

Behind a 2-crystal door · weaker (43%) behind a 1-crystal door.
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.
Tap any bar, face or dotted word for the exact numbers.
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.
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.
Two marks on a fight door tell you what waits behind it.









Real phone captures of the game. The game labels them too, from "Fight: 1 monster" to "Fight: 4 monsters".
Share of its normal health and damage each monster keeps, on average.
Under each monster: its health alone → inside the group. Tap a face for more.


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


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


Behind a 2-crystal door.


Behind a 2-crystal door.


Behind a 2-crystal door.


Behind a 2-crystal door.


Behind a 2-crystal door.


Behind a 2-crystal door.


Behind a 2-crystal door.



Behind a 2-crystal door.



Behind a 2-crystal door.




Behind a 2-crystal door.


Behind a 2-crystal door.



Behind a 2-crystal door.



Behind a 2-crystal door.




Behind a 2-crystal door.


Behind a 2-crystal door.



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




Behind a 2-crystal door.



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




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



Behind a 2-crystal door.




Behind a 2-crystal door.



Behind a 2-crystal door.




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




Behind a 2-crystal door.
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.
Never more than 2 helpers at once. A call never replaces one of the boss's attacks.
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.



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



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



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




Real phone captures of the game, 16 Oct.
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.
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.
























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).












Average words per card. Grey is today, gold is Season VIII.
A rule that repeats on many cards gets one short name. Tap it in the game to read the rule.
Lose 1 HP. Gain 3 Wrath. Start of turn: stack up to 2 Guard. End of turn: deal 2 damage per 2 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.
Cards you have played this turn, this one included.
Apply that much Ember per Combo.
Gain that much Wrath per Combo.
Apply that much Chill per Combo.
Deal that much per Chill, then remove all Chill.
Deal that much per Wrath you have.
Deal that many times your Guard, then lose half.
Deal that much per unspent mana, then spend it all.
Gain that much Guard per 2 Dust.
Your attacks apply that much Ember per Combo. Lasts the fight.
After each card you play, deal that much. Lasts the fight.
Top cards go to your discard. Gain that much Dust.
At the end of each turn, deal that much per 2 Dust.
At the start of each turn, gain up to that much Guard.
Your Guard stops fading for the rest of the fight.
Play 2 or fewer cards: gain that much Edge at turn end.
When your Omen strikes, gain half its damage as Guard.
Deal that much per Bleed, then remove all Bleed.
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

Flame
Frost
Storm
Blood
Hourglass
Dusk
Cairn
Poise
Verge
Simmer
GivesGain 4 extra mana each turn.
CostsDraw 1 fewer card each turn.

GivesStart each combat with 5 Wrath.
CostsHealing in combat is halved.

GivesGain 7 Guard each turn.
CostsYou have 1 less mana.

GivesEach card you play deals 5.
CostsWounds cost you 3 more HP.

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

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

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

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

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

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

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

You start the fight with 1 Soak instead of Shatter.
Where Takes the place of Cruel in: Spinneret Galleries, floors 4 to 6.

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.

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.
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.
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.
a step. Buy them, or earn them: one for your first banked Descent III of a season, then one per Descent V win.
The Deep pays golden Keys only. No Diamond Keys are won down there.
Golden Keys for a win at each Descent. Purple is The Deep.
A Descent X win pays 5.83 times a Descent V win.
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.
70 of today's 103 cards read or play differently. Open the list and pick your deck.
Each bar is one deck's own cards in Season VIII.
These cards got stronger: a bigger number, a lower mana cost, or a new upside with nothing taken away.
No buffs in the decks shown.

Deal 1. Sear 3. Apply 2 Ember.
Was Deal 1. Apply 3 Ember per card played this turn.

Deal 6. Apply 2 Ember.

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

Gain 6 Guard. Chain: Frostbind 2.
Was Gain 4 Guard. Chain: apply 2 Chill per card played this turn.

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

Gain 3 Guard. Heal 4.
Was Gain 2 Guard. Heal 4.

Deal 16. Apply 3 Bleed. Deal 8 per Wrath.
Was Deal 15. Apply 3 Bleed. Unleash: deal 8 per Wrath.

Deal 9. Heal 2. Apply 1 Bleed.
Was Deal 8. Heal 2. Apply 1 Bleed.

Lose 2 HP. Deal 21. Unleash 2.
Was Lose 2 HP. Deal 21.

Deal 3 per card played this turn.

Deal 29. Double your sealed Omen.
Was Deal 18. Double your sealed Omen.

Double your sealed Omen.

Seal Omen 60: it strikes next turn.
Was Seal Omen 20: it strikes next turn.

When your Omen strikes, draw 6.

Deal 5. Seal Omen 12: it strikes next turn.
Was Deal 4. Seal Omen 12: it strikes next turn.

Stack 12 Guard. Your Guard stops fading.
Was Stack 3 Guard. Your Guard stops fading.

Your Guard stops fading. Accrete 2. Chain: draw 1.
Was Your Guard stops fading. Stack up to 2 Guard each turn.

Stack 5 Guard. Heal 1. Entomb.
Was Stack 3 Guard. Heal 1. Your Guard stops fading.

Stack 6 Guard. Accrete 1. Entomb.
Was Stack 5 Guard. Start of turn: stack up to 1 Guard. Your Guard stops fading.

Deal 5. Your Guard stops fading.

Deal 18. Hone up to 11.
Was Deal 17. Hone up to 11.

Deal 8, plus 17 per Edge. Chain: gain 3 Guard.
Was Deal 7, plus 17 per Edge.

Gain 8 Guard. Deal 20 per Edge.
Was Gain 7 Guard. Deal 20 per Edge.

Deal 24 per Edge. Deal 1 per Combo.
Was Deal 24 per Edge.

Gain 18 Guard. Hone up to 13.
Was Gain 17 Guard. Hone up to 13.

Lose 1 HP. Gain 5 Wrath. Apply 2 Bleed.
Was Lose 1 HP. Gain 4 Wrath. Apply 2 Bleed.

Deal 13. Deal 1 per Wrath. Apply 1 Bleed.
Was Deal 9. Unleash: deal 1 per Wrath. Apply 1 Bleed.

Lose 1 HP. Deal 8. Apply 3 Ember.
Was Lose 1 HP. Deal 7. Apply 3 Ember.

Heal 10. Apply 1 Chill. Accrete 1.
Was Heal 9. Apply 1 Chill. Start of turn: stack up to 1 Guard.

Gain 10 Guard. Deal 3 times your Guard.
Was Gain 6 Guard. Deal 3 times your Guard.

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.

Gain 2 Wrath. Stormfront 1. Unleash 1.
Was Gain 2 Wrath. Stormfront: whenever you play a card, deal 1. Lasts the whole fight.
These cards got weaker.
No debuffs in the decks shown.

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.
These cards read or work differently. Most only got shorter words and play exactly the same; a few trade one thing for another.
No reworks in the decks shown.

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


Deal 11 per Combo. Draw 1. Detonate: burst 3 damage per Ember.
Was Deal 12 per card played this turn. Draw 1.

Deal damage equal to your Guard. Glaciate 3.
Was Deal damage equal to your Guard.

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

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

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.

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

Gain 3 Wrath. Gain 1 mana, unless grounded.

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.

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

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

Stormfront 27. Discharge 4.
Was Stormfront: whenever you play a card, deal 27. Lasts the whole fight.

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

Gain 7 Guard. Bury 2. Heal 3.
Dust Ward, before and after: see Shorter card text



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

Deal 9. Double it if your Omen struck this turn. Draw 1.
Was Deal 10. Double it if your Omen struck this turn.


Stack 4 Guard. Crash 2.
Was Stack 4 Guard. Deal twice your banked Guard, then lose half of it.

Deal 6. Crash 1. Chain: stack 3 Guard.
Was Deal 6 plus your banked Guard. Lose half. Chain: stack 3 Guard.


Gain 6 Guard. Draw 2. Heal 2. Hone 6.
Steady Breath, before and after: see Shorter card text

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.

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.

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.

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.

Lose 1 HP. Gain 3 Wrath. Accrete 2. Duststorm 2.
Ruin Pact, before and after: see Shorter card text

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

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.

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

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

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

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

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

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