CardUpgrade.cs:

  • Per-attack status-application powers (Blood Frenzy / Pyromania / Toxicologist / etc.) now scale +1 per tier — previously copied through unchanged, making ++ a pure cost-reduction.
  • Per-turn power buffs (turnStartBlock / turnStartShield / blockPerCard / shieldPerCard / blockPerAttack / stripShieldOnAttack / turnStartSpikes) scale +1 per tier so Shield Offense + Armor Stacking paths grow on upgrade.
  • powerFirstAttackBonusPct scales +10% per tier.

CardDatabase.cs — broad balance pass against a fixed numerical grid:

  • 0-cost: ~4-5 dmg / 3-4 blk / 5-6 shd
  • 1-cost: 7-8 / 5-7 / 8-10
  • 2-cost: 14-16 / 10-14 / 16-20
  • 3-cost: 21-24 / 15-21 / 24-30
  • Uncommon +20%, Rare +50% on top of base
  • AoE at ~75% of single-target for same cost+rarity

39 cards adjusted. Notable fixes:

  • Rend (Rare AoE): 8 → 16 dmg (was massively underpowered)
  • Flame Wave (Uncommon AoE): 5 → 13 dmg
  • Decimator + Executioner normalized to 16+8 frontBonus each
  • Iron Will raised to 6 block so it dominates Shake It Off as intended by rarity
  • 0-cost damage cards (Nick / Ember / Tox Dart) normalized to 4 dmg across all three classes
  • Starter Parry / Spark / Riposte / Pommel Strike bumped into target range so starter decks feel correct for class identity

Power / consume / conditional-payoff / damageEqualsBlock / damageEqualsShield cards left alone per design — their math is throughput-based or derived and doesn’t fit a per-play energy grid.

Card reference sheet regenerated.

Co-Authored-By: Claude Opus 4.7 (1M context) [email protected]


Commit 14e2a1b by astafford8488.