Today, everyone makes it out alive.
So, it looks like all of this Spookyfest excitement is going to our heads a bit. Please enjoy this Behemoth (spoilers) Balance Update, full of a whole load of spooky scary buffs. No nerfs today! If you’re looking to try out any of these cards, visit the store for our fresh Balance Update pack - exclusive for the ~Spoooooky Season~.
P.S. Keep an eye out for a few additional secret abilities - their power will be revealed over the next few weeks…
Behemoth (Mythical Creatures) [Limited Legendary]
OLD:
73 Power / 10 Energy
Behold Now
When returned to your deck, give all cards with a base Power of 80 or higher +50 Power until the end of the round.
NEW:
87 Power / 10 Energy
Behold Now
When returned to your deck, give your cards with a base Power of 80 or higher +50 Power until the end of the round.
—------
Neuschwanstein Castle (Wonders of Construction) [Limited Rare]
OLD:
29 Power / 3 Energy
Ludwig's Fairytale
When played with Ludwig II of Bavaria, give it +40 Power this turn.
NEW:
29 Power / 3 Energy
Ludwig's Fairytale
When drawn, give your Once Upon a Time cards, wherever they are, +15 Power until played.
When played with Ludwig II of Bavaria, give it +40 Power this turn.
—------
Halloween Pennant (Bugs) [Limited Rare]
OLD:
32 Power / 4 Energy
Deceptive Naming
When played, give your Fearsome Flyers and Horrible Halloween cards, wherever they are, +6 Power permanently.
NEW:
32 Power / 4 Energy
Deceptive Naming
When played, give your Fearsome Flyers and Horrible Halloween cards, wherever they are, +6 Power permanently.
When played, for every Fearsome Flyer in your deck, give your Horrible Halloween cards an additional +2 Power permanently, and vice versa.
—------
Skeleton (Brilliant Human Body) [Limited Legendary]
OLD:
61 Power / 6 Energy
Spooky, Scary
When returned to your deck, if it contains 6 or more Paleontology cards, give your Brilliant Human Body cards (even if they are in your deck) +24 Power for 3 turns.
NEW:
61 Power / 6 Energy
Spooky, Scary
When returned to your deck, if it contains 6 or more Paleontology cards, give your Brilliant Human Body cards (even if they are in your deck) +24 Power permanently.
—------
Phobophobia (Fears and Phobias) [Limited Rare]
OLD:
33 Power / 3 Energy
The Fear of Fear
When drawn, your Fears and Phobias cards, wherever they are, cost -1 Energy until played.
When returned to your deck, for every Fears and Phobias card in your deck, this card costs +1 Energy until played.
NEW:
33 Power / 3 Energy
The Fear of Fear
When drawn, your Fears and Phobias cards, wherever they are, cost -1 Energy permanently.
When returned to your deck, for every Fears and Phobias card in your deck, this card costs +1 Energy and gains +5 Power until played.
—------
Nyctophobia (Fears and Phobias) [Limited Legendary]
OLD:
0 Power / 5 Energy
Scared of the Dark?
When played, if you are losing by 1 round or more, your Horrible Halloween and Fears and Phobias cards, wherever they are, gain +30 Power this round.
NEW:
49 Power / 5 Energy
Scared of the Dark?
When played, if you are losing by 1 round or more, your Horrible Halloween and Fears and Phobias cards, wherever they are, gain +30 Power for four turns.
—------
Arachnophobia (Fears and Phobias) [Limited Legendary]
OLD:
88 Power / 8 Energy
Caught in a Web
When drawn, this card locks for 8 turns, and 8 random cards in your deck gain +8 power permanently.
When played, 8 Random cards in your Opponent's deck lose 8 Power permanently.
When returned to your deck, 8 random cards in your deck gain +8 Power permanently.
NEW:
88 Power / 8 Energy
Caught in a Web
When drawn, this card locks for 8 turns, and 8 random cards in your deck gain +8 power permanently.
When played, 8 Random cards in your Opponent's deck lose 8 Power permanently.
When returned to your deck, 8 random cards in your deck gain +8 Power permanently, and your Literal Spider cards, wherever they are, gain +8 Power permanently.
—------
Bobbit Worm (Molluscs, Worms and Water Bugs) [Limited Legendary]
OLD:
49 Power / 5 Energy
Cut-Off
When returned to your deck, give all cards with 50 or more Base Power (even if they're in either player's deck) -25 Power until played.
NEW:
49 Power / 5 Energy
Cut-Off
When returned to your deck, give all cards with 50 or more Base Power (even if they're in either player's deck) -30 Power until played.
—------
Carmilla (Horrible Halloween) [Limited Rare]
OLD:
24 Power / 3 Energy
Vampiric Precursor
When drawn, give your Dracula card, wherever it is, +22 Power until played.
NEW:
24 Power / 3 Energy
Vampiric Precursor
When drawn, give your Dracula card, wherever it is, +22 Power permanently.
—------
Strigoi (Horrible Halloween) [Limited Rare]
OLD:
27 Power / 3 Energy
A Grave Combination
When played, your Count Dracula card, wherever it is, gains +45 Power until played.
NEW:
27 Power / 3 Energy
A Grave Combination
When played, your Count Dracula card, wherever it is, gains +45 Power permanently.
—------
The Flatwoods Monster (American Folklore) [Limited Epic]
OLD:
20 Power / 4 Energy
Legacy of Fear
When drawn, give your American Folklore cards, wherever they are, +20 Power until played.
NEW:
20 Power / 4 Energy
Legacy of Fear
When drawn, give your American Folklore cards, wherever they are, +20 Power until played.
When played, for every turn you have won this game, your American Folklore cards in hand gain +6 Power permanently.
—------
Nain Rouge (American Folklore) [Limited Legendary]
OLD:
99 Power / 9 Energy
Marche du Nain Rouge
When returned to your deck, this card loses -50 Power permanently, and your remaining American Folklore cards in hand gain +50 Power permanently.
NEW:
99 Power / 9 Energy
Marche du Nain Rouge
When returned to your deck, this card loses -50 Power until played, and your remaining American Folklore cards in hand gain +50 Power permanently.
—------
Wendigo (American Folklore) [Limited Legendary]
OLD:
60 Power / 7 Energy
Possession
While in your hand, at the start of each turn, give a random card in your hand +30 Power and increase its energy cost by 1 this turn.
NEW:
60 Power / 7 Energy
Possession
While in your hand, at the start of each turn, give 2 random cards in your hand +30 Power and increase their energy cost by 1 this turn.
—------
Wechuge (American Folklore) [Limited Epic]
OLD:
12 Power / 4 Energy
Spirit Animal
When played next to any Mythical Creatures card, this card gains +90 this turn.
When returned to your deck, Burn 20 Power/Turn your opponent's remaining cards in-hand until played.
NEW:
12 Power / 4 Energy
Spirit Animal
When played next to any Mythical Creatures card, this card gains +90 permanently.
When returned to your deck, Burn 20 Power/Turn your opponent's remaining cards in-hand until played.
—------
Ijiraq (Mythical Creatures) [Limited Legendary]
OLD:
55 Power / 7 Energy
Shape Shifter
When drawn, if your deck contains 9 or more Mythical Creatures cards, give your other cards, wherever they are, +18 Power until played. Repeat for Brilliant Human Body and Natural Monuments.
NEW:
OLD:
55 Power / 7 Energy
Shape Shifter
When drawn, if your deck contains 9 or more Mythical Creatures cards, give your other cards, wherever they are, +18 Power until played. Repeat for Brilliant Human Body, Natural Monuments and American Folklore.
—------
Demon (Horrible Halloween) [Limited Legendary]
OLD:
65 Power / 6 Energy
Hell Bent
When played, if your deck contains Hel, give your Norse Mythology cards +30 Power until played. Repeat for Hades and Greek Mythology, and Osiris and Egyptian Mythology.
NEW:
65 Power / 6 Energy
Hell Bent
When played, if your deck contains Hel, give your Norse Mythology cards +35 Power until played. Repeat for Hades and Greek Mythology, Osiris and Egyptian Mythology and Mictlantecuhtli and Aztec Mythology.
—------
Death (The Four Horsemen) [Limited Legendary]
OLD:
40 Power / 4 Energy
Judgement Day
DRAW: If you have played Conquest, War and Famine this game, this card gains +50 Power permanently.
PLAY: The card opposite this loses -50 Power this turn.
RETURN: Your The Four Horsemen cards, wherever they are, gain +25 Power until played.
NEW:
40 Power / 4 Energy
Judgment Day
DRAW: If you have played Conquest, War and Famine this game, this card gains +50 Power permanently.
PLAY: The card opposite this loses -50 Power this turn.
RETURN: Your The Four Horsemen cards, wherever they are, gain +25 Power permanently.
—------
Famine (The Four Horsemen) [Limited Epic]
OLD:
35 Power / 4 Energy
Judgment Day
DRAW: If both player's decks do not contain any Curious Cuisine cards, your opponent's cards, wherever they are, lose -13 Power this round.
PLAY: Your opponent's cards in hand lose -13 Power this round.
RETURN: If you won the turn, your Death card, wherever it is, gains +50 Power for 2 turns.
NEW:
OLD:
35 Power / 4 Energy
Judgment Day
DRAW: If both player's decks do not contain any Curious Cuisine cards, your opponent's cards, wherever they are, lose -13 Power this round.
PLAY: Your opponent's cards in hand lose -13 Power this round.
RETURN: If you won the turn, your Death card, wherever it is, gains +50 Power until played.
—------
War (The Four Horsemen) [Limited Rare]
OLD:
30 Power / 4 Energy
Judgment Day
DRAW: Your Machines of War cards in hand gain +15 Power permanently.
PLAY: If you are winning the round, gain +50 Power/turn this turn.
RETURN: If you won the turn, your Famine card, wherever it is, gains +50 Power for 2 turns.
NEW:
30 Power / 4 Energy
Judgment Day
DRAW: Your Machines of War cards in hand gain +15 Power permanently.
PLAY: If you are winning the round, gain +50 Power/turn this turn.
RETURN: If you won the turn, your Famine card, wherever it is, gains +50 Power until played.
—------
Conquest (The Four Horsemen) [Limited Common]
OLD:
25 Power / 4 Energy
Judgment Day
DRAW: Your The Four Horsemen cards, wherever they are, gain +15 Power and cost +1 Energy permanently.
PLAY: If it's the first turn of a round, this card gains +40 Power.
RETURN: If you won the turn, your War card, wherever it is, gains +50 Power for 2 turns.
NEW:
25 Power / 4 Energy
Judgment Day
DRAW: Your The Four Horsemen cards, wherever they are, gain +15 Power and cost +1 Energy permanently.
PLAY: If it's the first turn of a round, this card gains +40 Power.
RETURN: If you won the turn, your War card, wherever it is, gains +50 Power until played.
Today, everyone makes it out alive.
So, it looks like all of this Spookyfest excitement is going to our heads a bit. Please enjoy this Behemoth (spoilers) Balance Update, full of a whole load of spooky scary buffs. No nerfs today! If you’re looking to try out any of these cards, visit the store for our fresh Balance Update pack - exclusive for the ~Spoooooky Season~.
P.S. Keep an eye out for a few additional secret abilities - their power will be revealed over the next few weeks…
Behemoth (Mythical Creatures) [Limited Legendary]
OLD:
73 Power / 10 Energy
Behold Now
When returned to your deck, give all cards with a base Power of 80 or higher +50 Power until the end of the round.
NEW:
87 Power / 10 Energy
Behold Now
When returned to your deck, give your cards with a base Power of 80 or higher +50 Power until the end of the round.
—------
Neuschwanstein Castle (Wonders of Construction) [Limited Rare]
OLD:
29 Power / 3 Energy
Ludwig's Fairytale
When played with Ludwig II of Bavaria, give it +40 Power this turn.
NEW:
29 Power / 3 Energy
Ludwig's Fairytale
When drawn, give your Once Upon a Time cards, wherever they are, +15 Power until played.
When played with Ludwig II of Bavaria, give it +40 Power this turn.
—------
Halloween Pennant (Bugs) [Limited Rare]
OLD:
32 Power / 4 Energy
Deceptive Naming
When played, give your Fearsome Flyers and Horrible Halloween cards, wherever they are, +6 Power permanently.
NEW:
32 Power / 4 Energy
Deceptive Naming
When played, give your Fearsome Flyers and Horrible Halloween cards, wherever they are, +6 Power permanently.
When played, for every Fearsome Flyer in your deck, give your Horrible Halloween cards an additional +2 Power permanently, and vice versa.
—------
Skeleton (Brilliant Human Body) [Limited Legendary]
OLD:
61 Power / 6 Energy
Spooky, Scary
When returned to your deck, if it contains 6 or more Paleontology cards, give your Brilliant Human Body cards (even if they are in your deck) +24 Power for 3 turns.
NEW:
61 Power / 6 Energy
Spooky, Scary
When returned to your deck, if it contains 6 or more Paleontology cards, give your Brilliant Human Body cards (even if they are in your deck) +24 Power permanently.
—------
Phobophobia (Fears and Phobias) [Limited Rare]
OLD:
33 Power / 3 Energy
The Fear of Fear
When drawn, your Fears and Phobias cards, wherever they are, cost -1 Energy until played.
When returned to your deck, for every Fears and Phobias card in your deck, this card costs +1 Energy until played.
NEW:
33 Power / 3 Energy
The Fear of Fear
When drawn, your Fears and Phobias cards, wherever they are, cost -1 Energy permanently.
When returned to your deck, for every Fears and Phobias card in your deck, this card costs +1 Energy and gains +5 Power until played.
—------
Nyctophobia (Fears and Phobias) [Limited Legendary]
OLD:
0 Power / 5 Energy
Scared of the Dark?
When played, if you are losing by 1 round or more, your Horrible Halloween and Fears and Phobias cards, wherever they are, gain +30 Power this round.
NEW:
49 Power / 5 Energy
Scared of the Dark?
When played, if you are losing by 1 round or more, your Horrible Halloween and Fears and Phobias cards, wherever they are, gain +30 Power for four turns.
—------
Arachnophobia (Fears and Phobias) [Limited Legendary]
OLD:
88 Power / 8 Energy
Caught in a Web
When drawn, this card locks for 8 turns, and 8 random cards in your deck gain +8 power permanently.
When played, 8 Random cards in your Opponent's deck lose 8 Power permanently.
When returned to your deck, 8 random cards in your deck gain +8 Power permanently.
NEW:
88 Power / 8 Energy
Caught in a Web
When drawn, this card locks for 8 turns, and 8 random cards in your deck gain +8 power permanently.
When played, 8 Random cards in your Opponent's deck lose 8 Power permanently.
When returned to your deck, 8 random cards in your deck gain +8 Power permanently, and your Literal Spider cards, wherever they are, gain +8 Power permanently.
—------
Bobbit Worm (Molluscs, Worms and Water Bugs) [Limited Legendary]
OLD:
49 Power / 5 Energy
Cut-Off
When returned to your deck, give all cards with 50 or more Base Power (even if they're in either player's deck) -25 Power until played.
NEW:
49 Power / 5 Energy
Cut-Off
When returned to your deck, give all cards with 50 or more Base Power (even if they're in either player's deck) -30 Power until played.
—------
Carmilla (Horrible Halloween) [Limited Rare]
OLD:
24 Power / 3 Energy
Vampiric Precursor
When drawn, give your Dracula card, wherever it is, +22 Power until played.
NEW:
24 Power / 3 Energy
Vampiric Precursor
When drawn, give your Dracula card, wherever it is, +22 Power permanently.
—------
Strigoi (Horrible Halloween) [Limited Rare]
OLD:
27 Power / 3 Energy
A Grave Combination
When played, your Count Dracula card, wherever it is, gains +45 Power until played.
NEW:
27 Power / 3 Energy
A Grave Combination
When played, your Count Dracula card, wherever it is, gains +45 Power permanently.
—------
The Flatwoods Monster (American Folklore) [Limited Epic]
OLD:
20 Power / 4 Energy
Legacy of Fear
When drawn, give your American Folklore cards, wherever they are, +20 Power until played.
NEW:
20 Power / 4 Energy
Legacy of Fear
When drawn, give your American Folklore cards, wherever they are, +20 Power until played.
When played, for every turn you have won this game, your American Folklore cards in hand gain +6 Power permanently.
—------
Nain Rouge (American Folklore) [Limited Legendary]
OLD:
99 Power / 9 Energy
Marche du Nain Rouge
When returned to your deck, this card loses -50 Power permanently, and your remaining American Folklore cards in hand gain +50 Power permanently.
NEW:
99 Power / 9 Energy
Marche du Nain Rouge
When returned to your deck, this card loses -50 Power until played, and your remaining American Folklore cards in hand gain +50 Power permanently.
—------
Wendigo (American Folklore) [Limited Legendary]
OLD:
60 Power / 7 Energy
Possession
While in your hand, at the start of each turn, give a random card in your hand +30 Power and increase its energy cost by 1 this turn.
NEW:
60 Power / 7 Energy
Possession
While in your hand, at the start of each turn, give 2 random cards in your hand +30 Power and increase their energy cost by 1 this turn.
—------
Wechuge (American Folklore) [Limited Epic]
OLD:
12 Power / 4 Energy
Spirit Animal
When played next to any Mythical Creatures card, this card gains +90 this turn.
When returned to your deck, Burn 20 Power/Turn your opponent's remaining cards in-hand until played.
NEW:
12 Power / 4 Energy
Spirit Animal
When played next to any Mythical Creatures card, this card gains +90 permanently.
When returned to your deck, Burn 20 Power/Turn your opponent's remaining cards in-hand until played.
—------
Ijiraq (Mythical Creatures) [Limited Legendary]
OLD:
55 Power / 7 Energy
Shape Shifter
When drawn, if your deck contains 9 or more Mythical Creatures cards, give your other cards, wherever they are, +18 Power until played. Repeat for Brilliant Human Body and Natural Monuments.
NEW:
OLD:
55 Power / 7 Energy
Shape Shifter
When drawn, if your deck contains 9 or more Mythical Creatures cards, give your other cards, wherever they are, +18 Power until played. Repeat for Brilliant Human Body, Natural Monuments and American Folklore.
—------
Demon (Horrible Halloween) [Limited Legendary]
OLD:
65 Power / 6 Energy
Hell Bent
When played, if your deck contains Hel, give your Norse Mythology cards +30 Power until played. Repeat for Hades and Greek Mythology, and Osiris and Egyptian Mythology.
NEW:
65 Power / 6 Energy
Hell Bent
When played, if your deck contains Hel, give your Norse Mythology cards +35 Power until played. Repeat for Hades and Greek Mythology, Osiris and Egyptian Mythology and Mictlantecuhtli and Aztec Mythology.
—------
Death (The Four Horsemen) [Limited Legendary]
OLD:
40 Power / 4 Energy
Judgement Day
DRAW: If you have played Conquest, War and Famine this game, this card gains +50 Power permanently.
PLAY: The card opposite this loses -50 Power this turn.
RETURN: Your The Four Horsemen cards, wherever they are, gain +25 Power until played.
NEW:
40 Power / 4 Energy
Judgment Day
DRAW: If you have played Conquest, War and Famine this game, this card gains +50 Power permanently.
PLAY: The card opposite this loses -50 Power this turn.
RETURN: Your The Four Horsemen cards, wherever they are, gain +25 Power permanently.
—------
Famine (The Four Horsemen) [Limited Epic]
OLD:
35 Power / 4 Energy
Judgment Day
DRAW: If both player's decks do not contain any Curious Cuisine cards, your opponent's cards, wherever they are, lose -13 Power this round.
PLAY: Your opponent's cards in hand lose -13 Power this round.
RETURN: If you won the turn, your Death card, wherever it is, gains +50 Power for 2 turns.
NEW:
OLD:
35 Power / 4 Energy
Judgment Day
DRAW: If both player's decks do not contain any Curious Cuisine cards, your opponent's cards, wherever they are, lose -13 Power this round.
PLAY: Your opponent's cards in hand lose -13 Power this round.
RETURN: If you won the turn, your Death card, wherever it is, gains +50 Power until played.
—------
War (The Four Horsemen) [Limited Rare]
OLD:
30 Power / 4 Energy
Judgment Day
DRAW: Your Machines of War cards in hand gain +15 Power permanently.
PLAY: If you are winning the round, gain +50 Power/turn this turn.
RETURN: If you won the turn, your Famine card, wherever it is, gains +50 Power for 2 turns.
NEW:
30 Power / 4 Energy
Judgment Day
DRAW: Your Machines of War cards in hand gain +15 Power permanently.
PLAY: If you are winning the round, gain +50 Power/turn this turn.
RETURN: If you won the turn, your Famine card, wherever it is, gains +50 Power until played.
—------
Conquest (The Four Horsemen) [Limited Common]
OLD:
25 Power / 4 Energy
Judgment Day
DRAW: Your The Four Horsemen cards, wherever they are, gain +15 Power and cost +1 Energy permanently.
PLAY: If it's the first turn of a round, this card gains +40 Power.
RETURN: If you won the turn, your War card, wherever it is, gains +50 Power for 2 turns.
NEW:
25 Power / 4 Energy
Judgment Day
DRAW: Your The Four Horsemen cards, wherever they are, gain +15 Power and cost +1 Energy permanently.
PLAY: If it's the first turn of a round, this card gains +40 Power.
RETURN: If you won the turn, your War card, wherever it is, gains +50 Power until played.
