October 12, 2026

Spookyfest Balance Update

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… 

‍

Buffs

‍

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.

‍

October 12, 2026

Spookyfest Balance Update

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… 

‍

Buffs

‍

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.

‍