
Here it is! The much-anticipated Part TWO of our Magical, Mythical Mondays! Thanks so much to our players who got involved with loads of feedback of which cards should feature in today’s Balance Patch. Without further ado - here’s the full list of 16 Mythic Buffs!
Bunyip
Old:
:return: Your Paleontology cards, wherever they are, cost -2:energy: (and if you lost the turn, an extra -1:energy:) this round.
New:
:play: Your Paleontology cards, wherever they are, gain +15 Power (and if you have lost 1 Round or more, an extra 10 Power) this round.
:return: Your Paleontology cards, wherever they are, cost -1:energy: until played (and if you lost the turn, an extra -1:energy: this round).
Chaos
Old:
:turnstart: If this is the only Arts & Culture card in your deck, your cards, wherever they are, gain +1:power: until played.
New:
:return: If your deck contains exactly 5 albums, 9 random cards, wherever they are, gain +21 Power until played.
Chupacabra
Old:
:draw: All cards in both player's hands lose -10:power: until played and three opponent's random cards in hand lose -25:power: until played.
New:
:play: Give your cards with "Blood" in the name, wherever they are, +10 Power permanently.
:return: Gain 75PPT next turn, your Opponent loses -75PPT next turn.
Dark Photon
Old:
:play: Your Space cards with 3 or less Base Energy, wherever they are, gain +19:power: until played.
New:
:play: Your Space cards with 4 or less Base Energy, wherever they are, gain +21:power: until played.
Empyrean (7 Energy / 77 Power)
Old:
:draw: For every round you have won this game, your other cards in hand gain +25:power: this turn.
New:
:play: If you've won at least 1 round, your other History and Arts & Culture cards in hand gain +77 power this turn.
:return: 2 random cards in your deck cost -7 Energy permanently.
Flying Saucer
Old:
:play: For each set of exactly 4 cards from any album in your deck, your Space cards, wherever they are, gain +6:power: until played.
:return: Your remaining Space cards in hand cost -2:energy: until played.
New:
:play: For each set of exactly 4 cards from any album in your deck, your Space cards, wherever they are, gain +6:power: permanently.
:return: Your remaining Space cards in hand cost -2:energy: until played.
Laika
Old:
:play: Your Amazing Astronauts cards in hand gain +70:power: until played.
New:
:play: Your Amazing Astronauts, Radical Rockets, Space Technology and Dogs cards in hand, gain +50 Power until played.
:return: For every Amazing Astronauts, Space Technology, Radical Rockets and Dogs cards in your deck, those collections, wherever they are, gain +1 Power until played.
Mecha
Old:
:play: If your deck has only Science cards, your Science cards, wherever they are, gain +20:power: until played.
:return: Your Science cards, wherever they are, cost +1:energy: until played.
New:
:play: If your deck has only Science cards, your Science cards, wherever they are, gain +32:power: until played.
:return: Your Science cards, wherever they are, cost +1:energy: permanently.
:return: If your deck contains 5 or fewer collections, your cards, wherever they are cost -1 Energy until played.
Mermaids
Old:
:play: Your Fabulous Fish and Feisty Fish cards in hand gain +70:power: this turn.
:return: Your Oceans and Seas cards, wherever they are, cost -1:energy: this round.
New:
:play: Your Fabulous Fish and Feisty Fish cards in hand gain +70:power: this turn.
:play: If played next to a Fabulous Fish card, this card gains +35 Power this turn.
:return: Your Oceans and Seas cards, wherever they are, cost -2:energy: this round.
Nazca Lines
Old:
:play: Your Common cards, wherever they are, gain +20:power: until played, your Rare cards, wherever they are, gain +10:power: until played and your Epic cards, wherever they are, gain +5:power: until played.
:return: If you won the turn, keep it permanently.
New:
:play: Your Common cards, wherever they are, gain +20:power: permanently, your Rare cards, wherever they are, gain +10:power: permanently, and your Epic cards, wherever they are, gain +5:power: permanently.
Oshun
Old:
:play: Your Raging Rivers cards in hand gain +40:power: until played.
:return: If your deck has exactly 12 Raging Rivers cards, your Oceans and Seas cards, wherever they are, gain +10:power: until played.
New:
:play: Your Raging Rivers and West African Folklore cards in hand gain +40:power: permanently.
:return: If your deck has exactly 12 Raging Rivers cards, your Oceans and Seas cards, wherever they are, gain +10:power: permanently.
:return: If your deck has exactly 12 West African Folklore cards, your History cards, wherever they are, gain +10:power: permanently
Pandora's Box
Old:
:draw: A random card in your hand gains +80:power: and another random card :burn:Burns (35) until played.
New:
:draw: Both players get -10PPT permanently.
:play: For every round played this game, gain +10PPT permanently.
The Soul
Old:
:play: Your Philosophy, Curious Cuisine and Musically Minded cards in hand gain +55:power: until played.
New:
:play: Your Philosophy, Curious Cuisine and Musically Minded cards in hand gain +60:power: until played.
:return: For every Philosophy, Curious Cuisine and Musically Minded card in your deck, those collections, wherever they are, gain +1 Power until played.
The Theory of Everything
Old:
:play: If at least 6 cards in your deck are from different Albums, your Science cards in hand gain +24:power: permanently.
New:
:play: If at least 5 cards in your deck are from different Albums, your Science cards in hand gain +24:power: permanently.
:play: For every collection in your deck, your Science cards in hand gain an additional +1 Power permanently.
Time Dilation
Old:
:draw: For every round you have played this game, your Space cards in hand gain +20:power: this turn.
:return: For every round you have played this game, your remaining Space cards in hand cost +1:energy: until played.
New:
:draw: For every round you have played this game, your Space cards in hand gain +25:power: until played.
:return: For every round you have played this game, your remaining Space cards in hand cost +1:energy: until played.
Unicorn
Old:
:draw: This card gains +77:power: this turn.
New:
:draw: This card gains +77:power: this turn.
:return: If you won the turn, this card gains +77:power: permanently.
We hope you have fun experimenting with these new abilities. And keep an eye out for the secret ones too - some might be harder to find than others!

Here it is! The much-anticipated Part TWO of our Magical, Mythical Mondays! Thanks so much to our players who got involved with loads of feedback of which cards should feature in today’s Balance Patch. Without further ado - here’s the full list of 16 Mythic Buffs!
Bunyip
Old:
:return: Your Paleontology cards, wherever they are, cost -2:energy: (and if you lost the turn, an extra -1:energy:) this round.
New:
:play: Your Paleontology cards, wherever they are, gain +15 Power (and if you have lost 1 Round or more, an extra 10 Power) this round.
:return: Your Paleontology cards, wherever they are, cost -1:energy: until played (and if you lost the turn, an extra -1:energy: this round).
Chaos
Old:
:turnstart: If this is the only Arts & Culture card in your deck, your cards, wherever they are, gain +1:power: until played.
New:
:return: If your deck contains exactly 5 albums, 9 random cards, wherever they are, gain +21 Power until played.
Chupacabra
Old:
:draw: All cards in both player's hands lose -10:power: until played and three opponent's random cards in hand lose -25:power: until played.
New:
:play: Give your cards with "Blood" in the name, wherever they are, +10 Power permanently.
:return: Gain 75PPT next turn, your Opponent loses -75PPT next turn.
Dark Photon
Old:
:play: Your Space cards with 3 or less Base Energy, wherever they are, gain +19:power: until played.
New:
:play: Your Space cards with 4 or less Base Energy, wherever they are, gain +21:power: until played.
Empyrean (7 Energy / 77 Power)
Old:
:draw: For every round you have won this game, your other cards in hand gain +25:power: this turn.
New:
:play: If you've won at least 1 round, your other History and Arts & Culture cards in hand gain +77 power this turn.
:return: 2 random cards in your deck cost -7 Energy permanently.
Flying Saucer
Old:
:play: For each set of exactly 4 cards from any album in your deck, your Space cards, wherever they are, gain +6:power: until played.
:return: Your remaining Space cards in hand cost -2:energy: until played.
New:
:play: For each set of exactly 4 cards from any album in your deck, your Space cards, wherever they are, gain +6:power: permanently.
:return: Your remaining Space cards in hand cost -2:energy: until played.
Laika
Old:
:play: Your Amazing Astronauts cards in hand gain +70:power: until played.
New:
:play: Your Amazing Astronauts, Radical Rockets, Space Technology and Dogs cards in hand, gain +50 Power until played.
:return: For every Amazing Astronauts, Space Technology, Radical Rockets and Dogs cards in your deck, those collections, wherever they are, gain +1 Power until played.
Mecha
Old:
:play: If your deck has only Science cards, your Science cards, wherever they are, gain +20:power: until played.
:return: Your Science cards, wherever they are, cost +1:energy: until played.
New:
:play: If your deck has only Science cards, your Science cards, wherever they are, gain +32:power: until played.
:return: Your Science cards, wherever they are, cost +1:energy: permanently.
:return: If your deck contains 5 or fewer collections, your cards, wherever they are cost -1 Energy until played.
Mermaids
Old:
:play: Your Fabulous Fish and Feisty Fish cards in hand gain +70:power: this turn.
:return: Your Oceans and Seas cards, wherever they are, cost -1:energy: this round.
New:
:play: Your Fabulous Fish and Feisty Fish cards in hand gain +70:power: this turn.
:play: If played next to a Fabulous Fish card, this card gains +35 Power this turn.
:return: Your Oceans and Seas cards, wherever they are, cost -2:energy: this round.
Nazca Lines
Old:
:play: Your Common cards, wherever they are, gain +20:power: until played, your Rare cards, wherever they are, gain +10:power: until played and your Epic cards, wherever they are, gain +5:power: until played.
:return: If you won the turn, keep it permanently.
New:
:play: Your Common cards, wherever they are, gain +20:power: permanently, your Rare cards, wherever they are, gain +10:power: permanently, and your Epic cards, wherever they are, gain +5:power: permanently.
Oshun
Old:
:play: Your Raging Rivers cards in hand gain +40:power: until played.
:return: If your deck has exactly 12 Raging Rivers cards, your Oceans and Seas cards, wherever they are, gain +10:power: until played.
New:
:play: Your Raging Rivers and West African Folklore cards in hand gain +40:power: permanently.
:return: If your deck has exactly 12 Raging Rivers cards, your Oceans and Seas cards, wherever they are, gain +10:power: permanently.
:return: If your deck has exactly 12 West African Folklore cards, your History cards, wherever they are, gain +10:power: permanently
Pandora's Box
Old:
:draw: A random card in your hand gains +80:power: and another random card :burn:Burns (35) until played.
New:
:draw: Both players get -10PPT permanently.
:play: For every round played this game, gain +10PPT permanently.
The Soul
Old:
:play: Your Philosophy, Curious Cuisine and Musically Minded cards in hand gain +55:power: until played.
New:
:play: Your Philosophy, Curious Cuisine and Musically Minded cards in hand gain +60:power: until played.
:return: For every Philosophy, Curious Cuisine and Musically Minded card in your deck, those collections, wherever they are, gain +1 Power until played.
The Theory of Everything
Old:
:play: If at least 6 cards in your deck are from different Albums, your Science cards in hand gain +24:power: permanently.
New:
:play: If at least 5 cards in your deck are from different Albums, your Science cards in hand gain +24:power: permanently.
:play: For every collection in your deck, your Science cards in hand gain an additional +1 Power permanently.
Time Dilation
Old:
:draw: For every round you have played this game, your Space cards in hand gain +20:power: this turn.
:return: For every round you have played this game, your remaining Space cards in hand cost +1:energy: until played.
New:
:draw: For every round you have played this game, your Space cards in hand gain +25:power: until played.
:return: For every round you have played this game, your remaining Space cards in hand cost +1:energy: until played.
Unicorn
Old:
:draw: This card gains +77:power: this turn.
New:
:draw: This card gains +77:power: this turn.
:return: If you won the turn, this card gains +77:power: permanently.
We hope you have fun experimenting with these new abilities. And keep an eye out for the secret ones too - some might be harder to find than others!
