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Patch 0.6.0: The Long Game patch hero art
v0.6.0

Patch 0.6.0: The Long Game

The casters that won by simply refusing to die get reined in, the brawlers that never got to swing get their teeth back, and Guild Brawls learn to run clean.

Some matches were ending before they really started, and others were never ending at all. Patch 0.6.0 goes after the cards on both ends of that problem. We cooled the divine and earth casters that were grinding out wins on guaranteed chip damage and bodies that would not fall, and we lifted a handful of wind and dark fighters that looked the part but could never land a meaningful blow.

No card was touched on a hunch. Each of the fourteen changes was diagnosed against live performance data and pre-tested in an isolated combat simulation before a single number moved, so a nerf lands without gutting the card's identity and a buff lands without overshooting into a new problem.

Alongside the card pass, Guild Brawls picked up a wave of polish so a cycle holds together from start to finish, plus a batch of guild fixes the community surfaced and a small nav fix on the way out.

New

Guild Brawls: Links That Go Where You Tap

Tapping a guild or the archive link from the Brawl tab now takes you straight there. Before, those links lived inside the brawl panel and could leave you stuck on a loading state or a blank "content missing" message. They now open the full page as expected.

Improved

Guild Brawls: A Schedule That Holds Together

A batch of guild and brawl fixes the community found on the test server. Guild building upgrades now show a clear, readable message when your bank is short on credits instead of leaking raw placeholder text. The guild home page got tidied up, the SGC Bank tile shows its proper currency art, and the vault now lays out its cards in an even grid with clean empty-slot markers. Brawl matchups also resolve their outcomes properly instead of sitting on "awaiting fights."

Fixed

Header Nav No Longer Clips the Codex Link

Fixed the top navigation breaking when the deposit pipeline is running slow. The status pill used to take up enough room to squeeze the last nav item, the Codex menu, down to a clipped "Co." The pill now shrinks to a compact dot on narrower screens, so every nav link stays readable.

Guild Brawls: Defense and Data Hardening

A round of behind-the-scenes hardening for Guild Brawls: tighter handling of submitted brawl teams, a stronger guard on guild merit balances, and bespoke per-tier art for the Gladiator pack emblems so each tier reads as its own.

Balance

Card Balance: Wave 3

Fourteen cards were retuned this patch: nine casters and tanks that were winning too easily get cooled, and five fighters that were stuck losing get lifted. The divine and earth casters were the main target, the ones grinding out attrition on guaranteed magic damage and bodies that simply would not die. Every change kept its card's identity, and each was pre-tested in an isolated simulation to confirm the move before it shipped.

Progenitor Wyrm

Progenitor Wyrm

Nerf
  • Abilities (max level) Last Stand, Thorns, Void, Void Armor Last Stand, Thorns, Void

The Progenitor Wyrm was the divine apex, an unkillable magic body stacking two layers of magic mitigation. Dropping the redundant Void Armor leaves it a genuinely tough wall without the double anti-magic insurance that made it a near-guaranteed win, and it kept its Last Stand and Void identity intact.

Nebula-Crest Sovereign

Nebula-Crest Sovereign

Nerf
  • Health (max level) 9 7

A divine legendary caster whose problem was never its damage, it was that it refused to fall. Trimming two health lets a focused team actually close it out, so the matchup plays to a finish instead of grinding into attrition the drake always won.

Aurelian Lattice-Magister

Aurelian Lattice-Magister

Nerf
  • Magic (max level) 4 2

Magic attacks never miss, so a high-magic caster on a sticky body is pure guaranteed value. The second point of magic is what tipped this divine epic into runaway territory, so we pulled it back to the floor while leaving its Blast identity untouched.

Eclipse-Wyrm Adjudicator

Eclipse-Wyrm Adjudicator

Nerf
  • Magic (max level) 4 2

Same story as the rest of the divine casters: guaranteed magic plus a durable body equals an unfair grind. Cutting the magic back to the floor reins in the chip damage while its Phase and Magic Reflect kit stays exactly as it was.

Mind-Magistrate

Mind-Magistrate

Nerf
  • Magic (max level) 4 2

A divine epic that healed its own front line, locked targets down with Stun, and still chipped away with guaranteed magic. Trimming the magic to the floor leaves its Tank Heal, Stun, and Blast kit fully intact while taking the edge off the free attrition.

Quiet-Bearer

Quiet-Bearer

Nerf
  • Health (max level) 5 4

A divine support body that out-survived what it should. A single point of health off its top end keeps its Tank Heal and Void support role honest without changing what it does on the team.

Quartz Adjudicant

Quartz Adjudicant

Nerf
  • Magic (max level) 2 1

A cheap divine caster that punched well above its cost on guaranteed magic and a Dodge body. Dropping it to one magic brings its damage back in line with its mana while its evasive identity stays the same.

Sap-Light Reseeder

Sap-Light Reseeder

Nerf
  • Health (max level) 5 4

The Sap-Light Reseeder was earth's top over-performer, a self-healing Last Stand body that simply outlasted everything. One point of health off the top tightens the window to kill it before its sustain takes over, with its Heal and Last Stand kit preserved.

Substrate-Tongued Mender

Substrate-Tongued Mender

Nerf
  • Abilities (max level) Heal, Triage Heal
  • Mana 5 4

The Substrate-Tongued Mender was double-dipping on healing with both Heal and Triage on one earth body, redundant sustain that pushed it over the line. Dropping the second heal leaves it a clean single-heal support, and with one fewer ability its cost falls to four to match.

Sunpath Gale-Lancer

Sunpath Gale-Lancer

Buff
  • Melee (max level) 2 4
  • Health (max level) 4 6

A wind counter-striker that died before its Retaliate ever paid off, and whose two melee was never a real threat. Doubling its melee and adding two health gives it the bulk to survive a hit and the swing to make attackers regret it.

Galeport Runner

Galeport Runner

Rework
  • Abilities (max level) Camouflage, Scattershot Camouflage, Snipe

Scattershot was actively hurting the Galeport Runner, spraying her damage randomly across the enemy line instead of where it mattered. Swapping it for Snipe turns her into a precise back-row hunter who stays hidden behind Camouflage, the cleanest read of her evasion-and-ambush identity.

Code-Silenced Crusader

Code-Silenced Crusader

Buff
  • Melee (max level) 4 6
  • Health (max level) 9 11

A dark reach-tank that held the line but never threatened anyone, so the enemy could just ignore it. More melee and more health turn it into a wall that also bites, so it finally earns the respect a front-line fighter needs.

Toxin-Spore Carrier

Toxin-Spore Carrier

Buff
  • Melee (max level) 4 6
  • Health (max level) 5 7

A slow dark poison body that was too weak to land its poison before it died. A bigger swing and a hit of extra bulk let the Toxin-Spore Carrier survive long enough to actually do its job, at the same low cost.

Cursed-Replicant Daggerist

Cursed-Replicant Daggerist

Buff
  • Melee (max level) 4 6
  • Health (max level) 5 7

A cheap dark stunner that could never make its presence felt before falling. More melee and more health give it a real swing and the staying power to land its Stun, bringing it back to a fair pick for its mana.

The cooled casters should still be worth drafting, just no longer a default that picks itself, and the lifted fighters should reward a player who reads the board and reaches for them. We will keep watching the win rates and tune again if anything lands wrong.

More balance and more brawl polish are on the way. See you on the board.