Balance Patch 1.00 — Heuristics Improvements
This update introduces the first major balance pass, Heuristics improvements, and fixes for Single Player progression. Our goal is to improve strategic clarity while keeping the early learning experience accessible.

1) Balanced
Slythexa, the Red Ember
DE: 2 → 3
Astras: 130 → 200

Xylaris Eggs
DE: 4 → 6
Astras: 250 → 400
Xol’Tzeer Explorer
DE: 3 → 5
Alternative Play Cost: 260 → 380

Katty Vega, the Persuasive One
HP: 18 → 20
Macoma, the Voice of Vexarion
HP: 18 → 20
Oxidraxis, the Blue Wasteland Beast
Attack: 3 → 1
HP: 13 → 20
Gains Armor (1)
Deckbuilding (Mythic): 2 → 4
Paulis'Ka Vega, The Law
Attack: 1 → 0
HP: 15 → 24
Trey, Chrome Commander
Attack: 2 → 1
Vanessa Athenea
Attack: 8 → 5
Abyssal Bonecrusher
Attack: 3 → 2
Abyssal Psi-Fencer
HP: 5 → 4
First Kit for Hero
Ability: Heal 2 → Heal 3

2) Balance Watchlist
These cards are under observation and may receive further adjustments depending on gameplay data and community feedback.
Jidi Girl
DE: 1 → 2
Michelle, Diplomat of New Europe
DE: 1 → 2
Neutronis, the First Spark
DE: 1 → 2
Nightfall Predator
DE: 1 → 2
Pull, Atomic Evolution
DE: 1 → 2
Oblivion Husk
DE: 1 → 2
Decay Channeler
Attack: 4 → 3
Jeda, Head Reaper
DE: 2 → 3

Octahedron of Suppression
DE: 2 → 3
Slythexa, the Red Ember
DE: 3 → 4 (This change follows the current adjustment path. The card remains under surveillance.)
Ssylla Swiftclaw
DE: 2 → 3
Chrome Runner
Attack: 3 → 2
Bloodhowl Destroyer
Attack: 3 → 2
Atlantis Warrior
Attack: 3 → 2 or DE: 3 → 4
Ability — Head Reaper
Cost: 2 DE and Exhaust → 3 DE and Exhaust
3) Upcoming Expansion Notes
The next card expansion will introduce new indirect removal spells costing between 2 and 6 Dark Energy (DE) that provide choice-based effects.
Example: Send a target card from a Graveyard to Discard or give +1 Attack to a target creature.
The expansion will include a few Leggies (Legendary, Mythic, and Genesis), but its main focus will be on expanding the pool of non-leggie cards to diversify deckbuilding options.
Card spoiler:

4) Enemy Logic Improvements (Single Player)
We’ve updated the tactical decision algorithms used by Single Player opponents to improve target prioritization and strategic awareness while keeping the early learning experience accessible.
New Threat Priority System
Certain cards are now internally tagged as Important or Critical threats.
Enemies now evaluate strategic threat levels beyond raw stats, leading to more consistent target prioritization.
Improved Progress Awareness
Enemy logic now evaluates Wisdom as a strategic resource and reacts more effectively when Progress-based victories are approaching.
Smarter Target Selection
Better balance between attacking the hero and controlling the board.
Reduced tendency to ignore dangerous engines or late-game win conditions.
These updates aim to make later encounters feel more tactical without increasing early difficulty spikes.
5) Bug Fixes
Fixed an issue in Single Player Levels 75 and 105 where the Match Engine Scene failed to load due to a missing Scriptable Object during build generation.
The missing asset has been restored and both levels should now load correctly.

As always, thank you for testing, theorycrafting, and helping shape the evolution of Loopweavers. Your feedback directly influences future balance updates and Heuristics improvements.
