June 9, 2025

Strange Times Balance Patch

Hey folks!

Today’s balance patch is all about keeping things fresh - giving some collections a well-deserved boost and reining in a few decks that have, let’s be honest, been hogging the spotlight a bit.

No more preamble - scroll on for the full list of changes, complete with a little insight into why each one made the cut.

Change List:

De-Extinction

New Ability

:Play: If your deck has 6 or more Paleontology cards, your Life on Land cards, wherever they are, gain +22 power until played.

Change:

We’ve changed the boost duration from 3 turns to until played. Since the ability already asks for a solid Paleontology presence, making the bonus last longer gives your Life on Land cards more value and makes the deck more rewarding to build around.

Lake Topitz Gold

New Ability:

:Return: If you lost the turn, your Lost Treasures cards, wherever they are, gain +30:power: until played.

Change:

The boost duration’s gone from 5 turns to until played. Because this ability only triggers when you lose, we felt it deserved a more dependable and rewarding effect.

Rose Quartz

New Ability:

:play: If played next to any Hidden Gems card, your Science cards, wherever they are, gain +18:power: this round, and your Hidden Gems cards, wherever they are, gain an additional +17:power: until played.

Change:

We’ve changed the boost on your Hidden Gems from this round to until played. That means your Gems get to keep their glow a bit longer, while the Science side of the ability stays neatly in check.

Volvelle

New Ability:

:play: If your deck has exactly 3 cards with "Moon" in the name, your Space cards, wherever they are, gain +20 :power: until played.

Change:

You guessed it - this one’s now until played instead of this round. If you’re running a Moon lineup, this should give your Space cards a nice and lasting lunar lift.

Duat

New Ability:

:play: If your deck contains Osiris, your Egyptian Mythology cards, wherever they are, gain +8 :power: until played. Repeat for Thoth, Horus, Hathor and Ma'at

Change:

The power per card has increased from +5 to +8. That means if you’re fielding all five key figures, you’re looking at a hefty +40 buff in total. A fair reward for mythological loyalty, we’d say.

Poodle Moth

New Ability:

:draw: Your Dogs cards, wherever they are, cost -2 energy until played. :play: Your Anglepoise Lamp and Zippo Lighter cards in hand gain +40 :power: until played.

Change:

Anglepoise Lamp and Zippo Lighter now gain their +40 power until played. They’re niche picks, and cycling them with Poodle Moth isn’t the easiest thing - so we’re giving brave deckbuilders a longer-lasting payoff.

Hyaenodon

New Ability:

:return: If you won the turn, your cards, wherever they are, gain +10:power: until played and your opponent's cards, wherever they are, lose -5:power: permanently.

Change:

Two tidy buffs here: the +10 power is now until played, and the -5 debuff on your opponent is now permanent. It’s a solid boost for a card that thrives on momentum.

Dark Hedges

New Ability:

:play: If your deck has 6 or more Tremendous Trees cards, your Weird World cards, wherever they are, gain +28:power: until played

Change:

We’ve moved from this round to until played to offer more reliable power. Since Tremendous Trees are already a strong bunch, we’ve slightly trimmed the direct power output from +38 power to +28 power to keep things balanced.

Angel Falls

New Ability:

:draw: Your cards, wherever they are, with 2 or less Base Energy gain +21:power: until played.

Change:

Simple one - your low-energy cards now hold onto their +21 boost until played instead of just for a round. More waterfall, less whiplash.

Boomslang

New Ability:

:draw: Your Tremendous Trees cards, wherever they are, cost -1 energy until played. :play: Your Tremendous Trees cards in hand gain +15:power: permanently.

Change:

That +15 power is now permanent instead of this turn. Another strong branch in the ever-growing forest of Treemendous Trees.

Nerfs

When it comes to nerfs, our goal isn’t to tank your favourite cards - we just want to dial things back enough to keep the meta healthy. These changes are all about softening the edges while keeping the cards viable and fun to play.

Tennin

New Ability:

:play: If your deck has exactly 5 Albums, your cards, wherever they are, gain +14:power: until played. If it has exactly 5 collections, your cards, wherever they are, gain an additional +10:power: until played. :return: If your deck has 10 or more cards from one Album, your cards, wherever they are, lose -24:power: until played.

Change:

Just a small trim here. The play ability drops from +16 to +14 power, and the return debuff shifts from -26 to -24 power. Still strong, just a little less intense on both ends.

Electric Eel

New Ability:

:play: For every Feisty Fish card in your hand, your Feisty Fish cards in-hand gain +7:power: until played. :return: If you won the turn, your opponent loses -30:power/turn: next turn and your opponent's remaining cards in hand lose -30:power: next turn.

Change:

We’ve narrowed the effect to only apply to Feisty Fish in your hand - but bumped the power up to +7 power per card. So while it’s less widespread, expect some extra punch when played.

Evil Number [Was: 3/0, Now: 0/0]

New Ability:

:draw: 3 of your random cards, wherever they are, gain +5 :power: until played. :play: 6 of your random Mega Math cards, wherever they are, gain +9 :power: until played. :return: 10 of your random Mega Math cards, wherever they are, gain +12 :power: until played.

Change:

Slight reductions to how many cards get buffed and the power they gain. With E=MC² recently joining the set, we wanted to rein things in just a touch before Mega Math goes fully galactic.

Gilbert Whitehand

New Ability:

:play: If played next to Robin Hood, your Gilbert Whitehand and Robin Hood cards in hand gain +50:power: this turn. :return: If your deck contains Archery, this card gains +50:power: permanently.

Change:

The play buff has been reduced from +100 to +50 power, but the return ability stays strong with a permanent +50. Merry Men decks are still looking mighty merry.

----------------

That wraps up this round of card changes! With 10 fresh buffs and a few gentle nerfs, we’re excited to see what new decks emerge - and which old ones finally get a breather.

Got thoughts? Drop by our Official Discord or hit us up on socials - we’re always listening.

And as always…

Keep it CUE!

June 9, 2025

Strange Times Balance Patch

Hey folks!

Today’s balance patch is all about keeping things fresh - giving some collections a well-deserved boost and reining in a few decks that have, let’s be honest, been hogging the spotlight a bit.

No more preamble - scroll on for the full list of changes, complete with a little insight into why each one made the cut.

Change List:

De-Extinction

New Ability

:Play: If your deck has 6 or more Paleontology cards, your Life on Land cards, wherever they are, gain +22 power until played.

Change:

We’ve changed the boost duration from 3 turns to until played. Since the ability already asks for a solid Paleontology presence, making the bonus last longer gives your Life on Land cards more value and makes the deck more rewarding to build around.

Lake Topitz Gold

New Ability:

:Return: If you lost the turn, your Lost Treasures cards, wherever they are, gain +30:power: until played.

Change:

The boost duration’s gone from 5 turns to until played. Because this ability only triggers when you lose, we felt it deserved a more dependable and rewarding effect.

Rose Quartz

New Ability:

:play: If played next to any Hidden Gems card, your Science cards, wherever they are, gain +18:power: this round, and your Hidden Gems cards, wherever they are, gain an additional +17:power: until played.

Change:

We’ve changed the boost on your Hidden Gems from this round to until played. That means your Gems get to keep their glow a bit longer, while the Science side of the ability stays neatly in check.

Volvelle

New Ability:

:play: If your deck has exactly 3 cards with "Moon" in the name, your Space cards, wherever they are, gain +20 :power: until played.

Change:

You guessed it - this one’s now until played instead of this round. If you’re running a Moon lineup, this should give your Space cards a nice and lasting lunar lift.

Duat

New Ability:

:play: If your deck contains Osiris, your Egyptian Mythology cards, wherever they are, gain +8 :power: until played. Repeat for Thoth, Horus, Hathor and Ma'at

Change:

The power per card has increased from +5 to +8. That means if you’re fielding all five key figures, you’re looking at a hefty +40 buff in total. A fair reward for mythological loyalty, we’d say.

Poodle Moth

New Ability:

:draw: Your Dogs cards, wherever they are, cost -2 energy until played. :play: Your Anglepoise Lamp and Zippo Lighter cards in hand gain +40 :power: until played.

Change:

Anglepoise Lamp and Zippo Lighter now gain their +40 power until played. They’re niche picks, and cycling them with Poodle Moth isn’t the easiest thing - so we’re giving brave deckbuilders a longer-lasting payoff.

Hyaenodon

New Ability:

:return: If you won the turn, your cards, wherever they are, gain +10:power: until played and your opponent's cards, wherever they are, lose -5:power: permanently.

Change:

Two tidy buffs here: the +10 power is now until played, and the -5 debuff on your opponent is now permanent. It’s a solid boost for a card that thrives on momentum.

Dark Hedges

New Ability:

:play: If your deck has 6 or more Tremendous Trees cards, your Weird World cards, wherever they are, gain +28:power: until played

Change:

We’ve moved from this round to until played to offer more reliable power. Since Tremendous Trees are already a strong bunch, we’ve slightly trimmed the direct power output from +38 power to +28 power to keep things balanced.

Angel Falls

New Ability:

:draw: Your cards, wherever they are, with 2 or less Base Energy gain +21:power: until played.

Change:

Simple one - your low-energy cards now hold onto their +21 boost until played instead of just for a round. More waterfall, less whiplash.

Boomslang

New Ability:

:draw: Your Tremendous Trees cards, wherever they are, cost -1 energy until played. :play: Your Tremendous Trees cards in hand gain +15:power: permanently.

Change:

That +15 power is now permanent instead of this turn. Another strong branch in the ever-growing forest of Treemendous Trees.

Nerfs

When it comes to nerfs, our goal isn’t to tank your favourite cards - we just want to dial things back enough to keep the meta healthy. These changes are all about softening the edges while keeping the cards viable and fun to play.

Tennin

New Ability:

:play: If your deck has exactly 5 Albums, your cards, wherever they are, gain +14:power: until played. If it has exactly 5 collections, your cards, wherever they are, gain an additional +10:power: until played. :return: If your deck has 10 or more cards from one Album, your cards, wherever they are, lose -24:power: until played.

Change:

Just a small trim here. The play ability drops from +16 to +14 power, and the return debuff shifts from -26 to -24 power. Still strong, just a little less intense on both ends.

Electric Eel

New Ability:

:play: For every Feisty Fish card in your hand, your Feisty Fish cards in-hand gain +7:power: until played. :return: If you won the turn, your opponent loses -30:power/turn: next turn and your opponent's remaining cards in hand lose -30:power: next turn.

Change:

We’ve narrowed the effect to only apply to Feisty Fish in your hand - but bumped the power up to +7 power per card. So while it’s less widespread, expect some extra punch when played.

Evil Number [Was: 3/0, Now: 0/0]

New Ability:

:draw: 3 of your random cards, wherever they are, gain +5 :power: until played. :play: 6 of your random Mega Math cards, wherever they are, gain +9 :power: until played. :return: 10 of your random Mega Math cards, wherever they are, gain +12 :power: until played.

Change:

Slight reductions to how many cards get buffed and the power they gain. With E=MC² recently joining the set, we wanted to rein things in just a touch before Mega Math goes fully galactic.

Gilbert Whitehand

New Ability:

:play: If played next to Robin Hood, your Gilbert Whitehand and Robin Hood cards in hand gain +50:power: this turn. :return: If your deck contains Archery, this card gains +50:power: permanently.

Change:

The play buff has been reduced from +100 to +50 power, but the return ability stays strong with a permanent +50. Merry Men decks are still looking mighty merry.

----------------

That wraps up this round of card changes! With 10 fresh buffs and a few gentle nerfs, we’re excited to see what new decks emerge - and which old ones finally get a breather.

Got thoughts? Drop by our Official Discord or hit us up on socials - we’re always listening.

And as always…

Keep it CUE!