A shift in the Rift… balance changes have arrived.
Today, we’re rolling out our latest balance update, bringing buffs and tweaks to a variety of hordes. A huge thank you to our dedicated community on Discord, your feedback has helped shape these changes, and we’re excited to see how they impact your deck-building and strategy.
To start, Celts, Yokai, and Wretched Mortals are getting a well-deserved boost to their foundations. Their common cards have been strengthened slightly, giving them a better foothold in the Rift.
Celts
Caoineag - 2/10 - 2/14
Buggane - 3/21 - 3/24
Knocker - 3/22 - 3/25
Yokai
Yama Uba - 2/10 - 2/12
Tsuchigumo - 4/30 - 4/31
Kamaitachi - 4/31 - 4/32
Nukekubi - 4/32 - 4/33
Wretched Mortals
Abe no Seimei - 6/34 - 5/43
Sawney Bean Clan - 6/35 - 5/44
Roger Bolingbroke - 6/36 - 5/45
Hans the Werewolf - 7/45 - 6/55
Aleister Crowley - 8/55 - 7/64
Count of St. Germain - 8/55 - 7/65
North American
Now for the big one - North American and Witches decks. While we’ve seen some incredible builds and high scores, it’s clear from your feedback that adjustments were needed. Witches decks have been reigning supreme, so we’ve made a slight tweak to their ability to bring them more in line with other options - still strong, just more balanced.
The Salem Witches
Original: On Draw, for every turn you have lost this game, your Rare North American cards, wherever they are, gain +25 Attack permanently.
New: On Draw, for every turn you have lost this game, your Rare North American cards, wherever they are, gain +25 Attack until played.
Nordic
The halls of Valhalla have also seen change. The Nordic horde receives an all-around power boost, alongside key card adjustments. And Jormungandr? It now carries an even heavier punch.
With Nordic’s high-energy playstyle in mind, we’ve also adjusted Valhalla’s ability, giving you better control over your mana as you command the battlefield.
Valhalla
Original: At the start of each turn, a random card in-hand with 7 or more Base Mana gains +15 Attack this turn.
At the start of each turn, your Upgraded cards with 7 or more Base Mana gain an additional +10 Attack this turn.
New: At the start of each turn, a random card in-hand with 7 or more Base Mana costs -1 Mana this turn.
At the start of each turn, your Upgraded Nordic cards gain an additional +10 Attack this turn.
Jörmungandr
Mana/Attack: 4/40 - 7/70
Dökkálfar
Original: When returned to your deck, your cards with 80 or more Base Power, wherever they are, gain +10 Attack next turn.
New: When returned to your deck, your cards with 80 or more Base Power, wherever they are, gain +18 Attack next turn.
Huginn and Muninn
Original: When returned to your deck, your cards with 90 or more Base Power, wherever they are, gain +10 Attack next turn.
New: When returned to your deck, your cards with 90 or more Base Power, wherever they are, gain +18 Attack next turn.
Ljósálfar
Original: When returned to your deck, a random card in your deck with 8 or more Base Mana gains +20 Attack next turn.
New: When returned to your deck, a random card in your deck with 8 or more Base Mana gains +50 Attack until played.
Sleipnir
Original: When played in the centre slot, your cards adjacent to this gain +25 Attack this turn.
New: When played in the centre slot, your cards adjacent to this gain +30 Attack this turn.
Fossegrim
Original: When played, your cards in-hand gain +20 Power this turn.
New: When played, your cards in-hand gain +24 Power this turn.
Thank you!
As always, we appreciate all the feedback from our incredible community. If you have thoughts on these changes or on Eerie Worlds, we’d love to hear from you—join us in our Discord!
The Rift has shifted, and new possibilities await.
Happy Rift Hunting!
A shift in the Rift… balance changes have arrived.
Today, we’re rolling out our latest balance update, bringing buffs and tweaks to a variety of hordes. A huge thank you to our dedicated community on Discord, your feedback has helped shape these changes, and we’re excited to see how they impact your deck-building and strategy.
To start, Celts, Yokai, and Wretched Mortals are getting a well-deserved boost to their foundations. Their common cards have been strengthened slightly, giving them a better foothold in the Rift.
Celts
Caoineag - 2/10 - 2/14
Buggane - 3/21 - 3/24
Knocker - 3/22 - 3/25
Yokai
Yama Uba - 2/10 - 2/12
Tsuchigumo - 4/30 - 4/31
Kamaitachi - 4/31 - 4/32
Nukekubi - 4/32 - 4/33
Wretched Mortals
Abe no Seimei - 6/34 - 5/43
Sawney Bean Clan - 6/35 - 5/44
Roger Bolingbroke - 6/36 - 5/45
Hans the Werewolf - 7/45 - 6/55
Aleister Crowley - 8/55 - 7/64
Count of St. Germain - 8/55 - 7/65
North American
Now for the big one - North American and Witches decks. While we’ve seen some incredible builds and high scores, it’s clear from your feedback that adjustments were needed. Witches decks have been reigning supreme, so we’ve made a slight tweak to their ability to bring them more in line with other options - still strong, just more balanced.
The Salem Witches
Original: On Draw, for every turn you have lost this game, your Rare North American cards, wherever they are, gain +25 Attack permanently.
New: On Draw, for every turn you have lost this game, your Rare North American cards, wherever they are, gain +25 Attack until played.
Nordic
The halls of Valhalla have also seen change. The Nordic horde receives an all-around power boost, alongside key card adjustments. And Jormungandr? It now carries an even heavier punch.
With Nordic’s high-energy playstyle in mind, we’ve also adjusted Valhalla’s ability, giving you better control over your mana as you command the battlefield.
Valhalla
Original: At the start of each turn, a random card in-hand with 7 or more Base Mana gains +15 Attack this turn.
At the start of each turn, your Upgraded cards with 7 or more Base Mana gain an additional +10 Attack this turn.
New: At the start of each turn, a random card in-hand with 7 or more Base Mana costs -1 Mana this turn.
At the start of each turn, your Upgraded Nordic cards gain an additional +10 Attack this turn.
Jörmungandr
Mana/Attack: 4/40 - 7/70
Dökkálfar
Original: When returned to your deck, your cards with 80 or more Base Power, wherever they are, gain +10 Attack next turn.
New: When returned to your deck, your cards with 80 or more Base Power, wherever they are, gain +18 Attack next turn.
Huginn and Muninn
Original: When returned to your deck, your cards with 90 or more Base Power, wherever they are, gain +10 Attack next turn.
New: When returned to your deck, your cards with 90 or more Base Power, wherever they are, gain +18 Attack next turn.
Ljósálfar
Original: When returned to your deck, a random card in your deck with 8 or more Base Mana gains +20 Attack next turn.
New: When returned to your deck, a random card in your deck with 8 or more Base Mana gains +50 Attack until played.
Sleipnir
Original: When played in the centre slot, your cards adjacent to this gain +25 Attack this turn.
New: When played in the centre slot, your cards adjacent to this gain +30 Attack this turn.
Fossegrim
Original: When played, your cards in-hand gain +20 Power this turn.
New: When played, your cards in-hand gain +24 Power this turn.
Thank you!
As always, we appreciate all the feedback from our incredible community. If you have thoughts on these changes or on Eerie Worlds, we’d love to hear from you—join us in our Discord!
The Rift has shifted, and new possibilities await.
Happy Rift Hunting!
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