
It appears that our last Minerva patch just didn’t tone down this meta deck enough, so here’s some further adjustments. Two collections have popped their heads above the meta thanks to some massive abilities - so we’re also adjusting the Power output of Playtime and Marvellous Medicine. And finally, we’re making Quantum Entanglement a bit easier to play against.
NERFS
Mahjong
OLD:
Draw: Your cards in hand gain +30 Power this turn. If your deck contains exactly 5 Playtime cards, your Playtime cards, wherever they are, gain +25 Power permanently.
NEW:
Draw: Your cards in hand gain +30 Power this turn. If your deck contains exactly 5 Playtime cards, your Playtime cards, wherever they are, gain +20 Power permanently.
Cao Pi
OLD:
Draw: If your deck contains 4 or more Unruly Rulers cards, your non-Unruly Rulers cards, wherever they are, gain 19 Power until played.
Return: If you lost the turn, your Unruly Rulers cards, wherever they are, lose -20 Power for 3 turns.
NEW:
Draw: If your deck contains 4 or more Unruly Rulers cards, your non-Unruly Rulers cards, wherever they are, gain 15 Power until played.
Return: If you lost the turn, your Unruly Rulers cards, wherever they are, lose -10 Power permanently.
Minerva
OLD:
Play: If your deck contains exactly 9 History and exactly 9 Arts and Culture cards, your cards, wherever they are, gain +17 Power until played.
NEW:
Play: If your deck contains exactly 9 History and exactly 9 Arts and Culture cards, your cards, wherever they are, gain +24 Power until played.
Play: For every collection in your deck, your cards, wherever they are, lose -2 Power until played.
Abū Bakr al-Rāzī
OLD:
Draw: Your Marvellous Medicine cards that have not been played this game, wherever they are, gain +25 Power until played.
Play: For every Marvellous Medicine card you have played this game, this card gains +5 Power permanently.
NEW:
Draw: Your Marvellous Medicine cards that have not been played this game, wherever they are, gain +25 Power until played.
Play: For every Marvellous Medicine card you have played this game, (Max of 10) this card gains +5 Power permanently.
Quantum Entanglement
OLD:
Draw: For every Science card in your deck, your Opponent’s non-Science cards, wherever they are, lose -1 Power until played.
Return: For every non-Science card in your Opponent’s deck, your Science cards, wherever they are, gain +1 Power until played.
OLD:
Draw: For every Science card in your deck, your Opponent’s non-Science cards, in hand, lose -1 Power until played.
Return: For every non-Science card in your Opponent’s deck, your Science cards, wherever they are, gain +1 Power until played.
BUFFS
Following our taketh awaying, we’d like to giveth a bit too - to a couple of Space collections that deserve way more time on the board than they currently get. Keep an eye out over the next couple of months for general Space buffers in our usual releases too!
Today’s buffs are targeting Forces of the Universe and Space Oddities.
William Thomson, 1st Baron Kelvin
OLD:
Return: Your Dizzying Discoveries and Forces of the Universe cards, wherever they are, gain +14 Power until played. Repeat this if you have played Absolute Zero this game.
NEW:
Return: Your Dizzying Discoveries and Forces of the Universe cards, wherever they are, gain +14 Power until played. Repeat this if your deck contains Absolute Zero.
The Big Ring
OLD:
Play: Your Space Oddities cards and Forces of the Universe cards with 7 or more Base Energy, wherever they are, gain +22 Power permanently.
NEW:
Play: Your Space Oddities cards and Forces of the Universe cards with 6 or more Base Energy, wherever they are, gain +22 Power permanently.
Chris Hadfield
OLD:
For every Space Oddities card in your deck, up to a maximum of 3, your Amazing Astronauts and Radical Rockets cards, wherever they are, gain +8 Power until played.
OLD:
For every Space Oddities card in your deck, up to a maximum of 4, your Space Oddities, Amazing Astronauts and Radical Rockets cards, wherever they are, gain +8 Power until played.
Space Oddities and Forces of the Universe cards without abilities will receive new and improved statlines.
Aquila Alcohol Cloud
OLD: 8/72
NEW: 8/89
Asteroids
OLD: 7/66
NEW: 7/78
Barringer Crater
OLD: 3/28
NEW: 3/37
The Fifth Force
OLD: 5/45
NEW: 5/58
The Sombrero Galaxy
OLD: 3/28
NEW: 3/37
Dying Star
OLD: 1/10
NEW: 1/15
‘Oumuamua
OLD: 9/64
NEW: 9/99
Shifting Solar Plasma
OLD: 8/72
NEW: 8/89
Solar Golden Arches
OLD: 5/49
NEW: 5/57
The Milky Way
OLD: 5/49
NEW: 5/57
Virgo Spiral Galaxy
OLD: 6/49
NEW: 6/68

It appears that our last Minerva patch just didn’t tone down this meta deck enough, so here’s some further adjustments. Two collections have popped their heads above the meta thanks to some massive abilities - so we’re also adjusting the Power output of Playtime and Marvellous Medicine. And finally, we’re making Quantum Entanglement a bit easier to play against.
NERFS
Mahjong
OLD:
Draw: Your cards in hand gain +30 Power this turn. If your deck contains exactly 5 Playtime cards, your Playtime cards, wherever they are, gain +25 Power permanently.
NEW:
Draw: Your cards in hand gain +30 Power this turn. If your deck contains exactly 5 Playtime cards, your Playtime cards, wherever they are, gain +20 Power permanently.
Cao Pi
OLD:
Draw: If your deck contains 4 or more Unruly Rulers cards, your non-Unruly Rulers cards, wherever they are, gain 19 Power until played.
Return: If you lost the turn, your Unruly Rulers cards, wherever they are, lose -20 Power for 3 turns.
NEW:
Draw: If your deck contains 4 or more Unruly Rulers cards, your non-Unruly Rulers cards, wherever they are, gain 15 Power until played.
Return: If you lost the turn, your Unruly Rulers cards, wherever they are, lose -10 Power permanently.
Minerva
OLD:
Play: If your deck contains exactly 9 History and exactly 9 Arts and Culture cards, your cards, wherever they are, gain +17 Power until played.
NEW:
Play: If your deck contains exactly 9 History and exactly 9 Arts and Culture cards, your cards, wherever they are, gain +24 Power until played.
Play: For every collection in your deck, your cards, wherever they are, lose -2 Power until played.
Abū Bakr al-Rāzī
OLD:
Draw: Your Marvellous Medicine cards that have not been played this game, wherever they are, gain +25 Power until played.
Play: For every Marvellous Medicine card you have played this game, this card gains +5 Power permanently.
NEW:
Draw: Your Marvellous Medicine cards that have not been played this game, wherever they are, gain +25 Power until played.
Play: For every Marvellous Medicine card you have played this game, (Max of 10) this card gains +5 Power permanently.
Quantum Entanglement
OLD:
Draw: For every Science card in your deck, your Opponent’s non-Science cards, wherever they are, lose -1 Power until played.
Return: For every non-Science card in your Opponent’s deck, your Science cards, wherever they are, gain +1 Power until played.
OLD:
Draw: For every Science card in your deck, your Opponent’s non-Science cards, in hand, lose -1 Power until played.
Return: For every non-Science card in your Opponent’s deck, your Science cards, wherever they are, gain +1 Power until played.
BUFFS
Following our taketh awaying, we’d like to giveth a bit too - to a couple of Space collections that deserve way more time on the board than they currently get. Keep an eye out over the next couple of months for general Space buffers in our usual releases too!
Today’s buffs are targeting Forces of the Universe and Space Oddities.
William Thomson, 1st Baron Kelvin
OLD:
Return: Your Dizzying Discoveries and Forces of the Universe cards, wherever they are, gain +14 Power until played. Repeat this if you have played Absolute Zero this game.
NEW:
Return: Your Dizzying Discoveries and Forces of the Universe cards, wherever they are, gain +14 Power until played. Repeat this if your deck contains Absolute Zero.
The Big Ring
OLD:
Play: Your Space Oddities cards and Forces of the Universe cards with 7 or more Base Energy, wherever they are, gain +22 Power permanently.
NEW:
Play: Your Space Oddities cards and Forces of the Universe cards with 6 or more Base Energy, wherever they are, gain +22 Power permanently.
Chris Hadfield
OLD:
For every Space Oddities card in your deck, up to a maximum of 3, your Amazing Astronauts and Radical Rockets cards, wherever they are, gain +8 Power until played.
OLD:
For every Space Oddities card in your deck, up to a maximum of 4, your Space Oddities, Amazing Astronauts and Radical Rockets cards, wherever they are, gain +8 Power until played.
Space Oddities and Forces of the Universe cards without abilities will receive new and improved statlines.
Aquila Alcohol Cloud
OLD: 8/72
NEW: 8/89
Asteroids
OLD: 7/66
NEW: 7/78
Barringer Crater
OLD: 3/28
NEW: 3/37
The Fifth Force
OLD: 5/45
NEW: 5/58
The Sombrero Galaxy
OLD: 3/28
NEW: 3/37
Dying Star
OLD: 1/10
NEW: 1/15
‘Oumuamua
OLD: 9/64
NEW: 9/99
Shifting Solar Plasma
OLD: 8/72
NEW: 8/89
Solar Golden Arches
OLD: 5/49
NEW: 5/57
The Milky Way
OLD: 5/49
NEW: 5/57
Virgo Spiral Galaxy
OLD: 6/49
NEW: 6/68
