
Husk and Tick
Mixed pairfloors 2 to 3each at 56%
The Molt Husk♥ 44 → 25
Larder Tick♥ 51 → 29

Behind a 2-crystal door.

The Tallow Larder
Hook Wretch and Spit Vat
Mixed pairfloors 2 to 3each at 51%
Hook Wretch♥ 37 → 19
Spit Vat♥ 41 → 21

Behind a 2-crystal door.

The Tallow Larder
Spit Vat and Crow
Leader and helperfloors 2 to 3each at 59%
LEADER
Spit Vat♥ 41 → 24
Larder Crow♥ 28 → 17

Behind a 2-crystal door.

The Tallow Larder
Wretch and Thrall
Mixed pairfloors 2 to 3each at 65%
Hook Wretch♥ 37 → 24
Grease Thrall♥ 35 → 23

Behind a 2-crystal door.

The Bone Halls
Grave Miasma Twins
Twinsfloors 4 to 5each at 66%
Grave Miasma♥ 46 → 30
Grave Miasma♥ 46 → 28

Behind a 2-crystal door.

The Bone Halls
Ash-Sifter Trio
Swarm of threefloors 4 to 6each at 65%
The Ash-Sifter♥ 42 → 27
The Ash-Sifter♥ 42 → 25
The Ash-Sifter♥ 42 → 29

Behind a 2-crystal door.

The Bone Halls
Shade Court
Leader and two helpersfloors 4 to 6each at 43%
LEADER
Shade♥ 77 → 33
Gloom Moth♥ 54 → 23
Grave Miasma♥ 46 → 20

Behind a 2-crystal door.

The Bone Halls
Ossuary Hulk Court
Leader and three helpersfloors 6 to 6each at 29%
LEADER
Ossuary Hulk♥ 95 → 28
Rot Grub♥ 67 → 19
Grave Miasma♥ 46 → 13
Grave Miasma♥ 46 → 12

Behind a 2-crystal door.

The Spinneret Galleries
Wallmason and Gantry
Leader and helperfloors 4 to 5each at 54%
LEADER
The Wallmason♥ 95 → 51
The Gantry♥ 59 → 32

Behind a 2-crystal door.

The Spinneret Galleries
Gantry Masons
Leader and two helpersfloors 4 to 6each at 41%
LEADER
The Gantry♥ 59 → 24
The Wallmason♥ 95 → 39
The Wallmason♥ 95 → 36

Behind a 2-crystal door.

The Spinneret Galleries
Windlass Court
Leader and two helpersfloors 4 to 6each at 49%
LEADER
The Windlass♥ 59 → 29
The Wallmason♥ 95 → 47
The Wallmason♥ 95 → 43

Behind a 2-crystal door.

The Spinneret Galleries
Wallmason Pack
Mixed fourfloors 6 to 6each at 31%
The Wallmason♥ 95 → 29
The Gantry♥ 59 → 18
The Swaddling♥ 74 → 23
The Wallmason♥ 95 → 27

Behind a 2-crystal door.

The Vitreous Kiln
Slag Hauler and Cinder Wisp
Mixed pairfloors 4 to 5each at 64%
Slag Hauler♥ 72 → 46
Cinder Wisp♥ 32 → 20

Behind a 2-crystal door.

The Vitreous Kiln
Wisp Trio
Swarm of threefloors 4 to 6each at 68%
Cinder Wisp♥ 32 → 22
Cinder Wisp♥ 32 → 20
Cinder Wisp♥ 32 → 24

Behind a 2-crystal door · weaker (34%) behind a 1-crystal door.

The Vitreous Kiln
Cinder Wisp Swarm
Swarm of fourfloors 6 to 6each at 49%
Cinder Wisp♥ 32 → 16
Cinder Wisp♥ 32 → 14
Cinder Wisp♥ 32 → 17
Cinder Wisp♥ 32 → 14

Behind a 2-crystal door.

The Warden's Gate
Gate Acolyte Court
Mixed triofloors 7 to 7each at 47%
LEADER
Gate Acolyte♥ 87 → 41
The Lychgate♥ 155 → 73
The Keyward♥ 98 → 46

Behind a 2-crystal door · weaker (35%) behind a 1-crystal door.

The Warden's Gate
Sill-Sweeper Court
Leader and three helpersfloors 7 to 7each at 34%
LEADER
The Sill-Sweeper♥ 52 → 18
The Keyward♥ 98 → 33
The Keyward♥ 98 → 31
The Sill-Sweeper♥ 52 → 16

Behind a 2-crystal door · weaker (23%) behind a 1-crystal door.

The Starless Stair
Plumbline Court
Mixed triofloors 7 to 7each at 62%
LEADER
The Plumbline♥ 62 → 38
The Unfooting♥ 67 → 42
Wick-Thief♥ 62 → 38

Behind a 2-crystal door.

The Starless Stair
Plumbline Four
Leader and three helpersfloors 7 to 7each at 49%
LEADER
The Plumbline♥ 62 → 30
The Unfooting♥ 67 → 33
Wick-Thief♥ 62 → 30
The Spilling♥ 123 → 60

Behind a 2-crystal door.

The Verdigris Wreck
Anchor and Eels
Leader and two helpersfloors 7 to 7each at 58%
LEADER
Anchor Chain♥ 90 → 52
Bilge Eel♥ 40 → 23
Bilge Eel♥ 40 → 21

Behind a 2-crystal door.

The Verdigris Wreck
Tide Priest Court
Leader and three helpersfloors 7 to 7each at 49%
LEADER
Tide Priest♥ 74 → 36
The Bellwearer♥ 36 → 18
Bilge Eel♥ 40 → 20
The Bellwearer♥ 36 → 16

Behind a 2-crystal door · weaker (21%) behind a 1-crystal door.

The Verdigris Wreck
Knight's Crew
Leader and three helpersfloors 7 to 7each at 36%
LEADER
Barnacle Knight♥ 85 → 31
Tide Priest♥ 74 → 27
The Bellwearer♥ 36 → 13
Bilge Eel♥ 40 → 14

Behind a 2-crystal door.

Bosses with helpers

3 of the 12 bosses now bring one or two helpers, from the start or called mid-fight. The other 9 still fight alone, and so does the first boss of your very first run.

How it goes
  1. A gold +1 on the boss's move circle means a helper comes next turn.
  2. The helper walks in, small, on the left. It never acts on its first turn, and the boss pays half the helper's health for it.
  3. Tap any ring to aim. A gold rim and pointer mark it.
  4. Beat the boss and you win. Its helpers run the moment it falls.

Never more than 2 helpers at once. A call never replaces one of the boss's attacks.

Do helpers make it harder?

Change in wins out of 100 test climbs, boss with helpers against the same boss alone. Top bar: decks that hit one target; bottom bar: decks that hit the whole group.

Gold = you win more with the helpers there, grey = you win less. Fights last just as long: 6 turns either way.

The Lazaret
BOSS
The Lazaret♥ 228
Gate Acolyte♥ 52
The Lampwright♥ 54

Starts alone, and calls for help where it used to stitch its own wounds: two helpers, one at a time.

The Arrears
BOSS
The Arrears♥ 192
The Tithe-Collector♥ 53
The Tithe-Collector♥ 53

Starts with one helper and calls a second when it drops to 50% health.

Blackwater
BOSS
Blackwater♥ 206
Bilge Eel♥ 10
The Bellwearer♥ 9

Starts with both helpers beside it. They are tiny: about 11% of their usual size.

Blackwater with its two helpers
Blackwater with its two helpers
Aiming at a helper: gold rim and pointer
Aiming at a helper: gold rim and pointer
The Lazaret has called the Gate Acolyte
The Lazaret has called the Gate Acolyte
Below half health, The Arrears calls a second helper
Below half health, The Arrears calls a second helper
A helper answers the call (video, unmute for sound)
The boss falls, its helper flees (video)

Real phone captures of the game, 16 Oct.

One starting kit for every deck

Every deck now starts with the same 10 cards: 3 Strike, 2 Bash, 3 Defend, plus 2 of its own. Only 4 decks change; the rest already started this way.

The first ten cards
StrikeBashDefendthe deck's own

New cards for every deck

24 new cards. 16 hit more than one monster, but against a single monster they are no stronger than a normal card. The other 8 fill a gap: a simple card, a little healing, or a missing combo piece.

1 Mana cost.

Flame

12 cards, today 10
6 cards changed →
1
Cinder Fanuncommon · hits the groupDeal 3. Draw 1. Apply 6 Ember to ALL monsters.
1
Ash Stormuncommon · hits the groupDeal 8 to ALL monsters. Gain 2 Guard. Apply 2 Ember.

Frost

13 cards, today 11
7 cards changed →
1
Sleet Drawuncommon · hits the groupDeal 3. Draw 1. Apply 2 Chill to ALL monsters.
1
Cold ComfortcommonDeal 2. Gain 4 Guard. Heal 2.

Blood

12 cards, today 8
6 cards changed →
1
Crimson Mistuncommon · hits the groupGain 2 Wrath. Apply 3 Bleed to ALL monsters.
2
Tide Breakerrare · hits the groupDeal 25 to ALL monsters. Deal 9 per Wrath to ALL monsters.
1
War Crashuncommon · hits the groupDeal 10 to ALL monsters. Gain 1 Wrath.
1
Gore Pactrare · hits the groupLose 2 HP. Gain 1 Wrath. Deal 20 to ALL monsters.

Storm

12 cards, today 8
5 cards changed →
1
Scatter Boltuncommon · hits the groupDeal 4 to ALL monsters. Gain 2 Guard. Draw 1.
1
Forked Arcrare · hits the groupDeal 4 per card played this turn to 2 random monsters.
0
Static Sparkuncommon · hits the groupDraw 1. Gain 3 Guard. Deal 6 to every other monster. Exhaust.
1
Ground WirecommonDeal 4. Gain 2 Guard. Heal 3.

Hourglass

13 cards, today 11
4 cards changed →
1
Dune Sweepuncommon · hits the groupDeal 2 to ALL monsters. Bury 2. Draw 1.
1
Dry StonecommonDeal 5. Gain 3 Guard. Heal 1.

Dusk

13 cards, today 11
8 cards changed →
1
Twilight Sweepuncommon · hits the groupDeal 6 to ALL monsters. Gain 3 Guard. Double your sealed Omen.
1
Night CountuncommonSeal Omen 6. Deal 2 per Combo.

Cairn

12 cards, today 10
7 cards changed →
1
Quake Rollrare · hits the groupStack 4 Guard. Deal damage equal to your Guard to ALL monsters.
2
FieldstonecommonGain 12 Guard. Heal 2.

Poise

12 cards, today 10
7 cards changed →
1
Second BeatuncommonDraw 1. Chain: gain 6 Guard.
1
Keen Fanuncommon · hits the groupGain 7 Guard. Deal 16 per Edge to ALL monsters.

Verge

13 cards, today 10
10 cards changed →
1
Grave DustuncommonDeal 7. Bury 3. Hemorrhage 2. Apply 2 Bleed.
1
Grit TeethcommonDeal 5. Heal 4.
0
Fury Sweepuncommon · hits the groupGain 2 Wrath. Deal 8 to ALL monsters. Exhaust.

Simmer

12 cards, today 11
10 cards changed →
1
Ember Drenchuncommon · hits the groupGain 6 Guard. Apply 3 Ember to ALL monsters.

Shorter card text

29 cards do exactly what they did, in fewer words. No card is longer than 12 words now (today 24 are, and Bloodrend and Ruin Pact spill off a phone screen).

Same card, fewer wordstoday → Season VIII
1
ConflagrationrareEach turn, whenever you attack, apply Ember equal to cards played that turn.
→
1
ConflagrationrareEverburn 1.
1
Vigil of DuskuncommonWhen your Omen strikes, gain Guard equal to half the damage dealt.
→
1
Vigil of DuskuncommonVigil.
1
Sifting CutcommonDeal 3. Bury 5: top 5 to discard, gain up to 5 Dust.
→
1
Sifting CutcommonDeal 3. Bury 5.
1
Dust WardcommonGain 7 Guard. Bury 2: top 2 to discard, gain up to 2 Dust. Heal 3.
→
1
Dust WardcommonGain 7 Guard. Bury 2. Heal 3.
0
Narrow FocuscommonHone (≤2 plays): gain up to 9 Edge at turn's end. Exhaust.
→
0
Narrow FocuscommonHone 9. Exhaust.
1
Steady BreathuncommonGain 6 Guard. Draw 2. Heal 2. Hone (≤2 plays): gain up to 6 Edge at turn's end.
→
1
Steady BreathuncommonGain 6 Guard. Draw 2. Heal 2. Hone 6.
Words on a card, deck by deck

Average words per card. Grey is today, gold is Season VIII.

How a keyword works

A rule that repeats on many cards gets one short name. Tap it in the game to read the rule.

Today, on Ruin Pact

Lose 1 HP. Gain 3 Wrath. Start of turn: stack up to 2 Guard. End of turn: deal 2 damage per 2 Dust.

↓
Season VIII

Lose 1 HP. Gain 3 Wrath. Accrete 2. Duststorm 2.

Duststorm At the end of each turn, deal that much per 2 Dust.

Accrete At the start of each turn, gain up to that much Guard.

The keywords on Season VIII cardstap one to see its cards
ComboNEW

Cards you have played this turn, this one included.

SearNEW

Apply that much Ember per Combo.

SeetheNEW

Gain that much Wrath per Combo.

FrostbindNEW

Apply that much Chill per Combo.

GlaciateNEW

Deal that much per Chill, then remove all Chill.

UnleashNEW

Deal that much per Wrath you have.

CrashNEW

Deal that many times your Guard, then lose half.

DischargeNEW

Deal that much per unspent mana, then spend it all.

DustguardNEW

Gain that much Guard per 2 Dust.

Everburn

Your attacks apply that much Ember per Combo. Lasts the fight.

Stormfront

After each card you play, deal that much. Lasts the fight.

Bury

Top cards go to your discard. Gain that much Dust.

Duststorm

At the end of each turn, deal that much per 2 Dust.

Accrete

At the start of each turn, gain up to that much Guard.

Entomb

Your Guard stops fading for the rest of the fight.

Hone

Play 2 or fewer cards: gain that much Edge at turn end.

Vigil

When your Omen strikes, gain half its damage as Guard.

Hemorrhage

Deal that much per Bleed, then remove all Bleed.

14 new charms

A charm is a trinket you keep for the whole climb. Each deck now has its own: after an elite it joins the usual two charms as a third choice (unless you carry it already), and no other deck is offered it. Four more, for any deck, give a big gift at a real price; they turn up in the usual charm picks. Your backpack still holds 6.

The frame shows the rarity, in the game's own colours: commonuncommonrare

One for every deck
Bellows Ash: Every 3rd card you play each turn applies 9 Ember. Charm, uncommon.
Flame
Rime Lattice: Whenever a card applies Chill, Heal 2. Charm, uncommon.
Frost
Spark Reservoir: Every 3rd card you play each turn gives 2 mana. Charm, rare.
Storm
Leech Fang: The first time you Chain each turn, apply 5 Bleed. Charm, uncommon.
Blood
Sandglass Shard: Whenever a card gives you Dust, deal 6 to the enemy. Charm, uncommon.
Hourglass
Tolling Knell: When your Omen strikes, gain 6 Wrath. Charm, uncommon.
Dusk
Keystone Heart: When Guard carries into your turn, deal 24 to the enemy. Charm, uncommon.
Cairn
Whetstone Vow: Whenever you gain Edge, heal 32 HP. Charm, uncommon.
Poise
Scarred Oath: Whenever a card costs you HP, deal 27 to the enemy. Charm, uncommon.
Verge
Banked Coals: Whenever a card gives you Wrath, gain 5 Guard. Charm, uncommon.
Simmer
Four with a pricebig upside, real drawback
Glass Crown: Gain 4 extra mana each turn. Draw 1 fewer card each turn. Charm, rare.

GivesGain 4 extra mana each turn.

CostsDraw 1 fewer card each turn.

Red Toll: Start each combat with 5 Wrath. Healing in combat is halved. Charm, uncommon.

GivesStart each combat with 5 Wrath.

CostsHealing in combat is halved.

Leaden Aegis: Gain 7 Guard each turn. You have 1 less mana. Charm, uncommon.

GivesGain 7 Guard each turn.

CostsYou have 1 less mana.

Hungering Blade: Each card you play deals 5. Wounds cost you 3 more HP. Charm, rare.

GivesEach card you play deals 5.

CostsWounds cost you 3 more HP.

Spoils of Shroudwright: three charms to choose from, and a Skip button
After the boss Shroudwright

New: beat a boss and you now choose one of three charms to keep.

  1. Win the boss fight and tap the big gold button for the next Descent. It is free.
  2. Three charms wait, named after the boss you beat.
  3. Pick one, or skip. Then the next map opens. Leave and come back: the same three are there.

On every boss that leads on to another Descent. After Descent V the charms wait at the start of The Deep, if you choose to go there. Not in the Daily or a shared challenge.

Monsters with a trait

A monster standing alone can now roll one trait, so the single-monster door is never the easy pick next to a group. It shows on the monster's ring from the first turn; tap it to read it. Six traits can roll: Hulking, Frenzied, Warded, Thorned, Mending and Cruel. Three gentler stand-ins take the place of another trait in some areas: Sapping, Vicious and Souring.

Hulking

A much bigger body: 25% more health on floors 4 to 6, 60% on floor 7.

What it gives up Its hits deal 25% less damage.

Good to know Expect a longer fight, not a harder-hitting one.

Hulking varies in 6 places

Frenzied

Every one of its hits deals 2 more damage.

What it gives up It has 15% less health on floors 4 to 6, 20% on floor 7.

Good to know It hits harder but dies sooner.

Frenzied varies in 6 places

Warded

Starts the fight already holding Guard: 3% of its health on floors 4 to 6, 5% on floor 7 (at least 1 Guard).

Warded varies in 5 places

Thorned

While it stands, healing hurts: each point you heal costs you 0.5 damage on floors 4 to 6, 0.85 on floor 7, rounded down every time you heal.

Good to know Heal less while it stands. Once it falls, healing is free again.

Where Never on a monster that already punishes healing. A gentler cousin takes its place in some areas: see Souring.

Thorned varies in 6 places

Mending

Heals itself at the start of each of its turns: 1% of its health on floors 4 to 6, 1.5% on floor 7 (at least 1 health).

Mending varies in 6 places

Cruel

You start the fight with 1 Shatter on you, so the next hit you take lands harder.

Where A gentler cousin takes its place in some areas: see Sapping and Vicious.

Cruel varies in 2 places

Sappingstands in for Cruel

You start the fight with 1 Soak instead of Shatter.

Where Takes the place of Cruel in: Spinneret Galleries, floors 4 to 6.

Viciousstands in for Cruel

All of its hits deal 1 or 3% more damage, rounded to a whole number.

Good to know At 1% only a hit of 50 or more actually grows.

Where Takes the place of Cruel in: Warden's Gate, floor 7, Verdigris Wreck, floor 7, Vitreous Kiln, floors 4 to 6.

Souringstands in for Thorned

While it stands, each of your heals restores 1 less.

Good to know Fewer, bigger heals lose less than many small ones.

Where Takes the place of Thorned in: Verdigris Wreck, floor 7.

Rallying, for groups, not switched on yet: While it stands, every other monster in its group gains 1 Wrath at the start of each of its turns.

Where a trait can turn up

The eight floors of one Descent: only a lone monster on floors 4 to 7, never a boss.

The reward for the fight stays the same, trait or no trait.

Go Deeper: the hard mode

The Deep is five more Descents, VI to X, below Descent V, made as a hard mode for players who like one. You are not meant to go every time: a normal climb stays short and easy-going, and now and then you can choose a harder one. Your deck, charms and health carry on down, each step is harder, and The First Door guards the very bottom.

How you get in
  1. Win Descent V. Only then does the sealed way down appear.
  2. Tap Go Deeper on the win screen: 3 Diamond Keys a step. Buy them, or earn them: one for your first banked Descent III of a season, then one per Descent V win.
  3. Win it, and the next one waits for another 3. Keys only open the way: the climb is the same for everyone.
The Descent V win screen: Run Again, and under it the Go Deeper button marked with 3 Diamond Keys
The Descent V win screen

The Deep pays golden Keys only. No Diamond Keys are won down there.

Deeper wins pay far more Keys

Golden Keys for a win at each Descent. Purple is The Deep.

A Descent X win pays 5.83 times a Descent V win.

How hard is it down there?

Wins out of 100 test climbs, all ten decks. Grey is today, gold is Season VIII, purple is The Deep.

Descents I to V get a little kinder because every deck gains cards and a charm. Every deck wins at least 1 climb in 100 on every step of The Deep.

What changed in your deck

70 of today's 103 cards read or play differently. Open the list and pick your deck.

32 buffed1 debuffed37 reworked24 new
Every deck at a glance

Each bar is one deck's own cards in Season VIII.

unchangedbuffeddebuffedreworkednew
All 70 card changes, deck by deck

Buffs32 cards

These cards got stronger: a bigger number, a lower mana cost, or a new upside with nothing taken away.

BuffedFlame · common
Flame Arc card art

Flame Arc1

Deal 1. Sear 3. Apply 2 Ember.

Was Deal 1. Apply 3 Ember per card played this turn.

New: Ember 2
BuffedFlame · common
Flame Cut card art

Flame Cut0

Deal 6. Apply 2 Ember.

Mana cost 1 → 0
BuffedFlame · common
Twin Flames card art

Twin Flames0

Deal 2, then 2. Chain: gain 3 Guard.

Was Deal 2, then 2.

New: Chain: Guard 3
BuffedFrost · uncommon
Permafrost card art

Permafrost1

Gain 6 Guard. Chain: Frostbind 2.

Was Gain 4 Guard. Chain: apply 2 Chill per card played this turn.

Guard 4 → 6
BuffedFrost · common
Rimeguard card art

Rimeguard0

Gain 5 Guard. Draw 1. Chain: gain 3 Guard.

Was Gain 3 Guard. Draw 1.

Guard 3 → 5New: Chain: Guard 3
BuffedFrost · common
Ward Pulse card art

Ward Pulse1

Gain 3 Guard. Heal 4.

Was Gain 2 Guard. Heal 4.

Guard 2 → 3
BuffedBlood · rare
Blood Rite card art

Blood Rite2

Deal 16. Apply 3 Bleed. Deal 8 per Wrath.

Was Deal 15. Apply 3 Bleed. Unleash: deal 8 per Wrath.

Damage 15 → 16
BuffedBlood · common
Frenzied Cut card art

Frenzied Cut1

Deal 9. Heal 2. Apply 1 Bleed.

Was Deal 8. Heal 2. Apply 1 Bleed.

Damage 8 → 9Rarity uncommon → common
BuffedBlood · rare
Sacrifice card art

Sacrifice1

Lose 2 HP. Deal 21. Unleash 2.

Was Lose 2 HP. Deal 21.

New: Damage per Wrath 2
BuffedStorm · rare
Tempest card art

Tempest0

Deal 3 per card played this turn.

Mana cost 1 → 0
BuffedDusk · uncommon
Duskblade card art

Duskblade2

Deal 29. Double your sealed Omen.

Was Deal 18. Double your sealed Omen.

Damage 18 → 29
BuffedDusk · uncommon
Eclipse Hour card art

Eclipse Hour0

Double your sealed Omen.

Mana cost 1 → 0
BuffedDusk · common
Gathering Dark card art

Gathering Dark0

Seal Omen 60: it strikes next turn.

Was Seal Omen 20: it strikes next turn.

Mana cost 1 → 0Omen 20 → 60
BuffedDusk · uncommon
Herald card art

Herald0

When your Omen strikes, draw 6.

Mana cost 1 → 0
BuffedDusk · common
Omen Cut card art

Omen Cut1

Deal 5. Seal Omen 12: it strikes next turn.

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

Damage 4 → 5
BuffedCairn · common
Bedrock card art

Bedrock0

Stack 12 Guard. Your Guard stops fading.

Was Stack 3 Guard. Your Guard stops fading.

Guard 3 → 12
BuffedCairn · rare
Monolith card art

Monolith2

Your Guard stops fading. Accrete 2. Chain: draw 1.

Was Your Guard stops fading. Stack up to 2 Guard each turn.

New: Chain: Draw 1
BuffedCairn · uncommon
Patience of Hills card art

Patience of Hills1

Stack 5 Guard. Heal 1. Entomb.

Was Stack 3 Guard. Heal 1. Your Guard stops fading.

Guard 3 → 5
BuffedCairn · uncommon
Quarry card art

Quarry1

Stack 6 Guard. Accrete 1. Entomb.

Was Stack 5 Guard. Start of turn: stack up to 1 Guard. Your Guard stops fading.

Guard 5 → 6
BuffedCairn · common
Shale Splinter card art

Shale Splinter0

Deal 5. Your Guard stops fading.

Mana cost 1 → 0
BuffedPoise · common
First Cut card art

First Cut1

Deal 18. Hone up to 11.

Was Deal 17. Hone up to 11.

Damage 17 → 18
BuffedPoise · common
Measured Strike card art

Measured Strike1

Deal 8, plus 17 per Edge. Chain: gain 3 Guard.

Was Deal 7, plus 17 per Edge.

Damage 7 → 8New: Chain: Guard 3
BuffedPoise · uncommon
Patient Blade card art

Patient Blade1

Gain 8 Guard. Deal 20 per Edge.

Was Gain 7 Guard. Deal 20 per Edge.

Guard 7 → 8
BuffedPoise · common
Single Stroke card art

Single Stroke1

Deal 24 per Edge. Deal 1 per Combo.

Was Deal 24 per Edge.

New: Damage per card played 1
BuffedPoise · common
Still Water card art

Still Water1

Gain 18 Guard. Hone up to 13.

Was Gain 17 Guard. Hone up to 13.

Guard 17 → 18
BuffedVerge · common
Blood Gash card art

Blood Gash0

Lose 1 HP. Gain 5 Wrath. Apply 2 Bleed.

Was Lose 1 HP. Gain 4 Wrath. Apply 2 Bleed.

Wrath 4 → 5
BuffedVerge · common
Fury Cut card art

Fury Cut0

Deal 13. Deal 1 per Wrath. Apply 1 Bleed.

Was Deal 9. Unleash: deal 1 per Wrath. Apply 1 Bleed.

Mana cost 1 → 0Damage 9 → 13
BuffedVerge · common
Reckless Lash card art

Reckless Lash0

Lose 1 HP. Deal 8. Apply 3 Ember.

Was Lose 1 HP. Deal 7. Apply 3 Ember.

Damage 7 → 8
BuffedVerge · common
Scar Mend card art

Scar Mend1

Heal 10. Apply 1 Chill. Accrete 1.

Was Heal 9. Apply 1 Chill. Start of turn: stack up to 1 Guard.

Heal 9 → 10
BuffedSimmer · uncommon
Embercairn Ward card art

Embercairn Ward1

Gain 10 Guard. Deal 3 times your Guard.

Was Gain 6 Guard. Deal 3 times your Guard.

Guard 6 → 10
BuffedSimmer · uncommon
Embertoll card art

Embertoll1

Deal 5. Sear 2. Hone 1. Apply 1 Chill. Unleash 2.

Was Deal 5. Apply 2 Ember per card played this turn. Hone up to 1. Apply 1 Chill.

New: Damage per Wrath 2
BuffedSimmer · rare
Slow Forge card art

Slow Forge1

Gain 2 Wrath. Stormfront 1. Unleash 1.

Was Gain 2 Wrath. Stormfront: whenever you play a card, deal 1. Lasts the whole fight.

New: Damage per Wrath 1

Debuffs1 card

These cards got weaker.

DebuffedStorm · rare
Charged Strike card art

Charged Strike2

Deal 3, plus 1 per Combo. Gain 1 mana, unless grounded.

Was Deal 4, plus 1 per card played this turn. Gain 1 mana, unless grounded.

Damage 4 → 3

Reworks37 cards

These cards read or work differently. Most only got shorter words and play exactly the same; a few trade one thing for another.

ReworkedFlame · common
Black Brand card art

Black Brand1

Deal 2. Apply 6 Ember per Combo. Draw 1.

Was Deal 2. Apply 6 Ember per card played this turn. Draw 1.

Plays the same
ReworkedFlame · rare
Firestrike card art

Firestrike2

Deal 11 per Combo. Draw 1. Detonate: burst 3 damage per Ember.

Was Deal 12 per card played this turn. Draw 1.

Damage per card played 12 → 11New: Burst per Ember 3
ReworkedFrost · rare
Bastion card art

Bastion1

Deal damage equal to your Guard. Glaciate 3.

Was Deal damage equal to your Guard.

New: Glaciate 3
ReworkedFrost · common
Glacial Wall card art

Glacial Wall1

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

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

Plays the same
ReworkedFrost · rare
Killing Frost card art

Killing Frost2

Glaciate 6. Chain: apply 2 Chill.

Was Deal 6 per Chill on the enemy, then remove it. Chain: apply 2 Chill.

Plays the same
ReworkedFrost · uncommon
Numbing Cold card art

Numbing Cold1

Apply 1 Chill per card played this turn. Chain: 1 more.

Was Frostbind: apply 1 Chill per card played this turn. Chain: apply 1 more.

Plays the same
ReworkedBlood · uncommon
Blood Rage card art

Blood Rage1

Gain 1 Wrath per Combo. Chain: gain 2 Wrath.

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

Plays the same
ReworkedBlood · uncommon
Crimson Ascension card art

Crimson Ascension2

Gain 3 Wrath. Gain 1 mana, unless grounded.

Rarity rare → uncommonPlays the same
ReworkedBlood · common
Leech card art

Leech1

Deal 11 per Combo, as separate hits. Heal 5 per Combo.

Was Deal 11 per card played this turn, as separate hits. Lifedrink: heal 5 per card played this turn.

Rarity rare → commonPlays the same
ReworkedStorm · common
Chain Lightning card art

Chain Lightning1

Deal 10. Overload (4+ cards): deal 10 again. Draw 1.

Rarity rare → commonPlays the same
ReworkedStorm · rare
Fortune card art

Fortune1

Draw 2. Draw 1 more per Combo. Exhaust.

Was Draw 2. Cascade: draw 1 more per card played this turn. Exhaust.

Plays the same
ReworkedStorm · rare
Stormcaller card art

Stormcaller2

Stormfront 27. Discharge 4.

Was Stormfront: whenever you play a card, deal 27. Lasts the whole fight.

New: Discharge 4
ReworkedHourglass · common
Dune Crush card art

Dune Crush1

Deal 4. Duststorm 1. Chain: bury 2.

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

Plays the same
ReworkedHourglass · uncommon
Whispering Grains card art

Whispering Grains1

Bury 3. Dustguard 2.

Was Bury 3. Gain 2 Guard per 2 Dust.

Plays the same
ReworkedDusk · rare
Comet Omen card art

Comet Omen1

Seal Omen 63. Double your sealed Omen.

Was Seal Omen 63: it strikes next turn. Double your sealed Omen.

Plays the same
ReworkedDusk · common
First Light card art

First Light1

Deal 9. Double it if your Omen struck this turn. Draw 1.

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

Damage 10 → 9New: Draw 1
ReworkedCairn · rare
Seismic Shove card art

Seismic Shove1

Stack 4 Guard. Crash 2.

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

Plays the same
ReworkedCairn · common
Sling Stone card art

Sling Stone1

Deal 6. Crash 1. Chain: stack 3 Guard.

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

Plays the same
ReworkedVerge · uncommon
Bloodrend card art

Bloodrend2

Deal 17. Hemorrhage 3. Accrete 2.

Was Deal 10. Deal 3 per Bleed on the enemy, then remove it. Start of turn: stack up to 2 Guard. Apply 1 Shatter.

Damage 10 → 17Removed: Shatter 1
ReworkedVerge · common
Doom Vow card art

Doom Vow1

Lose 1 HP. Seal Omen 10. Hone 1. Draw 1.

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

Plays the same
ReworkedVerge · uncommon
Ember Rend card art

Ember Rend1

Deal 7. Sear 4. Apply 1 Chill. Apply 1 Shatter.

Was Deal 7. Apply 4 Ember per card played this turn. Apply 1 Chill. Apply 1 Shatter.

Plays the same
ReworkedVerge · uncommon
Iron Scar card art

Iron Scar1

Lose 1 HP. Unleash 1. Gain 13 Guard. Hone 1.

Was Lose 1 HP. Gain 2 Wrath. Unleash: deal 1 per Wrath. Gain 9 Guard. Hone up to 1.

Removed: Wrath 2Guard 9 → 13
ReworkedVerge · rare
Storm Vow card art

Storm Vow2

Discharge 4. Gain 4 Wrath. Stormfront 3.

Was Deal 4 per unspent mana. Spend all mana. Gain 4 Wrath. Stormfront 3.

Plays the same
ReworkedSimmer · uncommon
Dust Boil card art

Dust Boil2

Deal 5. Bury 4. Duststorm 2. Apply 1 Chill.

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

Plays the same
ReworkedSimmer · common
Ember Grudge card art

Ember Grudge1

Gain 1 Wrath per Combo. Gain 7 Guard.

Was Gain 1 Wrath per card played this turn. Gain 7 Guard.

Plays the same
ReworkedSimmer · common
Embercoal card art

Embercoal0

Gain 2 Wrath per Combo. Apply 1 Ember.

Was Gain 2 Wrath per card played this turn. Apply 1 Ember.

Plays the same
ReworkedSimmer · uncommon
Frostbank card art

Frostbank1

Gain 7 Guard. Apply 3 Chill per Combo.

Was Gain 7 Guard. Frostbind: apply 3 Chill per card played this turn.

Plays the same
ReworkedSimmer · rare
Magma Burst card art

Magma Burst2

Deal 7, plus 1 per missing HP. Apply 1 Chill.

Was Deal 7. Rampage: deal 1 per HP you are missing. Apply 1 Chill.

Plays the same
ReworkedSimmer · uncommon
Omen Steep card art

Omen Steep1

Seal Omen 4. Gain 2 Wrath per Combo.

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

Plays the same
ReworkedSimmer · common
Slow Boil card art

Slow Boil1

Deal 7. Seethe 1. Apply 1 Ember.

Was Deal 7. Gain 1 Wrath per card played this turn. Apply 1 Ember.

Plays the same

What does not change

How we tested it

Every card, charm, monster number and trait here is read from the Season VIII test build of 16 Oct 2026. Art is the game's own.

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