July 12th, 2026
Anniversary patch went well! A few expected and unexpected hiccups but we got through it. Mostly just a balancing patch, some stuff we missed and stuff we didn't miss but got put in anyway. And I'm sure you're all wondering about Grandtusk Dragon.
TREASURE REVAMP
We finally did it! We went through and changed a good chunk of the treasures- removing and swapping where they're located in order to provide more consistently useful treasure options that may or may not actually see usage outside of just being a 1G injection into your pocket. We understand that many of them will very well be used as such, but we're also considering further changes to treasures in the future while also not fundamentally reworking what they "are" as a system- that being said, the treasure revamp goes into our next point-
GENERIC LOOT POOL REVAMP
We noticed that a lot of the generic pools being separated into specific archetypes of cards (removal/etc) was a little too restrictive, and while these different pools still generally follow the same theme as before, there are a lot more powerful options in what was previously the Staples pool, and the same for the medium quality pool. Engines is mostly unchanged, but the key differences is that Extra Deck staples are generically a lot more difficult to find- located in Treasures now, the generic loot is more centered around powerful main deck options that will have to be respected and built around, as well as making Spell/Trap removal something you want to consider, even outside of the side deck.
This should also serve to make decks reconsider doing such a high-ceiling early combo, and make it more important that you make decisions in the early round shops, rather than flow-charting your way through the early game- there is some opportunity cost of giving up the early chance at Mirror Force if you roll it round 1, or even some of the new combined Spell/Trap removal tools, such as Mystical Space Typhoon / Twin Twisters. You'll also find cards that are generally weaker than Mirror Force in there, like Sakuretsu Armor and Dimensional Prison.
This change also means that it's as important as ever to check your opponent's sheet- something that should be done if you're interested in winning!
NEW SUBCLASS - ALCHEMIST
An Esper subclass! Alchemist focuses on recurring lost cards later for a price immediately. Featuring a far superior much cooler Legendary Monster: Metalfoes Steelen!
CLASS CHANGES
Lot of cleanup here, just removing stuff that should really have never been there anyway. And a good chunk of loot switching around.
MAGE
Mirror Images - BUFF: Once per turn (During your Standby Phase): You can reveal any number of Spells and/or “Neo Aqua Madoor” in your hand, and Special Summon a “Mirror Image” Token (Spellcaster/DARK/Level 7) with ATK/DEF equal to the number of cards revealed x 500, and if you revealed a monster, it is also treated as “Neo Aqua Madoor”. Destroy it during the End Phase. (Once per turn): While you control "Neo Aqua Madoor", you can draw 1 card during the Draw Phase. You do not discard for hand size.
Legendary Relic - REWORK: (Once per turn): You can banish any number of Spell cards and/or “Neo Aqua Madoor” from your hand to Special Summon 1 “Mirror Image” Token (Spellcaster/DARK/Level 7) with ATK/DEF equal to the number of cards banished x500, and if you revealed a monster, it is also treated as “Neo Aqua Madoor”. If your "Mirror Image" Token destroys a monster by battle or inflicts Battle Damage to your opponent, you can add 1 Spell Card from your banishment to your hand.
The old Mage Relic was fine, but definitely felt underpowered, and was overly reliant on having your "Neo Aqua Madoor" remain on the field. This new Relic let's you generate more "Mirror Image" tokens! Permanent ones too! Trading out your Spells for an extra body that can poke for a small amount to recur their cost, or dump a huge amount of Spells for a massive monster to try push for game.
WIZARD
Legendary Relic - NERF: (Once per Duel): While you control “Boo Koo”, you can activate Spellbook an additional time this turn but cannot add the same type of card (Monster, Spell, or Trap) twice. (Once per turn): You can shuffle 1 “Boo Koo” from your GY into the Deck, then banish 1 Spell Card from your Deck face-down.
Simple ol' Wizard nerf here. Swapping which part of the Relic is OPD and OPT. The extra Spellbook is incredibly strong on what is already one of the strongest class skills. Wizard has been powerful since introduction, and this is a pretty simple nerf to bring it down a bit.
MAGE / WIZARD
Removed - "Witch of the Black Forest" from the base inventory.
This card was primarily being abused in Wizard rather than Mage. "Witch of the Black Forest" being able to grab "Boo Koo" to complete your Quest was a play that gave Wizard a massive edge early on. Insane consistency on opening a way to "Boo Koo" that other classes couldn't compete with.
MECHA - NERF
Start a Union - (Once per turn): You can equip 1 Machine monster from your hand to a Machine monster you control. You can send 1 card equipped to a Machine monster you control to the GY; Special Summon 1 monster that mentions that Machine monster from your hand or Deck.
Now can only be used for a monster that mentions the Machine that was equipped to. The main impact here is reducing the chances of seeing your Legendary from 9 copies to 3 (as prior you could grab it off of either "Y-Dragon Head", or "Z-Metal Tank")
CYBORG / MECHA
Removed - "A - Assault Core", "B - Buster Drake", "C - Crush Wyvern" from the base inventory.
Don't think I need to explain this one! Added before Mecha was created and not removed after.
CHRONOMANCER / ASTROMANCER
Added - "Archfiend Eccentrick", and "Timebreaker Magician" to the base inventory.
Underpowered Pendulum classes needed some consistently useful removal tools.
DRAGON TAMER / RYUJIN
Added - "Hieratic Seal of the Sun Dragon Overlord", "Nurse Dragonmaid", "Laundry Dragonmaid", "Dragonmaid Nudyarl", "The White Stone of Legend", and "Genesis Dragon" to the base inventory.
Removed - "Guivre", "Masked Dragon", "Cost Down", "The Dragon's Bead", and "D. Tribe" from the base inventory.
Wow these classes certainly came out swinging. "Guivre" was a huge part of that, and "Masked Dragon" did just as well. Both of these cards can still be found in Starter Packs, you'll just have to commit to getting those packs if you want them early. The new additions are made in the interest of Loot Pools mostly, with the Hieratic vanilla finally letting "Hieratic Dragon of Gebeb" use his effect!
ANGEL
Legendary Relic
While you control “Wingweaver” you must discard 1 card to declare an attack, and you draw until you have 7 cards in your hand for your normal draw during your Draw Phase. (Once per Duel): If “Wingweaver” would leave the field because of an opponent’s card or skill, you can shuffle 7 monsters from your GY back into the Deck, and if you do, it does not leave the field.
This could be a dangerous change, but Angel is a very old class and we've generally power crept the game to some extent since it used to be so dominant- we're hoping that with the historically well-nerfed skill means that this change will balance out and still provide Angel with that ultra-spike Wingweaver gameplay while not being too unfair.