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Steam News22 May 20261mo ago

Open Beta: Magnus and Andrin Rework Update with Bugfixes

Magnus and Andrin Rework Update Hey everyone! Thank you all for your feedback about the upcoming Magnus and Andrin reworks!

In this update2

Full notes

Full Across the Obelisk update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix24 additions87 changes2 removals
  • Compatibility
  • Fixes
  • Balance
  • UI and audio
  • Gameplay
  • Events
changedMagnus and Andrin Rework UpdateThank you all for your feedback about the upcoming Magnus and Andrin reworks! We are paying attention to what has been said, and we are looking to incorporate your ideas and comments into the rework. This is why we have decided to open up the Hero Rework to the Beta Branch. If you don’t already know, you can get there by going to Steam > Library > Right click on Across The Obelisk > Properties > Game Versions & Betas > Then select the “patch-preview” branch.
changedBugfixesIn this beta patch, we introduce several bugfixes:
fixedBugfixesNyrada's interaction with the hydra text corrected
changedBugfixesFists of the Damned deals damage based on current HP
changedBugfixesTooltip for Reveal instead uses correct text instead of Exposed
changedBugfixesTooltip for Burn is correct when Laia has Righteous Flame

Across the Obelisk changes

changedThank you all for your feedback about the upcoming Magnus and Andrin reworks! We are paying attention to what has been said, and we are looking to incorporate your ideas and comments into the rework. This is why we have decided to open up the Hero Rework to the Beta Branch. If you don’t already know, you can get there by going to Steam > Library > Right click on Across The Obelisk > Properties > Game Versions & Betas > Then select the “patch-preview” branch.
changedIn this beta patch, we introduce several bugfixes:
fixedNyrada's interaction with the hydra text corrected
changedFists of the Damned deals damage based on current HP
changedTooltip for Reveal instead uses correct text instead of Exposed

Magnus and Andrin Rework Update

Hey everyone!

Thank you all for your feedback about the upcoming Magnus and Andrin reworks! We are paying attention to what has been said, and we are looking to incorporate your ideas and comments into the rework. This is why we have decided to open up the Hero Rework to the Beta Branch. If you don’t already know, you can get there by going to Steam > Library > Right click on Across The Obelisk > Properties > Game Versions & Betas > Then select the “patch-preview” branch.

We realize that our last post led to some confusion and wasn’t clear enough, so we wanted to do a better job of explaining our thoughts and. But first...

Bugfixes

In this beta patch, we introduce several bugfixes:

  • Nyrada's interaction with the hydra text corrected

  • Fists of the Damned deals damage based on current HP

  • Tooltip for Reveal instead uses correct text instead of Exposed

  • Sleep effect doubles the applied curses properly.

  • Multiple card generation should not cause desyncing

  • Tooltip for Burn is correct when Laia has Righteous Flame

And now back to the Magnus and Andrin rework...

Our goals

As Magnus and Andrin are starting heroes, they are the most important ones to get right for new players, and this includes reshaping them to properly help a player learn good habits that will help them succeed in future runs. These changes should not affect players in the upper echelon very much, aside from making them more enticing, and possibly opening up interesting builds that otherwise were not particularly accessible on higher madness. The intention was very much not to buff the already existing stronger builds, as Magnus and Andrin have extremely high pickrates across all difficulties. However just because a hero is designed for beginners, that doesn't mean they need to be boring. The hope is that these changes make the Heroes fun and interesting as a first priority, and adjust their power level as a second priority. As such, we had three main goals with these Reworks; We wanted to keep the aspects of the heroes that players already enjoy unchanged, we wanted to make the weaker aspects of the heroes stronger, and we wanted to include some subtle learning moments for beginners to help assist them towards better Deck and Team building philosophies. Most of the changes made are done with new players at the forefront of design intention.

Magnus

It's no secret Magnus was already strong. His starting kit, his level ups, and his card pool all prime him for being fantastic in any of his three main roles (Support/Tank/Carry). Magnus’ main issue is that he is terribly boring to play. His level ups were uninteresting and unenticing, and most players would ignore him upon unlocking other heroes. These changes were done with this in mind; to increase the factors that make him interesting and fun, while pushing his identity away from the other warriors. This helps players justify taking him over other heroes and making interesting and fun builds that only he can make. As Magnus is still the beginner hero, no dramatic changes could be made to keep his accessibility low enough for beginner players to not get lost in an already very complex game.

Starting Deck - Although the difference between Rend and Precise Strike seems insignificant, the existence of Rend in Magus starting deck implied a sort of Bleed based build for Magnus, which has zero support in his kit. This change steers players away from accidentally confusing themselves into thinking support exists for a build that simply is not there.

  • Removed - 2x Rend

  • Added - 2x Precise Strike

Captain's Howl - Captain’s Howl is often not obviously strong to beginners, so we wanted to up its power a little bit and make it a bit more obvious about its strength. This led to the higher rank versions also getting buffed,

  • Current Version:

    • 0 cost, Vanish. Apply 1/1/1 Slow and 1/2/3 Vulnerable to all monsters.

  • Proposed Version:

    • 0 cost, Vanish. Apply 1/ 2/2 Slow and 2 /2/3 Vulnerable to all monsters.

Innate - Well Trained - This was specifically changed to give players a clear goal on how Magnus wants to be played, while also rewarding good deck building and giving synergy to his later level ups. This trait does not punish being used wrong, but is massively enticing in a lot of ways, and helps a new player stay interested during a run by adding layers of complexity. The “Spell” clause was added to ignite players interest in the classic “ Mage- nus” builds, possibly creating more moments where new players discover interesting ways to play “Magenus” organically.

  • Current Version:

    • At the start of combat, gain 2 Reinforce

  • Proposed Version:

    • When you play a Melee Attack, Defense, or Spell card that costs 0, cast it twice (3 times per turn)

Now

  • At the start of the combat gain 2 Reinforce. When you play an "Attack", "Defense", or "Spell" card that costs 0, cast it twice. (3 times/turn)

Level 2 - Wolf Guard - Although Wolf Guard is very strong, it was challenging to get value out of it due to its single target nature, and when compared with other Warriors defensive level 2’s (Steel Forge, Defensive Strategy), was often completely written off by players. The Block and Resistances were increased to help survival and further distance Magnus from Heiner as his own individual, while the removal of Vanish allowing for multiple plays helps reduce the “Feels Bad” moments when Wolf Guard was played on the “wrong Hero”. Players should find this version to be more consistent and comfortable to use.

  • Current Version:

    • 1 Cost, Vanish, Targets Any Hero. All Resistances +10/15/15%. [Damaged by others] Gain 15/16/18 Block and 1 Reinforce. Lasts 4 Uses

  • Proposed Version:

    • 1 Cost, Vanish, Targets Any Hero. All Resistances + 15/20/25%. [Damaged by others] Gain 20 Block and 1 Reinforce. Lasts 4 Uses

Level 2 - Follow Up - Mostly a nerf, to help keep the new Innate from being too obscenely strong. Still has good synergy with the Innate, and can possibly be even better with the right deck control, but is still strong on its own without any help.

  • Current Version:

    • 0 Cost, Vanish, Self. [When you play a Melee Attack] Reduce the cost of your highest cost Melee attack by 3 until discarded. Lasts 1 Use

  • Proposed Version:

    • 0 Cost, Vanish, Self. [When you play a Melee Attack] Reduce the cost of 1 random “Melee Attack” in your hand by 1 until discarded. Last 2/3/4 uses

Level 3 - Defense Mastery, Offense Mastery - These talents are perfectly acceptable, and quite strong. They encourage a new player towards good deck building theory by filling their deck with Attack or Defense cards and have very strong newly found synergy with the new Innate. Not necessary to change.

Level 4 - Thunderclap - Thunderclap is already very strong and didn’t need any help being an amazing choice for Magnus Attack builds as well as “Magenus” builds. These changes are aimed at helping newer players understand that this card can be very good, while reducing the punishment for simply triggering it on a nothing card.

  • Current Version:

    • 1 Cost, Vanish, Self. All Damage +150/175/200% [When you play an Attack] Deal 13/14/15 Lightning damage and apply 5/6/7 Spark to all monsters. Lasts 1 Use.

  • Proposed Version:

    • 1 Cost, Vanish, Self. All Damage + 175/200/225 % [When you play an Attack] Deal 24 Lightningdamage and apply 12 Spark to all monsters. Lasts 1 Use.

Level 4 - Valiant Defender - Valiant Defender, although very strong, had a few frustration points with its random targeting feature. This new version gives more control to the player over where the charges are spread, allowing for more accurate gameplay at the higher levels, while also helping lower level players get a more even spread of block and fortify. Although strictly a nerf due to the removal of the extra charges, players should find this version easier to get value out of.

  • Current Version:

    • 1 Cost, Vanish, Self. Block Charge +5/6/6. [When you play a Defense] a random hero gains 12 Block, 1 Fortify, 1 Inspire. Lasts 6/7/8 Uses.

  • Proposed Version:

    • 1 Cost, Vanish, Self. Block Charge +5/6/6. [When you play a Defense] Apply 9/10/11 block, 1 Inspire, 1 Fortify, to lowest Block Hero. Lasts 6/7/8 Uses.

Level 5 - Weapon Expert - Fatigue immunity was moved to Weapons Expert due to being more attack oriented (Heavy Strike, Skullsplitter). The level 5s were specifically changed to give players that “wow” factor upon first visual pass. +7 damage is a bit boring, and this new version gives players something to look forward to, when thinking about whether to take him over other Heroes. Level 5s are supposed to be the biggest power spike, and the older version always appeared underwhelming, even though it is quite strong. This new version has some fun implications that we have not fully explored and keen to see just how broken it can be.

  • Current Version:

    • All Damage done +7

  • Proposed Version:

    • All Damage done +7. All Curses +1 (except Disarm, Silence, and Doom). Immune to Fatigue.

Level 5 - Armour Expert - Fatigue immunity was moved to Weapons Expert due to being more attack oriented (Heavy Strike, Skullsplitter). Cost reduction was added to feed heavily into the new Well Trained, as well as help push Magnus’ Hero Identity further away from Heiner.

  • Current Version:

    • Energy Regeneration +1. Immune to Fatigue

  • Proposed Version:

    • Energy Regeneration +1. At the start of your turn, reduce the cost of the highest cost “Defense” card in your hand by 3 this turn.

ANDRIN

Andrin was already one of the strongest support heroes and the Andrin Support Decks did not need any help. Instead the changes were made mostly to help create teaching moments for newer players to learn about the game by buffing his core identities (Mark, Sharp, Block, Evasion) without dramatically changing the way he is most commonly used at higher levels. These changes also make him a strong contender against the other heroes he is competing for (Sylvie/Thuls), by pushing his identity away from those heroes, and keeping him unique and interesting.

\

Starting Deck - Rupture does not fit Andrin’s playstyle, promote any of his builds, give any interesting teaching moments for players, and gets immediately countered by Ylmer so it was the obvious card to cut. Hunter's Mark was added for Mark application Synergies. Tactical Thinking (along with the buff), although flexible, is less powerful than each of its individual pieces due to its rarity, but adds interesting gameplay choices to Andrin which should encourage teaching moments towards an implied “Support Andrin” deck.

  • Removed - 2x Rupture

  • Added - 1x Tactical Thinking, +1x Hunter's Mark

Starting Item - Ranger Armour (Purple) - Corrupted starter items are massively challenging to find, and so should have a commensurate payoff. This item should help round out Block Andrin builds and allow him to play much more heavily into Mark application when picked up, while not taking away from any of the other positive features of Andrin. This is the first in a hopefully long line of interesting corrupted starter item buffs that promote niche builds, as well as increasing pathing and item choices made during a run.

  • Current Version:

    • All Resistances +10%. Speed +2

  • Proposed Version:

    • Max HP +15. All Resistances +15%. Speed +2. [When you apply Mark] Gain 6 block.

Now

Max HP +10. All Resistances +10%. Speed +2. [When you apply Mark] Gain 6 block.

Innate - Trailblazer - This change was aimed at helping a new player understand that Heroes can be used in multiple ways, and trying to encourage a teaching moment for newer players to learn about speed control. Andrin is naturally very fast, and often goes first, but the hope with this change is that a player might attempt to have a different hero give him Fast, so he benefits from the sharp immediately, encouraging natural “Support moving before Carry” tutorialization.

  • Current Version:

    • At the start of your turn, Gain 1 Fast.

  • Proposed Version:

    • At the start of your turn, Gain 1 Fast. If you already have Fast, Gain 2 sharp.

Level 2 - Maneuver - Maneuver saw very little play and was seldom used effectively. The proposed effects persist for several turns, making it more accessible and offering consistent value. Taunt was added exclusively to the higher rank version to reward experienced players making the Andrin Block build, without affecting newer players. This also has the bonus effect of teaching a new player how Hero Rank-Ups might be relevant and interesting.

  • Current Version:

    • 0 cost, Vanish, Self. [When you play a card] For each energy used: Draw 1. Gain 5/7/9 Block and 2 Evasion. Lasts 1 Use

  • Proposed Version:

    • 0 cost, Vanish, Self. + 3 Block Charges. [When you play a card (1 time/turn)] For each energy used: Draw 1. Gain 6 Block, 2 Evasion and 0/0/1 Taunt. Lasts 3 Uses.

Now

0 cost, Vanish, Self. +3 Block Charges. [When you play a card (1 time/turn)] For each energy used: Draw 1. Gain 6 Block, 2 Evasion and 0/0/1 Taunt. Lasts 2/3/3 Uses.

Level 2 - Wild Hunt - Wild Hunt was already excellent, but challenging for new players to use. Extending the duration by a turn should make it more accessible for lower madness players, without drastically affecting the power level of the card.

  • Current Version:

    • 0 Cost, Vanish, Self. Mark charges +1/1/2. [When you play a card] For each energy used: Apply 1/2/2 Mark to a random enemy. Lasts 1 Turn.

  • Proposed Version:

    • 0 Cost, Vanish, Self. Mark charges + 2/2 /2. [When you play a card] For each energy used: Apply 2 /2/2 Mark to a random enemy. Lasts 2 Turns.

Now

0 Cost, Vanish, Self. Mark charges + 2/2 /2. [When you play a card] For each energy used: Apply 2 /2/2 Mark to a random enemy.

Destroy at the start of the turn

2 turns

Level 3 - Master Ranger - These changes were primarily done to push hero identity away from Sylvie while also teaching players that Powerful pairs well with Sharp as their bonus stack.

  • Current Version:

    • At the start of your turn, reduce the cost of all Ranged Attacks in your hand by 1 until discarded.

  • Proposed Version:

    • When you play a “Ranged Attack” that costs Energy, refund 1 and gain 1 Powerful.

Now

  • When you play a “Ranged Attack” that costs Energy, refund 1 and gain 1 Powerful. (3 times / turn)

Level 3 - Finesse - Mark was added to help keep in line with Andrin’s Mark based identity.

  • Current Version:

    • When you play a “Melee Attack” that costs Energy, refund 1 Energy and gain 1 Powerful

  • Proposed Version:

    • When you play a “Melee Attack” that costs energy, refund 1 and apply 1 Mark to a random enemy

Level 4 - Serrated Weapons - These changes were made with a major focus towards beginners. The Sharp charge gives a player access to more Sharp charges without needing perks, and the increased bleed charges allows for high stacking bleed without any build or perk help. Due to the lower uses, the total Sharp and Bleed has not been changed much but now it is easier to access.

  • Current Version:

    • 1 Cost, Vanish, Self. All Damage +3/3/4 [Damage with hit] Apply 4 Bleed and Gain 1 Sharp. Lasts 9/10/10 Uses

  • Proposed Version:

    • 1 Cost, Vanish, Self. All damage +4/4/5. Sharp Charges +1. [Damage with hit] Apply 8/10/12 Bleed and Gain 1 Sharp. Lasts 6 Uses.

Level 4 - Riposte - Old Riposte was tough to justify, providing no real benefit upon playing, so its cost was decreased to increase playability. The single target aspect also massively took control away from the player, so an AoE effect was added.

  • Current Version:

    • 1 Cost, Vanish, Self. Block Charges +8/9/10. [When you block] Deal 14/17/20 Piercing Damage and Apply 4 Mark (to the attacker). Lasts 4 Uses

  • Proposed Version:

    • 0 Cost, Vanish, Self. Block Charges +7. [When you block] Deal 6 damage to all monsters, and Apply 2 Mark. Lasts 6/7/8 Uses

Level 5 - Sharp Shooting - This change helps new players by letting Andrin become self-sufficient rather than relying on other heroes to help the “Ranged Attack” heavy decks. This also helps teach good deck building philosophy, by encouraging a player to fill a hand with many cheap attacks.

  • Current Version:

    • When you play a “Ranged Attack” gain 2 Sharp.

  • Proposed Version:

    • When you play a “Ranged Attack” gain 1 + X Sharp. (X = Ranged attacks played / 2)

Level 5 - Mark for Death - Flat buff to the trait without directly affecting the support decks. This also helps Mark benefit from modifiers like Sharp and Powerful, something which Mark is severely lacking.

  • Current Version:

    • Mark +3

  • Proposed Version:

    • Mark +3. When you damage an enemy, deal Slashing damage equal to their Mark charges (1 time/turn)

Here are the 12 cards that have been changed

  1. Detection

Detection Blue

Previous: 1 Cost, Uncommon, Skill, Vanish, Innate. Targets all Monsters. Apply 1 Mark, 1 Sight.

Changed: Mark +1, Sight +1.

Current: 1 Cost, Uncommon, Skill, Vanish, Innate. Targets all Monsters. Apply 2 Mark, 2 Sight.

Detection Purple

Previous: 1 Cost, Uncommon, Skill, Vanish, Innate. Targets all Monsters. Apply 2 Mark, 2 Sight.

Changed: Mark +1, Sight +3.

Current: 1 Cost, Uncommon, Skill, Vanish, Innate. Targets all Monsters. Apply 3 Mark, 5 Sight.

  1. Rend

Rend White

Previous: 2 Cost, Uncommon, Melee Attack. Targets front Monster. Deal 5 Slashing Damage. Apply 8 Bleed.

Changed: Rarity Uncommon -> Common, Bleed +1.

Current: 2 Cost, Common, Melee Attack. Targets front Monster. Deal 5 Slashing Damage. Apply 9 Bleed.

Rend Blue

Previous: 1 Cost, Uncommon, Melee Attack. Targets front Monster. Deal 3 Slashing Damage. Apply 6 Bleed.

Changed: Rarity Uncommon -> Common, Bleed +2.

Current: 1 Cost, Common, Melee Attack. Targets front Monster. Deal 3 Slashing Damage. Apply 8 Bleed.

Rend Yellow

Previous: 2 Cost, Uncommon, Melee Attack. Targets any Monster. Deal 6 Slashing Damage. Apply 10 Bleed.

Changed: Rarity Uncommon -> Common, Bleed +1.

Current: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 6 Slashing Damage. Apply 11 Bleed.

Rend Purple

Previous: 1 Cost, Uncommon, Melee Attack, Vanish. Targets any Monster. Deal 7 Slashing Damage. Apply 11 Bleed.

Changed: Rarity Uncommon -> Common, Bleed +1.

Current: 1 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 7 Slashing Damage. Apply 12 Bleed.

  1. Rupture

Rupture White

Previous: 2 Cost, Common, Melee Attack. Targets front Monster. Deal 11 Piercing Damage. Apply 2 Bleed, 1 Slow.

Changed: Bleed +2.

Current: 2 Cost, Common, Melee Attack. Targets front Monster. Deal 11 Piercing Damage. Apply 4 Bleed, 1 Slow.

Rupture Blue

Previous: 2 Cost, Uncommon, Melee Attack. Targets front Monster. Deal 15 Piercing Damage. Apply 4 Bleed, 1 Slow.

Changed: Rarity Uncommon -> Common, Cost -1, Damage -3.

Current: 1 Cost, Common, Melee Attack. Targets front Monster. Deal 12 Piercing Damage. Apply 4 Bleed, 1 Slow.

Rupture Yellow

Previous: 2 Cost, Uncommon, Melee Attack. Targets any Monster. Deal 12 Piercing Damage. Apply 2 Bleed, 1 Slow.

Changed: Rarity Uncommon -> Common, Bleed +2, Slow +1.

Current: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 12 Piercing Damage. Apply 4 Bleed, 2 Slow.

Rupture Purple

Previous: 2 Cost, Uncommon, Melee Attack, Vanish. Targets any Monster. Deal 18 Piercing Damage. Apply 6 Bleed, 2 Slow.

Changed: Rarity Uncommon -> Common, Cost -1.

Current: 1 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 18 Piercing Damage. Apply 6 Bleed, 2 Slow.

  1. Aimed Shot

Aimed Shot Blue

Previous: 2 Cost, Common, Ranged Attack, No Vanish. Targets any Monster. Deal 16 Piercing Damage.

Changed: Added 2 Mark.

Current: 2 Cost, Common, Ranged Attack, No Vanish. Targets any Monster. Deal 16 Piercing Damage. Apply 2 Mark.

Aimed Shot Purple

Previous: 1 Cost, Common, Ranged Attack, Vanish. Targets any Monster. Deal 20 Piercing Damage.

Changed: Added 3 Mark.

Current: 1 Cost, Common, Ranged Attack, Vanish. Targets any Monster. Deal 20 Piercing Damage. Apply 3 Mark.

  1. Far Shot

Far Shot White

Previous: 5 Cost, Rare, Ranged Attack, No Vanish. Targets back Monster. Deal 46 Piercing Damage. Apply 5 Bleed, 5 Mark.

Changed: Cost -1, added Vanish, target Back -> Any, damage changed to 21 + X, X = 4 x target Mark, Bleed -1, Mark -1.

Current: 4 Cost, Rare, Ranged Attack, Vanish. Targets any Monster. Deal 21 + X Piercing Damage. Apply 4 Bleed, 4 Mark. X = 4 x target Mark.

Far Shot Blue

Previous: 4 Cost, Rare, Ranged Attack, No Vanish. Targets back Monster. Deal 40 Piercing Damage. Apply 5 Bleed, 5 Mark.

Changed: Target Back -> Any, damage changed to 27 + X, X = 5 x target Mark, Bleed +3, Mark +3.

Current: 4 Cost, Rare, Ranged Attack, No Vanish. Targets any Monster. Deal 27 + X Piercing Damage. Apply 8 Bleed, 8 Mark. X = 5 x target Mark.

Far Shot Yellow

Previous: 5 Cost, Rare, Ranged Attack, No Vanish. Targets back Monster. Deal 52 Piercing Damage. Apply 7 Bleed, 7 Mark.

Changed: Cost -1, added Vanish, target Back -> Any, damage changed to 29 + X, X = 3 x target Sight, Bleed +3, Mark replaced with Sight +3.

Current: 4 Cost, Rare, Ranged Attack, Vanish. Targets any Monster. Deal 29 + X Piercing Damage. Apply 10 Bleed, 10 Sight. X = 3 x target Sight.

Far Shot Purple

Previous: 4 Cost, Rare, Ranged Attack, Vanish. Targets back Monster. Deal 52 Piercing Damage. Apply 7 Bleed, 7 Mark.

Changed: Cost -1, target Back -> Any, damage changed to 34 + X, X = 5 x target Mark, Bleed changed from flat 7 to X, Mark -2.

Current: 3 Cost, Rare, Ranged Attack, Vanish. Targets any Monster. Deal 34 + X Piercing Damage. Apply X Bleed, 5 Mark. X = 5 x target Mark.

  1. Defend

Defend Blue

Previous: 1 Cost, Common, Defense. Targets self. Gain 17 Block.

Changed: Fortify +1.

Current: 1 Cost, Common, Defense. Targets self. Gain 17 Block, 1 Fortify.

Defend Purple

Previous: 0 Cost, Common, Defense, Vanish. Targets self. Gain 19 Block, 2 Reinforce.

Changed: Fortify +1.

Current: 0 Cost, Common, Defense, Vanish. Targets self. Gain 19 Block, 2 Reinforce, 1 Fortify.

  1. Precise

Precise Strike White

Previous: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 14 Slashing Damage.

Changed: Damage +2.

Current: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 16 Slashing Damage.

Precise Strike Blue

Previous: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 16 Slashing Damage. Apply 1 Bleed.

Changed: Damage +2, Bleed +2.

Current: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 18 Slashing Damage. Apply 3 Bleed.

Precise Strike Yellow

Previous: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 15 Slashing Damage. Apply 1 Slow.

Changed: Damage +2.

Current: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 17 Slashing Damage. Apply 1 Slow.

Precise Strike Purple

Previous: 2 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 18 Slashing Damage. Apply 2 Bleed, 1 Slow.

Changed: Damage +2, Bleed +2.

Current: 2 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 20 Slashing Damage. Apply 4 Bleed, 1 Slow.

  1. Intercept

Intercept Blue

Previous: 1 Cost, Common, Defense. Targets any Hero. Gain 14 Block.

Changed: Block -7, added Chain 1.

Current: 1 Cost, Common, Defense. Targets any Hero. Gain 7 Block. Chain 1.

Intercept Purple

Previous: 0 Cost, Common, Defense, Vanish. Targets any Hero. Gain 16 Block, 1 Reinforce.

Changed: Block -8, added Chain 1.

Current: 0 Cost, Common, Defense, Vanish. Targets any Hero. Gain 8 Block, 1 Reinforce. Chain 1.

  1. Guard

Guard White

Previous: 2 Cost, Uncommon, Defense. Targets any Hero. Gain 17 Block, 1 Fortify.

Changed: Rarity Uncommon -> Common.

Current: 2 Cost, Common, Defense. Targets any Hero. Gain 17 Block, 1 Fortify.

  1. Tactical Thinking

Tactical Thinking Blue

Previous: 1 Cost, Rare, Skill, Innate. Targets self. Generates 3 cards from Detection, Song of Celerity, Vigilance.

Changed: Generated cards changed to Blue versions.

Current: 1 Cost, Rare, Skill, Innate. Targets self. Generates 3 cards from Detection A, Song of Celerity A, Vigilance A.

Tactical Thinking White

Previous: 2 Cost, Uncommon, Defense. Targets any Hero. Gain 17 Block, 1 Fortify.

Changed: Rarity Uncommon -> Common.

Current: 2 Cost, Common, Defense. Targets any Hero. Gain 17 Block, 1 Fortify.

  1. Heavy Strike

Heavy Strike Blue

Previous: 3 Cost, Common, Melee Attack. Targets front Monster. Deal 27 Blunt Damage. Apply 1 Crack. Draw 1 card.

Changed: Cost -2, added 1 Fatigue.

Current: 1 Cost, Common, Melee Attack. Targets front Monster. Deal 27 Blunt Damage. Apply 1 Crack, 1 Fatigue. Draw 1 card.

Heavy Strike Purple

Previous: 2 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 27 Blunt Damage. Apply 1 Crack. Draw 1 card.

Changed: Cost -1, added 1 Fatigue.

Current: 1 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 27 Blunt Damage. Apply 1 Crack, 1 Fatigue. Draw 1 card.

  1. Sneak Peek

Sneak Peek White

Previous: 0 Cost, Common, Skill, No Vanish. Requires Stealth. Targets any Monster. Apply 3 Sight, 1 Mark. Gain 1 Stealth.

Changed: Sight +1, Mark +1.

Current: 0 Cost, Common, Skill, No Vanish. Requires Stealth. Targets any Monster. Apply 4 Sight, 2 Mark. Gain 1 Stealth.

Sneak Peek Blue

Previous: 0 Cost, Uncommon, Skill, No Vanish, Innate. Requires Stealth. Targets any Monster. Apply 4 Sight, 2 Mark. Gain 1 Stealth.

Changed: Stealth +1.

Current: 0 Cost, Uncommon, Skill, No Vanish, Innate. Requires Stealth. Targets any Monster. Apply 4 Sight, 2 Mark. Gain 2 Stealth.

Sneak Peek Yellow

Previous: 0 Cost, Uncommon, Skill, Vanish. Requires Stealth. Targets any Monster. Apply 4 Sight, 3 Mark. Gain 2 Stealth.

Changed: Sight +1, Mark +1, Stealth +1.

Current: 0 Cost, Uncommon, Skill, Vanish. Requires Stealth. Targets any Monster. Apply 5 Sight, 4 Mark. Gain 3 Stealth.

Sneak Peek Purple

Previous: 0 Cost, Uncommon, Skill, Vanish, Innate. Requires Stealth. Targets any Monster. Apply 4 Sight, 3 Mark. Gain 3 Stealth.

Changed: target Any Monster -> All Monsters, Sight +1, Mark +1.

Current: 0 Cost, Uncommon, Skill, Vanish, Innate. Requires Stealth.Targets all Monsters. Apply 5 Sight, 4 Mark. Gain 3 Stealth.

Source

Steam News / 22 May 2026

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