
PSST: If you’re not up-to-date with our Resurrection shenanigans, check today’s earlier News post from the home screen! Here’s a look at the Collection Resurrection and Card Upgrade! packs, available in store all week.
Collection Resurrection
While we have a few Weapons of Choice this week, including Shamshir in today’s pack and two Under the Microscope cards (Stentor and Rotifer, if you’re wondering), we are REALLY digging in deep with an enormous batch of NINE Groundbreakers in today’s Collection Resurrection pack - including the participants in the already famous Bone Wars, Othniel Charles Marsh and Edward Drinker Cope.
Card Upgrade!
Considering how long Ancient Greece, Marvellous Medicine, Good Sports and Deep Ocean have been around for, you could seriously expect them to have more Power than they do. Not only are we trying to address these inequalities with Power buffs for Heracles, 100m Sprint and Alexander Fleming (some blasts from the past there!) but we’ve run out of Zodiac cards, so Zodiac Man’s finally getting an “until played” ability.
13 of the 15 newly buffed cards are Limited Epic or Limited Legendary, and can be found in this week’s Card Upgrade pack.
BALANCE UPDATE
(Please note: a statline within the name of the card indicates a change to base stats)
Hoplite - Limited Rare
Was: :play: If it's the first turn of a round, this card gains +34:power:.
Now: :play: If it's the first turn of a round, your Ancient Greece cards in hand gain +34:power: this turn and next.
Heracles - Limited Legendary
Was: :play: If it matches the Arena, this card gains +60:power: and if it's the first turn of a round, this card gains +30:power:.
Now: :play: If it matches the Arena, this card gains +60:power: and if it's the first turn of a round, this card gains +30:power:.
:return: Your Ancient Greece cards, wherever they are, gain +20:power: until played.
Alexander Fleming - Limited Epic
Was: :draw: Your Marvellous Medicine cards, wherever they are, cost -1:energy: until played.
Now: :draw: Your Marvellous Medicine cards, wherever they are, cost -1:energy: until played.
:return: Your Marvellous Medicine cards, wherever they are, gain +20:power: until played.
Galen - Limited Epic
Was: :draw: Your Marvellous Medicine cards, wherever they are, gain +12:power: until played.
Now: :draw: Your Marvellous Medicine cards, wherever they are, gain +18:power: until played.
Germ Theory - Limited Epic
Was: :draw: Your cards in hand gain +15:power: this turn.
Now: :draw: Your cards in hand gain +15:power: this turn.
:play: If you are winning the Round, your Marvellous Medicine cards in hand gain +20:power: permanently.
Baseball - Limited Epic
Was: :play: Your cards in hand with 4 or less Base Power gain +27:power: this turn.
Now: :play: Your cards in hand with 4 or less Base Power gain +27:power: this turn.
:return: Your non-Limited Good Sports cards, wherever they are, gain +21:power: until played.
100m Sprint - Limited Legendary
Was: :play: If it's the first turn of a round, your cards, wherever they are, gain +10:power: for 2 turns.
Now: :draw: Your Good Sports cards with :play: abilities, wherever they are, gain +22:power: until played.
:play: If it's the first turn of a round, your cards, wherever they are, gain +10:power: for 2 turns.
Skateboarding - Limited Common
Was: :play: If played in the right slot, your Good Sports cards in hand gain +10:power: until played.
Now: :play: If played in the right slot, your Good Sports cards in hand gain +15:power: until played.
Ghostfish - Limited Epic
Was: :turnstart: Your opponent's non-Oceans & Seas cards in hand lose -3:power: until played.
:play: Your Deep Ocean cards in hand gain +35:power: this turn.
Now: :turnstart: Your opponent's non-Oceans & Seas cards in hand lose -3:power: until played.
:play: Your Deep Ocean cards, wherever they are, gain +25:power: this turn and next.
Anglerfish - Limited Legendary
Was: :draw: This card gains +30:power: this round and an opponent's random card in hand loses -30:power: this round.
Now: :draw: This card gains +50:power: this round and an opponent's random card in hand loses -50:power: this round.
Siphonophore - Limited Epic
Was: :draw: Your opponent's cards in hand lose -4:power: until played and this card gains +20:power: until played.
Now: :draw: 4 of your opponent's cards in hand lose -15:power: until played and this card gains +60:power: until played.
Granrojo Jellyfish - Limited Epic - (4 / 58)
Was: :play: All cards in both player's hands lose -10:power: this turn.
:return: If you won the turn, your opponent's remaining cards in hand lose -10:power: until played.
Now: :play: All cards in both player's hands lose -10:power: this turn.
:return: If you are winning the Round, your opponent's remaining cards in hand lose -10:power: until played.
Pompeii Worm - Limited Epic
Was: :play: If it's the last turn of a round and if you are trailing by -30:power: or less, this card gains +90:power: permanently.
Now: :play: If it's the last turn of a round and if you are trailing by -100:power: or less, this card gains +90:power: permanently.
Thorne-Żytkow Object - Limited Epic
Was: :play: Your Constellations, Signs of the Zodiac and The Solar System cards in hand gain +18:power: this turn.
:return: If you won the turn, the remaining cards from those collections in hand gain +18:power: until played.
Now: :play: Your Constellations, Signs of the Zodiac and The Solar System cards in hand gain +25:power: this turn.
:return: If you won the turn, your Constellations, Signs of the Zodiac and The Solar System cards, wherever they are, gain +18:power: until played.
Zodiac Man - Limited Epic
Was: :play: Your Signs of the Zodiac cards in hand gain +20:power: until played.
:draw: Your Signs of the Zodiac cards in hand cost -2:energy: until played.
Now: :play: Your Signs of the Zodiac cards, wherever they are, gain +20:power: until played.
:draw: Your Signs of the Zodiac cards in hand cost -2:energy: until played.

PSST: If you’re not up-to-date with our Resurrection shenanigans, check today’s earlier News post from the home screen! Here’s a look at the Collection Resurrection and Card Upgrade! packs, available in store all week.
Collection Resurrection
While we have a few Weapons of Choice this week, including Shamshir in today’s pack and two Under the Microscope cards (Stentor and Rotifer, if you’re wondering), we are REALLY digging in deep with an enormous batch of NINE Groundbreakers in today’s Collection Resurrection pack - including the participants in the already famous Bone Wars, Othniel Charles Marsh and Edward Drinker Cope.
Card Upgrade!
Considering how long Ancient Greece, Marvellous Medicine, Good Sports and Deep Ocean have been around for, you could seriously expect them to have more Power than they do. Not only are we trying to address these inequalities with Power buffs for Heracles, 100m Sprint and Alexander Fleming (some blasts from the past there!) but we’ve run out of Zodiac cards, so Zodiac Man’s finally getting an “until played” ability.
13 of the 15 newly buffed cards are Limited Epic or Limited Legendary, and can be found in this week’s Card Upgrade pack.
BALANCE UPDATE
(Please note: a statline within the name of the card indicates a change to base stats)
Hoplite - Limited Rare
Was: :play: If it's the first turn of a round, this card gains +34:power:.
Now: :play: If it's the first turn of a round, your Ancient Greece cards in hand gain +34:power: this turn and next.
Heracles - Limited Legendary
Was: :play: If it matches the Arena, this card gains +60:power: and if it's the first turn of a round, this card gains +30:power:.
Now: :play: If it matches the Arena, this card gains +60:power: and if it's the first turn of a round, this card gains +30:power:.
:return: Your Ancient Greece cards, wherever they are, gain +20:power: until played.
Alexander Fleming - Limited Epic
Was: :draw: Your Marvellous Medicine cards, wherever they are, cost -1:energy: until played.
Now: :draw: Your Marvellous Medicine cards, wherever they are, cost -1:energy: until played.
:return: Your Marvellous Medicine cards, wherever they are, gain +20:power: until played.
Galen - Limited Epic
Was: :draw: Your Marvellous Medicine cards, wherever they are, gain +12:power: until played.
Now: :draw: Your Marvellous Medicine cards, wherever they are, gain +18:power: until played.
Germ Theory - Limited Epic
Was: :draw: Your cards in hand gain +15:power: this turn.
Now: :draw: Your cards in hand gain +15:power: this turn.
:play: If you are winning the Round, your Marvellous Medicine cards in hand gain +20:power: permanently.
Baseball - Limited Epic
Was: :play: Your cards in hand with 4 or less Base Power gain +27:power: this turn.
Now: :play: Your cards in hand with 4 or less Base Power gain +27:power: this turn.
:return: Your non-Limited Good Sports cards, wherever they are, gain +21:power: until played.
100m Sprint - Limited Legendary
Was: :play: If it's the first turn of a round, your cards, wherever they are, gain +10:power: for 2 turns.
Now: :draw: Your Good Sports cards with :play: abilities, wherever they are, gain +22:power: until played.
:play: If it's the first turn of a round, your cards, wherever they are, gain +10:power: for 2 turns.
Skateboarding - Limited Common
Was: :play: If played in the right slot, your Good Sports cards in hand gain +10:power: until played.
Now: :play: If played in the right slot, your Good Sports cards in hand gain +15:power: until played.
Ghostfish - Limited Epic
Was: :turnstart: Your opponent's non-Oceans & Seas cards in hand lose -3:power: until played.
:play: Your Deep Ocean cards in hand gain +35:power: this turn.
Now: :turnstart: Your opponent's non-Oceans & Seas cards in hand lose -3:power: until played.
:play: Your Deep Ocean cards, wherever they are, gain +25:power: this turn and next.
Anglerfish - Limited Legendary
Was: :draw: This card gains +30:power: this round and an opponent's random card in hand loses -30:power: this round.
Now: :draw: This card gains +50:power: this round and an opponent's random card in hand loses -50:power: this round.
Siphonophore - Limited Epic
Was: :draw: Your opponent's cards in hand lose -4:power: until played and this card gains +20:power: until played.
Now: :draw: 4 of your opponent's cards in hand lose -15:power: until played and this card gains +60:power: until played.
Granrojo Jellyfish - Limited Epic - (4 / 58)
Was: :play: All cards in both player's hands lose -10:power: this turn.
:return: If you won the turn, your opponent's remaining cards in hand lose -10:power: until played.
Now: :play: All cards in both player's hands lose -10:power: this turn.
:return: If you are winning the Round, your opponent's remaining cards in hand lose -10:power: until played.
Pompeii Worm - Limited Epic
Was: :play: If it's the last turn of a round and if you are trailing by -30:power: or less, this card gains +90:power: permanently.
Now: :play: If it's the last turn of a round and if you are trailing by -100:power: or less, this card gains +90:power: permanently.
Thorne-Żytkow Object - Limited Epic
Was: :play: Your Constellations, Signs of the Zodiac and The Solar System cards in hand gain +18:power: this turn.
:return: If you won the turn, the remaining cards from those collections in hand gain +18:power: until played.
Now: :play: Your Constellations, Signs of the Zodiac and The Solar System cards in hand gain +25:power: this turn.
:return: If you won the turn, your Constellations, Signs of the Zodiac and The Solar System cards, wherever they are, gain +18:power: until played.
Zodiac Man - Limited Epic
Was: :play: Your Signs of the Zodiac cards in hand gain +20:power: until played.
:draw: Your Signs of the Zodiac cards in hand cost -2:energy: until played.
Now: :play: Your Signs of the Zodiac cards, wherever they are, gain +20:power: until played.
:draw: Your Signs of the Zodiac cards in hand cost -2:energy: until played.
