New Old God cards
Minions
New Minion
Capling
- Strength
- 1
- Attack order
-



- Minion
- When the stack reaches 3 or more Minion, they prioritise Land first.
New Minion
Wraithling
- Strength
- 3
- Attack order
- none
- Minion
- Stacked effect: When the stack reaches 3 or more Minion, all Monsters gain +1 STR.
Monsters
New Monster
Fathomless Collective
- Strength
- 3
- Attack order
-



- Monster
- This Monster gains 2 STR for every stacked Minion to the right of it.
- PDE: Any one player card that can attack may attack immediately.
New Monster
Arcane Abomination
- Strength
- 15
- Attack order
-



- Monster
- The next played Curse is given to this Monster and is activated one time per turn when it attacks.
- PDE: Each player may play any 1 Spell from deck and reshuffle, or from their discard pile.
New Monster
Scourge Vessel
- Strength
- 2
- Attack order
-

- Monster
- Attacks again when a Curse is played.
- NGDE: The OG plays a Minion card and it attacks immediately.
New Monster
Burrow Blossom
- Strength
- 3
- Attack order
-



- Monster
- If the card being attacked by this Monster would be destroyed, it is left at 1 unit and disabled instead.
- PDE: Enable a card of your choice.
New Monster
Immortal Visage
- Strength
- 4
- When the OG draws any card outside of its play phase, this card attacks immediately.
- NGDE: Place this card into your deck and reshuffle. When drawn, place it in the Monster zone.
New Monster
Brinecross Slicer
- Strength
- 4
- Attack order
-



- When attacking, this Monster attacks a second time against the second strongest for damage.
- PDE: Reveal the top card of the OGD and place it back anywhere in the deck.
Ruins
New Ruins
Spite of the Fallen
- Strength
- 10
- All Minions gain the NGDE “If a card attacked this card, this Minion counterattacks before dying.”
- PDE: A UE of your choice becomes active until the end of your next turn.
New Ruins
Vault of Effigies
- Strength
- 7
- Ruins
- When a player plays a Spell with a CT, this Ruins captures its CT and triggers it for both players at the start of the player’s turn. This may only capture one CT at a time.
- NDE: Remove 6 UNT from any number of cards.
New Ruins
Galleon of the Dead
- Strength
- 10
- Ruins
- When a Curse is played, remove 1 UNT from each Land.
- PDE: Reveal cards until you find a Land. Place it in your hand and reshuffle the rest.
New Ruins
Stage of the Eternal Silence
- Strength
- 6
- Ruins
- As long as this Ruins is in play, PDE do not trigger.
- NDE: Trigger the card with the lowest PL NGDE without destroying the card. If the cards have equal PL then the players choose.
New Ruins
Desecrated Tomb
- Strength
- 4
- If this card is in play, TE, UE and ABL can’t be used.
- PDE: Triggers a PDE of your choice instantly without destroying the card. This does not work on the OG itself.
Wastelands
New Wasteland
Spectral Scar
- Strength
- 8
- Wasteland
- When an OGD is drawn, also draw a Minion.
- PDE: Place a Monster, Wasteland or Ruins of your choice back into the deck and reshuffle.
New Wasteland
Tainted Caverns
- Strength
- 12
- Wasteland
- 1 Minion draw
- Each player draws 1 card in their draw phase for each Minion at 3 or more stacks.
- PDE: Place 2 Monster back onto the top of the deck.
Curses
New Curse
Infestation
- Draw 3 Minion and place them in any number of player decks, then reshuffle. When those Minion are drawn they are placed in the Minion zone.
New Curse
Umbral Tempest
- Reveal 3 Minion. If 2 are the same, activate all Minion stacked effects until the end of the turn and discard the revealed Minion. If none are the same, play those Minion.
New player cards
Heroes
New Hero
Wandering Nomad
- Any player may allocate to this Hero. It counts as each player’s card, triggering and benefiting from their effects. It may attack only on its controller’s turn.
New Hero
Diligent Farmer
- If this Hero does not attack before the end of attack phase, all player Lands gain 1 unit.
Structures
New Structure
Grand Armory
- Base effect: The Hero above this Structure gains 1 UNT per turn in unit phase.
- UNT ≥ 10: This Structure is destroyed. Then each player draws 3 cards and every Hero gains 3 units.
Spells
New Spell
Stoic Resistance
- Enable 3 disabled cards. If the card is a Structure without a Land, this only lasts until the end of the owner’s next turn.
- Cost: Take 1 card from the top of your draw pile and put it in your discard pile.
New Spell
Gift of the Sea
- Take a card from your playspace and place a new one of any type. The new card is given the old card’s units.
Wording and readability
- Druid
- Forest
- Plains
- Desert
- Tundra
- Hallowed Ground
- Cave
- Trading Post
- Grand Armory
- Crack Shot Musketeer
- Quicksand
- Field
- The Church of Desolate Dusk
- Banish from Existence
- Desperate Mage’s Shield
- Entangle
- Hypnotic Melody
- Militia
- Shardbrute
- Rotten Orchard
- Amplification Tower
- Infested Remnants
Minion stacking
Changed Land
Swamp
- When a Minion is destroyed: Gain 1 UNT, plus 1 more for each extra card in that stack.
Changed Land
Cave
- Gain 4 UNT in unit phase. This number is reduced by 1 for each unique Minion in play. It cannot go below 0.
Changed Hero
Royal Knight
- When this card is placed: Destroy a Minion stack.
Changed Hero
Iron Sentinel
- When this Hero destroys a Minion: An allied card of your choice gains 1 UNT, plus 1 more for each extra card in that stack.
Changed Spell
Counter Offensive
- Gain UNT equal to the number of cards in all Minion stacks. Split them among any number of player cards.
Maw
- When this Monster attacks: Destroy all Minion to its left, then attack once for each card in those stacks. At the end of the OG turn, move this Monster to the rightmost end of the row.
Changed Monster
Ravager
- Destroy a Minion stack controlled by the OG.
Changed Monster
Fathomless Collective
- This Monster has 2 PL for each card in all Minion stacks to its right.
Changed Wasteland
Husk
- Destroy a Minion stack controlled by the OG.
Changed Ruins
Abyssal Domain
- Destroy a Minion stack controlled by the OG.
Old God changes
Changed Old God
Boagtet, God of Rot
- Draw 1 Minion and 2 Old God cards.
- Effect: If there is only 1 player, NGDE do not trigger and the OGD is shuffled, split, and half is removed.
Neth
- Draws 1 additional OGD per 4 Hero cards in play.
Minion changes
Changed Minion
Grubling
- This effect was a bit confusing at a glance, so it has been changed to make more sense.
- At 3 stacks this Minion gains the NGDE “Disable the card that destroyed this Minion.”
Monster changes
Changed Monster
Endmother
- Now attacks strongest instead of weakest, to synergise better with the Reaper Drone.
Changed Monster
Blightmite
- Strength increased to 5, but it now only deals 1 damage when attacking.
Changed Monster
Shade
- The defeated effect was confusing with cards like Whale Hunter, and I can’t remember why it even said “counter attack”, so it is simplified.
- If a card attacked this card, destroy the attacker.
Changed Monster
Spell Siphoner
- Renamed from Arcane Siphoner, to stop it overlapping with Arcane Abomination. Same card, same slot in Goz’lenha’s deck.
Wasteland changes
Changed Wasteland
Barrens
- Reworded for clarity.
- When one of your cards is destroyed: Trigger any 1 ABL for free, or gain any 1 TE benefits.
Changed Wasteland
Abyss
- Losing your god’s effect when defeating this card was just not fun, so its defeated effect has changed.
- Each player takes a card of their choice and places it back in their hand.
Land changes
Changed Land
Enchanted Grove
- This is proving very powerful in the Mage deck. Design philosophy wise I like Lands having some consistency, but I’m removing the base unit gen from this card.
- No longer has base unit gen of 1.
Changed Land
Quarry
- Quarry is very powerful, but the cost of keeping it active generally felt not worth it, so that cost is reduced.
- Unit effect now triggers at 3 units instead of 5.
Changed Land
Desert
- Desert used to have less unit gen than Tundra because you can have more Heroes. But because units are Hero locked when placed on them, those units are much less versatile. Trying 2 units instead to see how it feels. It may need the same treatment as Tundra if this is too powerful.
- All your Heroes gain 2 UNT in unit phase.
Changed Land
Sea
- Now clarifies that you can only put your own cards back in your hand, so you are not stealing other players’ cards.
Changed Land
Plains
- Now generates 1 unit normally and gains 2 extra if it has no Structure. This makes it more of a counterpart to Forest.
Changed Land
Frozen Woodland
- Reworded for clarity, and the unit generation is removed because of how powerful it is.
- When one of your cards is destroyed: Trigger any 1 ABL for free, or gain any 1 TE benefits.
Hero changes
Changed Hero
Reckless Spell Blade
- Spell Blade is pretty awesome but definitely feels situational and under used. It needed a little something to feel complete. Not sure this is the right call, but we’re trying it.
- Now has a base effect: This Hero gains 1 UNT for every 2 Spells in your discard pile during unit phase.
Priest of the Purifying Light
- Priest is powerful, but the number of Monster death effects felt limiting. Now it works with any negative death effect.
- Base effect now works on all OG card types.
Changed Hero
Indomitable King
- The King was interesting but pretty confusing in an actual play session, so it is much simpler now and should help end the game faster.
- Unit effect, UNT ≥ 10: When this Hero attacks it loses no units.
Changed Hero
Iron Sentinel
- When this Hero destroys a Minion: An allied card of your choice gains 1 UNT, and an additional unit per stack.
Changed Hero
Deceptive Shapeshifter
- This card brought up some weird interactions with cards like Village, so now it occupies the zone the card would be played in. It also synergises with the Goddess of Creation better than it did.
- Base effect: When played, this Hero may mimic a Hero, Structure or Land in your hand and is placed in that zone. The effect ends if that card is played.
- Ability: Discard a card. This card may be replayed and mimic a new card. All UNT are kept on this Hero.
Changed Hero
World-Studied Wizard
- Slight wording fix to be consistent.
- When this Hero defeats a Monster, Wasteland or Ruins: Draw a card.
Changed Hero
Crack Shot Musketeer
- This ability was simplified because it was confusing.
- Destroy a Monster or Minion: Disable this Hero.
Changed Spell
Send Reinforcements
- In practice the old side effect was confusing, so it is simplified.
- When this card is played: Discard a card.
Structure changes
Changed Structure
Qanikthar Airship
- A really good effect, but it felt costly to use in most decks. The cost is reduced so it gets used more often.
- 1 base unit gen.
- Ability cost reduced to 2.
Changed Structure
Wastelock Fortress
- This felt weak when first played compared to other Structures, so now you get a benefit the moment you play it. It also plays towards benefiting allies, which I want more of.
- Base effect: All players’ cards gain 1 UNT before they attack.
Changed Structure
Trading Post
- Unit requirement lowered to 4 and reworded for clarity.
- Unit effect, UNT ≥ 4: Gain 1 UNT for every player Structure in play during unit phase.
Changed Structure
Witches Hut
- Now says “player cards”, meaning units can be moved onto allies’ cards.
- When UNT are generated by a TE, those UNT may be placed on any number of player cards instead.
Changed Structure
Butcher
- This felt a little weak, so it is more powerful now, at a cost.
- Base effect: When units are moved off this card, it is disabled.
- Triggered effect: When any card is destroyed: Gain 1 UNT.
Changed Structure
Waste Haven
- Powerful, but it felt lacklustre, so now it has a strong base effect.
- When the Hero placed above this Structure is destroyed, this card gains UNT equal to half the UNT it had, rounded down.
God changes
Changed God
Abrial, Goddess of Creation
- All Structures with an ABL may activate for free when placed, whether or not they have a Land underneath.
Premade decks
Changed God
Ulruin, God of Altruism
- Musketeer replaced by Priest
- Beast Tamer replaced by Mad Scientist
- Divination replaced by Stoic Resistance
Changed God
Imtris, Goddess of Devotion
- Priest replaced by Merchant
- Paladin replaced by Beast Tamer
Changed God
Arlyn, God of Magic
- Pyromancer replaced by Paladin
Changed God
Elian, Goddess of The Harvest
- Merchant replaced by Farmer
- Cognitive Enhancement replaced by Gift of the Sea
Changed God
Silas, God of Destruction
- Assassin replaced by Musketeer
Changed God
Mal, God of War
- Mad Scientist replaced by Nomad
- Army Camp replaced by Armory
