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Patch 0.8.0: The Dead Rise patch hero art
v0.8.0

Patch 0.8.0: The Dead Rise

Twenty-one forgotten cards step back onto the board, and the guild war machine learns to march on command.

Every collection has its ghosts: the cards you draft once, lose with, and never run again. Patch 0.8.0 is for them. We pulled the twenty-one most stubbornly underwater cards in the catalog, the ones sitting at a flat 20 to 32 percent win rate across every league, and gave each one a single, identity-true lever to climb back into the 35 to 40 percent range where a card is actually a choice again.

No card was buffed blind. Each of the twenty-one was diagnosed against live performance data and pre-tested in an isolated combat simulation before a single number moved, so the lift lands without warping the cards around it. The magic affinity was left untouched on purpose, and we kept the counter pool diverse rather than papering every weak card with the same fix.

Alongside the card pass, Guild Brawls got a wave of operator and stability work so a cycle can be driven cleanly from start to finish, plus a full regeneration of the in-combat ability icons in a bolder, more readable style.

New

Guild Brawls: One-Tap Cycle Population

Starting a Guild Brawl is now a single move. When a cycle is advanced into setup, every eligible guild is automatically enrolled, pods are assembled, and teams are filled, so the guild Brawl tab fills with matchups immediately instead of waiting on a separate populate step. The flow is idempotent, so it is safe to trigger.

Improved

Guild Brawls: Live Cycle Control

Guild Brawl cycles can now be driven start to finish without the schedule drifting out of sync. Advancing a cycle re-anchors its whole timeline so the phase you are in and the dates shown always agree, a freshly started cycle goes live immediately instead of hiding until next week, and the control surface refreshes in place. The normal weekly cadence is unchanged.

Fixed

Guild Brawls: Coherent Cycle Schedule

Fixed the Guild Brawl date table that could show a scrambled, future-dated schedule after a cycle was advanced early. The whole ladder now re-anchors cleanly so past phases sit in the past, the current phase starts now, and upcoming phases fall just ahead.

Balance

Card Balance: The Dead-Outlier Buff

Twenty-one cards that were sitting at a hopeless 20 to 32 percent win rate across every league get a single, carefully-chosen lift to a useful 35 to 40 percent. Each card kept its identity: some gained a fitting ability, some got a modest stat bump, and some were simply repriced cheaper so the cost matched the payoff. The magic affinity was deliberately left alone, and every change was pre-tested in an isolated simulation to confirm the lift without an overshoot.

Derelict Volley-Frame

Derelict Volley-Frame

Buff
  • Ranged (max level) 2 3

A glass ranged frame whose damage was too low to justify its paper body. A plus-one to ranged at top level gives it a real threat for its mana while the frozen cost keeps it honest.

The Last Light's End

The Last Light's End

Buff
  • Melee (max level) 4 5

A dead melee legendary that needed a real swing. We added plus-one melee rather than a flashy double-strike, which the overshoot test showed would have rocketed it to roughly 95 percent and broken it the other way.

Umbral Excision

Umbral Excision

Buff
  • Mana 8 7

A glass Entropy-Touch carrier that was simply mispriced. A one-mana discount makes its high-risk mutual-destruction trade an actually-fieldable tempo play, with its kit and stat-line untouched.

Sundered Marshal

Sundered Marshal

Buff
  • Abilities (max level) Snipe, Dodge Snipe, Dodge, Return Fire

A fire ranged legendary that had nothing to punish enemy archers with. Return Fire lets the patient marksman answer incoming ranged fire with a reflexive counter-shot, completing its hunter identity.

Cresthowl Reaver

Cresthowl Reaver

Buff
  • Melee (max level) 3 4

A cheap fire brawler whose damage had fallen behind. A plus-one melee at its frozen low mana makes it a credible early-aggression pick again.

Twin-Sun Berserker

Twin-Sun Berserker

Buff
  • Mana 8 7

A bloodlust-and-charge finisher that was a touch too expensive for what it delivered. A one-mana discount lets its snowball kit bind into more teams without changing a single stat.

Coronet Breaker

Coronet Breaker

Buff
  • Abilities (max level) Shatter, Deathblow Shatter, Deathblow, Charge

A finisher that could never reach the survivors hiding in the back rank. Charge lets the circling Coronet Breaker swing from any position, so its Shatter-and-Deathblow combo finally closes games.

Ashfang Wraith

Ashfang Wraith

Buff
  • Mana 9 7

A glass Entropy carrier whose price never reflected its fragility. A two-mana discount turns its high-risk trade into a fieldable play, with its unmaking kit left as is.

Iron-Vein Marshal

Iron-Vein Marshal

Buff
  • Abilities (max level) Snipe Snipe, Blast

Earth's lone ranged legendary had no area threat. Blast makes the Iron-Vein Marshal's kinetic mining-bolt splash the target's neighbors, giving Earth a real ranged answer to clustered teams.

Bramble Magister

Bramble Magister

Buff
  • Mana 8 7

A magic-mitigation bulwark whose outlast-the-caster kit was priced just out of reach. A one-mana discount makes the rare fieldable without touching its defensive abilities.

Anvil-Beard Marshal

Anvil-Beard Marshal

Rework
  • Abilities (max level) Protect, Stun, Demoralize Protect, Stun, Retaliate

The protect-tank now bites back: Retaliate makes any melee attacker eat a counterstrike. Demoralize was dropped to keep the rare at its three-ability ceiling, sharpening the wall-and-counter identity.

Forge-Bound Brawler

Forge-Bound Brawler

Buff
  • Abilities (max level) Stun, Opportunity Stun, Opportunity, Bloodlust
  • Mana 10 9

The heaviest-chassis tank gets a kill-feeds-the-fight engine and a one-mana discount. Bloodlust turns the slow heavy into a snowball threat at the apex, and Earth gains its first Bloodlust carrier.

The Walking Forest

The Walking Forest

Buff
  • Mana 8 7

A niche mega-tank with a thorns-and-last-stand apex wall that was too pricey to field. A one-mana discount makes the reverse-speed wall a real choice, with its kit preserved.

Grave-Soil Martyr

Grave-Soil Martyr

Buff
  • Mana 9 7

A glass sacrifice card whose two-mana overprice killed its tempo. The discount makes the guaranteed one-for-one melee trade worth the slot, with the unmaking-and-cripple kit untouched.

Aetherion Stormlord

Aetherion Stormlord

Buff
  • Ranged (max level) 3 4

A low-cost wind ranged legendary that was out-traded everywhere. A plus-one ranged at its frozen mana restores the Aetherion Stormlord as a real early-board damage threat.

Vacuum-Shear Marksman

Vacuum-Shear Marksman

Buff
  • Ranged (max level) 4 5

A mid-cost wind sniper whose output had slipped below its price. A plus-one ranged at top level pushes its damage back in line with its mana.

Coronal Skyhunter

Coronal Skyhunter

Buff
  • Ranged (max level) 5 6
  • Mana 10 8

A glass-cannon skyhunter that cost too much for too little. A two-mana discount plus a ranged bump makes its high-damage, low-survivability profile a genuine glass-cannon pick instead of a trap.

Galeport Runner

Galeport Runner

Buff
  • Abilities (max level) Camouflage Camouflage, Snipe

The hidden runner can now hunt. Adding Snipe alongside her signature Camouflage makes her a back-row threat the enemy cannot single out, the cleanest expression of her evasion-and-ambush identity.

The Skyblade Captain

The Skyblade Captain

Buff
  • Mana 10 9

A signature charge-and-piercing flyer that was a notch overpriced. A one-mana discount lets the captain's finisher kit field more often, with its abilities and stats held.

Coral Lance-Magus

Coral Lance-Magus

Buff
  • Abilities (max level) Opportunity Opportunity, Bloodlust

A back-row-targeting striker with no payoff for the kills it set up. Bloodlust gives the Opportunity hunter on-kill snowball value, and Water gains its first Bloodlust carrier.

Fracture-Sworn Magistrate

Fracture-Sworn Magistrate

Buff
  • Health (max level) 5 6
  • Mana 7 6

A light front-tank too fragile to hold the line. A plus-one health and a one-mana discount turn the paper-thin Fracture-Sworn Magistrate into a real wall that earns its place at the front.

Content

Sharper Ability Icons

Every one of the 55 in-combat ability icons was redrawn in a bolder, flat shonen-sticker style: a clean inked outline, flat cel-shading, and a crisp separation border so each symbol stays readable down to around 20 pixels. The previous icons were hard to read on smaller screens. Each icon is a distinct symbol with perfect transparency, on both the card medallions and the ability reference pages.

The buffed twenty-one are not meant to become the new meta. They are meant to be playable, to reward a player who reads the matchup and reaches for the right tool instead of the safe one. We will be watching their win rates climb and will keep tuning if any of them overshoots.

More balance, more brawls, and more art are on the way. See you on the board.