What's new in Infinity Wars 2014: Animated Trading Card Game 2.2.0f

Jan 23, 2017
  • Ranked rewards not being received by players.
  • Bug with draft leaderboard’s automatic reset.
  • Chat effect not illuminating when receiving a new chat.
  • Layering issues with Trade and Chat interfaces.
  • Bugged Card Fixes:
  • Desync caused by Rock Chucker and Ixxi.
  • Peaceful Garden makes attacking characters heal player’s fortress if Peaceful Garden makes the attacking card’s -attack less than 0.
  • Enyah as commander duplicates other commander cards in Deck Builder.
  • Logorithmatron able to be targeted by Junkyard.
  • Marina does not revive targeted character when both cards die at the same time.

New in Infinity Wars 2014: Animated Trading Card Game 2.1.3f (Nov 14, 2016)

  • Fixed Time for Fun! only giving Character cards.
  • Counterspell and Daclerius's Edict now properly only counter the first Ability card each turn.
  • Fixed a bug with Evict that would put the targeted card in your hand.
  • Fixed a bug where Helix Worm wouldn't trigger at all.
  • Lucca now gives Shield 1 for only one turn, as stated on the card.
  • Fixed some framerate issues with playing Rancid with a large graveyard.
  • Martyr of Chaos now has the text clarifying it can only be used while in play, like the other Martyr cards.
  • Xi, Martyr of Peace now has the Angel subtype, as has been pointed out she was missing it.
  • Soldier of Purity and Cheryl, the Forward Scout now once again properly remove cards from the top of the graveyard, rather than the bottom.
  • Fixed a bug where Once Was Clean's health would reset back after one turn if it was overcharged.
  • Updated Rock Chucker's text to be more accurate.
  • Various issues with new avatars fixed.
  • Fixed a major issue where Kyrallic, Origin Of The Virus caused serious lag/game freezes on all turn resolutions. We have re-coded the card from scratch; it is now optimized and the frame lock-up is gone

New in Infinity Wars 2014: Animated Trading Card Game 2.1.3 (Nov 8, 2016)

  • Rebellion Wave 4 cards have been pre-loaded into the client. They are currently hidden in the deckbuilder, and will be unlocked for viewing when Rebellion is released on November 12th. This will make it so we have little to no downtime at all when Rebellion's full set goes live.
  • Added a red "X" marking to show on cards during the resolution phase. This happens when a targeted ability misfires on its target. For example, if you play Demonize on a character that stays in the Support Zone that turn, the Demonize card will have a large red X across the card to indicate that the ability failed to transform the character.
  • Enabled Mega Unit 1's second ability (direct damage) to allow soft-targeting.
  • Bug Fixes:
  • For final card balancing, Taiga will be once again able to buff herself from her ability in 1/1 increments.
  • Tailored Knight's overcharge effect will now grant Shield 1 and +3/3
  • Death Blast: "Unique" status removed (if a copy is in your graveyard, you can play another copy right away). In addition, it now works off a maximum of 10 creatures in the graveyard rather than an unlimited number. It will attempt to take the top 10 characters from the graveyard, so if you have less than that the damage will be reduced accordingly. Still 2 damage per character removed from the graveyard.
  • Fixed a discrepancy in the text of Invincible Soldier regarding "0" damage counting as damage or not. In the game code, 0 damage doesn't trigger special card traits such as the morale drain from Invincible Defender. The function is intentional, so we have updated the card text to say: "If Invincible Defender loses health due to combat damage and survives, the player that dealt damage loses 4 morale." This change will probably carry over to other cards that have this condition, such as Spirit of the Ancient Guardians.
  • Aberion, Ascended should no longer appear as a draft pick when a player's deck purities do not match it. Gao Han, Champion of Warding is also affected.
  • Fixed a bug where the store overlay persisted on the screen, even when changing to different menus.
  • Fixed a bug where daily login rewards were sometimes not being awarded to players at random.
  • Fixed a bug where, in Fixed Deck mode, the deck selection interface was malfunctioning. The screen has been repaired.
  • Fixed a bug where sometimes a match did not record a win or loss for the player properly in Draft and Ranked mode.
  • Fixed a bugged interaction between Evolving Parasite and Bromich, Field Commander.
  • Fixed a bug where a character took full damage on the same turn that it was affected by both Zunshen, The Resolute General and Xi, Who Honors The Many simultaneously.

New in Infinity Wars 2014: Animated Trading Card Game 2.1.2 (Oct 11, 2016)

  • Added game feature: Daily Missions. These are randomized objectives you can complete by playing the game normally. By doing things such as completing a few PVP matches, or killing X characters, you can get bonus rewards! Missions refresh daily. The current reset time is 9am IWT, and is a tentative timing.
  • Rebellion Wave 3 cards are available to access early! They are available in a new Preview Penta-Pack.
  • As a modified Collection Penta-Pack, here is the card distribution:
  • Card 1: Guaranteed Wave 1 OR Wave 2
  • Card 2: Guaranteed Wave 3
  • Card 3: Collection Rare or higher
  • Card 4: Collection Common or higher
  • Card 5: Collection Common or higher
  • The Login Screen "message" is now revised. When clicking "Log in" the player will now be shown the individual steps. The loading of player profile data, such as decks and card library will now be displayed one operation at a time. For players who have trouble logging in, knowing which message the login screen "stops" at will now help us narrow-down issues related to login.
  • Known issues slated for next-day patching on October 12th:
  • Overlay bug when opening a trade window while viewing the Card Backs or Battlefields section of the store. To work around this, please go to a non-store menu page before entering a trade.
  • Slight visibility issue where the IP amount on Mission cards overlaps the background emblem with the same border color. Sizing will be adjusted.

New in Infinity Wars 2014: Animated Trading Card Game 2.1.1 (Aug 23, 2016)

  • Wave 2 of Rebellion has been released! 14 new cards enter the mix in Draft, Normal play, and private games between players. They will become ranked legal in about a week or two.
  • Rite of Rage now reads: “The first time target Character would take non-combat damage this turn, prevent that damage and it gains +5/+5 instead.”
  • Tech Knight is now a 7/8, up from a 6/7. This change is intended to make the card less of a “feel-bad” pick in draft.
  • Forerunner of the Champions is now two purity, since all Champions the card works with are two purity and it was cluttering up single purity Overseers draft picks.
  • Rita, Mistress of Shadow will no longer be able to redirect damage to cards she created but have since been transformed into new cards.
  • Engine of Reincarnation now waits until the end of the turn to raise and transform its cards. This fixes an interaction with Unstoppable characters. Previously, a card raised by Engine of Reincarnation would not be considered dead for the purposes of Unstoppable characters, since the card never left play.
  • Purify can now only target cards in the opponent’s graveyard. Combined with some new mechanics in Rebellion, Purify leads to degenerate combos when used on yourself. Additionally, having the game come up with popup boxes to ask which player you want to target when 99% of the time it’s obviously the opponent is a design we try to avoid in modern cards, so we’re happy to update Purify in this way. We’re aware that at very high levels of play there are certainly cases where using Purify on yourself is the correct course of action, and losing that flexibility is a bit unfortunate, but to make the overall balance and gameplay experience of the game better, we’ve changed Purify to only target the opponent.
  • Academy text has been optimized to remain visible for longer.
  • Tranquil Swarmer’s description has been changed to reflect the card’s intended ability. Tranquil Swarmer’s previous description did not include the card's ability to give other insectoids Vigilance.
  • Removal of Russian text interface.
  • Addition of Simplified Chinese text interface.
  • Updated PvE map interface to include faction-specific icons above each mission
  • Several cards have been modified from the draft pool in our continuous efforts to balance it:
  • Hehkeem, The Corrupted is no longer offered as a commander.
  • Evolving Parasite is no longer offered as a commander.
  • Zombie Scavenger has been moved from Common to Uncommon.
  • Plaguebearer has been moved from Common to Uncommon.
  • Infected Pack Leader has been moved from Uncommon to Common.
  • Drag Down has been moved from Uncommon to Common.
  • Gift of the Passing has been moved from Common to Uncommon.
  • Denial of Flight is no longer offered in draft.
  • Weaponize is no longer offered in draft.
  • Give Him a Jetpack! has been moved from Uncommon to Common.
  • Zom-b-Gone has been moved from Uncommon to Common.
  • Flame Dawn Commando has been moved from Uncommon to Common.
  • Dive is no longer offered in draft.
  • Denial of Advancement is no longer offered in draft.
  • Angelic Veil is no longer offered in draft.
  • Tempus, Champion of Patience has been moved from Uncommon to Common.
  • Heaven’s Assistance has been moved from Uncommon to Common.
  • Denial of Surprise is no longer offered in draft.
  • Reflective Shield is no longer offered in draft.
  • Rubble Golem has been moved from Uncommon to Common.
  • Summoner of the Deep has been moved from Common to Uncommon.
  • Demoralize has been moved from Uncommon to Common.
  • Battlefield Scavenger has been moved from Common to Uncommon.
  • Vengeful Warrior is no longer offered in draft.
  • Honorable Farewell is no longer offered in draft.
  • Prayer of the Dragon is no longer offered in draft.
  • Suppress is no longer offered in draft.
  • Find Your Way is no longer offered in draft.
  • Lingbao’s Will has been moved from Uncommon to Common.
  • Radariah is no longer offered in draft.
  • Wealthy Noble is no longer offered as a commander in draft.
  • Field Engineer is no longer offered in draft.
  • Gather Thoughts is now offered in draft.
  • Recycle is now offered in draft.
  • Bug Fixes:
  • Completed quests not showing completed quest icon and not providing proper rewards.
  • Game crashes related to killing Cyber Infested Dragon and Endless Horde.
  • Upon completing Flame Dawn 5 & Warpath 5 campaign, game crashes and completion does not register.

New in Infinity Wars 2014: Animated Trading Card Game 2.1.0 Hotfix D (Aug 8, 2016)

  • Changed some behind-the-scenes values for draft matchmaking so that high-MMR players and/or players with a high current run wouldn’t face absurdly long queue times.
  • Fixed a bug where Ixxi wouldn’t automatically play himself from the Command Zone.
  • Fixed a bug that caused gold borders to not show up properly when drafting.
  • Updated the icons in the campaign menu to be unique per faction.
  • Fixed a bug where players were able to see what the opponent drew using the Battle Log.
  • Fixed a bug where instructional text during Academy Missions would disappear too quickly.
  • Fixed a broken link to Facebook in the main menu

New in Infinity Wars 2014: Animated Trading Card Game 2.1 (Jul 19, 2016)

  • Rebellion Wave 1 has been released! These 8 new cards will be the first of four installments from the new Rebellion set. In total, the set will include ~100 cards. New Rebellion PentaPack can be purchased in store and guarantees the drop of one of the following new cards in addition to another Rare or above card
  • Tullio, the Duelist (Flame Dawn)
  • Taiga, Apprentice Architect (Genesis Industries)
  • Shockwave Giant (Warpath)
  • Death Blast (Cult of Verore)
  • The Impervious (DoD)
  • Gabrielle, the Torch in the Dark (Overseers)
  • Ixxi, the Annoying (Exiles)
  • Super Infectious Zombie (Sleepers)
  • Rebellion Wave 1 cards will be Draft legal upon launch and is planned to be Ranked legal shortly after launch. For Draft mode, the following rules will apply to Rebellion Wave 1 cards
  • Legal in both command and deck
  • Tullio, the Duelist (Flame Dawn)
  • Taiga, Apprentice Architect (Genesis Industries)
  • Shockwave Giant (Warpath)
  • Gabrielle, the Torch in the Dark (Overseers)
  • Ixxi, the Annoying (Exiles)
  • Super Infectious Zombie (Sleepers)
  • Legal in deck only
  • The Impervious (DoD)
  • Death Blast (Cult of Verore)
  • Weekly Draft Leaderboard rewards have been expanded from Top 50 spots to Top 100. Weekly Leaderboards will reset with the following rewards:
  • 1st: 3 Infinity Border cards (1 x common, 1 x uncommon, 1 x rare or above) (soulbound) + 3 Gold Rare or above + 5 Collection Pentapacks
  • 2nd thru 5th: 2 Gold Rares or above + 5 Collection Pentapacks
  • 6 thru 25: 1 Gold Rare or above + 5 Collection Pentapacks
  • 26 thru 50: 1 Gold Rare or above + 3 Collection Pentapacks
  • 51 thru 75: 1 Gold Uncommon or above + 2 Collection Pentapacks
  • 76 thru 100: 1 Gold Common or above + 1 Collection Pentapack
  • We have increased the IP reward for each completed game by 100%, enabling players to earn IP twice as quickly!
  • Introducing the first iteration of the Battle Record feature. Players will be provided with a turn by turn history of all actions and movements taken by both the player and opponent. This battle log will also allow players to track the fortress and morale damage that they have both given and received each turn. We will continue to enhance the Battle Record feature to include more information in upcoming updates.
  • Matchmaking will now take into account player level when pairing two players.
  • We've brought back the option for newer players to select to only be paired with other newer players when queueing for Normal matches.
  • Language Update - Addition of Simplified Chinese localization
  • User Interface Changes/Optimizations:
  • Trade interface optimization. Players can now view their soulbound cards in the trade interface (marked with a lock) so that they don't need to exit from trade to check their soulbound cards. Offers for trade are now limited by the number of cards available for trade; previously, players could offer to trade up to eight cards, even when less than 8 were owned. We have also fixed a bug in the trade filter that prevented players from filtering their own cards by factions.
  • Addition of an "OWNED" icon over previously purchased "one-time purchase items" such as avatars and battlefields. Players will no longer need to check their profile to know which battlefield, icon, or avatar they have already purchased. You can still purchase additional copies of these owned items and gift to other players.
  • Memory optimization for Deck Builder interface. This should help to reduce the occurrence of game crashes inside of the deck builder due to out of memory errors.
  • Bug Fixes:
  • Fixed a bug that allowed Draft players to be matched immediately with the same player from the previous match. Draft queues will now try to match players as best it can vs a new opponent and only allow matching against the same player after a certain cool-down period.
  • Other Miscellaneous bug fixes

New in Infinity Wars 2014: Animated Trading Card Game 2.0 (Jun 15, 2016)

  • Store Experience:
  • Item previews for all items in store
  • Items in your inventory now stack automatically.
  • All new store interface with the following sections: Featured Items, Card Packs, Decks, Avatars, Card Backs, Battlefields, Miscellaneous
  • Game Experience:
  • Addition of Fixed Deck Arena, catered to new players.
  • Campaign experience expanded, with four faction trials and 21 missions; campaign map given a visual overhaul to convey the concept of parallel realities on a single world.
  • Better user feedback for rewards at the end of a match.
  • (Draft) Cards in Drafted Deck will now enlarge on mouse-over for easy viewing
  • (Draft) Alphabetical sorting for tied scores removed. Replaced with new sorting method: First person to attain a given score (say, 27 wins), will always be ranked highest for that score. The second player to score 27 wins will rank directly under them, then the third player to get 27 wins, and so on.
  • Miscellaneous:
  • New login screen, with less wait time to login.
  • Performance optimizations
  • Optimized a lot of the client slowdown that was occurring when logging in or receiving new cards.
  • Removed the Alternate Modes button in the Constructed tab. Less than .1% of players were using the alternate modes, so they are being removed for now. Know that we want to preserve pauper in the meantime, players can still check deck legality for pauper status and arrange those match types with their opponents in a custom game.
  • Fixed a minor spelling mistake in Flame Dawn Fanatic’s text.
  • Fixed a minor grammar mistake in Rita, Shadow Priestess’s text.
  • Updated Aberion’s Banner’s text to clarify that the buff only happens once even if the character attacks multiple times in one turn.
  • Updated Infest’s text to clarify that a character is only created if the target dies to Infest.
  • Bug Fixes:
  • Updated the networking protocols to match the version our cloud server hosts were using, fixing several issues with game invites and slow matchmaking.
  • Tome of the Dead will now properly interact with Undisturbed Necropolis (as well as several other cards).
  • Fixed a rare desync caused by Mass Death.
  • Fixed a bug where other players would not see your updated title and avatar if changed after logging in, but rather always see a snapshot of what they were when you first logged in.

New in Infinity Wars 2014: Animated Trading Card Game 1.5.0 (Apr 12, 2016)

  • New Features:
  • Cultivated Draft and the Desync Trap have now been implemented!
  • With cultivated draft, the drop rate for premiums and epic/legendary cards have been increased. As such, the cost to buy a deck in Draft has been moderately increased but will still reduce with each win, becoming free to purchase after 33+ wins, the same as before.
  • Cards NOT available as commanders:
  • Bounty Hunter
  • Demon Hunter
  • Spec Op
  • Defense Golem
  • Field Engineer
  • Martyr Golem
  • Mortar Cannon
  • Shikana, Who Demands Tribute
  • Jubalia, the Messenger
  • Tech Knight
  • Rita, Mistress of Shadow
  • Daode, Sage of Strength
  • Yaunshi, Sage of Ferocity
  • Emberstarter
  • Aleta, Immortal Tinkerer
  • Unstable Bomb Bot
  • Logarithmatron
  • Aleta, Immortal Caretaker
  • Hunted Dragon
  • Sydern
  • Flame Dawn Fanatic
  • Agent Coyle, Alpha One
  • Cartographer
  • Zuza, Angelic Siren
  • Aleta, Immortal Sufferer
  • Collector
  • Cards NOT available in deck, but available as commanders:
  • Aleta, the Traveller
  • Gao Han, the Stalwart
  • Radariah, the Untouchable
  • Cards NOT available in draft at all:
  • All swarmer cards
  • Bounty Hunter
  • Demon Hunter
  • Spec Op
  • Azael
  • Gather Thoughts
  • Solace's Gate
  • Honor Hill
  • Immolation Drone
  • Orion, Master Engineer
  • Shirazius the Cruel
  • Ultra Unit
  • Waste Chucker
  • Brimstone
  • Decrepit Crystal
  • Defender of the Realm
  • Enyah of the Endless Possibilities
  • Tithe Collector
  • Purify
  • Scramble
  • Temporary Mass Reality Shift
  • Uncontrolled Rift
  • Wheezer, Demon of Smog
  • Bad Bot
  • Conscripted Militia
  • Explore
  • Grave Rob
  • Soldier of Fortune
  • Mega Unit 01
  • Rita's Thrall
  • Shrine to the Heavens
  • Varyus, Master of Choice
  • Denial of Advancement
  • Redirect
  • Honorable Farewell
  • Cowmmando
  • Shattered Veil
  • Die Another Day
  • Ablaze
  • Boyo, Who Everybody Likes
  • Candit's Thrall
  • Emp Grenade
  • Single Combat
  • Filing Cabinet
  • Genesis Researcher
  • Power of the Underdog
  • Ruins of Veroria
  • Silfurstar
  • Deflect
  • Jailan, Guardian of Life
  • Misery Stone
  • Recycle
  • Shield Generator
  • Unfazed
  • Yobo, Who Nobody Likes
  • Card Balance Changes:
  • Rite of Rage (mostly when combo’ed with Fight) and Intimidating Rally (...when combo’ed with… the attack zone?) are both super strong cards. Both cards have been moved to double purity so that only decks that really are dedicated to that faction can use them, and their power is kept contained somewhat. We will continue to monitor these two cards closely and make further adjustments as necessary.
  • Rite of Rage is now double purity.
  • Intimidating Rally is now double purity.
  • Minor Changes:
  • Fixed many bugs which would lead to desync situations.
  • The code for loading card choices in draft mode has been rewritten to be more efficient and quicker.
  • Fixed a bug which would cause two characters transforming into the same alternate art at once would cause the game to crash (for instance, two Agent Coyle Alpha One using the same ability at once).
  • Fixed a bug which would cause the Global and Friend leaderboards to get mixed up if they were rapidly swapped between.
  • Created a system so that players don’t have to be kicked off the game anymore when a hotfix is released. (The servers will still be shut down for an extended time when an entirely new patch is released however.)
  • If Vasir, the Chained Prince ends up in the graveyard through an effect such as discarding, he will no longer be shuffled into the deck (previously he did despite what his text reads).
  • Fixed an issue where come into play abilities would not trigger if they happened due to another card’s effect at the start of the turn (For example, a Nysrugh the Hungry returning a Lucca would not trigger Lucca’s effect.)
  • The in-game options menu now says “Done” rather than “Cancel”, as that was confusing.
  • There is now an option in-game to turn off full versions of a card appearing if hovered over.
  • There is now an option in-game to move the camera to a card when clicking on it, rather than the default behaviour of the card moving to the camera.
  • Fixed a bug where clicking on a card just as the game moved into the resolution phase would get a card “stuck” on the screen.
  • Fixed a bug which caused Raa’s token generation to inconsistently trigger.
  • A copied Verorian Hydra will now have the proper stats.
  • Dehumanize now once again properly creates tokens with 0 morale cost.
  • Updated Klore’s text to clarify that his ability triggers upon directly attacking the enemy fortress, rather than when dealing damage. This is a text update only, the effect of the card remains unchanged.
  • Cards which have continuous effects while in play, (such as Azael, Lilariah, Blazing Swarmer, etc) will now correctly stop applying those effects if they are transformed into a different card.
  • Fixed a bug where a single Wheezer, Demon of Smog could only trigger once per game.
  • Fixed a bug with Overcharged Bolt where it would cause desyncs.
  • Fixed a bug where killing a Black Bind Witch with Mark of the Demon would cause a card execution error.
  • Fixed a bug where Infest was not properly creating a token on resolution.
  • Fixed an issue with Grave Rob making cards hidden when attempting to target cards beyond the first.
  • The AI in the Initiative academy mission will now properly have enough resources to cast Mass Death and will stop cheating.
  • Vasir, the Chained Prince’s popup text has been updated to be clearer to the opponent about the consequences of the choice they are making.
  • Returned button hover and click sounds to the main menu.
  • Fixed a longstanding bug which caused the frames of the drafted deck’s cards to be offset incorrectly.
  • Rarity Changes:
  • As part of our effort to cultivate draft into a better experience, we’ve been looking at certain cards and how often they appear in draft. As a result, some cards have adjusted rarity so they appear in draft at a more desirable rate.
  • Factionless:
  • Factionless cards tend to show up very often due to how the behind-the-scenes algorithms of choosing cards work. As a result, some situational factionless Common cards showed up far too often and have been moved up to Uncommon.
  • Contained Parallel Rift (Common -> Uncommon)
  • Vandalize (Common -> Uncommon)
  • Field Engineer (Common -> Uncommon)
  • Verore:
  • Verore had several niche cards that, while we are happy to have in draft, we don’t want being offered over and over when a lot of decks don’t want them. Because so many cards were moved up to Uncommon, some cards were moved down to Common to compensate, otherwise we found the Common picks to be too repetitive.
  • Void Split: (Common -> Uncommon)
  • Demoralize (Common -> Uncommon)
  • Devil’s Bargain (Common -> Uncommon)
  • Rubble Golem (Common -> Uncommon)
  • Verore Brute (Uncommon -> Common)
  • Anger of Veroria (Uncommon -> Common)
  • Flame Dawn:
  • Not a whole lot of changes here, but rather a single impactful one. Flame Dawn Commando is a super strong pick, and pretty much an auto-pick each time it comes up, especially when compared against other Commons. It’s been moved up to Uncommon so that nearly every Flame Dawn deck isn’t automatically running three, and so that players occasionally have the hard choice between it and another strong pick.
  • [li]Flame Dawn Commando (Common -> Uncommon)[/li]
  • Genesis Industries:
  • Much like Verore, Genesis had some niche picks that we’ve moved up to Uncommon. Additionally, Give Him a Jetpack! and Laser Cannon were coming up a little too often for such powerful cards (in draft, at least), and were also moved to Uncommon. Also like Verore, some cards were moved down to Common to compensate. The outlier here is Mechanism, which was previously a Rare and has been demoted all the way down to Common. This was done to give Genesis a low-cost, Common Artifact card they could reliably get and build around which was previously not really an option in draft, but is now a viable strategy with Weaponize also at Common.
  • Construct (Uncommon -> Common)
  • Weaponize (Uncommon -> Common)
  • Give Him a Jetpack! (Common -> Uncommon)
  • Laser Cannon (Common -> Uncommon)
  • Zom-B-Gone 4000 (Common -> Uncommon)
  • Overload (Common -> Uncommon)
  • Mechanism (Rare -> Uncommon)
  • Warpath:
  • Once again, situational cards moved to Uncommon, while some Characters that can form the basis of a solid deck moved to Common. One card to note that has been left alone is Fight! which is being left at Common, which we decided we like at Common because it gives Warpath some form of removal… but we have our eye on it.
  • Unstoppable (Common -> Uncommon)
  • Taunt (Common -> Uncommon)
  • Guard (Common -> Uncommon)
  • Track (Common -> Uncommon)
  • They Who Rampage (Uncommon -> Common)
  • Descendants of the Dragon:
  • Not many rarity changes for this faction. The only odd card to see at Common was Resolve of the Dragon, which is a fairly high cost, situational card and really belongs at Uncommon.
  • Resolve of the Dragon (Common -> Uncommon)
  • Sleepers of Avarrach:
  • Feast on the Dead and Drag Down are pretty niche cards, and were cluttering up the Common picks (which should form the solid foundation of a deck), so both have been moved to Uncommon. The Common picks for Sleepers also needed a bit more variety, so Plaguebearer has been moved down to Common to promote Zombie tribal decks.
  • Feast on the Dead (Common -> Uncommon)
  • Drag Down (Common -> Uncommon)
  • Plaguebearer (Uncommon -> Common)
  • The Exiles:
  • For Exiles, two of their best removal cards were sitting at Common. Removal in general is being moved to Uncommon across the board (with the exception of Verore, who gets some limited removal at Common). To compensate, Alpha Demon has been moved to Common, which helps promote Demon tribal decks.
  • Wholesale Slaughter (Common -> Uncommon)
  • Spontaneous Combustion (Common -> Uncommon)
  • Alpha Demon (Uncommon -> Common)
  • Overseers of Solace:
  • Again, some cards which don’t belong are taken out of Common.
  • Serennia, Champion of Life (Common -> Uncommon)
  • Consecration (Common -> Uncommon)
  • Intervention (Common -> Uncommon)

New in Infinity Wars 2014: Animated Trading Card Game 1.4.12 (Mar 17, 2016)

  • General Changes:
  • Players will now get up to 1,000 XP for a win in PvP, up from 600 XP. This was done for two reasons. Firstly, we were receiving a lot of feedback from new players that the time taken to reach max level and get into Ranked Play was too long, so we’re adjusting the values so it’s a faster journey. Secondly, with the size of booster packs being reduced in this patch, the rate at which new players get cards would be much slower if left unadjusted, so we’ve increased the rate at which they get levels.
  • Introducing, Penta Packs! Each Penta Pack will consist of 5 cards, 1 of which is a guaranteed Rare+ card (the other 4 cards can also drop Rare+ but are not guaranteed).
  • The chances for getting an epic, legendary, or premium card in a Penta Pack has been significantly increased compared to those of the old booster packs.
  • There will be a minimum of 10 different kinds of Penta Packs available in the store at all times: the Collection Penta Pack, the Expansion Penta Pack, and 8 different Faction Penta Packs.
  • We may also introduce or rotate promotional Penta Packs that may, for example, have a better chance of dropping premiums, alt art, etc. These kinds of promotion packs will never be permanent and will change on a regular basis.
  • The price for the Collection Penta Pack and Expansion Penta Pack will be set at 150 LP or 3000 IP per pack. The price for each Faction Penta Pack will be set at a higher price of 300 LP and will not be available via IP purchase. Faction Penta Packs cost more because they allow players to draw from a much smaller pool of faction-targeted cards, allowing players to more easily acquire cards to complete a specific deck/combo.
  • The Daily Reward system has been readjusted to the following:
  • Day 1: 3 Random Commons or Greater
  • Day 2: 2 Random Uncommons or Greater
  • Day 3: 1 Random Rare or Greater
  • Day 4: IP/XP Boost (72 hours)
  • Day 5: 1 Collection Penta Pack & 1 Random Rare or Greater
  • The Rift Run Win rewards and Rift Run Leaderboard rewards have both been significantly improved to make Rift Running more attractive for players of all skill levels. Here is a sneak peek of the new leaderboard rewards (Note: all cards, except for Infinity Cards, will be tradable)
  • Position......Rewards
  • 1.................3 Infinity Border cards & 3 Gold Rare or Greater cards & 5 Penta Packs
  • 2-5..............2 Gold Rare or Greater card & 5 Penta Packs
  • 6-25............1 Gold Rare or Greater card & 5 Penta Packs
  • 26-50..........1 Gold Rare or Greater card & 3 Penta Packs
  • The Rift Run entry cost has been adjusted to 2000 IP or 75 LP to compensate for the revamping of the Rift Run rewards.
  • The reward table for leveling up has been changed to take into consideration the adjustments we’ve made to the other reward systems and the introduction of Penta Packs.
  • Card Changes:
  • Ability cards now require that they be in your hand when they resolve. If the card is not still in your hand when it’s the card’s time to resolve, it will not resolve. This is actually a reversal of a stance we took earlier (in 1.3.12) and we apologize, but we have discovered that not having this rule in place causes exploitable loopholes in the game. This rule change has several important gameplay ramifications that players should be aware of:
  • Random discard effects just got weaker. Previously, you could use a random discard effect, then play an ability card. The random discard could choose the ability card you played, discard it, and then your ability would still go off. Additionally, it would be considered discarded for effects like Exile. This exploit is the main reason for the rule change.
  • Some cards, such as Demonic Presence, would be extremely strong with this rule change. As a result, Demonic Presence’s effect has been changed so that it doesn’t happen until the end of the turn.
  • With this change, the “Denial” cycle (Denial of Magic, Denial of Flight etc) would function very differently. Since we like where these cards are, in order to keep the gameplay of these cards relatively the same all these cards now read that they will cause the discard to happen at the end
  • of the turn.
  • Engine of Reincarnation has been reworked. The previous wording of not creating the tokens until a turn later was a result of old token creation technology, which has improved greatly since then. The updated code is much cleaner and not prone to some of the strange bugs the card previously had. The card now reads “Pay 4: Exhaust: Until the end of the turn, if a Character you control dies, that Character is raised from the graveyard and transformed into a 4/4 Zombie.”
  • The order of simultaneous effects for Start of Turn and End of Turn is no longer arbitrary. At very high levels of play, the order that card’s effects go off can be very important, but previously players had to way to know or control this order. Now cards follow a specific order. For instance, when all End of Turn effects went off, previously the order was completely arbitrary. Now the order is this, in player initiative order: Defense Zone, Assault Zone, Command Zone, Support Zone, Deck, Graveyard, Hand, Removed From Game. Within a zone the order is left to right.
  • Effects that force you to choose cards to discard (Mindbender, Chalice of Madness, Mind Splinter) now cause those cards to become greyed out in your hand and aren’t discarded until the resolution phase, preventing several desync bugs and allowing clean undoing.
  • Chalice of Madness’s effect (and several similar effects, such as Mindbender and Mind Splinter) has been reworked so as to avoid bugs (particularly with Exile). They now read “At the start of each turn, that player must discard a card from their hand. Cards drawn during the turn are not eligible to be discarded.” Previously, this card attempted to have a “start of turn” effect before other “start of turn” effects, causing various bugs.
  • General Bugs:
  • Deck legality now properly checks against card limits by name at all times, rather than just when adding a card to your deck. Previously, some decks made in older deckbuilders with illegal amounts of cards were passing legality checks if they had multiple cards with the same name, but different keys (ie 3 normal Death Rays and 3 Gold Death Rays).
  • The deckbuilder now states which card you have too many of if this is the case.
  • Turn resolution should now happen more smooth, with less pauses after a card resolution.
  • In the Buffs and Debuffs Academy mission, the initiative should be consistent and not display one player when it’s actually another.
  • The AI will now properly discard cards when forced to, rather than just ignoring the effects like dirty cheaters.
  • Drafting will no longer incorrectly give picks based on your last draft run if you rapidly abandon a run and start a new one.
  • After purchasing an item in the store, the items in the store will no longer display “Loading Image”.
  • Implemented new behind the scenes features to alleviate desync issues when one player temporarily disconnects when clicking End Planning.

New in Infinity Wars 2014: Animated Trading Card Game 1.4.11 (Feb 17, 2016)

  • A card’s set name has now been moved to the bottom left of each card, using the previously unused space there. (Previously was in the bottom right, along with the set number).
  • Infinite Border! You’ve known Gold, you’ve known Platinum, now we’re introducing a new type of border that can be around your cards: the Infinite border! The Infinite border is a pleasantly blue colored border that can only be gotten through competitive means, such as placing high on the draft or ranked leaderboards. All Infinite border cards are also soulbound, meaning if you see somebody with a sweet blue bordered card, you know they earned it the hard way.
  • Cards that now have a special premium type (such as Gold Bordered, Platinum Bordered, Infinite Bordered, or Foil) now pass that onto any other cards they create. So if you have a sweet gold-foil Xi, all her spirits will be gold foils too!
  • Card Changes:
  • Veroria, the Lone Keep now costs 15 health to activate, and checks cost on activation and resolution. Veroria’s effect was just a bit too good, easily preventing more than 10 damage each turn it was activated, and stalling a game out considerably. We decided to push Veroria’s cost up so that only decks that really wanted the effect would include it, and it wouldn’t be nearly as sustainable. Additionally, to maintain consistency, you cannot activate Veroria’s ability unless you actually have 15 health or more (since costs are checked upon activation), and also the ability will fail if you don’t have enough health upon resolution. This now prevents you from accidentally killing yourself with Veroria (unless you have exactly 15 health, then you actually will kill yourself), it also prevents combos with cards just as Jailan, the Guardian of Life. Also note that It also means you can’t use Veroria and a lifegain effect in the same turn to live if you’re below 15 health. While the latter changes are not intended to nerf the card, but are rather intended to maintain consistent code, this in effect nerfs Veroria further. Honestly though, we’re fine with that.
  • Ferocity now costs 2. A strange buff for sure that nobody was really asking for except Ian, but this is one of his favourite card designs and it was so overcosted that nobody ever wanted to play it, so it was given a little love.
  • Fortress Golem has been slightly reworked so that it doesn’t have bugs. Rather than triggering on the start of the turn, you can turn on the ability to attack or block with an activated ability. This means that the card now is activatable from command, and is a much more viable commander as a result.
  • The “Infected” cycle (Infected Monk, Infected Devil, and Infected Purifier) has been slightly reworked to be a bit less powerful, and more consistent in how they interact with other cards, fixing several bugs these cards previously had. Each one now reads the same text “When [this] is killed, it transforms into an Undead Character and moves to the Support Zone instead.” Each card now moves to the support zone upon transforming, to prevent the blowouts that were previously quite common with these cards when blocking many small characters. Also, their transformed versions all have the same stats as their previous versions. Note that because they read “is killed”, sacrifice effects will not trigger their abilities.
  • Princess Hinekri’s wording has been reworked slightly to prevent several unintuitive bugs. She now has Infect and takes control of anything that she kills, rather than just things she kills with her disease. Previously, the code for determining if the damage was coming from her disease or not was causing bugs where normal damage events wouldn’t fire (such as Martyr Golem). By making the effect Infect, it behaves in a much more consistent way.
  • Hunted Dragon no longer has its hidden effect. You may or may not know that Hunted Dragon actually also gives the enemy a Hunt for the Dragon card if it starts the game in the Command Zone. Back in the day, this was done to balance the card when it was a commander. These days, our standard of quality and consistency has raised dramatically, and Hunted Dragon isn’t the metagame defining powerhouse it once was, so we’re removing the hidden ability. We’ll keep an eye on the power of this card and balance it if needed if it gets out of control.
  • The Agent Coyle’s evolve effects have been changed to transform effects (which other card use). The evolve mechanic was very confusing, and the implementation has continually caused bugs to occur, so all instance of Evolve have been changed to Transform, and Evolve has been retired from the game. This has some effects on the game, notably that transform effects don’t keep their previous abilities and buffs. Some of the transform effects have been rebalanced as a result. In general, when transforming has a resource cost, we have rebalanced it so that it always costs 10 and transforms into a 25/25 dragon, so that transforming into a huge dragon is always a valid end-game action.
  • Primal Hunter: Now transforms into a 25/25 dragon, up from a 20/20.
  • Assimilator: Transformation ability now costs 10, down from 11. Text updated to say he exhausts as well, which was always the case but upon review the text did not say so.
  • Mechborn: Will no longer have the +4/+4 buffs from previously using his ability after transforming into a Dragon, and will not have the ability to buff himself for +4/+4 once a Dragon. This first ability of this card is being changed to give +4/+4 for 1 resource (down from 2) to make the card more competitive in general. The dragon form has been brought down to 25/25 however, too keep it in line with the others.
  • Soulseller: Will now come into play as a 20/20 dragon now, rather than a 28/12 dragon, as he no longer keeps his stat changes. He also now transforms into a vanilla dragon, and not a Subjugated Dragon.
  • Firestarter: No longer attacks three times when in Dragon form. Now that the Dragon form isn’t so ludicrously strong, the cost to use the ability has been lowered to 10 for a 25/25 dragon.
  • Immovable: As a dragon, no longer has the ability to only cap damage. As a result, the ability has been rebalanced to cost 10, and create a 25/25 dragon.
  • Zomborg: Now his final form transforms into a 20/20 Flying Unstoppable Dragon with no additional abilities.
  • Hellbringer: Under the new rules, Hellbringer wouldn’t keep the buffs he gets from discarding the cards leading up to his ability, which would mean he’d actually get smaller in many cases if he transformed into a dragon. Instead of this lame design, his ability has been reworked. He now is a 14/14 for 7 cost with the ability “When you deploy Hellbringer, you discard a random card in your hand. Hellbringer gains power and health equal to that card’s cost. If you have no cards in your hand, he instead transforms into a 20/20 Flying, Unstoppable Demon Dragon instead.”
  • Superior Symbiote: Changed to a 25/25 dragon for 10 cost.
  • Ascended: No longer has his ability to remove characters from the game while in dragon form. Base cost of the card reduced to 6.
  • Divinedemonic: No changes.
  • Alpha One: Last ability has been replaced by “Pay 10, Exhaust: Transform into a 25/25 Flying, Unstoppable Dragon.” Every other Agent Coyle transforms into a dragon, but not this one? Not very alpha if you ask us.

New in Infinity Wars 2014: Animated Trading Card Game 1.4.10 (Jan 19, 2016)

  • No more Martyr Golem redirection loops! Redirection effects now keep a history of where they’ve been redirected to, and will stop if it detects that a loop is created. Specifically, when Martyr Golem (or a similar card) goes to intercept a source of damage, it will check to see if it’s intercepted it before in that instance of damage’s “bounce history”. If it has, the Martyr Golem will ignore this second instance, preventing a loop.
  • No more Endless Turn! For real this time. Endless Turn bugs were created whenever the game somehow got into a state where it could not progress any further due to a bug behind the scenes. Now, instead of having an endless turn, both players will get a “Card Interaction” error message which can be forwarded to Support to get the bug fixed, and both players will exit gracefully from the match, without the match being counted. Disclaimer: certain conditions may still cause an “endless turn”. The most likely cause is if your opponent disconnects, as they won’t be able to end their turn while disconnected. If you do find a case where both players are connected and still get the endless turn bug, let us know, we will shed many tears, and we’ll investigate further.
  • More reliable draft. Draft has been notorious for timing out on the server, so we’ve put in place systems so automatically recover your draft information if the connection is lost. Also, if you lose internet connection while drafting, your draft will automatically pick up once your connection resumes.
  • Card Bugs:
  • Recruit of Solace will now properly gain Flying if you Overcharge it when deploying from the Command Zone.
  • Fight! now properly no longer says that it deals combat damage. The actual functionality of the card was changed a few patches ago.
  • As noted above, having two Martyr Golems (or similar effects such as Cassial, the Selfless) in play at the same time will no longer cause the game to crash.
  • Changing the ownership of a Lilariah (such as with Zuza), will no longer cause a fatal card interaction error (previously caused an endless turn bug).
  • Fixed several mission cards where were not properly resetting their progress after leaving play.
  • Fixed cards are Ritual of Summoning, Struggle for Power, Tactical Retreat, Kidnapped by Demons, and Diplomatic Exploration (the Star Trek card).
  • The “Denial” cycle of cards (Denial of Reason, Denial of Flight, etc) now are properly considered discard effects, and should trigger abilities such as Hungry Abomination’s.
  • Chalice of Madness will now properly trigger Hungry Abomination’s ability.
  • Discarding a card due to the maximum hand size will now properly trigger Hungry Abomination’s ability.
  • Rabid Rabbit will now properly transform into a character with the correct stats if it’s under the effect of a power or health buff.
  • The flying granted by Descent into Madness will now properly remove when the target leaves play (assuming you ever see that card again).
  • Jinhai Dojo will now properly trigger Remove from Game effects such as Interdimensional Phase Bot.
  • Cards should no longer “stick” to the screen for a while after choosing who to sacrifice to Xac.
  • Xac (when transformed) will now properly force a sacrifice even if he dies after triggering his ability.
  • Poison and Immolate effects now consider the damage dealt to come from the source of the debuff. (Previously, the damage source was considered to be the card with the debuff). As a result, card effects such as Noble Protector should now properly prevent from Poison and Immolate.
  • Frontline Warrior now properly gains +0/+1 for additional attacks from effects such as Unstoppable and Multistrike.
  • Overcharging Voracious Goliath when the opponent has no characters in play will no longer cause a fatal card interaction error (previously caused an endless turn bug).
  • Fixed many cases where cards would become stuck on the screen if they interacted with the game state from the graveyard.
  • Fixed Agent Coyle, Superior Symbiote not giving the proper +3 health to characters it has raised.
  • Updated Agent Coyle, Superior Symbiote’s text to clarify that it raises the character from the graveyard, rather than deploying it (which would trigger certain abilities it does not).
  • Uncontrolled Rift will no longer give alternate art versions of cards, including alternate art which has yet to be released.
  • Cassial, the Selfless will now only ascend if she actually absorbs damage, 0 damage or another card such as Martyr Golem intercepting the damage will not count.
  • Minor Stuff:
  • Fixed an error in the opponent disconnected message that was creating an incomplete sentence displayed in the popup.
  • Attempting to close the client mid-game multiple times will no longer cause multiple confirmation popups to layer upon each other.
  • Clarified many error messages where a match result result would not be recorded due to an error to reflect that.
  • If an opponent fails to load, it will no longer display the Epic Diem custom logo as the fallback avatar for the opponent.
  • The AI will no longer be able to attack or defend with a character exhausted from an ability effect.
  • The Death Trap deck no longer contains Wholesale Slaughter (which was illegal in it) and now contains Demonize in its place.
  • Removed some unsightly extra spaces in Jinhai Dojo’s card text.
  • Removed the Rulebook button from the main menu.
  • The Facebook button on the Home Screen is once again functional.
  • Text on cards should now layer properly when a large number of cards are in a single zone.

New in Infinity Wars 2014: Animated Trading Card Game 1.4.9 (Nov 3, 2015)

  • The Inventory will now show most recent items first.
  • Fixed a bug with Aleta, Immortal Traveller listing One of Many twice, one of them causing an endless turn bug if selected.
  • Fixed an issue where completing some single player missions wouldn’t save progress, including missions that have already been completed.

New in Infinity Wars 2014: Animated Trading Card Game 1.4.7 (Jul 29, 2015)

  • Fixed Demon of the Dark Bargain not reducing bonus resources from sources such as Wealthy Noble.
  • Fixed cards under some circumstances being revealed to the opponent while being drawn from the deck.
  • Blood Crazed Initiate now properly transforms into Bloodthirst X. Previously would always transform into a Bloodthrirst 4 if X was less than 4, which was not intended.
  • Blood Crazed Initiate transformed state is now properly affected by +/- Power and Health Buffs (e.g. Rakarl)
  • Updated Mega Unit 01's text to clarify that you cannot make enemy characters its pilot.
  • Updated Aleta's Discovery's flavor text to say "nevertheless" rather than the old english "nethertheless".
  • Fixed Jinhai Dojo not being able to be activated when the player has exactly 3 resources.
  • Fixed Flux Capacitor not being able to be activated when the player has exactly 2 resources.
  • Fixed an interesting interaction with Zuza and Secluded Constructor where it was possible for Secluded Constructor to sacrifice a character taken by by the enemy's Zuza.
  • Luftkrieg XI Anti-Air Array should now properly only proc off of combat damage.
  • Tweaked how new players are matched together during unranked constructed games, so that it is more consistent.
  • By default, new players now only get matched up with other new players. New players can choose to also be matched up against any players if they wish.
  • Fixed a bug that would sometimes stop a new music track from being played during a match.
  • Music volume now lowers when a voice over is playing.
  • While in the match result screen, the opponent will automatically have a tab available to chat to them.
  • Chat box now scrolls to the bottom the first time you open it.
  • Added Enter Invite Code to Content Guide for players that are still level one and have not used a code yet.
  • Low end machines should no longer crash immediately upon opening the game because of the loading screen, as the game will detect that their system doesn't meet the specs for it.
  • Added a confirmation dialog when leaving the campaign map.

New in Infinity Wars 2014: Animated Trading Card Game 1.4 (May 22, 2015)

  • Client Changes and Fixes:
  • Created a new Game Log system, this will create a log of all interactions that has taken place during the game. The last 10 logs will be located at /Infinity Wars TCG_Data/Game Log.
  • 16:10 resolutions are now supported.
  • ‘Two Lives’ has been renamed to ‘Multi Lives X’, in order to accommodate a new card in Oppression that has more than just two lives.
  • Fixed some animation issues for Prayer of The Dragon.
  • Fixed Mechanize using Genesis Battle Suit’s animation in some instances.
  • Fixed potential issues with cards being created during a mass removal effect, which would cause endless turn errors.
  • Pilgrimage Monk’s ability now exhausts as part of its ability cost to prevent it from being used multiple times in one turn.
  • Fixed a bug where Word of Command and Called Shot would cause a desync if the players were using different languages.
  • Fixed a bug where Heaven’s Assistance was counting cards as it was played rather than during the resolution stage.
  • Fixed a bug where cards being removed from the game, then coming back to the game, would return to the original owner of the card, rather than the controller.
  • Fixed a bug with localization not updating correctly when more than one copy of the client is installed.
  • More Client Updates:
  • Some of the avatars that were previously given as rewards for completing 10 games as a certain faction are now offered to every account as a default, to give new players more options for their avatar when they first create an account.
  • All music volume has been lowered, so that when Sound and Music levels are equal, the music doesn’t overpower the rest of the audio, providing a more pleasant experience.
  • Premade decks for the Flame Dawn, Verore, Warpath, Genesis and DoD were removed from the store, as updated versions of those decks can now be earnt for free from the Campaign.
  • Changed Hellkeeper’s text to reflect that he is male in the art, not female.
  • Added a default ‘loading’ image for inventory items, so that they don’t appear as white boxes.
  • In our continual mission to improve player experience and understanding of Infinity Wars for new players, we’ve made the Normal queue button default to Infinite Mode. All alternate modes are still available by clicking an ‘Alternate Modes’ box.
  • One thing we’ve found with players (particularly new players) is that the concept of different game formats is confusing, and many find it tedious to queue up for multiple modes. Additionally, we’ve found the vast majority (about 95%) simply queue for Infinite mode each time. By making the default simply Infinite mode, we aim to reduce player confusion, reduce queue times, and free us up to make more alternate game modes in the future. In the past, we’ve shied away from adding alternate game modes, because of the added confusion it brings to players.
  • Along with this change for new players, we’ve included a button on the homescreen that looks like a half circle underneath of the center button. This interface provides new and transitioning players with some ideas/guides for what they can do with their time in Infinity Wars.
  • Card Bug Fixes:
  • Fixed a bug where the buff from Mechanism would persist in the graveyard.
  • Fixed a bug that was causing Mechanism to buff itself rather than the proper targets.
  • Fixed a bug that would cause Oblivion, Titan of the New World, Azael, Hilderic and Omnitron’s cost reduction effect to not stack with other cost reduction effects.
  • Prayer of the Dragon now properly only exhausts a character for the remainder of that turn, rather than the next turn as well (which is not stated on the card).
  • Fixed a bug that would cause Lilariah to give her Flying buff inconsistently.
  • Fixed a bug with Shikana that would cause her to remain exhausted when not selecting something to sacrifice and undoing that action.
  • Fixed the animation for Legionnaire of Dawn which was playing the opening part of the animation twice.
  • Fixed an interaction between Misery Stone and Veroria, The Lone Keep causing endless turn bugs.
  • Fixed a bug with Xac where the opponent had no characters to sacrifice and were getting stuck on the sacrifice a character choice.
  • Fixed a bug where Agent Coyle, Zomborg’s self buffs would persist in Graveyard.
  • Fixed an issue that had the potential to cause a endless turn bugs on turn 1, if there was a lot of packet loss during deck syncing.
  • Fixed an issue with Herald of Dawn causing potential de-syncs.
  • Fixed an issue with how Spontaneous Combustion was assigning its damage, causing unintended interactions with cards like Great Wall of Jinhai.
  • Fixed an issue with Recurring Nightmare, allowing you to play it from the opponent's graveyard if they had previously taken control of it.
  • Balance Changes:
  • Teremus and Poga will be doing a special collaborative stream this week on 5/23 to go over the balance changes, and talk with the community at large regarding the mentality and reasoning behind what’s happening.

New in Infinity Wars 2014: Animated Trading Card Game 1.3.12 (Mar 11, 2015)

  • Card Changes:
  • Humble can no longer target non-character cards.
  • The text on Scramble has been changed to reflect its intended (and currently live) legality of deployed targets, not all characters in play.
  • Splat can no longer incorrectly target the command zone with the damage portion of the ability.
  • Summoner of the Deep can no longer incorrectly target a character that is already targeted by another sacrifice effect.
  • Demonize no longer incorrectly retains any of the character previous buffs or keywords.
  • Verore Channeler now properly activates when deployed, not at normal ability resolution.
  • Overcharged Bot now properly activates when deployed, not at normal ability resolution.
  • Best Fiends now properly activates when deployed, not at normal ability resolution.
  • Updated Wealthy Noble’s text to show that he grants his effect when deployed.
  • Tormented Thrall no longer trigger from sacrifice effects, as intended.
  • Uncontrolled Rift should no longer have the possibility of giving cards which are still under development.
  • Fixed a bug when Splitter Bot died while under the control of a player other than its original owner (such as from Zuza), its tokens would behave unexpectedly.
  • Shikana’s flavor text no longer confuses the issue: she is officially female.
  • If Shikana is not in play at end of the turn (either from dying or a card like Controlled Temporal Anomaly), her ability to destroy everything in play will now be cancelled properly.
  • Fixed an issue where if Shikana was exhausted from another effect and you undid the choice to sacrifice a character, she would become unexhausted.
  • Fixed a bug which allowed Irial to be activated even if her controlled had 0 resources available.
  • Fixed a bug where Rita, Mistress of Shadow wouldn’t allow herself to be activated unless you had 2 or more resources, although the ability only cost 1 resource.
  • EMP Grenade should now properly says it targets the battlefield, rather than any deployed character, on all clients.
  • Undeath Wish’s ability to kill a character and place it in your graveyard will now only place the character in your graveyard if the character actually dies. Additionally, the character will now properly go to your graveyard immediately, rather than at the end of turn.
  • Ireul, Vanguard of Ruin’s ability now only activates on his first attack each turn, preventing a potentially endless loop with Ju-Lin.
  • Updated Altar of Binding’s text to clarify that that Altar is destroyed if the targeted character leaves play (previously stated the battlefield), and being ‘bound’ only affects the character from being moved by the controlled (which does not include various effects which may move a character, such as Stumble)
  • Updated Infected Monk’s ability to more accurately reflect its effect. Additionally, Infected Monk’s ability will now no longer trigger if sacrificed (the wording changing to ‘if it is killed’ rather than ‘if it dies’), preventing several bugs and keeping consistent with other similar effects.
  • Blood Crazed Initiate now properly uses the transform mechanics, and will now behave consistently with other transform effects, no longer retaining sub-types and other random elements of its old card.
  • Defensive Perimeter should now have the correct text on all game clients.
  • Infected Purifier now properly uses the transform mechanics, and will behave consistently with other transform effects. Previously it would count as a new character, incorrectly triggering effects such as Zombie Scavenger twice.
  • Oblivion’s text now properly matches the effect, and doesn’t state that the character is spawned in the Assault Zone.
  • Agent Coyle, Zomborg now properly states his effect will only work if he is Deployed.
  • Defensive Perimeter now has a resource cost of 2
  • Cassial, the Selfless now has a resource cost of 3, and now has a Power/Health line of 4/10
  • General Changes (Client and Server):
  • Updated matchmaking algorithms to be generally improved, particularly so that players don’t get matched against the same player in draft multiple times.
  • Fixed some text issues with the Master and Apprentice screen.
  • Fixed a layering issue with the Normal queue options menu and other menus
  • Fixed a longstanding layering issue where card frames would render on top of all other elements of the UI in-game.
  • Fixed an error where pressing ‘Enter’ when adding a friend would often fail. Also fixed an error which would allow you to enter an empty friend name.
  • Fixed a bug which was causing cards to get stuck on the screen if you cancelled replacing a champion with another champion from the command zone.
  • Reworked some funky interactions with Tome of the Dead so that it should be behaving more consistently. In particular, a desync error which was caused when two Tomes went off in the same turn is fixed.
  • Fixed a crash that would happen when two Phalanx Commanders were in the same zone.
  • Fixed various text layering issues.
  • Fixed a bug where actions that required input at the start of a turn would cause Exile characters not to play (such as targeting a card like Descension when played from Exile, or choosing a character to sacrifice to Shikana)
  • If an Ascended character leaves play, that character will now properly reset to their original state, and lose any buffs from being Ascended.
  • Fixed a layering conflict with text and Aleta, Immortal Tinkerer and Pack Leader.
  • Fixed a bug where several ‘on-death’ triggers and replacements were circumvented if the morale cost of the card was modified (such as by Protector of the Dead)
  • Docile Panda’s art should now be working properly on all clients.
  • Fixed an exploit in Ranked that would allow players to exit out of a match without losing any ranked rating.
  • While browsing searching your deck for a specific subset of cards, the first card in the list should now reliably display.
  • Noteworthy Change:If an ability card resolves while it is removed from play, it will now go back to being removed from play, rather than going to the graveyard.
  • Example: Previously, if you cast a Mass Death, but an enemy cast Purify on a Mass Death in your graveyard (removing all your copies from the game), the Mass Death you just cast would be removed from the game. However, when your Mass Death then resolved it would go into your graveyard!
  • This begs the discussion however, why not make it so in that case the Mass Death does not resolve at all? After all, the Mass Death was preempted by the Purify. The rules branch into two options for us to choose as designers:
  • Rule Option 1: An ability card must still be in your hand when it resolves.
  • Rule Option 2: Once you play an ability card, it will resolve regardless of where it has been moved to.
  • In the case of the Mass Death example, we would be fine with Purify being used as a counter like that (that sounds cool!), and go with option 1. Unfortunately, that decision would end up being very disruptive to the game. For instance, an opposing Demonic Presence would completely counter any ability cards you played that turn, if your opponent had initiative. (We’re not so cool with that.)
  • Instead, we decided to go with the less disruptive option: if you play a card, it will be played even if another effect takes it out of your hand first. However, we all agreed that if a card is removed from the game, it should go back to being removed from the game after resolution, and not into your graveyard, so we made that change.
  • Let it be known that we have heard plenty of community feedback on this topic, and we are indeed listening. Thank you for all of your input and insight on the matter.

New in Infinity Wars 2014: Animated Trading Card Game 1.3.11 (Feb 27, 2015)

  • Card Notes:
  • Humble can no longer target non character cards.
  • The text on scramble has been changed to reflect its intended (and currently live) targets of deployed targets, not all characters in play.
  • Splat can no longer incorrectly target the command zone with the damage portion of the ability.
  • Summoner of the Deep can no longer incorrectly target a character that is already targeted by another sacrifice effect.
  • Demonize no longer incorrectly retains any of the character previous buffs or keywords.
  • Verore Channeler now properly activates when deployed, not at normal ability resolution.
  • Overcharged Bot now properly activates when deployed, not at normal ability resolution.
  • Best Fiends now properly activates when deployed, not at normal ability resolution.
  • Updated Wealthy Noble’s text to show that he grants his effect when deployed.
  • Tormented Thrall no longer trigger from sacrifice effects, as intended.
  • Uncontrolled Rift should no longer have the possibility of giving cards which are still under development.
  • Shikana’s flavor text no longer confuses the issue: she is officially female.
  • If Shikana is not in play at end of the turn (either from dying or a card like Controlled Temporal Anomaly), her ability to destroy everything in play will now be cancelled properly.
  • Reworked some funky interactions with Tome of the Dead so that it should be behaving more consistently. In particular, a desync error which was caused when two Tomes went off in the same turn is fixed.
  • Fixed a bug which allowed Irial to be activated even if her controlled had 0 resources available.
  • Fixed a bug where Rita, Mistress of Shadow wouldn’t allow herself to be activated unless you had 2 or more resources, although the ability only cost 1 resource.
  • Humble now only properly targets characters.
  • EMP Grenade should now properly says it targets the battlefield, rather than any deployed character, on all clients.
  • Undeath Wish’s ability to kill a character and place it in your graveyard will now only place the character in your graveyard if the character actually dies. Additionally, the character will now properly go to your graveyard immediately, rather than at the end of turn.
  • Ireul, Vanguard of Ruin’s ability now only activates on his first attack each turn, preventing a potentially endless loop with Ju-Lin.
  • Updated Altar of Binding’s text to clarify that that Altar is destroyed if the targeted character leaves play (previously stated the battlefield), and being ‘bound’ only affects the character from being moved by the controlled (which does not include various effects which may move a character, such as Stumble)
  • Reckless Abandon will now use the discarded card’s Exile cost if that cost will be lower than the cost Reckless Abandon gives it.
  • Updated Infected Monk’s ability to more accurately reflect its effect. Additionally, Infected Monk’s ability will now no longer trigger if sacrificed (the wording changing to ‘if it is killed’ rather than ‘if it dies’), preventing several bugs and keeping consistent with other similar effects.
  • Blood Crazed Initiate now properly uses the transform mechanics, and will now behave consistently with other transform effects, no longer retaining sub-types and other random elements of its old card.
  • Defensive Perimeter should now have the correct text on all game clients.
  • Infected Purifier now properly uses the transform mechanics, and will behave consistently with other transform effects. Previously it would count as a new character, incorrectly triggering effects such as Zombie Scavenger twice.
  • Oblivion’s text now properly matches the effect, and doesn’t state that the character is spawned in the Assault Zone.
  • Client and General Bug Notes
  • Fixed some text issues with the Master and Apprentice screen.
  • Fixed a layering issue with the Normal queue options menu and other menus
  • Fixed a longstanding layering issue where card frames would render on top of all other elements of the UI in-game.
  • Fixed an error where pressing ‘Enter’ when adding a friend would often fail. Also fixed an error which would allow you to enter an empty friend name.
  • Fixed a bug which was causing cards to get stuck on the screen if you cancelled replacing a champion with another champion from the command zone.
  • Fixed a bug when Splitter Bot died while under the control of a player other than its original owner (such as from Zuza), its tokens would behave unexpectedly.
  • Fixed an issue where if Shikana was exhausted from another effect and you undid the choice to sacrifice a character, she would become unexhausted.
  • Fixed a crash that would happen when two Phalanx Commanders were in the same zone.
  • Fixed various text layering issues.
  • Fixed a bug where actions that required input at the start of a turn would cause Exile characters not to play (such as targeting a card like Descension when played from Exile, or choosing a character to sacrifice to Shikana)
  • If an Ascended character leaves play, that character will now properly reset to their original state, and lose any buffs from being Ascended.
  • Fixed a layering conflict with text and Aleta, Immortal Tinkerer and Pack Leader.
  • Fixed a bug where several ‘on-death’ triggers and replacements were circumvented if the morale cost of the card was modified (such as by Protector of the Dead)
  • Docile Panda’s art should now be working properly on all clients.
  • While browsing searching your deck for a specific subset of cards, the first card in the list should now reliably display.
  • Fixed an exploit in Ranked that would allow players to exit out of a match without losing any ranked rating.