Patchv0.106.02026-05-2110 min read

v0.106.0 Patch Guide: Enemy Balance Pass, Defect Adjustments & Mummified Hand Rework

A full breakdown of the v0.106.0 beta patch — Infested Prism rework, Skulking Colony / Aeonglass tweaks, every card change across all five characters, and the new Mummified Hand priority system.

Overview

The v0.106.0 patch is a significant balance pass that touches nearly every character and several act-defining encounters. Mega Crit has focused on smoothing out the early-game difficulty curve while addressing outlier builds that were overperforming in Ascension 20.

Major Reworks

Infested Prism

The Infested Prism (Necrobinder rare power) has been reworked. Instead of generating a random minion each turn, it now spawns a specific minion based on the last card type played. This makes it more predictable and buildable, but less generically powerful.

Mummified Hand

The relic's priority system has been reworked. It now prioritizes reducing the cost of Powers that match the color of the last card played. Previously it was completely random, which could waste the cost reduction on situational cards.

Enemy Adjustments

Aeonglass (Act 3 Boss)

  • Withering Presence reworked: no longer applies Wither each turn passively
  • New intent pattern: Aeonglass now telegraphs its Wither attack with a 2-turn warning
  • HP reduced slightly to compensate for the more predictable pattern
  • Strategy shift: you now need to burst during the setup turns, then defend during the Wither turns
  • Skulking Colony

  • No longer spawns the 3-attack minion on turn 1
  • Attack patterns adjusted to be less punishing against slow-starting decks
  • Reward increased slightly to compensate for the reduced difficulty
  • Card Changes

    Defect

  • Hotfix: Now gives +2 Focus (was +1) but only for 2 turns (was 3)
  • Focused Strike: Base damage increased to 8 (was 6), Focus gain reduced to 1 (was 2) — intended as an attack-first card
  • Synchronize: Now affects ALL orbs (was one orb type); duration reduced to 1 turn (was 2)
  • Capacitor: Cost reduced to 1 (was 2); now gives +1 orb slot immediately and +1 more next turn
  • Ironclad

  • Spot Weakness: Now costs 1 (was 0); applies 2 Vulnerable (was 1) and gives 2 Strength (was 3)
  • Battle Trance: Now draws 4 cards (was 5); no longer Exhausts
  • Clash: Base damage increased to 18 (was 14); now gains an additional 6 damage if you have no other attacks in hand
  • Silent

  • Catalyst: Now costs 2 (was 1); doubles poison instead of tripling
  • Bouncing Flask: Now applies 4 poison (was 3); bounces 4 times (was 3)
  • Calculated Gamble: Now draws 2 cards (was 3); no longer Exhausts
  • Regent

  • Loyal Subjects: Now costs 1 (was 2); spawns 1 minion (was 2) — faster setup, less payoff
  • Forge: Now upgrades 2 random cards in hand (was 1); cost increased to 2 (was 1)
  • Necrobinder

  • Bone Shards: Now applies 2 Doom (was 1); base damage reduced to 5 (was 7)
  • Capture Spirit: Now costs 0 (was 1); the soul minion has 1 less HP
  • Meta Impact

    The patch generally slows down the early game while making long-term scaling more conditional. Ironclad's Spot Weakness nerf is notable — it was an auto-pick in almost every build, and now it competes more seriously with other options. Defect players will need to cycle orbs more aggressively since temporary Focus windows are shorter. Silent's Catalyst nerf reduces the power of "find Catalyst and win" runs, though the archetype is still viable.