July 20, 2026

MYTHICAL MONDAY PART ONE

It’s the day you’ve all been waiting for… it’s Mythical Monday… PART ONE?!

We’ve received loads of awesome suggestions in our balance-feedback channel in Discord about which Mythics you would like to see buffed and how. Too many in fact…

Today, thanks to your feedback, we are breathing new life into the 16 Mythics that really got the conversation going (at time of writing). But we’re already getting some very cool suggestions through for some of the others… If you would like to join the conversation, and share with us which Mythics you would like to see get some extra power, find the relevant thread in the balance-feedback channel in Discord. We’ll be checking back in there for a Part Two of The Magical Mythical Tour of Buffs - to be released in August! 

For now, here is the list of balance changes, going live alongside the new League at 11:00am UTC:

Balance Changes

Area 51

Old:

:play: Your The Solar System cards in hand gain +60:power: until played.

New:

:draw: For every The Solar System card in your deck, this card gains +5:power: permanently.

:play: Your The Solar System cards in hand gain +60:power: until played.

:return: 2 random The Solar System cards in your deck gain +20:power: permanently.

Atlantis

Old:

:return: This card costs -6:energy: and gains +50:power: until played.

New:

:play: Your Deep Ocean and Wonders of Construction cards, wherever they are, gain +25:power: until played.

:return: This card costs -6:energy: and gains +50:power: permanently.

Bigfoot

Old:

:play: Your Primates cards in hand gain +55:power: until played.

New:

:play: Your Primates and Mythical Creatures cards in hand gain +50:power: permanently.

:return: Your Primates and Mythical Creatures cards, wherever they are, gain +20:power: until played.

Black Dog

Old:

:draw: If you have played Black Dog this game, an opponent's random card in hand loses -100:power: permanently.

New:

:draw: An opponent's random card in hand loses -100:power: permanently. If you have played Black Dog this game, an opponent's random card in hand loses -200:power: permanently.

El Dorado

Old:

:play: Gain +4:energy/turn: for 3 turns.

New:

:draw: Gain +4:energy/turn: for 3 turns.

:play: For every card in your deck with "Gold" in the name, those cards, wherever they are, gain +2:power: permanently and this card gains +4:power: permanently.

Gryphon

Old:

:play: Your Birds and Mammals cards in hand gain +55:power: until played.

New:

:play: Your Birds and Mammals cards in hand gain +55:power: until played.

:return: 6 random Birds and 6 random Mammals cards in your deck gain +22:power: until played.

Kraken

Old:

:play: Your Oceans and Seas cards in hand gain +50:power: this turn.

New:

:play: Your Oceans and Seas cards in hand gain +50:power: this turn.

:return: Your Cephalopods cards, wherever they are, gain +22:power: until played.

Lightspeed Travel (5 Energy / 0 Power)

Old:

:draw: If your deck has 9 or more Science cards, your Science cards, wherever they are, gain +10:power: permanently.

New:

:draw: If your deck contains 9 or more Science cards, your Science cards, wherever they are, gain +10:power: permanently.

:play: If your deck contains 9 or more Science cards, your Science and Space cards, wherever they are, gain +10:power: until played.

Loch Ness Monster (6 Energy / 50 Power)

Old:

:return: Your opponent's remaining cards in hand :lock:Lock next turn.

New:

No Change

Project Blue Book

Old:

:draw: Your Space cards that have been played 1 or more times this game, wherever they are, cost -1:energy: and gain +7:power: permanently.

New:

:draw: Your Space cards, wherever they are, cost -1:energy: and gain +10:power: permanently.

Simulation Theory

Old:

:draw: Your cards cost -3:energy: and if you are winning the round, each of your cards cost another -1:energy: less this turn.

New:

:draw: Your cards in hand cost -3:energy: this turn. If you are winning the round, they cost an additional -1:energy: less this turn.

:return: If you won the turn, your remaining cards in hand cost -2:energy: permanently.

The Ark of the Covenant

Old:

:draw: A random card in your hand gains +70:power: until played.

New:

:draw: A random card in your hand gains +70:power: until played. If you are winning the round, it keeps it permanently.

The God Particle

Old:

:play: Your Excellent Elements cards in hand gain +60:power: until played.

New:

:play: Your Excellent Elements and Pioneers of Science cards in hand gain +50:power: permanently.

:return: Your Excellent Elements and Pioneers of Science cards, wherever they are, gain +20:power: until played.

The Grim Reaper

Old:

:play: An opponent's random card in hand loses -50:power: permanently.

New:

:play: An opponent's random card in hand loses -50:power: permanently.

:return: Your cards with "Dead" or "Death" in the name, wherever they are, gain +20:power: permanently.

The Holy Grail

Old:

:draw: Your Brilliant Human Body cards, wherever they are, gain +28:power: until played.

New:

:draw: Your Brilliant Human Body cards, wherever they are, gain +28:power: until played.

:turnstart: Your Arthurian Legends cards in hand gain +7:power: permanently.

The Tunguska Event

Old:

:play: Your opponent's cards, wherever they are, lose -7:power: until played.

New:

:draw: Your opponent's cards, wherever they are, lose -5:power: permanently.

:play: Your opponent's cards in hand lose -15:power: until played.

:return: Your opponent's cards, wherever they are, lose -5:power: permanently.

(P.S. You might have noticed a few question marks pop-up on your Mythic cards… we’ve added a few Secret Abilities too, as put forward by our community. Happy hunting! Oh, and thanks for reading to the bottom. We appreciate you. :)) 

July 20, 2026

MYTHICAL MONDAY PART ONE

It’s the day you’ve all been waiting for… it’s Mythical Monday… PART ONE?!

We’ve received loads of awesome suggestions in our balance-feedback channel in Discord about which Mythics you would like to see buffed and how. Too many in fact…

Today, thanks to your feedback, we are breathing new life into the 16 Mythics that really got the conversation going (at time of writing). But we’re already getting some very cool suggestions through for some of the others… If you would like to join the conversation, and share with us which Mythics you would like to see get some extra power, find the relevant thread in the balance-feedback channel in Discord. We’ll be checking back in there for a Part Two of The Magical Mythical Tour of Buffs - to be released in August! 

For now, here is the list of balance changes, going live alongside the new League at 11:00am UTC:

Balance Changes

Area 51

Old:

:play: Your The Solar System cards in hand gain +60:power: until played.

New:

:draw: For every The Solar System card in your deck, this card gains +5:power: permanently.

:play: Your The Solar System cards in hand gain +60:power: until played.

:return: 2 random The Solar System cards in your deck gain +20:power: permanently.

Atlantis

Old:

:return: This card costs -6:energy: and gains +50:power: until played.

New:

:play: Your Deep Ocean and Wonders of Construction cards, wherever they are, gain +25:power: until played.

:return: This card costs -6:energy: and gains +50:power: permanently.

Bigfoot

Old:

:play: Your Primates cards in hand gain +55:power: until played.

New:

:play: Your Primates and Mythical Creatures cards in hand gain +50:power: permanently.

:return: Your Primates and Mythical Creatures cards, wherever they are, gain +20:power: until played.

Black Dog

Old:

:draw: If you have played Black Dog this game, an opponent's random card in hand loses -100:power: permanently.

New:

:draw: An opponent's random card in hand loses -100:power: permanently. If you have played Black Dog this game, an opponent's random card in hand loses -200:power: permanently.

El Dorado

Old:

:play: Gain +4:energy/turn: for 3 turns.

New:

:draw: Gain +4:energy/turn: for 3 turns.

:play: For every card in your deck with "Gold" in the name, those cards, wherever they are, gain +2:power: permanently and this card gains +4:power: permanently.

Gryphon

Old:

:play: Your Birds and Mammals cards in hand gain +55:power: until played.

New:

:play: Your Birds and Mammals cards in hand gain +55:power: until played.

:return: 6 random Birds and 6 random Mammals cards in your deck gain +22:power: until played.

Kraken

Old:

:play: Your Oceans and Seas cards in hand gain +50:power: this turn.

New:

:play: Your Oceans and Seas cards in hand gain +50:power: this turn.

:return: Your Cephalopods cards, wherever they are, gain +22:power: until played.

Lightspeed Travel (5 Energy / 0 Power)

Old:

:draw: If your deck has 9 or more Science cards, your Science cards, wherever they are, gain +10:power: permanently.

New:

:draw: If your deck contains 9 or more Science cards, your Science cards, wherever they are, gain +10:power: permanently.

:play: If your deck contains 9 or more Science cards, your Science and Space cards, wherever they are, gain +10:power: until played.

Loch Ness Monster (6 Energy / 50 Power)

Old:

:return: Your opponent's remaining cards in hand :lock:Lock next turn.

New:

No Change

Project Blue Book

Old:

:draw: Your Space cards that have been played 1 or more times this game, wherever they are, cost -1:energy: and gain +7:power: permanently.

New:

:draw: Your Space cards, wherever they are, cost -1:energy: and gain +10:power: permanently.

Simulation Theory

Old:

:draw: Your cards cost -3:energy: and if you are winning the round, each of your cards cost another -1:energy: less this turn.

New:

:draw: Your cards in hand cost -3:energy: this turn. If you are winning the round, they cost an additional -1:energy: less this turn.

:return: If you won the turn, your remaining cards in hand cost -2:energy: permanently.

The Ark of the Covenant

Old:

:draw: A random card in your hand gains +70:power: until played.

New:

:draw: A random card in your hand gains +70:power: until played. If you are winning the round, it keeps it permanently.

The God Particle

Old:

:play: Your Excellent Elements cards in hand gain +60:power: until played.

New:

:play: Your Excellent Elements and Pioneers of Science cards in hand gain +50:power: permanently.

:return: Your Excellent Elements and Pioneers of Science cards, wherever they are, gain +20:power: until played.

The Grim Reaper

Old:

:play: An opponent's random card in hand loses -50:power: permanently.

New:

:play: An opponent's random card in hand loses -50:power: permanently.

:return: Your cards with "Dead" or "Death" in the name, wherever they are, gain +20:power: permanently.

The Holy Grail

Old:

:draw: Your Brilliant Human Body cards, wherever they are, gain +28:power: until played.

New:

:draw: Your Brilliant Human Body cards, wherever they are, gain +28:power: until played.

:turnstart: Your Arthurian Legends cards in hand gain +7:power: permanently.

The Tunguska Event

Old:

:play: Your opponent's cards, wherever they are, lose -7:power: until played.

New:

:draw: Your opponent's cards, wherever they are, lose -5:power: permanently.

:play: Your opponent's cards in hand lose -15:power: until played.

:return: Your opponent's cards, wherever they are, lose -5:power: permanently.

(P.S. You might have noticed a few question marks pop-up on your Mythic cards… we’ve added a few Secret Abilities too, as put forward by our community. Happy hunting! Oh, and thanks for reading to the bottom. We appreciate you. :))