Tutorial
The tutorial has been reworked and split into five chapters that can be played separately and in any order: Basics, Building and Attack, Classes and Offerings, Effects and Combos, Economy and Magic.
Every chapter is a sandbox: your hand is free, draws are limited to the cards the topic needs, and the opponent takes one action per turn. You learn a specific mechanic instead of surviving a full match.
Pop-up hints explain what just happened and why, breaking down both your play and the opponent's with real numbers.
Chapters are picked on the "Tutorial" tab in the matchmaking window. A finished chapter is marked with a golden diamond.
First completion of each chapter grants 100 gold, 500 for all five.
Hint texts have been rewritten in every language.
Madness
Madness became a real archetype: 21 cards apply it instead of 9, and every school now has cheap ones — Fish-Eyed (2), Non-Euclidean Masonry (2), Spawn of the Shallows (4), Aspersion (4), Deep Gas (6).
Twelve cards were reworked for Madness instead of repeating what their neighbours already did for the same price: Nape Strike, Shapeless Thing, Flying Horror, Choir in the Deep, Slimy Flier, Ancient Statues, Crushing Tentacles, Deep Serpent and others.
Madness is drawn as an ordinary plate with its magnitude and duration, like Rot, instead of a special-effect line. It is no longer a card tag.
Bone Sowing reworked: while it is active (8 turns), every Skeleton that enters the enemy hand, is discarded or played by them gives the enemy Madness 1 for 3 turns.
Espionage
Looking into the enemy hand now means choosing, not just peeking:
Spy Raid — shows 5 cards, one of them leaves the enemy deck for the rest of the match;
Providence — shows the whole hand, you replace two cards;
Infiltrator — shows three, you replace one.
Your turn does not end until you pick. There is a cancel button.
Might cards can never be banished from a deck: they are dimmed and not clickable, and they do not use up a choice.
Might
Malgrim Forge — 6 charges, +4 to pure efficiency, cost 10.
Grimoire and Herald of the Cult — 7 turns.
Eye of the Sleeping God — 7 charges, Yos-Martra Beads — 5 charges.
Bone Chime — 10 turns, Bottled Gloom — 7 turns.
Blood Cement spends 3 Blood instead of 4 and builds +4, active for 5 turns. If you are short on Blood, you take 1 damage for each Blood missing.
Necromancy ignores the temporary draw block after playing or discarding a card, but banned cards and copies already in hand are still skipped.
Card balance
Funeral Bell reworked: wall +4, tower +4, Shield 1, destroys up to three living creatures in the enemy hand and removes them from their deck. Cost 17, legendary.
The Abyss — 7 damage, Chains for 2 turns and Madness 1 for 4 turns.
Treasury gives 4 wall per 3 resources.
Forbidden Lore works at any level.
Old Veteran lets you play again.
Beacon grants Ward 2.
Income cards were brought to one price: +1 income costs 10. Vessel of Filth costs 6 and no longer lets you play again, Magical Spring is 2 cheaper.
Deck builder
New filters: Ward, Madness, Might and Special effects.
A tag dropdown.
The clear button now resets the tag as well.
Fair play
A ban can be issued by Steam ID, and it survives account deletion.
Every ban carries a reason, a duration and a history of liftings.
Interface
Fonts in the deck builder and in hover tooltips.
The wallet in the chest window now matches the rest of the game.
Pack tile names no longer overlap the counter.
Japanese, Korean and Chinese text is readable in the special-effect lines.