Dawn Cantor: permanent Mastery
His Active permanently grants one friendly unit on either other front +1 Mastery. His own front is excluded. His separate Aura still gives Blur this round to the first qualifying Soldier or General played on his front after Aura deployment each round; its existing exclusions remain.
Enlightened Druid: Transmute 1
Transmute transfers 1 existing Mastery to another friendly unit on either other front. It costs 0 AP, is once per round and ends your turn. Transferred points retain their original expiry and Aura coverage requirements and do not count as newly generated Mastery.
Judgement: lasting Attack reduction
Permanently grant one enemy unit -3 Attack, floored at 0. The separate friendly payer still spends 1 Mastery.
Light Weaver: 2/6 confirmed
Light Weaver remains 2 Attack and 6 Stamina; these stats were already in the previous staging release.
Whip Light: Normal speed
Whip Light is now a Normal Tide.
Enlightened Archer: Transmute 2
Transmute transfers 2 existing Mastery to another friendly unit on either other front. It costs 0 AP, is once per round and ends your turn. Transfer retains the same duration, Aura-source and non-generation rules as other Transmute abilities.
Heavens Keeper: 1/4
Base Attack and Stamina are now 1/4. Its first-Tide trigger is unchanged.
Starlight Raider: 7 AP and Transmute 3
Costs 7 AP and has Transmute 3, targeting another friendly unit on one chosen front, including its own. At round start, gain only the Mastery missing from 3. This happens once at round start, not whenever Mastery is spent. Ordinary automatic Power Up still applies.
Allfather: Mastery comparison
Clash damage taken is reduced by the positive difference between Allfather’s Mastery and the opposing participant’s, captured at clash start. Its Aura gives friendly units on its front Anointed 1 while their current Mastery matches its own.
Blinding Light: 9 AP
Costs 9 AP and disables all enemy battlefield units this round. It remains a Slow Tide and no longer uses the old rotating Aura-suppression effect. Protected CHQ Commanders remain excluded.
Light Warden: Blur and Transmute 2
Loses printed Fast. Its selected Passive immediately gives it Blur while active. Its Active is Transmute 2 to another friendly unit on one chosen front, including its own. Its separate selected Aura is unchanged.
Luminary Elder: 3/6 and Anointed 3
Base Attack and Stamina are now 3/6, with Anointed 3.
Light Crawler: free self-Relocate
Replaces Transmute with a free, once-per-round self-Relocate to a normal legal empty slot on any front outside enemy territory. This ends your turn.
Luminary Knight: lasting clash growth
Its existing higher-Mastery clash-start effect now permanently grants +3 Attack. Each qualifying clash can grant its own increase.
Sylvara Swiftwind: battlefield support
When deployed with her Passive selected, permanently gain 1 Mastery for each friendly non-Commander battlefield unit, including herself. Her selected Aura gives allies across the battlefield Blur while active. Her selected Active initiates a normal direct clash with an enemy battlefield unit, including an exposed enemy Commander, without movement or Advance credit. Protected CHQ is excluded.
Final Revelation: empower the draw pile
Permanently grant Blur, Luminous and Anointed 1 to friendly unit cards currently in your draw pile. This replaces the entire previous effect: no battlefield grant or later Advance-damage rider remains.
Herald of the Ascended One
Herald of the Final Dawn is renamed Herald of the Ascended One and becomes 7/15, with its Aura and printed Blur and Luminous removed. Its new 0 AP, once-per-round, turn-ending Active deals damage equal to your actual Power Up events this game to one enemy unit, defence line or exposed enemy Commander. Doubled reward packages do not count as extra events.
Pyre Rebirth retired
Pyre Rebirth leaves current availability. Its definition, ownership and historical records are preserved; saved cards are not automatically replaced.
Pit Brute: 6/6
Base Attack and Stamina are now 6/6.
Battering Ram Crew: Assault 1
Replaces Pierce with Assault 1.
Warband Champion: permanent kill growth
Permanently gain 1 Attack for each enemy unit it kills. Ordinary true-death and Reanimate ordering still apply.
Ruinmarch Behemoth: three-front Advance
Loses Luminous. Its Aura gives friendly battlefield units Assault 3. Once per round, its Active commits free Advances in Left, Middle, Right order without spending Advance tokens. Each front uses the updated state and normal restrictions; blocked fronts are skipped and terminal results stop the sequence. Once committed, it continues if Ruinmarch dies and completes only one action and turn.
Quick Study: 3 AP
Costs 3 AP and retains Quick speed.
Forced March: Normal speed
Forced March is now a Normal Tide.
Mercenary Captain: 6 AP
Costs 6 AP. Its Active can target one friendly unit on one chosen front, including its own. Its existing activation payment, once-per-round timing and temporary Attack increase remain unchanged.
Resupply: three resources
Draw 1 card, generate 1 standard Conscript in CHQ, and gain 1 Advance token up to the normal cap of 3. The Conscript is not deployed for free.
Ash Guard: Assault 1
Replaces Scorched with Assault 1.
Scarvenger and Spellsword Veteran: Scorched
Scarvenger replaces Assault 2 with Scorched 2. Spellsword Veteran replaces Assault 1 with Scorched 1.
Guild Assassin: Assault removed
Loses Assault; its other rules remain unchanged.
Sabotage: lasting hand costs
Permanently add 1 AP to the payable cost of each physical card currently in the opponent’s hand. Repeated casts stack on cards still present, and those cards retain the increase after changing zones. Later arrivals are unaffected by earlier casts. Printed AP, ability ranges and already-paid queue costs do not change.
War Bonds: 4 AP, Normal speed
Costs 4 AP and becomes a Normal Tide. Its discard cost and two-Advance-token effect remain unchanged.
Ranger for every Archer
Skirmish Archer, Enlightened Archer, Enchanted Archer, Skeleton Archer and Gloam Archer gain printed Ranger.
Ember Pikeman: Ranger removed
Loses Ranger; its other rules remain unchanged.
Tech Sniper: Ranger
Gains Ranger while retaining its other effects.
Soul Reaper: named Skeletons
Its existing owner-wide current and future Skeleton base progression also covers Skeleton Warrior, Skeleton Archer, Skeleton Militia and Skeleton Guide, alongside Skeleton Conscripts. Wounds, caps and ownership are preserved, without counting the same upgrade twice through transformation.
Data Weaver: 2/1
Base Attack and Stamina are now 2/1. Cost, Mastery, skills and keywords are unchanged.