
Hi all!
We've got a tantalising new Balance Patch for you today, formed through a mix of both player feedback and internal data.
Updated cards will be available 11:00AM UTC, to coincide with the new weekly League!
We've included rationale behind the changes made, and as ever appreciate your valuable feedback moving forwards.
Thanks, and keep it CUE!
The following nerfs are designed to target 9/9 History split decks, with a splash of Unruly Rulers.
We're hoping that the tweaks made will keep the play style viable, but also promote more diversity at the top level of gameplay (since some of these cards can be seen in roughly a quarter of all top-level decks!)
Minerva (Limited Legendary)
OLD ABILITY:
When played, if your deck contains exactly 9 History and 9 Arts and Culture cards, give your cards, wherever they are, +19 Power until played.
NEW ABILITY:
When played, if your deck contains exactly 9 History and 9 Arts and Culture cards, give your cards, wherever they are, +17 Power until played.
Cao Pi (Limited Epic)
OLD ABILITY:
When drawn, if your deck contains 4 or more Unruly Rulers cards, your non-Unruly Rulers cards, wherever they are, gain +20 Power until played.
When returned, if you lost the turn, your Unruly Rulers cards, wherever they are, lose -20 Power for 3 turns.
NEW ABILITY:
When drawn, if your deck contains 4 or more Unruly Rulers cards, your non-Unruly Rulers cards, wherever they are, gain +19 Power until played.
When returned, if you lost the turn, your Unruly Rulers cards, wherever they are, lose -20 Power: for 3 turns.
Saladin (Limited Legendary)
OLD ABILITY:
When returned to your deck, for every non-History card in your deck, your History cards, wherever they are, gain +2 Power until played.
NEW ABILITY:
When returned to your deck, for every non-History card in your deck (to a maximum of 8), your History cards, wherever they are, gain +2 Power until played.
Sea People (Mythic)
OLD ABILITY:
When played, if your deck contains exactly 9 collections, your cards, wherever they are, gain +20 Power until played.
NEW ABILITY:
When played, if your deck contains exactly 9 collections, your cards, wherever they are, gain +19 Power until played.
Ah Paleo... a real gags to riches story. While Paleo is very fun to play, it is very prominent in intermediate play and packs a punch--maybe a bit too big of a punch.
We are tweaking two cards as a result of this feedback, designed to retain Mono Paleo as a viable archetype, but slightly trim the power output.
Patagotitan (Limited Legendary)
OLD ABILITY:
When played adjacent to any Land Before Time card, your Paleontology cards in-hand gain +16 Power permanently.
NEW ABILITY:
When played adjacent to any Land Before Time card, your Paleontology cards in-hand gain +16 Power until played.
Flaming Cliffs (Limited Legendary)
OLD ABILITY:
When drawn, your Paleontology cards that have not been played this game, wherever they are, gain +12 Power permanently.
When played, if it is the first turn of the round, your Paleontology cards, wherever they are, gain +12 Power until played.
When returned to your deck, for every time you have played Dinosaur Eggs in this game, your remaining Paleontology cards in hand cost -1 Energy permanently.
NEW ABILITY:
When drawn, your Paleontology cards that have not been played this game, wherever they are, gain +10 Power permanently.
When played, if it is the first turn of the round, your Paleontology cards, wherever they are, gain +10 Power until played.
When returned to your deck, for every time you have played Dinosaur Eggs in this game, your remaining Paleontology cards in hand cost -1 Energy permanently.
And finally, players are finding the following card a bit overwhelming in its strength, so we’ve trimmed that down for this volcano.
Eyjafjallajökull (Limited Legendary)
OLD ABILITY:
When played between two Volcanoes cards, your Volcanoes cards in hand gain +40 Power this turn and your Opponent's cards in hand lose -40 Power this turn.
NEW ABILITY:
When played between two Volcanoes cards, your Volcanoes cards in hand gain +40 Power this turn and your Opponent's cards in hand lose -20 Power this turn.
Thanks for your patience with this balance update. We know it can be frustrating for a deck that you know and love to suddenly not pull the same scores as before. Here, we are also buffing six additional cards to further open deck types and to encourage creativity! (And yes, Dadaism features again… we hope this gives the card the push it needs for some really interesting builds!)
Dadaism (Limited Legendary)
OLD ABILITY:
When played, if your deck contains exactly 6 Epic, 5 Rare and 4 Common cards, your cards, wherever they are, gain +20 Power until played.
NEW ABILITY:
When played, if your deck contains exactly 6 Epic, 5 Rare and 4 Common cards, your cards, wherever they are, gain +24 Power until played.
Doublethink (Limited Legendary)
OLD ABILITY:
When drawn, if your deck contains 8 or fewer collections, if your deck contains exactly 2 Arts and Culture cards, those cards, wherever they are, gain +25 Power until played. Repeat for each album.
NEW ABILITY:
When drawn, if your deck contains 8 or fewer collections, if your deck contains exactly 2 Arts and Culture cards, those cards, wherever they are, gain +27 Power until played. Repeat for each album.
Lotus Flower (Limited Legendary)
OLD ABILITY:
When returned to your deck, if you have won at least 1 Round and lost at least 1 Round this game, gain +70 PPT for the rest of the Round.
NEW ABILITY:
When played, if you have won at least 1 Round and lost at least 1 Round this game, gain +70 PPT for the rest of the Round.
Carl Sagan (Limited Legendary)
OLD ABILITY:
When drawn, if your deck contains exactly 9 Science cards and 9 Space cards, give your Science cards, wherever they are, +16 Power until played, and reduce the cost of your Space cards, wherever they are, by -1 Energy until played.
NEW ABILITY:
When drawn, if your deck contains exactly 9 Science cards and 9 Space cards, give your Science cards, wherever they are, +18 Power until played, and reduce the cost of your Space cards, wherever they are, by -1 Energy until played.
King Kong (Fusion)
OLD ABILITY:
When played, your Kaiju and Godzilla cards in hand gain +60 Power this turn.
NEW ABILITY:
When played, your Kaiju and Godzilla cards in hand gain +60 Power until played.
Earth Analog (Mythic)
OLD ABILITY:
When played next to Earth, your Space cards, wherever they are, gain +18 Power for 5 turns.
NEW ABILITY:
When played if Earth is in your deck, your Space cards, wherever they are, gain +18 Power for 5 turns.
And that’s all folks. Stay tuned for further updates - as Spooky season approaches, we’re looking to release some scaaarry new buffs in just a couple of weeks!

Hi all!
We've got a tantalising new Balance Patch for you today, formed through a mix of both player feedback and internal data.
Updated cards will be available 11:00AM UTC, to coincide with the new weekly League!
We've included rationale behind the changes made, and as ever appreciate your valuable feedback moving forwards.
Thanks, and keep it CUE!
The following nerfs are designed to target 9/9 History split decks, with a splash of Unruly Rulers.
We're hoping that the tweaks made will keep the play style viable, but also promote more diversity at the top level of gameplay (since some of these cards can be seen in roughly a quarter of all top-level decks!)
Minerva (Limited Legendary)
OLD ABILITY:
When played, if your deck contains exactly 9 History and 9 Arts and Culture cards, give your cards, wherever they are, +19 Power until played.
NEW ABILITY:
When played, if your deck contains exactly 9 History and 9 Arts and Culture cards, give your cards, wherever they are, +17 Power until played.
Cao Pi (Limited Epic)
OLD ABILITY:
When drawn, if your deck contains 4 or more Unruly Rulers cards, your non-Unruly Rulers cards, wherever they are, gain +20 Power until played.
When returned, if you lost the turn, your Unruly Rulers cards, wherever they are, lose -20 Power for 3 turns.
NEW ABILITY:
When drawn, if your deck contains 4 or more Unruly Rulers cards, your non-Unruly Rulers cards, wherever they are, gain +19 Power until played.
When returned, if you lost the turn, your Unruly Rulers cards, wherever they are, lose -20 Power: for 3 turns.
Saladin (Limited Legendary)
OLD ABILITY:
When returned to your deck, for every non-History card in your deck, your History cards, wherever they are, gain +2 Power until played.
NEW ABILITY:
When returned to your deck, for every non-History card in your deck (to a maximum of 8), your History cards, wherever they are, gain +2 Power until played.
Sea People (Mythic)
OLD ABILITY:
When played, if your deck contains exactly 9 collections, your cards, wherever they are, gain +20 Power until played.
NEW ABILITY:
When played, if your deck contains exactly 9 collections, your cards, wherever they are, gain +19 Power until played.
Ah Paleo... a real gags to riches story. While Paleo is very fun to play, it is very prominent in intermediate play and packs a punch--maybe a bit too big of a punch.
We are tweaking two cards as a result of this feedback, designed to retain Mono Paleo as a viable archetype, but slightly trim the power output.
Patagotitan (Limited Legendary)
OLD ABILITY:
When played adjacent to any Land Before Time card, your Paleontology cards in-hand gain +16 Power permanently.
NEW ABILITY:
When played adjacent to any Land Before Time card, your Paleontology cards in-hand gain +16 Power until played.
Flaming Cliffs (Limited Legendary)
OLD ABILITY:
When drawn, your Paleontology cards that have not been played this game, wherever they are, gain +12 Power permanently.
When played, if it is the first turn of the round, your Paleontology cards, wherever they are, gain +12 Power until played.
When returned to your deck, for every time you have played Dinosaur Eggs in this game, your remaining Paleontology cards in hand cost -1 Energy permanently.
NEW ABILITY:
When drawn, your Paleontology cards that have not been played this game, wherever they are, gain +10 Power permanently.
When played, if it is the first turn of the round, your Paleontology cards, wherever they are, gain +10 Power until played.
When returned to your deck, for every time you have played Dinosaur Eggs in this game, your remaining Paleontology cards in hand cost -1 Energy permanently.
And finally, players are finding the following card a bit overwhelming in its strength, so we’ve trimmed that down for this volcano.
Eyjafjallajökull (Limited Legendary)
OLD ABILITY:
When played between two Volcanoes cards, your Volcanoes cards in hand gain +40 Power this turn and your Opponent's cards in hand lose -40 Power this turn.
NEW ABILITY:
When played between two Volcanoes cards, your Volcanoes cards in hand gain +40 Power this turn and your Opponent's cards in hand lose -20 Power this turn.
Thanks for your patience with this balance update. We know it can be frustrating for a deck that you know and love to suddenly not pull the same scores as before. Here, we are also buffing six additional cards to further open deck types and to encourage creativity! (And yes, Dadaism features again… we hope this gives the card the push it needs for some really interesting builds!)
Dadaism (Limited Legendary)
OLD ABILITY:
When played, if your deck contains exactly 6 Epic, 5 Rare and 4 Common cards, your cards, wherever they are, gain +20 Power until played.
NEW ABILITY:
When played, if your deck contains exactly 6 Epic, 5 Rare and 4 Common cards, your cards, wherever they are, gain +24 Power until played.
Doublethink (Limited Legendary)
OLD ABILITY:
When drawn, if your deck contains 8 or fewer collections, if your deck contains exactly 2 Arts and Culture cards, those cards, wherever they are, gain +25 Power until played. Repeat for each album.
NEW ABILITY:
When drawn, if your deck contains 8 or fewer collections, if your deck contains exactly 2 Arts and Culture cards, those cards, wherever they are, gain +27 Power until played. Repeat for each album.
Lotus Flower (Limited Legendary)
OLD ABILITY:
When returned to your deck, if you have won at least 1 Round and lost at least 1 Round this game, gain +70 PPT for the rest of the Round.
NEW ABILITY:
When played, if you have won at least 1 Round and lost at least 1 Round this game, gain +70 PPT for the rest of the Round.
Carl Sagan (Limited Legendary)
OLD ABILITY:
When drawn, if your deck contains exactly 9 Science cards and 9 Space cards, give your Science cards, wherever they are, +16 Power until played, and reduce the cost of your Space cards, wherever they are, by -1 Energy until played.
NEW ABILITY:
When drawn, if your deck contains exactly 9 Science cards and 9 Space cards, give your Science cards, wherever they are, +18 Power until played, and reduce the cost of your Space cards, wherever they are, by -1 Energy until played.
King Kong (Fusion)
OLD ABILITY:
When played, your Kaiju and Godzilla cards in hand gain +60 Power this turn.
NEW ABILITY:
When played, your Kaiju and Godzilla cards in hand gain +60 Power until played.
Earth Analog (Mythic)
OLD ABILITY:
When played next to Earth, your Space cards, wherever they are, gain +18 Power for 5 turns.
NEW ABILITY:
When played if Earth is in your deck, your Space cards, wherever they are, gain +18 Power for 5 turns.
And that’s all folks. Stay tuned for further updates - as Spooky season approaches, we’re looking to release some scaaarry new buffs in just a couple of weeks!
