Keyword Changes and Once Per-Turn Hero Activations

Combustion goes from:

Deal 5-8 Damage to anything, you lose 5-8 life

To:

Deal 6 Damage to anything, you take 6 Damage

What does this mean? There will be less variance with Combustion knowing that a 6-toughness target will always get killed. You can now cast Combustion cards at 7 or 8 life without risking dying. Lilith also prevents damage to you on your own turn, making Combustion cards quite powerful there. Divine Protection prevents damage to you until your next turn, so Combustion now works with Cheems and Cheezus too.

Yeet! goes from:

Discard a random card to deal (x) to the enemy Player. This ability works if you have no cards in hand

To:

Discard a card from your hand to deal (x) Damage to the enemy Player

Yeet! now lets you choose the card you discard, but has no effect with zero cards in hand. Getting to choose has its benefits - like not discarding your best stuff or discarding your biggest Champion to get a juicy Raise Dead.

Hero Activations Once Per Turn


Getting to activate a Hero's active ability multiple times per turn was proving difficult to design many lower-cost Hero actives. Gameplay would get redundant as players using their Hero ability twice, or three times in a turn would out-value an opponent casting their real cards.

With the change comes some Hero rebalancing. Some Heroes that could previously use their power multiple times in a turn won't be able to. Overall, there are many power increases among Heroes now, some of which come from adjusting their Hero active to cost less since it can only be used once, while other's get cheaper actives based on them seeing little play or not performing well in constructed.

These are the updated Heroes:

Dofa Tinkertime, Always Late

Normal

Passive - If a Champion would devolve, destroy it instead

Active - 6 mana - Summon Iceey
Previously 7 mana.

Bofa Tinkertime, Never Late

Normal

Passive - Your Time Warp X is increased by 1

Active - 4 mana - Summon Fuku
Previously 5 mana.

Skibidi, Brainrot Incarnate

Nature/Normal

Passive - Each player takes X damage at the start of their turn where X is the number of Turdies they have in hand

Active - 2 mana - Mud Flood X Turdies where X is the number of times you have used this ability
Previously 3 mana.

Thalas, Void Speaker

Dark/Normal

Passive - Your Fangz have Otherworldly in addition to other abilities

Active - 3 mana - Summon 1 Fangz
Reverted back to 3 mana from 4.

Thor, Forger of Lightning

Air

Passive - At the start of your turn, Zap one random enemy Champion or Player

Active - 4 Mana - Zap effects do +1 damage for the rest of the game, this effect stacks
Previously 6 mana.

Nazur, Death's Advance

Dark/Normal

Passive - All friendly Champions with Soul Reaper have +1/+1

Active - 4 mana - Summon 1 Nife
Previously 5 mana.

Kesi, Daughter of the Winds

Air/Normal

Passive - All friendly champions with Whirlwind or Lucky Gust have +1/+1. +2/+2 if you have 10 or fewer cards in your Deck, +3/+3 if you have 0 cards in your Deck
Added +3/+3 with 0 cards in deck.

Active - 2 mana - Lucky Gust (discard your hand and draw that many cards +1)
Previously 3 mana.

Slagarth, Wielder of Cindermaw

Fire/Normal

Passive - Your Infernos hit 1 additional enemy Champion

Active - 4 mana - Summon 1 Vulpy
Change from Pyromagus for 8 mana. Vulpy Inferno hits 2 enemy champions with passive.

September Season Rewards


With the start of the October Season comes rewards for the top Standard Ranked Leaderboard players from September. Congratulations Champions!