This patch rebuilds the individual tournament page into a single Arena Ledger: the bracket, your own matches, the rewards, and the full event log all live on one board under six tabs. Earth gets an identity pass that hardens its walls so they actually outlast the opening strike, plus a cheap armored body and a real double-healer the affinity was missing. And a big stack of tournament, brawl, and replay fixes clean up the rough edges.
New
Every tournament now opens as a single Arena Ledger
Open any tournament and you land on the new Arena Ledger: one page that holds the whole event across six tabs. An Overview, the full bracket, the participants, the rules, the rewards, and your own matches all sit in one place instead of scattered panels, laid out in the same dense, columned style as the tournaments board. The bracket now marks which matches are live and which have already finished, so you can read the state of the whole event at a glance, and everything stacks down cleanly on mobile.


A live countdown to the next round close
When one of your tournament rounds is closing, the site-wide reminder banner now shows a live countdown ticking down to the deadline, so you always know exactly how long you have left to get your team in.
Improved
Tournament event rows are cleaner and fully clickable
On the tournaments board, every event row is now fully clickable straight through to its Arena Ledger, and each row carries its league emblem so you can tell the tier of an event at a glance. Your own matches stay pinned to the top and link directly to the match they belong to.

The Healer filter now finds every heal-carrying Fighter
The Healer filter on the cards page used to miss some Fighters that heal, so searching for a healer left real options hidden. It now surfaces every heal-carrying Fighter in the catalog, so you can actually find your sustain picks when you filter for them.

Counters now set off the defender's own reflects
A Retaliate counter-swing now triggers the defender's own reflect abilities, so recoil chains resolve the way you would expect instead of stopping short. Reflect-heavy boards now play out fully in combat.
Nothing you earn in the alpha gets lost
During the closed alpha, unspent value now rolls into your Closed Alpha Earnings instead of vanishing. Leftover gladiator packs and Void Chest rewards carry over into that ledger, and gladiator pack buying is paused for now, so what you earn during the test is held for you rather than spent against a live economy that is not switched on yet.
Rarity-restriction rulesets now mention commanders
Rulesets that ban a rarity from a match restrict your commander too, not just your Fighters. Their descriptions now say so, so you are not caught out by a commander that is quietly illegal for the match.
Fixed
A drawn elimination series no longer stalls the bracket
In a single-elimination series that ended in a draw with no clear winner, the bracket could stall with nobody advancing. The higher seed now advances, so the event keeps moving.
Tournament rewards and match notifications cleaned up
Fixed a case where the tournament rewards view could error out instead of loading. Opponent-submitted notifications are now deduped to a single alert per series and deep-link straight to the match they are about, with it highlighted when you arrive.
Team-size limits are enforced everywhere you draft
A ruleset that caps your team size is now enforced across the tournament and brawl pickers and re-checked on the server when you submit, so an oversized team can no longer slip through the draft on either surface.
Expired guild probation now clears itself
Guild probation that had run its course could linger past its expiry. It now clears on schedule, and existing expired probations were swept clean.
Two replay fixes
The front-line heal float in a Pandamonium replay now lands on the correct slot after the position shuffle, and armor now correctly reads as zero on the arena tile under the Armor Failure ruleset, so the replay matches what actually happened in the match.
The card ability panel lines up on the landing page
On the landing page, the ability panel that opens when you hover a card now lines its top edge up with the top of the card, so it reads as one clean unit instead of sitting a little off.

Sign-in and onboarding fixes
Connecting a Hive account now overwrites a placeholder username instead of leaving the auto-generated one in place, and the onboarding station now self-heals a stale in-progress verification that could otherwise trap you part-way through connecting an account.
Balance
Earth: the armored-attrition identity pass
Earth is the armor-and-attrition affinity, but its walls were dying to the opening alpha strike before their mitigation ever mattered, and the affinity had no cheap body and no real sustain piece. This pass gives the wall lineup one more point of top-end armor so they actually outlast the first volley, turns Spore Vagrant into the budget bruiser Earth was missing, makes the Substrate-Tongued Mender a genuine double-healer, and gives the legendary Vellorn a counter that scales with the fight.
Vellorn, the Walking Forest
Überarbeitung- Ability Thorns Retaliate
- Attack 3 4
- Armor 2 3
Earth's legendary recoil wall punished attackers with a flat sting that stopped mattering as the fight scaled up. Swapping Thorns for Retaliate gives it a counter that grows with the melee it eats, and the extra attack and armor let the flagship actually stand at the front and hit back instead of just soaking.
Spore Vagrant
Überarbeitung- Attack 1 3
- Ability Poison + Dodge Poison
Earth had no cheap body that actually threatened damage. Spore Vagrant trades its niche dodge for real attack, turning a 2-mana poison-chipper into a low-cost armored bruiser that can hold a line and hit back, the budget beater the affinity was missing, at the same 2 mana.
Substrate-Tongued Mender
Stärkung- Ability Heal Heal + Triage
Earth's healer only came fully online at the top league. Giving it Triage from the first level makes it a genuine double-healer at every tier, a sustain piece the 4-mana commons cannot match, and it stays at the same 4 mana those commons pay.
Foundry-Hand Bracer
Stärkung- Armor 2 3
Earth's cheapest protect-wall was folding to the opening volley before its armor ever mattered. One more point of top-end armor lets the front-line body eat the alpha strike and still be standing, which is the whole point of an Earth wall.
Bramble Magister
Stärkung- Armor 2 3
Its forcefield is built to outlast a caster, but it rarely lived long enough to do it. The extra armor lets the mitigation wall survive to the point where it starts winning the long game.
Walking-Wood Sentry
Stärkung- Armor 2 3
The anti-magic wall keeps its Thorns, but it has to reach the late turns to matter. The extra top-end armor keeps it on the board long enough for its recoil and magic soak to pay off.
Anvil-Beard Marshal
Stärkung- Armor 2 3
A heavy melee protect-wall that was dying a turn too early. One more point of armor is the difference between trading down on the opening strike and anchoring the front line the way it is meant to.
Bulwark-Bloom Sentinel
Stärkung- Armor 2 3
A taunt bulwark forces everything into itself, so it has to survive being the only target. The extra armor lets the wall it builds actually hold instead of collapsing under the redirected fire.
Grix, Sealed-Core
Stärkung- Armor 2 3
The re-baseline Earth tank was a point of armor short of outlasting what it soaks. This bump lets it do the one job its whole kit is built around, staying up while the rest of the team works.
More tournament polish and balance work are already in flight. Thanks for playing the alpha and for keeping the replays and feedback coming.