Patch v0. is Live! Fixes incoming!

v0. Dev Notes

Currently in development

Easter Bundle

I'm sure many of you found our 'Easter Egg' left in the game since Friday but for those who missed it, here is your preview for the upcoming Spring Bundle! For those who want the full scoop, this post is for you as well!
When can I get this?
The bundle will be available starting on server reset March 25th going on through April 8th!
How much will it cost me?
The Spring Bundle will follow the same price structure as the Holiday Bundle from back in December.
You can pick up all four cards with Limited Edition etching PLUS 50 Gems for $10 or 100 Kreds! Or, If you picked up some Gems from our sale over the weekend you can grab the bundle for 119 Gems!
If you are only interested in individual cards, singles for Gold or Gems will be rotating through our featured section while the bundle is available!
What are the cards?
See below for full card spoilers!

Join us in welcoming spring after such a long winter with our fantastic Spring Bundle!

First Gem Purchase Bonus During Sale

If you made your first purchase during the gem sale and didn't receive your 25% bonus, please contact support@kingdomsccg.com and we'll get it sorted. Sorry for the inconvenience!

Arena Quests

Arena quests were reworked to support a players choice in playstyle instead of forcing it. Reward and gold earn curve was adjusted slightly with this as well. Any quests that required players to change their decks were removed. The quests locked behind rating now offer extra bonus gold just for winning in that arena.


- Fixed a bug where player stats/progress wasnt being saved after a world map battle
- Fixed an issue with registration
- Added cancel buttons on the arena leaderboard and rules sections
- Potential fix for the hero alignment issue in battle
- Fixed an issue with sending/receiving essence gifts on facebook
- Purifying Light now only removes 1 status effect instead of all as intended
- Rage Invoker's effect no longer works when he's a corpse
- Fairy Ward now targets the selected team appropriately
- Tinker now triggers death effect properly
- Delay now prevents haste on Furious Revival
- "On attack" triggers now happen before the card slide out animation


Patch v0.9.3.3 is Live and... GEM SALE WEEKEND!

v0.9.3.3 Dev Notes

Pushed at 6pm on 3/22/13


We are having a 25% off Gem sale this weekend only! Receive 25% off any gem bundles priced $20 and more! Be sure to stock up for the coming Easter holiday promotion!

Login/Register Changes

- Login screen had a revamp
- Names will be autogenerated for new players and are capped at 16 characters
- Players will be able to change their name from their profile. First change is free, afterwards it costs gems
- Players now register after the tutorial
- Players will now have the option of skipping the tutorial after the first battle


- Some quests have had the amount needed for completion increased. This was done to increase the length of time players spend in the arena so more battles would be fought overall. The first quest (play X battles) was not touched.
- Some of the more difficult quests in slot 5 were moved to slot 6 and 7 to increase variety.
- Some quests have had their gold reward slightly reduced (completion amount has not changed)


- Number of repeat fights on many nodes has been reduced
- Due to these changes if you are currently on a node and have more fights logged than the current new amount (ex. 5/4) you will have to win it one more time to progress. Any node that has already been unlocked will stay unlocked.

Battle Refactor

We spent a lot of time reviewing and refactoring the entire battle logic to make sure it is flowing through the phases/triggers as intended. If we did our job well, you shouldn't notice any difference other than some minor bug fixes.

Card Text

We underwent a full pass on all card text for clarity and consistency to ensure ease of use for all players. A few rules when reading card text:
  • Triggers - These are denoted with a trigger condition followed by a colon (:). They require this condition to be met before the following card description statement will be occur. These will happen everytime the trigger condition is met
  • Conditional Effects - These usually dictate an effect happening, then have a semi-colon (;) with a follow up effect. They require the first effect to be successful before the following. Example: Destroys target gear; Then that gear's hero gains 2 mana. That would require the gear to actually be destroyed in order for the hero to gain mana.
  • If Conditions - These are similar to the conditional effects except they do not have a preceding effect. If conditions have a comma (,) at the end of the condition check, followed by the actual effect
  • Gets vs Has - If a card says gets, it implies a permanent effect or buff. If a card says has/have, it implies its a state based effect and is only granted while the card dictating that is in play.
  • Each vs All - A distinction has been made for team and all effects. Each will refer to a team only, all will affect everything of that type. Example: Deals 2 damage to each enemy creature vs Deals 2 damage to all creatures
  • Operator Rules (and, or, plus) - Certain cards that have multiple outcomes are now clearly defined with their wording. Any or conditions will have a proper 'or' between each outcome. If it does both, it will have 'and'. If it adds values it will have 'plus'
  • Random - Unless a card specifically says target, random is implied. Example: Deals 2 damage to an enemy creature vs Deals 2 damage to target enemy creature. Statement one is random, two is targeted. The only condition where random will still be mentioned is when referring to an all situation, and is left for clarity.
  • Sourcing - Source should now be clear on the card. Most often the action will end in an 's'. Example: Deals would refer to the card itself being the source of damage vs Target creature deals ... denotes the target creature being the source. **Known bug with some cards not properly defining the source. Will be fixed in follow up patches**
  • Capitalization - We cleaned up a lot of the capitalization. Capitals will now be used at the start of sentences and on names of creatures, subtypes, abilities, status effects etc. No longer are they on the action or key words
With these clarity changes there's bound to be a few we missed on the code side that will need updating, mainly the conditional effects. Please report them on the forum.


- Timer to fight AI increased to 60 seconds in arena. This is to encourage more live play battles
- Smite can now target ally creatures properly
- Immortal now working properly again
- Dravkas' Manufacture now properly sets the copied creature as a Construct Token
- A promotional section was added under the store. This will be used to redeem 12 digit codes for special promotions
- Hero Triumph completed slide out now shows the reward
- Arena quests 'Win X battles using [hero]" now require you to have that hero
- Hero abilities are now visible under the deck editor. You can see the tab under their name to pull down the list
- Market now has a separate button in the store
- Fixed an issue with campaign hero unlocks and rotating heroes


Patch v0.9.3.2 is Live!

v0.9.3.2 Dev Notes

Pushed @ 5:45 on 3/15/13


Amarus Challenge
- Slightly tweaked to being back in line
Bonus Condition Rewards
- Bonus condition gems for certain nodes were changed (generally lower across the board)


- New header art
- Rotated Heroes can now be purchased during the trial period
- New player names are now 16 chars max (a name change option will be coming)
- Wiloryn Triumph 6 changed to remove 2 positive status effects (was 5)
- Fixes for Hero star and stat tracking
- Hero stars for "... in a turn" are also checked at end of battle
- Jorma Triumph 10 description updated
- Fixed a bug with clicking on nodes in the world map with cooldowns
- Fixed an issue with loading Facebook friend icons
- Fixed the constant hero star popups on login for Facebook
- Removed the star icon on the Heroes button on the main page
- Fixed a bug where some hero triumphs were not showing as completed


Patch v0.9.3.1 is live! Hotfixes, incoming!

v0.9.3.1 Dev Notes

Pushed @ 6 on 3/12/13


- Fixed an issue with the Rotating Heroes where it might have invalidated your purchased Hero
- Limited bonus quest now unlocks properly
- French localization updated
- Bahamut's Imposing Roar now deals magic damage as intended
- Abaddon's Soul Conversion now targets 6 or less as intended
- Ravinova's Transpose crash is fixed
- Viewing players profile crash bug is fixed
- Petrice's star 6 was fixed
- Wilrius' star 8 was fixed
- Noran's star 10 was fixed
- Misc Hero stat tracking fixes
- Misc rotating hero fixes


Patch v0.9.3 is Live!

v0.9.3 Dev Notes

Pushed at 6:30 on 3/11/13

Hero Balances

In this patch all heroes were affected. The goal was to remove the tiers and the associated power gap between Heroes to create a much more versatile and interesting meta game and battle experience. With this change, there will no longer be a restriction on where you can use certain Heroes. All Heroes have been thoroughly playtested on beta and the results have been amazing. That said, we are human and follow up adjustments may be needed after wider play exposure.
Amorya: 14/2
Riposte (3) - Deal 1 damage to a random enemy creature or enemy Hero
Combat Training (4) - Target ally creature gets +1 attack. If its your only ally creature, it also gets +1 hp
Glaive Shot (5) - Deal 2 damage to target enemy creature and 1 damage to its Hero
Wilrius: 15/2
Calm (3) - Target creature becomes Weak 1 (its attack power is reduced by 1)
Enlightenment (4) - Wilrius gains HP equal to the number of creatures in play
Penitence (5) - Fully heal target ally creature, then that creature deals damage to its opposing creature equal to its HP
Petrice: 15/2
Sprinkle Dust (3) - Target creature gains Dust and Petrice gains 1 Mana
Swipe (4) - Target ally creature steals 1 attack from its opposing creature. If that creature's attack is 0, steal a random ability instead
Fairy Coating (5) - Ally creatures get +1 hp and gain Resist
Amarus: 15/2
Twisted Bond (3) - Target creature and Amarus both lose 1 HP
Raise Dead (4) - Destroy target corpse and summon a 2/2 Zombie Token in a random ally slot
Unholy Warcry (5) - Target creature gets +2 attack and its opposing creature gets -1 HP
Crutomist: 15/2
Entangle (3) - Target creature loses Flying and becomes Immobile (it can't be moved)
Wild Fire (4) - Deal 1 magic damage to each creature without Flying and to the enemy Hero
Burning Memories (5) - Target Hero removes the top 3 cards of their discard pile and deal damage equal to the cards removed this way to a random enemy target
Olfaan: 15/2
Stun Shot (3) - Target creature loses a random ability and is dealt 0 to 1 damage
Loot Corpse (4) - Destroy target enemy corpse and draw a card. Olfaan gains 1 HP or 1 Mana or 1 random Charge
Scatter Shot (6) - Deal 1 to 2 damage to each enemy creature and enemy Hero
Alisten: 15/2
Flight (3) - Target creature gains Flying
Dragon's Calling (4) - Until end of turn, creature cards with Mana cost 5 or more cost 2 less Mana to play
Summon Whelp (5) - Summon a 2/2 Dragon Whelp with Flying in target empty ally Slot

Belnir: 16/2
Exalt (3) - Target creature gets +1 HP and loses a random negative status effect
Sanctified Burial (4) - Remove target ally corpse and each adjacent creature gets +1 attack
Divine Blessing (6) - Ally creatures get +1 HP, and gain Armor and Regen
Uunys: 14/3
Corpse Feast (4) - Destroy target corpse. Uunys gains 1 HP and 1 Mana
Frost Spike (5) - Deals 2 magic damage to target creature and 1 to each of its adjacent and opposing creatures
Consume Soul (6) - Destroy target ally creature. Uunys gains HP equal to its HP and Mana equal to its Attack
Wiloryn : 14/3
Dispell (3) - Target enemy creature loses all positive status effects and a random ability
Reward (5) - Return target card with Mana cost 4 or less to its controller’s hand and they gain 1 Mana
Inspire (6) - Put the top card of target Hero's discard pile into your hand. Wiloryn gains 3 Mana
Arcanos : 14/3
Blistershock (3) - Remove the top card of your discard pile, then deal 1 magic damage to target creature or Hero
Ice Blast (4) - Enemy Hero loses 2 Mana
Solar Flare (7) - Target Hero draws 2 cards, gains 3 Mana and is dealt 2 magic damage
Grovenhold : 16/2
Crush Mortal (4) - Destroy target creature with Mana cost 3 or less
War March (5) - Target creature attacks, if able
Battle Cry (6) - Target creature gets +2 HP and gains Splash and Overrun
Ravinova : 16/2
Prototype (3) - Put a copy of target card with Mana cost 3 or less in your hand
Transpose (4) - Target Hero ability loses 2 charges and Ravinova gains 1 Mana for each charge lost this way
Liquify (5) - Target creature becomes Poisoned 2 or destroy target gear
Shadow: 15/2
Charge Strike (2) - Target Hero ability loses 1 Charge
Swift Strike (3) - Target creature becomes Poisoned
Shadow Strike (4) - Enemy Hero discards a random card. If they have no cards in hand, deal 2 damage to them instead

Akatril : 16/2
Justice Strike (4) - Deals 2 piercing damage to target creature. If it's a Token, deals 5 damage instead
Divine Fury (5) - Target creature gets +1 attack and gains Flying
Angelic Summon (6) - Destroy target corpse and summon a 3/3 Angel Token with Flying in a random ally slot
Abaddon : 16/2
Necrotic Infusion (4) - Target creature gets +1 attack and gains Reassemble
Drain Life (5) - Target creature loses up to 3 HP and Abaddon gains 1 HP for each HP lost this way
Soul Conversion (6) - Steal target enemy corpse with Mana cost 6 or less that has an empty opposing slot and resurrect it. It becomes Undead
Noran: 14/3
Mind Burst (4) - Draw a card. The next card you play this turn costs 1 less Mana
Blink (5) - Banish target card with Mana cost 5 or less, then return it to play in its original form
Polymorph (7) - The creature in target slot becomes Polymorphed 2
Jorma: 14/3
Invoke Fury (3) - Target creature gets +1 attack
Undertow (4) - Target creature loses Resist, is dealt 2 magic damage and becomes Immobile
Furious Revival (5) - Destroy target ally corpse. Summon the next creature from your deck with a lesser Mana cost in its slot. It gains Haste
Bahamut : 18/1
Imposing Roar (4) - Enemy Hero loses 2 random charges and is dealt 1 damage for each charge lost this way
Obliterate (6) - Destroy target card with Mana cost 5 or less
Dragon Form (7) - Target creature gets +2 +2 and gains Flying and Intimidate
Dravkas: 16/2
Tinker (3) - Destroy target ally non Token card. Summon from your deck the next card of the same type with 1 Mana cost greater in its slot
Augment (5) - Target creature gets +1 attack, gains a random ability and becomes a Construct
Manufacture (7) - Put a copy of target card with Mana cost 6 or less under your control. If its a creature, it becomes a Construct

Hero Tiers

As speculated, there will be no more Hero Tiers. This is to increase the playability of your Heroes and increase variety in the arenas, guilds and upcoming tournaments.

Hero Ability Upgrades

Hero Abilities will no longer be upgradable in the next patch, instead each Hero will have 3 abilities immediately. We decided to go this route to ease the new player ramp by not requiring them to grind the hero in order to get it playable in a competitive arena. In addition it helps make the balancing process much smoother.

Hero Stars

The Hero Star system was revamped to be treated more as an achievement system per hero. Each Hero will now have 10 'Triumphs'. Triumph goals can range from Playing certain cards, Killing certain creatures to using specific abilities in specific ways. Upon completion of a Triumph you will earn gold or gems. This was done to make it a more enjoyable system and less grindy overall.

Rotating Heroes

Each player will have access to 2 'Free' heroes that rotate on an offset 48h basis. It will alternate between Light Alliance and Dark Alliance with Unaligned Heroes appearing sporadically. Players will be able to use these Heroes as if they owned them. When a Hero rotates out, if you do not own them, any decks that used them will switch back to Amorya (this is to prevent any deck invalidation due to the Kingdom rule)

Hero Prices

All heroes (with the exception of the the seven heroes earned in the campaign) have a new price
- 150,000 Gold
- 69 Gems

Hero Trade In

The Hero Trade In program will no longer be available after this update.

Arena Revamp

The arena got completely overhauled with a number of positive changes for the game including removal of energy, addition of quests and a brand spanking new Skirmish mode. Details outlined below.
No More Energy
Arenas will no longer require energy to battle in. This was primarily done so you, the player, doesn't have to choose where they would like to spend their energy (Arena vs Campaign). You can now simply do both and battle in the arena as much as you'd like! Due to this there will no longer be gold on victory/defeats but that's where the quests come in.
Every 18 hours each player will receive a number of quests to complete in the arenas. We currently have 5 quests slots to start with plus 2 bonus quest slots. Each quest will yield reward as you work on completing it. Upon completion you will earn a bonus reward! Quest rewards and difficulty will also scale based on your rating. So if you want more challenging, higher rewarding quests be sure to maintain a higher rating in the Limited and Standard arenas. Rewards and values for completing quests will likely be tuned in the following patches.
Beginner Arena
The beginner arena will be removed from the arena system. With the new Survival nodes in the campaign we feel this is redundant.
Match Making
We are modifying the way how a live play match gets made. Instead of counting down then going to an AI opponent, it will instead count up and after a certain amount of time (~30s) you will have the option to fight an AI opponent immediately. We are still reviewing how to make the best possible live play match.
*NEW*Skirmish Lobby
One of the most exciting new features yet! The skirmish lobby is a section under the arenas where players can go and fight ANY specific player they want with whatever ruleset they want! Want to fight just your friends in a singleton or pauper ruleset? No problem! Players will be able to create a game with varying conditions on who can fight them and what kind of deck rules are enforced. There is even a snazzy new rematch option for after the battle to keep you in the heat of the fight!


Survival Nodes
- Base gold amount on all Survival Nodes has been raised to 100 Gold from 75.
- Gold increase at each checkpoint has been lowered to 3 gold from 5.
T1 Survival
- Added a checkpoint at level 65. Gold rewards past level 65 has been slightly increased
- Now uses the Limited deck restrictions
- Renamed "Limited Survival challenge"
Holy Survival
- Added a checkpoint at level 80. Gold reward past level 80 has been slightly increased
Mystical Survival
- Added a checkpoint at level 80. Gold reward past level 80 has been slightly increased
T2 Survival
- Added a checkpoint at level 60. Gold reward past level 60 has been slightly increased
- Now uses Standard restrictions
- Renamed "Standard Survival Challenge"
Campaign Misc
- A few late campaign battles have had their energy cost slightly reduced
- Gold per win in the campaign has been slightly increased.
- First time win bonus (gold explosion from the node) now scales a bit better at higher energy cost nodes.
- Slight tweaks were done to all Nemesis fights

Card Tweaks

Tenacious Demon
- upon resurrection he now gains Dust

Deck Editor

In anticipation of tournaments and the new skirmish feature we decided to do a small update to the deck editor to facilitate deck editing with greater ease.
- We added a ruleset button which will filter deck/cards for: limited, standard, singleton, pauper (and more as we create them)
- We added back in the stats for how many creatures, spells, gear and rune words you have in your deck
- Switch hero button was moved to beside the heroes name

Deck Selector/Slots

The deck selector got a bit of a tune up.
- It will now display the rule set when choosing your deck
- You can purchase new deck slots right from this popup
- We added up to 20 total deck slots now!

Energy Upgrades

- Energy Upgrades have been moved to the out of energy popup and has been removed from the store
- Additional max energy upgrades have been added
- To access this click the energy button in the header of the game


- Swap now triggers on enter effects
- Fixed a few inconsistent card text descriptions with "get" and "has". For the record, get means its a buff, has/have is a state based effect.
- Fixed Beastmaster buff bug
- Goblin Assembly now triggers on enter effects
- Ghostly Empowerment can now only target ally creatures as intended
- Overkill from damage caused by and to creatures and heroes now displays.

VIP Bonus

As with most of our larger updates we will be doing the VIP Gem bonus again which will grant bonus gems to all players who have helped support the game through real money purchase. The amount of gems granted will scale based on how much you've supported the game!
Thanks again to all our players, and a special thanks to our supporters :)

Podcast #8 is now Live!

The Dev's sit this one out as the players discuss the future of the meta game post hero patch update (which is scheduled for today).

Listen to it now! http://www.youtube.com/watch?v=SBikufgjhGQ&feature=youtu.be