6/22/2016

Release Notes and Game Update: June 22, 2016

Today we've fixed a number of bugs, many of which were a result of the switch to the 8 gear cap.

BUG FIXES

1) Creatures like Raging Vines and Rotfeeder now receive their ability modifiers before "On Enter" effects occur. Now playing a Rotfeeder into a Shard Caltrops or Vial of Fire while there are 10 creatures in your graveyard will result in a damaged 5/5, not a dead Rotfeeder.

2) Steelbane Overwatch will no longer take damage from Shard Caltrops.

3) If you use Dravkas' Manufacture on a gear while you have 8 gear, nothing will happen (this will still use the charges).

4) Acquire can no longer be played if you already have 8 gear. It now has casting requirement of having at least one gear slot open. (No longer causes an error)

5) If you play Relic Hunter while you have 8 gear she will not steal a gear. (No longer causes an error)

CHANGES

1) The Advanced Tutorials now properly award 10 card, new Core packs.

2) Legacy Constructed tournaments are now properly labelled.

3) Acquiring Wilirus now awards Hexlifter Cleric instead of Thoughtful Cleric. The change from Thoughtful to Hexlifter in Core happened late in development and we missed this when the change was made.

WHAT'S NEXT

A lot of people have been wondering what is next for Kingdoms CCG. We have two announcements to make on this topic:

MARKETING

For the next few months we are going to focusing on marketing Kingdoms CCG to try to increase the user base. With the new Core making getting into the game much easier, it's time to get the word out that now is the best time to be playing the game.

We will be doing this with more advertising, more promotions and more "official" game play videos to get the word out.

You can help as well. Continue making your own Kingdoms game play videos and support your fellow players by checking out those videos on YouTube. If you've got a video that you're particularly proud of, drop us a note at kingdomsccgsupport@ganz.com and if we like the video, we'll feature it on our Facebook page.

How will be making these game play videos? Over the next couple of weeks, watch for GANZ_Karl to appear online. He'll announce which tournament he'll be joining and then jump in with him! Those tournaments will be recorded and highlights posted to YouTube and Facebook. The best part? Everyone who plays a match against Karl, win or lose, will receive 10 Gems per match (quick conceding, byes, match ups after you've left obviously won't count). Karl will be playing to win so bring your A game!

NEXT SET

While we will be focusing on marketing, we still want to give you new toys to play with. On this point we've gone back and forth as to our best next step.

The question came down to a debate over which model is better: randomized booster packs or fixed sets. This question is something that physical games have been wrestling with as well. While a few games, like Magic, Yu-Gi-Oh and Pokemon have stuck to the randomized model, many newer games including Game of Thrones LCG, Netrunner, and the reboots of Doomtown and VS. System have gone with fixed packs.

In the end we've decided to move to fixed set model for now. Our plan currently is to release our next 3 sets this way, combined to make a single "Season One" expansion.

Each set will feature 13 cards, 2 for each Kingdoms plus 1 Unaligned. The rarities will be 4 Uncommon, 6 Rare and 3 Epics.

Now we learned a ton from the Meta Pack. Feedback was pretty resounding that the cards in the Meta Pack were too narrow to make a big difference to the game. In other words, while they were solutions to specific problems, players didn't want to be solving those problems. What players like to do is cause problems for their opponents, and the Meta Pack cards didn't do that.

We also understand that not all players will want to pay for our fixed sets. We do want all of our players to be able to get these new cards, so we'll be addressing these needs as well.

Here are the changes we're making:

1) The cards in these new sets will be much more "active". Many will be cards that you can build around to win games in grand fashion. There will still be utility cards, but these will be of universal value.

2) All of the cards in new sets will be available as Gem singles the day that they are released. We're making sure that buying the full set is an amazing value, but for playing that like to pick and choose, we won't be standing in your way.

We will posting more information on the first of these sets in the weeks to come.

Enjoy, and we'll see you on the battlefield!

6/01/2016

Site Down for Arena Deck Fix

The game is currently down to run the script that will unlock all decks currently set to the "Beginner's Arena" and remove all illegal decks from the Limited and Standard arenas.

All decks by all players will be removed from all arenas as part of this fix. When you get back into the game, you will need to reselect your Arena decks before battling.

We expect this downtime to be completed by 11:30 am EST.

UPDATE: The script was running too slowly in the live environment, so we have decided to stop it, make some changes and run it again on another day. The game now open.

In the meantime, if you want to unlock the deck slot that is set to Beginner's Arena, you can do so by doing the following:

1) Go to the Training Grounds
2) Select any Hero Challenge, like the Amorya Challenge in the first area.
3) Click on the deck to edit it.
4) You will receive a message saying that this will remove your deck from the arena. Click "YES"
5) Your deck has now been removed from the Beginner's Arena. You can edit if you like or you can just close back out of the deck editor.


5/17/2016

Release Notes: May 18th

As one of the most significant changes made to Kingdoms CCG, this release impacts most areas of the game. Most significantly, the early sets of Eve, Rise and Tribes are no longer available. Some of the cards from these sets have been moved to our new "Core" set, while the rest (and any cards removed from the old Core) now make up a new set called "Legacy". Please refer to our previous blog posts for more information on this change.

Important Note: Decks that had been in the Beginner's Arena are still currently listed as being in that Arena. We are working on a fix for this and to remove any deck that is not Standard/Limited legal from the AI side of these arenas. We decided not to hold back the release any longer to fix this issue. We will have this fixed as soon as possible.

RELEASE NOTES: May 18, 2016

CARD BUFFS
Rak'Mul is now 3/5 and deals 1` damage to enemy creatures on attack.
Hose Down has been reduced in cost from 3 to 2 mana.
Beastmaster now has the subtype Beast, but will not tutor for other copies of itself.
Birth of a New God has been reduced in cost from 3 to 2.
Return to Elements reduced in cost from 5 to 4.
Cursed Reanimation has been reduced in cost from 4 to 3.
Rotfeeder now has Corpsecraft.
Vulgrath's Staff of Repression now triggers on Enter as well.
Regen is now "Holy Armor" and grants both Regeneration and Armor
Recoil has been reduced in cost from 3 to 2.
Firespout Dragon's health has been increased from 3 to 4

GAME CHANGES
Gear cap implemented. Heroes can have a maximum of 8 gear in play at any time.
Standard and Limited formats are now only made of Core, Light Ascending, Descent into Darkness, Gods Reborn, and all Arsenal, Guild, Promo and Premium (aka Holiday) cards.
All cards from Eve, Rise, Tribes and the old Core that are not in the new core are now in the Legacy expansion, and are only legal for Legacy play.
NOTE: Alternate Art promo cards of cards that are in Legacy are NOT Standard legal. The expansion of the original version takes precedent.
Tribes Two has been split. 2 rares from each Kingdom have been moved to Premium, and will remain Limited/Standard Legal. The Epic and Essence card from each Kingdom will remain in Tribes Two and will only be legal in Legacy.
New Player decks have been updated to be Standard/Limited legal.
New Player icons have been added at the 2000 and 5000 win levels.
Player Profile pop up now shows cards collected from LA, DiD, Reborn and Legacy.
The Volume of all of the Battle Music has been reduced to a more pleasing level. Try it out, you might even leave it on now ;).

STORE CHANGES
"Holiday" cards are now called "Premium"
Meta Pack cards now added to Premium section
Beachball is available now in Promo Singles. It unlocks when you have 10 wins.
Core Packs have been updated. Basic packs have 10 cards, including a guaranteed rare, Epic, or Legendary. Core Premium packs have a better chance at Epic and Legendary cards PLUS may include multiple rares.
Eve, Rise, Tribes packs have been removed from the store.
Starter Decks updated to only include cards in the new Core.
"Featured" Kingdom-specific packs are now 10 cards and include cards from Light Ascending and Descent into Darkness
Descent into Darkness and Light Ascending cards will now appear in the hourly gold Singles sale

ARENA CHANGES
Legacy Arena added, Beginner Arena removed. Arena prizes adjusted for all Arenas.
Beachball is now the Top 50 Promo card for the Standard arena. Nimble Fae is now the top 100 Promo card for Limited and Legacy arenas.
Arena Prize levels have been adjusted.
NOTE: Limited and Legacy arenas are showing the Standard prizing in their Leaderboards. Limited and Legacy prizes award fewer gems and the Alt Art uncommon rather than the Premium Promo.

BUG FIXES
Grovenhold's War March triumph bug has been fixed. Thanks to Mordoc for pointing this issue out to us.

TOURNAMENT CHANGES
The Tournament Schedule has received a full overhaul. Constructed Tournaments are now just Limited, Standard, and Legacy. Sealed and Draft are just Core and New Age. Yes, we now have New Age draft. Enjoy.

CRAFTING UPDATE
Max Essence has been increased based on your crafting level. Level 10 can now use up to 350 Essence for a better chance at getting an Epic.
The Elara's War crafting stone has been added to the game. Use it to craft any card from Light Ascending and Descent into Darkness
Basic stones: Creatures, Spells, and Gear can now craft any card from Legacy, Core, Light Ascending or Descent into Darkness. The Rune Word stone will no longer be created in the game. Existing stones have not been adjusted.
Eve, Rise and Tribes stones will now craft any card from the Legacy set.

CAMPAIGN CHANGES
Single Card reward packs now only reward cards from Core, Ascend, Descent and Reborn
Full rework of the prizes/vendors in the campaign to align with New Core/Standard

5/12/2016

New Core: Full Card List

And here it is! We had been hoping to tell you that "we're live" at the same time, but issues with the iOS build have delayed our release. We will keep you posted with when the release will be.

In the meantime, the list you are all waiting to see. Introducing the full 229 cards that make up the new Core. We will be running numerous Sealed (now 6 packs) and Draft (now 4 packs) tournaments for both Core and New Age when the release it out.

At the end of the list we will show you FIVE additional card buffs included in this release.

Holy Ancient Mystical
  Epics  
Master Tutor Eternal Dragon Pegasus
Blessed Champion Skybreaker Giant Dryad of the Mist
Seraphim Guardian Echo Blast Fae Trickster
Divine Expulsion Ancient's Will Mass Polymorph
  Rares  
Cladded Cavalier Priestess of War Dryad of the Watch
Captain of the Guard Ground Shatterer Mana Sprite
Slayer of the Damned Titan General Fae Protector
King's Herald Vengeful Titan Chronomancer
Call to Arms Command Creature Illusionist
Arrow Volley Titan's Might Deep Thought
Raise the Banner Crush the Meek Essence Shift
Divine Wrath Horde of Wyrms Reclaim
Exalted Enforcements Firespout Dragon Fae's Charm
Uncommons  
Holy Knight Ancient Priestess Nimble Fae
Armorsmith Steel Crusher Fairy Mage
Squad Commander Steel Titan Dream Conjuror
Hexlifter Cleric War Mammoth Forest Scout
Virtuous Light Relinquish Spirit Soul Dryad
Allegiant Warrior Oust Spiritual Gathering
Cease Fire Frightwing Drake Dwindle
Pacify Smother Rebound
Angel's Feather Temple Stone Time Bolt
Commons
Blessed Peacock Dragon Worshipper Hauntless Ghost
Village Guard Wood Chopper Round Harvest
Field Recruiter Whelp Diviner
Weathered Knight Dragon Knowledge Seeker
Devote Abettor Fissure Wyrm Spirit Drifter
Militia Training Mountain Giant Roaming Spirit
Holy Bolt Shrivel Clear Thought
Cleanse Titan's Stomp Wonder
Holy Armor Smack Disarm
Soldier's Kit Brawl Spirit Sceptre

Undead Alchemy Elemental
  Epics  
Soul Grinder Gnomish Infiltrator Rolling Fires
Undead Doomsayer Scrapheap of War Maelstrom Champion
Dark Spectre Gob Hog Blazer Maelstrom
Soul Drain Goblin Cannon Lava Blade
Rares  
Hell Hound Perpetual Machine Shuttershock Elf
Spiteful Demon Toxic Immobilizer Sylph Assassin
Undying Acolyte Anti-Air Cannon Firestorm Shaman
Grave Chanter Dwarven Battle Rig Rage Invoker
Looming Dread Explosives Expert Thunder Cat
Woeful Misery Study Gear Channel
Wicked Blasphemor Mechanize Fireball
Unholy Rampage Master Forger Lightning Blitz
Cursed Reanimation Hose Down Flamespire Dagger
  Uncommons
Plague Beetle Charge Orb Air Elemental
Swift Ghoul Splosive Gnome Elvish Shanker
Undead Knight Big Game Hunter Warpath Elf
Reeking Fleshbag Demolition Golem Shaman of the Earth
Gravedigger Pub Crawler Lightning Elemental
Demonic Thoughts Dirty Fuel Disintegrate
Whispering Geist Smelt Flashfires
Soulless Crown Golemnify Return to the Elements
Spiked Bludgeon Keg of Ale Elemental  Totem
Commons
Rotted Remains Gnomish Brute Bolt Blaze
Zombie Thug Bomb Strapper Invoked Elf
Warrior Remnants Inefficient Contraption Elvish Battler
Flesh Seeker Learning Construct Fireshot Archer
Graverobber Dwarven Sot Hellion
Fester Vermin Mana Flask Burning Desire
Baleful Mist Charge Potion Puncture Blast
Dark Missile Pillage Lightning Bolt
Dark Apparition Spilled vial Enraged Elf
Cursed Arsenal Dwarven Battle Stein Elvish Armaments

Unaligned Legendaries
Epics
Epic Battle Axe Diryam
Omni Cloak Army of the Abyss
Recoil Caindra
Atomic Smasher Rak Mul
Rares Vulgrath's Staff of Repression
Charge Thief
Raging Vines
Doppelganger
Giant Slime
Hero Ring
Living Sword
Sanity Tapper
Silence
Torture
Uncommons
Dire Wolf
Scrapper Troll
Steel Beak
Hired Shield
Concealed Dagger
Essence Mantle
Mage's Mantle
Poverty
Powerless
Commons
Black Bear
Puzzle Mage
Mindpierce Ranger
Rabid Wolf
Short Staff
Iron Shield
Long Sword
Delay
Mindfly
Wandering Giant
BUFFS



Over the last few sets we have been working to make gear removal more efficient. This mana buff makes Return to Elements more in line with our current costing, taking out two random gear for just 1 more mana than removing a gear of your choice.


We knew we needed a rare Dragon to appear in Core as dragons are a key element of the Ancient Kingdom. Firespout is more exciting that Deathless, but the 3/3 stat line made it less than impressive in the modern environment. We've improved this by giving Firespout an extra point of health.


With our push for more creature interaction Recoil might be an odd choice, but the fact that it can be played both offensively and defensively in creature battles, and its role wasn't solely to fuel oppressive combo decks, Recoil was the clear choice. That said, it needed a boost, so its mana cost was reduced from 3 to 2.


A minor, but important change. Rotfeeder has been given Corpsecraft. First off, it just makes sense (he's eating the dead in his picture) and second, by playing him on a corpse he immediately puts another creature into his discard pile getting you closer to that magic number 10.


And last but not least, we've dropped the base cost of BoaNG to 2. We recognized that our previous nerf went too far, but knew that having a scaling cost was still the way to go. That one mana can make a big difference. Paying 9 mana for a 7/7 with 7 abilities is really good. And you might now... you know... want to play with some Scroll Makers in your Birth deck.

5/05/2016

New Core: The Difficult Decisions

Reducing almost 700 cards down to 229 cards was no easy task. Each Kingdom had to considered separately and together. How well did the Kingdom's cards work together? How well did they play in Sealed deck? Where was their power in Constructed?

Beyond this there was the overall power level of Constructed to consider. If the goal was to create more strategic, interactive battles, what should the role of gear be? Removal? How powerful should combo decks be?

All of these questions led to some very difficult decisions that needed to be made. For every card added in, 2 had to leave, so the cards added had to result in an exciting, fun environment. Here is a look at a few of these decisions and the reasoning behind them.

Rolling Fires vs. Maelstrom Phoenix


One of the goals in New Core was to tone down the aggressive, haste based builds. Haste is by far the most powerful creature ability, and as the number of creatures with Haste grew, the deck became more and more difficult to handle. Even with four anti-haste cards in the game, haste-based decks regularly won both Limited and Standard tournaments.

One of the best ways to beat haste is with a board of blockers. Sure they'll die, but at least the creature doesn't hit your face. Except Maelstrom Phoenix. Combining flying with haste, and throwing in the ability to resurrect for free, turned the Phoenix into a constantly repeatable source of damage that laughed off creature combat and most removal. It was time for Phoenix to go.

Rolling Fires on the other hand is a popular, powerful haster that has found its way into many top decks over the years. With Phoenix out, we suspect that it will quickly become the replacement of choice.

IN!

Firestorm Shaman vs. Lord of Flames


Staying with Elemental, which by far had the most "good" options to choose from, came this dilemma. Undead and Holy already had their "lords" in the set, so Lord of Flames was the obvious choice to include. Obvious, though a little boring.

The other "Four Mana 2/3 Rare" choice was the very powerful Firestorm Shaman. At points in KCCG's history Shaman decks dominated like few others. Those days have changed though. Now we have tougher creatures overall, significant options with Resist, and the core problem deck - Dravkas turning Manacycle Wizards into Shamans - is impossible to build outside of Legacy.

So we've put the Shaman into Core. Combined with the other changes to Elemental, we felt that she will remain a very powerful option, but be no stronger than other top rares. Let the Shaman brews begin!

 IN!



Cursed Reanimation vs. Dreadful Return


Reanimation is a core tenet of the Undead arsenal, and I knew that I wanted the effect as part of the new Core. The issue was which rare should it be? Dreadful Return still saw play since hitting 3 mana, but was solely used for cheating milled big creatures into play on the dead backs of little creatures (like turning rats into legendary demons). Cursed Reanimation was actually closer to what Undead is meant to achieve, but it was largely unplayed. In the end we decided that cheating mana costs was something that we were moving away from, so Cursed Reanimation was the choice, but we needed to make it better. The effect was fine, so a quick mana cost buff and we had our card.

IN!


Realm Crusher vs. Epic Battle Axe


This was the most difficult decision of the whole set. Both of these cards are loved by those who play them, and hated by those who have to play opposed to it. Both are huge threats, but Realm Crusher isn't just a threat, he's also a solution.

In a CCG cards generally are either a threat, or a solution. Mindshocker is a threat. Disintegrate is a solution. Threats are more powerful overall than Solutions. That Mindshocker will win you the game if left unchecked. That Disintegrate does nothing until your opponent plays something to kill. Realm Crusher combines both of these attributes into a single card. It clears nearly any board state, and leaves behind a massive threat that isn't easy to deal with. Essentially, it does too much.

Additionally its place in the environment overrides every other mass kill card in the game. Why play Divine Wrath or Stone Barrage when for 2 or 3 more mana, you can have a 5/5 monster ready to attack back?

For these reasons, Epic Battle Axe was the final decision. Removing Realm Crusher takes pressure off creature based strategies, and EBA does best in those environments.

IN!




Vulgrath's Staff of Repression vs. Beckoning


This was another tough decision. Beckoning started on the list, but as we refined our goals, it began to lose its luster.  Beckoning is the kind of card that is perfect for the top tiers of Guild play, but that has little value to players who are just starting out with their collections. As well, it is the very definition of cheating mana costs. It became clear that this was a perfect Legacy card.

On the other hand, Vul'Grath's Staff wasn't quite up to the level that we wanted in New Core. I have a soft spot for the card as it was the very first Legendary that I opened when I was a new player. Even then I realized that the card was a little underpowered, as it had no impact when it was first played. We've fixed this long standing issue by adding an "On Enter" to its effect. Now it's a Legendary worth a spot on the list.

IN!


Divine Ascension vs. Divine Expulsion



To be honest, this wasn't that difficult, but it was changed during development based on your feedback. Divine Ascension was the pick, as it is an iconic Kingdoms CCG card. I wasn't 100% happy with the pick though as since it was nerfed back in 2013, the card has rarely seen competitive play. When players started posting their picks for Holy Epics in the forums, one of the most consistent choices was Divine Expulsion. So I listened to the community and Ascension became Expulsion.


IN!

Rejuve Potion: In or Out


And finally, the card you're all wondering about. It doesn't need to compete with anything else, as it is in a league of its own. The "best card in Kingdoms" has long been a four of in any deck that could play it, and often pulled playing to Alchemy just so that they'd have access to its free, powerful effect.

The answer...


It's time to try a Standard that operates without this staple card. Rejuve will remain a powerful part of Legacy and Guild Wars though - a must have for anyone who plays in these formats. So much so that we've left it as the grand prize for defeating Nemesis once and for all.

The Final Legendary


I doubt this will be a surprise to anyone. Since being buffed out of Lightning Bolt range, Caindra has seen play in both the Arena and in Tournament play. Just an incredible presence on the battlefield, Caindra can completely change the course of a battle. She makes for a powerful Legend that new players will be excited to open.

To recap, the five Legendary cards in Core are:
  1. Diryam, the Dementor
  2. Army of the Abyss
  3. Rak'Mul (buffed)
  4. Vul'Grath's Staff of Repression
  5. Caindra, Exiled War Strategist
Stay tuned for the full card list reveal, coming shortly!



4/28/2016

Discover the Formats of Kingdoms CCG

Kingdoms CCG is a highly competitive collectable strategy game. To make the game enjoyable for players of all skill levels, we have created three formats for you to choose from when building decks. Check out our video, and find out more details below.


Limited

The Limited format is a great way for new players to get into the competitive side of Kingdoms CCG. Limited decks have a number of restrictions that make them easier to build for players with small collections. These restrictions are:

  1. A maximum of 8 rare cards, 2 Epic rarity cards, and no Legendaries. This is the core of Limited. These restrictions force Limited decks to be primarily built around good commons and uncommons, with the rares and epics providing the heavy hitters of the deck. If you are just starting out, your new player decks and a single Starter from the store will give you more than enough to build your first Limited Deck.
  2. Standard Format sets only. These include Core, Light Ascending, Descent into Darkness, Gods Reborn, and the promotional sets of Promo, Arsenal, Premium and Guild (Tribes Two and Legacy are excluded).
  3. Maximum of 2 Kingdoms. Your deck can only contain cards from the Kingdom of your chosen Hero, another Kingdom of your choice, and unaligned cards. The Kingdom you choose must not be the enemy Kingdom of your hero (i.e. Holy and Undead). Unaligned Heros can choose any two Kingdoms, including enemy Kingdoms.
  4. No Banned cards. Right now there is only one banned card in Limited: Deploy Cannons, but there may be others in the future. This card can not be played in Limited, but can be played in Standard and Legacy. Sometimes cards unbalance one format, but are fine in another. Having the ability to ban cards allows us to leave such format issues without nerfing the offending card.
Now don't misinterpret these rules as suggesting that Limited play is easy. Many of our top players enjoy Limited for its deck building challenge. But if you do go up against a top Limited deck that you really like, you can know that building the deck for yourself will be much less difficult.


Standard

This is our core format for competitive play. Decks here are filled with the most powerful cards of your Hero's kingdom. Standard has deck building rules, but they are far less restrictive that Limited. These restrictions are:

  1. A maximum of 4 Legendaries. You may play any number of rares and Epics (maximum 4 of any one card), and you may include the incredibly powerful Legendary cards in your deck. Each Legendary is unique though. Only one of each in your deck, and a maximum of 4 total.
  2. Standard Format sets only. As with Limited, Standard removes Tribes Two and Legacy cards.
  3. Maximum of 2 Kingdoms. Standard uses the same rule as Limited here.
Standard play has powerful spells, devastating creatures and game changing gear. While daunting for newer players, Standard is what competitive players strive to become the best at.

Legacy

For those players who want a format that allows everything, and does away with restrictions, we have the Legacy format. Here players are not limited to the "2 Kingdom" rule, and may play any card ever created for Kingdoms CCG, from the meekest Mana Moth to the back-breaking Realm Crusher to the "what just happened" demigod Justice.

The only limits? 4 Legendaries max, and again your Hero cannot play cards of its enemy hero. Decks can contain enemy Kingdoms though, for example, an Alchemy deck could have both Mystical and Elemental cards; it just couldn't contain Ancient cards.

Note that currently Guild Wars uses the Legacy format. When you join a guild, be ready for some fearsome decks.

Sealed Deck/Draft Decks

Last but not least we have Sealed and Draft. These formats are special in that you cannot choose your Hero. All players are given a special version of Amorya for balanced play. Your deck only needs 25 cards, rather than 40, and you can play any card that you open or draft. Draft 6 Whelps? Feel free to play them all! There are no restrictions.

4/27/2016

Update on the Update

We are currently putting the final touches on the new release and wanted to give you an update as to some of the changes you will be seeing shortly.

New Core

While we've been revealing cards in New Core since the big announcement, the number one question we get asked is "How much will it cost?" In an early reply we stated that the price might go up, but we weren't sure by how much. We are finally ready to reveal the new pricing:


We didn't raise the price after all. The new Core Basic pack contains 10 cards with a guaranteed Rare or higher, and stays at just 5000 Gold. The Core Premium packs take a cue from what we've done with our recent packs and now have a chance to open up to 3 rares in a single pack, plus a better chance at getting an Epic or Legendary card than the Basic pack.

Card Buffs

We previously announced that there would be three buffs happening with this release. Well we didn't stop there and we're now up to 9 buffs.

One of these buffs required us to attack the problem from a new direction. While some Kingdoms (like Elemental) are so chock full of good cards it was difficult to decide what was in or out, Holy was a particularly difficult Kingdom to build. Holy's commons from these four sets were so bad that we couldn't find the 10 we needed. We had to decide between the spells Regen and Armor, both of which aren't worth the 1 mana-and-a-card investment. So in the end we did this:


This is the only "new" card in Core, and it will replace all of the Regens in your current collection. No, it isn't going to have any impact in constructed, but you now have a card that is worth drafting or adding to your sealed deck.

Limited Update

After much consideration, we've decided not to change the name of Limited after all. Some players rightly pointed out that while the format does require a smaller card pool, it is just as competitive and cut-throat as Standard, so calling it Apprentice might suggest that only new players are involved.

The second change is much more significant. Legendary cards will no longer be allowed in Limited play. This has been a topic of discussion for months within the community, and as we're making such major changes to the game, we decided that it was time to make rule a reality.

This change will help new players ease into competitive play through the Limited format. There are still numerous "bombs" in Limited that will be able to swing a match, and it will remain highly competitive, but as those bombs will be in the Rare and Epic slots, they will be much easier to acquire.

Tribes Two Update

The discussion on whether to include Tribes Two in the new Standard format or not was truly split. Many lamented that some good, key cards would be lost - like Deny - while others recognized that perhaps it was time to see the threat of Manacycle Wizards and Scavenging Goblins leave the environment.

We agree with both sides. Tribes Two will not be included in Standard, but we will be keeping those key cards in Standard.

Emm... Say what?

We have decided to split Tribes Two in half. The Epics and Essences will remain in the Tribes Two mini-expansion, while the other two rares in each Kingdom will move to the new Premium (formerly Holiday) expansion.

The 14 cards now included in Premium (so stay in Standard/Limited):
  • Warrior of the Cloth
  • Hero's Calling
  • Prophet of the Void
  • Turn to Wyrm
  • Fae Combatant
  • Spell Link
  • Bar Owner
  • Engine Oil
  • Harvester of Souls
  • Blood Contract
  • Burning Fury
  • Flaming Retribution
  • Deny
  • Shadowed Rogue
This decision keeps some great cards in Standard without using up any of the slots in New Core.

Crafting Update

The other question we've regularly heard since the New Core announcement is "what is happening with the crafting stones?"

Before we get into the details, we'll just show you this:


The new Elara's War stone will appear in both Light Ascending and Descent into Darkness premium packs, plus can be found through scrapping cards from these sets. The stone can craft any non-Legendary card in these sets.

Why start with this information? Because you'll also be able to find these cards with other stones. Here are all of the changes coming up:
  • The basic Creature, Gear, and Spell stones will be able to craft any card from Core, Legacy, Light Ascending or Descent into Darkness. Legacy will include all of the cards from old Core, Eve, Rise and Tribes that didn't make it into the new Core.
  • The Rune Word stone is being phased out. It will no longer drop and has not been updated.
  • Eve, Rise and Tribes stones are being phased out. As there will no longer be cards in these expansions from the system's perspective, they will all be able to craft any card from the Legacy set.
  • The Core stone will craft any card from the New Core set

Legendary Reveal

It wouldn't be an update without another Legendary reveal so without further ado:


'Nuff' said.