Adventure Mode Improvements – Patch Notes 04/06/19

Today we have some updates regarding the difficulty of early-stage Adventure Mode bosses.
Following on from feedback, we have made some changes to a few of the bosses found up to Stage 25 to make them fairer, especially for newer players.

Updates

‘A Colossal Find’ Zone 3 is now available. Play out the events of Ferrus’ rebellion!
The decks used throughout ‘A Colossal Find’ Zone 1 have been tweaked a bit, to make them a bit easier as well as faster to play.
A few of the earlier bosses in Adventure Mode have been made a little bit easier. These are as follows:
– Stage 8: Cedrus
– Stage 9: Steeltusk Brute
– Stage 10: Mossback Beast
– Stage 15: Lost Architect
– Stage 22: Priestess Tay
– Stage 25: Little Blammo

Bug Fixes

Crystallizer now moves cards face down.
Fixed a typo on Contamination.
Fixed some incorrect icons and naming conventions for the Amplifier: Beasts I and II Lightstones.

As always, a big thank you to all of those who have provided feedback, we hope to hear from you soon!

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Lightseekers UK National Decklists

UK National Classic Basic Constructed

 

Top 8 – ArranCK – Seleni
Hero
Seleni
Combos
Anti-Gravity Field
Black Hole
Gravity Bubble
Planetary Alignment
Sun Strike
Actions
1 Battleborn Oppressor
1 Crystalcore
1 Dimensional Hunter
1 Frenzied Kreebal
1 Shapeshifter
1 Skyrider
1 Subjugator
1 Umbron Barkeep
2 Blinding Beetle
2 Dusk Feeder
2 Pathfinder
2 Tantosian Blacksmith
2 Umbron Informant
3 Astral Priest
3 Chimchu Militant
3 Moonlight Burrower
3 Wandering Starformer
Side Deck
1 Blinding Beetle
1 Crushing Charger
1 Dusk Feeder
1 Mirror Beast
1 Pathfinder
1 Starforged Warrior
3 Vortex Slayer
 
Top 8 – [TLI] Latro – I really love Dan Coyne, part 10
Hero
Seleni
Combos
Anti-Gravity Field
Black Hole
Gravity Bubble
Planetary Alignment
Sun Strike
Actions
1 Battleborn Oppressor
1 Crystalcore
1 Dimensional Hunter
1 Frenzied Kreebal
1 Shapeshifter
1 Skyrider
1 Subjugator
1 Tantosian Blacksmith
1 Umbron Thief
2 Dusk Feeder
2 Pathfinder
2 Umbron Informant
3 Astral Priest
3 Blinding Beetle
3 Chimchu Militant
3 Moonlight Burrower
3 Wandering Starformer
Side Deck
1 Dusk Feeder
1 Flying Fortress
1 Mari Bard
1 Pathfinder
1 Umbron Thief
2 Chimchu Infiltrator
2 Yikona Oracle
 
Top 8 – Hiddenpants – DRAW!!! Tentacle cardo!
Hero
High Curator Arawn
Combos
Devour Soul
Horrific Manifestation
Raising the Dead
Ritual of Awakening
Shadow Form
Actions
1 Abyss Weaver
1 Battleborn Oppressor
1 Necro Dreadling
1 Putrid Shaman
1 Serpents Fang
1 Unruly Mob
3 Abyss Hoarder
3 Abyss Shade
3 Abyss Tentacle
3 Assassin’s Guild
3 Dusktalon Assassin
3 Shadow Puppet
3 Spectral Widow
3 Wall of Bones
Side Deck
1 Battleborn Oppressor
1 Crushing Charger
1 Necro Dreadling
1 Unruly Mob
2 Shield Wall
3 Plague Bringer
 
Top 8 – Mashiro – 1st Place Swiss Cheese
Hero
High Curator Arawn
Combos
Devour Soul
Horrific Manifestation
Raising the Dead
Ritual of Awakening
Shadow Form
Actions
1 Abyss Weaver
1 Crystalcore
1 Necro Dreadling
2 Dusktalon Assassin
2 Soul Thief
2 Venom Feeder
3 Abyss Hoarder
3 Abyss Shade
3 Abyss Tentacle
3 Assassin’s Guild
3 Shadow Puppet
3 Spectral Widow
3 Wall of Bones
Side Deck
1 Battleborn Oppressor
1 Spirit Gate
1 Tantosian Blacksmith
2 Crystal Leech
2 Gurgling Ooze
2 Kreebal Decoy
 
4th Place – Rubik_Cube_Man – Sunhunter
Hero
Sunhunter Tuktu
Combos
Enlightenment
Phase Shift
Reality Rift
Solar Wind
Sun Strike
Actions
1 Abyss Weaver
1 Ancient Miner
1 Colossi Gateway
1 Crystalcore
1 Pathfinder
1 Spectral Guide
2 Boulder Feast
2 Necro Dreadling
2 Shade Ripper
2 Shadow Puppet
2 Starhorn Tusker
2 Tantosian Blacksmith
3 Abyss Shade
3 Abyss Tentacle
3 Blinding Beetle
3 Mountain Fort
Side Deck
1 Battleborn Oppressor
1 Shadow Puppet
1 Starforged Warrior
2 Umbron Informant
3 Shield Wall
Rupture
 
3rd Place – Settlers Shazz – Cosmo Scouts Decks
Hero
Seleni
Combos
Black Hole
Gravity Bubble
Planetary Alignment
Reality Rift
Solar Wind
Actions
1 Battleborn Oppressor
1 Mirror Beast
1 Shapeshifter
1 Snowcaster Elder
1 Subjugator
1 Yikona Tactician
2 Blinding Beetle
2 Celestian Warrior
2 Dusk Feeder
3 Chimchu Infiltrator
3 Impatient Scholar
3 Mageship
3 Pathfinder
3 Skyward Observatory
3 Telestan Priest
Side Deck
1 Blinding Beetle
1 Dimensional Hunter
2 Wandering Starformer
3 Vortex Slayer
Enlightenment
Feather Storm
 
2nd Place – Cosmo – I love the German Guy
Hero
Shoal-Slayer Basko
Combos
Cold Snap
Crackling Torrent
Crushing Rapids
Healing Rain
Storm Calling
Actions
1 Battleborn Oppressor
1 Confused Shaman
1 Crystalcore
1 Duskglade Tome
1 Dust Fiend
1 Guard Snail
1 Suspicious Squid
1 Therapeutic Eel
1 Wind Controller
1 Zapper Bug
2 Canopy Creeper
2 Crystal Maze
2 Kreebal Monk
2 Tantosian Blacksmith
3 Bubble Fish
3 Delivery Crab
3 Thunder Slug
3 Vitalizing Frog
Side Deck
1 Crystal Maze
1 Kreebal Jester
1 Mari Bard
2 Crystal Leech
2 Swirling Purifier
2 Unruly Mob
 
WINNER – mchen – TheRedFlash11’s Deck
Hero
High Curator Arawn
Combos
Devour Soul
Horrific Manifestation
Raising the Dead
Ritual of Awakening
Shadow Form
Actions
1 Abyss Weaver
1 Battleborn Oppressor
1 Necro Dreadling
1 Putrid Shaman
1 Serpents Fang
1 Shield Wall
3 Abyss Hoarder
3 Abyss Shade
3 Abyss Tentacle
3 Assassin’s Guild
3 Dusktalon Assassin
3 Shadow Puppet
3 Spectral Widow
3 Wall of Bone
Side Deck
1 Crushing Charger
1 Spirit Gate
2 Shield Wall
3 Plague Bringer
2 Necro Dreadling

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Developer Insights: Abyss Tentacle and Ranked Changes

Abyss Tentacle Errata

To start off with, let’s first make it clear that we are not opposed to “indefinite sources of damage”, and this by itself is not why Abyss Tentacle was changed. There is a big discussion about what warrants good or bad indefinite damage, but that’s for another time. The reason we changed Abyss Tentacle is because of the rate this damage can be dealt.

When we design cards, we effectively give them a budget to spend on effects. Negative side effects, strict conditions, waiting times, or which Order it belongs or doesn’t belong to may increase this budget. This factors into the “economy” of the game (how you choose to spend your actions and what return they give; either immediately or over time).

When Abyss Tentacle was first created, Dread did not have very convenient access to Abilities that were immediately “on par” in terms of return on investment. To elaborate on what we mean by this, let’s take a plain damage card, such as Mantix Spitter, as an example. Here is a card that provides 5 damage. To access this 5 damage, you need to first spend one action to draw it and another action to play it. On average, each action provides 2.5 damage for this card. Most Abilities that were available back then did not meet this same average value, so to invest into an Abyss Tentacle’s damage, you had to perform sub-optimal actions.

For example, if you simply use a Hero Ability to ping for 1 damage in order to trigger a tentacle, you only do 3 damage with one action, meaning you very slowly creep back towards the Abyss Tentacle paying itself off. Meanwhile, you are also waiting for the damage, which usually increases the budget even further. If you wanted to increase the value of the Ability itself, you’d have to invest into actions to get such a card into play (e.g. equipping an Item or playing a Buff such as Night Lurker), putting you into a deeper “budget deficit” before you’ve reclaimed the value you’ve invested in and eventually can start reaping profit.

However, since then, new heroes (such as Xile and High Curator Arawn) have given players immediate access to Abilities that are “on par” from the get-go. This means that Abyss Tentacle could much faster get into profit, especially given its potential additional action. This means that the card is no longer the late game card it was intended to be, where you have to work with it for a long time before it overtakes other cards you could’ve played instead. If you also trigger its additional action, a single Abyss Tentacle can now generate 8 damage after only investing 1 action and waiting 3 turns. If we compare to something like a Prism Cannon, the same damage has been dealt, with “up front” benefits and one fewer action, and it can still keep going.

In other words, these ‘on par’ Abilities simply break the economy that Abyss Tentacle was initially designed around.

“But it was the only good thing Dread had going for it!”

We’ve seen a few arguments like these thrown around a lot over the recent weeks. It makes perfect sense why Abyss Tentacle is used in a lot of decks, because it’s mathematically just outright better than most other cards. Some people have argued that Dread required this somewhat over-powered option in order to compete with other Orders.

However, we don’t want Dread to have to play this card to be competitive. All this means is that any new cards in Dread have to be designed around the fact that the deck can also run Abyss Tentacles, so we either need to make weaker cards so that the overall package doesn’t get out of control, or make completely contradicting cards that cannot be used with Abyss Tentacle, but are similarly over-powered in order to warrant any at all attention, and then we just dig an even deeper hole for ourselves.

We also don’t want every other Order to have to constantly build decks that must provide answers for this specific card in order to be competitive; this just spreads these deck building restrictions across even more Orders.

Could we have changed Abyss Tentacle in a different way?

Yep, is the short answer. Abyss Tentacle is a card we’ve looked at for a long time, and we’ve had many discussions about what we could do it, or do to cards that enable it (e.g. give Xile and High Curator Arawn’s Abilities “this can’t trigger other effects”). We’ve also discussed holding off changes until future mechanics let us change it into something similar but different. However, in the end we decided to just go with the most straight forward change and let new cards lead the way with the new mechanics (instead of always just returning to this Awakening card). And we do believe that it is still a very powerful card that can hold a place in many decks, just not the “necessity” it currently feels like.

Ranked Changes

The other big change from the recent update was that we removed the promotion and demotion series (along with the safety nets) from our Ranked mode.

We had a few different reasons for creating demotions and promotions in the first place. Some of these were to create bigger milestones in progression, more easily solidify where a player “belongs”, and create some tense and exciting moments. This was also when each Ranked season was 2 months long, instead of 1. Since many seasons have passed and they have gotten shorter, players have been faced with more and more of these promotion/demotion series, and they’ve instead become a dreaded point of potential frustration. Many players seem to go into these series not with the excitement of perhaps gaining access to a new league, but instead of fear of having to do it over again. So a successful promotion often results in relief rather than excitement.

Besides, with the seasons being shorter, it has made these add a sense of grind that we don’t really want.

There is an additional benefit of also making it less straightforward to donate ranks to other players through win trading.

And that’s some insight into the recent changes we have made and hopefully gives some perspective on our design thinking! We want to make this a regular series, so let us know if you’d like to see more on our Discord Channel.

Thanks for reading!

Benny and the Design Team

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A NEW ADVENTURE – PATCH NOTES 23/05/19

Hey Lightseekers!

This week the team bring you a new adventure! Including some changes and improvements from your feedback. As always thank you for your support! –The PlayFusion Team 


Adventure Awaits! 

A new adventure has been added; A Colossal Find.

This is an on-going story that kicks off with the events of Uprising and continues into the story of the next expansion…
This week sees the first three encounters of the adventure – ‘A Colossal Find’ can be found under the ‘Solo’ menu.

Card Errata 

We had originally intended to wait with a change to this card until Wave 5, but due to continuous community feedback, we’ve decided to take action sooner:

– Abyss Tentacle now has 4 clunky corners of 2 damage each.
– This errata will take place in physical play from June 28th onward.

Bug Fixes 

A few errors that affected cards that reveal, draw, and shuffle in some combinations.

– An issue where Tantruming Kreebal is played off Ancestral Communion.
– The Elemental: Rotator lightstone will now be properly optional.
– Fixed some issues with cards that get stored by Makeshift Reactors or Cursed Graves multiple times in a game.
– Fixed an issue with Buffs that move stored cards into play when they have multiple cards stored. Ranked Changes
– We have removed the promotion and demotion series from ranked.
– This means that you will now move fluidly (whether for better or worse!) between divisions, brackets, and leagues.
– As usual, the end of season rewards will be determined by the highest rank you achieved (where you end doesn’t matter as far as the rewards go).

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EVENT AND PLAYER INVITATIONAL CHANGES

Greetings Lightseekers,

A few days ago we brought you news about our upcoming Events and we wanted to go over this in more detail for you all; first of all, we want to answer all of the questions you have regarding Gold Events.

Gold Events

Currently, we aren’t able to support the Gold Events like we originally planned to. This is due to resourcing and logistical problems that do not allow us to be there in person like we have been previously, in addition to having to alter the prize support.

This has lead to us considering the option of cancelling these events, however, we have been in long conversations with stores that are due to host the Gold Events and we are now determined to work together with these amazing stores to bring Gold Events to you.

We want to run our full list of Gold Events that we have planned but with alternative prizes, we will be updating the Gold Events prize listings shortly with the update list below.

Each store hosting a Gold Event will receive the following for participation prizes:

– 10x of each of the Uprising playmats that can be seen below.

– 2x of each of the six Orders’ Organized Play Series 1 combo packs (20 cards in each).

– 1x of each Organized Play Series 2 and Series 3 booster boxes (24 packs in each box).

– A bag of branded wristbands

(All of the above are in addition to the Booster prizes and Gold event playmats for the Top 8! )

 

Nationals

Unfortunately, due to resourcing, we are additionally unable to host the US nationals. We are still hosting the Nationals at UKGE – however with altered prizing support. A full list of alternatives can be seen below;

1st Place: Foil Uncut Sheet, Platinum Playmat, 8x Booster Boxes, Design your own card theme!

2nd Place: Uncut Sheet, Platinum Playmat, 6x Booster Boxes

3rd/4th Place: Platinum Playmat, 4x Booster Boxes

5th/8th Place: Platinum Playmat, 2x Booster Boxes

Each player will still receive an 8x points multiplier.

 

Player Invitational

We wish to support those who have invested so much in travelling to each event to become the best. Along with this and the win-trading that has occurred in the digital app we have decided that we shall be changing the invited players to the Top 4 PHYSICAL points earners in each region. As such, we are looking to provide the prizes to those players at the end of the season (ending on the 1st of July).

The prize breakdown for each player in their respective regions are as follows:

1st

  • FOIL Uncut Sheet
  • NON-FOIL Uncut Sheet
  • A Playset of the following:
    • FOIL Kreebal Monk (Promo Art)
    • NON-FOIL Kreebal Monk (Promo Art)
    • FOIL Stone Scribe (Promo Art)
    • NON-FOIL Unruly Mob (Promo Art)
  • Boulder and Zyrus cards
  • Unreleased Original Elara and Ironbark*
  • Unreleased Obsidian Maul and Necroskull Ward*
  • Howlock the Founder Platinum Playmat
  • Limited-run Uprising Playmats (1x of each design)
  • 2x of each Organized Play booster boxes (48x booster packs total)
  • 6x Uprising booster boxes

 

2nd:

  • FOIL Uncut sheet
  • A Playset of the following:
    • FOIL Kreebal Monk (Promo Art)
    • FOIL Stone Scribe (Promo Art)
    • NON-FOIL Unruly Mob (Promo Art)
    • Boulder and Zyrus cards
    • Unreleased Original Elara and Ironbark*
    • Unreleased Obsidian Maul and Necroskull Ward*
  • Howlock the Founder Platinum Playmat
  • Limited-run Uprising Playmats (1x of each design)
  • 1x Organized Play booster box (24x booster packs)
  • 4x Uprising booster boxes

 

3rd/4th:

  • NON-FOIL Uncut Sheet
  • A Playset of the following:
    • NON-FOIL Kreebal Monk (Promo Art)
    • FOIL Stone Scribe (Promo Art)
    • NON-FOIL Unruly Mob (Promo Art)
    • Boulder and Zyrus cards
    • Unreleased Original Elara and Ironbark*
    • Unreleased Obsidian Maul and Necroskull Ward*
  • Howlock the Founder Platinum Playmat
  • Limited-run Uprising Playmats (1x of each design)
  • 1x Organized Play booster box (24x booster packs)
  • 2x Uprising booster boxes

Playmats can be signed by the Art and/or Design team on request.
*These cards are not eligible to be used in tournament play.

ALL 8 players will also have an opportunity to create a theme for a card to be released in a future expansion!

 

 

 

Lightseekers is something we love and want to see grow. We want to see players enjoying battles around the world hence we’re doing our best in order to bring these events to you.

You can still find us at a number of major events around the world, we will still be attending UKGE, GenCon, TableTop Gaming Live and more – where we will be running tournaments, demonstrations and stands for you to come and say hi to us!

There’s also just over a month until Lightseekers Uprising releases physically in stores, we can’t wait to see what you think of it!

Thank you for your support and understanding,

The Lightseekers Team

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DRAFT REWARD CHANGES & IMPROVEMENTS – PATCH NOTES 13/05/19

It’s been a huge week in the world of Lightseekers and following this, we have made some improvements and adjustments from community feedback and further testing.

Thank you for your continued support, we look forward to hearing your feedback! The PlayFusion Team 

 

Adventure Mode:

– The AI difficulty of the first few bosses has been adjusted.

– The first five bosses have had their health reduced.

– A number of early bosses have had a few cards adjusted.

 

Draft Rewards:

– Rewards for Draft have been adjusted to include more Gold.

– If you get at least 4 wins, you will now receive some Gold alongside the other rewards.

– For some tiers, the Gold has replaced a booster pack and/or fragments, but for some it’s purely additive. 

The Gold Champion reward is now 2 Booster Packs, 2 Premium Loot Chests, 1 Mega Chest, 1 Draft Ticket, and 300 Gold.

 

Bug Fixes:

– Vilebrew Hexer will no longer let any heals through from Regen Chamber.

– Buffs with a first corner X that have an ‘as this enters play’ effect will now trigger even when moved into play.

– The Angered Kalamari has (against their wishes) put their item back in the item slot.

– Hyper Rewind should now correctly be acting like a ‘Burn’ card.

– Contra Bubble’s second corner will now work correctly when converting self damage to healing.

– Cards that play other cards that can play other cards (etc.) would end your turn under some conditions. (This could have affected Ancestral Communion and Rustforge Assembly.)

– Shadehoof Scapegoat now won’t trigger if you don’t have access to Shadow.

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Uprising has Arrived!

Our latest Uprising update is here, and it’s our biggest one yet! 

Today we bring 202 cards to the digital version of Lightseekers with UPRISING, available all versions of Lightseekers: Nintendo Switch, Mobile and Steam. You can find a full list of the cards on our card database here and see the main features of Uprising on our Uprising Overview page here. In addition, the Nintendo Switch now has full joy con support! 

In addition, the brand new single player ADVENTURE MODE is now available. With 200 stages of story-driven content, this is a major new mode that will bring dozens of hours of new content to Lightseekers. You can find out more about Adventure Mode, our previous news post has you covered.

Not only that, but we are also bringing DRAFT MODE to Lightseekers. This new competitive mode will allow for completely random deck builds with huge prizes for those who manage to run the gauntlet undefeated.

All of these new features make this the biggest Lightseekers update we’ve ever done. We really hope you enjoy the new content in Uprising!

There are some additional smaller gameplay updates and rule changes that are included in this release:

 –   You can now silence emotes from other players
 –   The front page of Lightseekers has been updated to include news and other useful information
 –   Once-per-game abilities can no longer be triggered by other cards’ effects. For example, Dusktalon Assassin cannot trigger Star Tamer Calak’s ability.
 –   Cards that trigger abilities’ effects no longer count as ‘using’ that ability. For example, if Dusktalon Assassin triggers an ability, that won’t trigger cards like Abyss Tentacle.
 –   A Burn card can no longer be Restarted or Rotated backwards by other cards.
 –   Hammerdown Enforcer is replacing the Crazed Bomber card, more details on this change and it’s reasoning can be found here. 

 

 

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Get ready for Uprising!

Hey Lightseekers! We know you have been waiting patiently for Uprising and now it is just around the corner – Uprising digital hits May the 8th, but that’s not all, it releases with two new game modes, and FULL Nintendo Switch controller support. In this latest news, we look into what you can expect from Draft Mode, a change to Crazed Bomber and, of course, Uprising!

Draft: How does it work?

 

Draft uses a variant of the standard rules, so to start you choose from 2 random orders and then craft your deck from a random selection of cards! Then it’s time to battle through 6 rounds to gain entry to the Prize Gauntlet. Lightseekers who battle through this and become victorious will win a Gold Lightseekers Chest: This includes, booster packs, mighty chests and gems!

All players will receive at least one booster pack, so whatever happens, all participants will win prizes! We will have more news on what you can expect to win from Draft next week!

The entry fee for Draft is 150 Gold or 100 Gems – and to celebrate the launch we are giving a FREE entry to everyone who logs in during the first week of release…alongside a free Uprising booster pack! So there are no excuses to not get stuck in!

 

Crazed Bomber > Hammerdown Enforcer

It will come as no surprise that in Lightseekers, the ability to remove Buffs can be considered one of the strongest utilities in the game. One card that is particularly effective at this is Crazed Bomber, mainly because it is the only one capable of single-handedly removing 3 Buffs in a single action. This was originally accounted for with the downside of removing your own Action Buffs in the process, but with the popularity of ‘Buffless’ Tech decks and the game-changing strength that Crazed Bomber provides, it has turned out to be too easy to bypass the aforementioned downside.

As of Uprising, we will be banning Crazed Bomber physically, AND removing it digitally, as its replacement arrives; Hammerdown Enforcer. As seen, Hammerdown is a Time Action card, falling into Tech’s utility element (where you would usually expect to find Buff removal) whilst also fitting with one of Techs main themes, self-damage. This element change also allows for the recent Mythic hero, Time-Jumper Rylox, to have access to basic Buff removal.

So what does this mean for digital players?

As of Uprising’s release, Crazed Bomber will be removed, and all digital copies will be replaced with equal copies of Hammerdown Enforcer. For players with scanned physical copies of Crazed Bomber, the level will be continued into Hammerdown Enforcer.

Any future Crazed Bombers scanned into the digital game will also be converted into Hammerdown Enforcers.

 

 

Get ready for Uprising!

 

Upon release, we will be offering a special bundle to get you started – for just 1500 gems you can purchase 25 booster packs ( that’s 25 booster packs for the price of 20! ) and don’t forget you will already receive a free booster pack and free Draft key from logging in next week!

We can’t wait to see all your excitement on the 8th, with 202 new cards and all this brand new content it’s going to be a big one!

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Adventure Mode!

As I am sure you already know: We’re bringing a brand new single-player mode to Lightseekers, the aptly-named Adventure Mode!

This new mode alongside our brand new Uprising Digital Release AND Draft Mode will be available on May 8th. This is comfortably the biggest update we’ve EVER done for Lightseekers, and it’s right around the corner!

Adventure Mode will be bringing over 200 stages to Lightseekers, and along the way, you’ll meet the creatures of the world; from the stalwart Everok to the playful Mari to the tempestuous Kreebal as you uncover the true secrets of Tantos.

Don’t forget that this update comes with 202 extra cards in Uprising, meaning that not only will there be new features and content, but there will also be a brand-new set of cards to play with too!

We hope you’re ready because huge changes are coming to Lightseekers next week.

So with that in mind…here’s a sneak peek at what Adventure Mode will bring to Lightseekers on May 8th! Who’s excited?

 

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AN EGG-CELLENT DIGITAL CAMPAIGN

Hey Lightseekers!

The sun is shining, lambs are baaaaaaing – let’s sit inside and play games! To celebrate the Easter holiday period we have a brand new campaign for you, featuring 3 puzzling bosses with 1 unique reward from besting them.

Here are some tips about the bosses and what you can expect: 

*This event includes a new keyword “Stubborn” – This simply means the card cannot be removed, returned or made dormant.*

Boss 1: Lalu the Rascal

Starting fairly simple, Lalu runs a relatively straightforward deck, but every few turns her “Stop for Chocolate” buff may become a problem. While it’s on the fourth corner, anyone who plays a card (so you on your turn too) will heal her for 2 per card played. Don’t feed the greed!

Boss 2: Everok Egg Cracker

Starting to ramp up now, the Egg Cracker has 3 “Lovely Eggs” in play, right next to “The End”. “The End” is something we’ve seen before – It’s just defeat in card form! Lucky for you, the Lovely Eggs make it dormant. Not so lucky for you, if you deal 3 damage, the Egg Cracker will draw “Crack Egg” from the discard pile. If they play this card, a Lovely Egg gets destroyed, leading us closer to The End.

Boss 3: Egg Hunt

Time for a Puzzle! This time, we give you a deck and you play as the Egg Hunter vs a very Hungry Tyranos. Tyranos is similar to his normal counterpart, with one key exception – he can’t be defeated if you haven’t got a full egg basket!

What is that? How do you fill your Egg Basket? Well by collecting eggs of course! There are four eggs to collect, with each one you collect unlocking the next. If you meet the objective as the egg hits it’s fourth corner, you’ll add it to your basket. All this while trying to stay alive against Tyranos.

 

 

Once you have collected all your eggs and won the campaign, you will receive an egg-clusive card back! This egg-cellent campaign will run from the 16th April – 30th April and during this time you will also be able can also purchase an Egg-traordinary playmat for only 500 gems. Yum!  ( We have run out of egg puns ) 

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