Short answer: v0.109.0 is a deckbuilding patch, not a cosmetic update. It changes how often several important cards appear, rewrites three build-around cards, and adds two Neow relics with unusually large rewards and real deck costs. The main branch is still v0.107.1, so label the branch whenever you share advice.

The changes that matter first

Reading every number in a patch note is useful; deciding which old habits are now wrong is more useful. These are the changes most likely to alter a draft, route, or boss plan.

ChangeImmediate run consequenceFirst adjustment to make
Dowsing RodA quest rewards visiting five question roomsValue flexible ? routes, but do not abandon necessary upgrades or elites
Neow's SacrificeStarts with a huge emergency potion and a deck downsideTreat Ambergris as a planned boss or elite resource, not ordinary healing
Well-Laid Plans reworkKeeps the entire hand instead of selecting a few cardsWatch hand space and draft discard deliberately
Eidolon reworkReplays Ethereal cards from the Exhaust pileDraft for repeatable Ethereal value rather than the old Intangible check
Pillar of Creation reworkBlocks only on the first created card each turnPrefer reliable creation across turns over one explosive creation turn
Ironclad rarity shiftsBloodletting appears less often; Taunt appears more oftenStop assuming the old energy package will arrive on schedule

The practical theme is distribution rather than raw power. Rarity changes alter how reliably a plan comes together. Reworks move value from one turn pattern to another. If an old tier list gives a card the same grade without discussing that context, it is already stale.

New Neow relics change the first map

Dowsing Rod adds the Dowsing quest card. After five question rooms, it transforms into Abundance, a one-cost Ancient Skill that offers three upgraded Powers and lets you play the chosen Power for free that turn. The payoff is dramatic, but the route requirement matters. A weak deck should not skip its only campfire or a safe early elite merely to finish the quest one floor sooner.

Neow's Sacrifice provides Ambergris and adds Guilty to the deck. Ambergris heals 50% of maximum HP and immediately grants another turn. That is closer to a fight-reset button than a normal potion. The correct comparison is not "how much healing do I get?" but "which dangerous fight can I route into because I own this resource?"

Both relics reward planning. Dowsing Rod asks for map flexibility; Neow's Sacrifice asks for potion discipline and tolerance for a bad draw. Neither is free power.

Character-by-character draft changes

Ironclad: stronger scaling, less reliable energy access

Demon Form now grants 3(4) Strength per turn instead of 2(3), so a safe setup turn pays back faster. Expect a Fight loses the restriction that prevented additional Energy gain during the turn. Primal Force and Giant Rock rise to 20(24) damage.

The larger structural change is rarity. Taunt becomes Common while losing one Block, Bloodletting moves from Common to Uncommon, Cruelty moves from Rare to Uncommon, and Dominate becomes Rare. Ironclad decks that previously assumed a common Bloodletting would rescue an expensive curve need a real backup plan. The v0.109 Ironclad guide breaks down that new curve.

Silent: retention becomes hand management

Well-Laid Plans is now Rare, costs 1(0), and prevents the end-of-turn discard instead of retaining a selected one or two cards. This can preserve a complete combo, but it can also clog the hand and reduce fresh draw. Expertise now draws 2(3) cards and gives those cards Retain for the turn; Mirage becomes a zero-cost investment that grants 1(2) Energy next turn.

The old shortcut "Well-Laid Plans makes every Silent deck smoother" is no longer enough. The new version wants discard outlets and a reason to keep several cards together. See the dedicated Silent guide.

Regent: one creation trigger per turn

Pillar of Creation now grants 5(7) Block for the first card created each turn. Previously it granted 3 Block whenever a card was created. This is more dependable in a deck that creates one card on most turns and weaker in a deck that creates many cards in one burst. Collision Course also drops from 11(15) to 10(14) damage.

Do not count creation triggers; count turns with at least one trigger. That small wording change should affect card order and draft priorities.

Necrobinder: Eidolon becomes a replay engine

Eidolon now plays all Ethereal cards in the Exhaust pile and then Exhausts. Its old identity centered on exhausting a large hand to gain Intangible. Those are different decks. The new Eidolon wants Ethereal cards that remain valuable when replayed and enough setup time to stock the Exhaust pile.

This is powerful in long fights and awkward when drawn before the pile is ready. The Eidolon build guide focuses on that timing problem.

Defect: cleaner front-loaded damage

Hyperbeam rises from 28(36) to 30(38), while Sunder rises from 24(32) to 26(34). Trash to Treasure's upgrade now reduces its cost by one instead of granting Innate. These are useful changes, but they do not erase the costs around Focus loss, expensive hands, or status generation.

Treat the buffs as better solutions to existing problems. Do not draft a new problem merely because its payoff gained two damage.

Enemy and relic changes that affect routing

Aeonglass' Ebb damage drops from 26(32) to 22(26), making the specific check less punishing without removing the need for scaling. Torchhead Amalgam now opens with Strong Tackle for 26(32) instead of 18(22). That opening should change potion thresholds: arrive ready to block or end the first cycle quickly.

Diamond Diadem now starts combat with 20 Block that is not removed at the start of the next turn. History Course repeats only Attacks, not the last Attack or Skill. Several deity relic numbers and pools also move. These changes are easy to miss because they sit outside character card sections, but they can invalidate a familiar route or shop valuation.

Should you use the beta branch?

Your goalRecommended branch
Learn the current public gameMain v0.107.1
Test new Neow relics and reworksBeta v0.109.0
Protect an Ascension climbMain v0.107.1
Play with mods or co-opWhichever exact version the whole group supports
Write or discuss balance feedbackBeta v0.109.0, with the version named

The beta is useful because it is unsettled. That is also why a beta tier list should not be treated as permanent. Record the branch, note the date, and separate confirmed card text from your early evaluation.

Sources and update policy

Values in this guide were checked against Mega Crit's official v0.109.0 beta patch notes and cross-checked with the Untapped change summary. The linked database pages show the current main-branch data until the beta is promoted, so beta differences are labeled in this article instead of silently overwriting stable values.

FAQ

Is v0.109.0 the main branch?

No. It is the optional beta branch as of July 20, 2026. The current main branch remains v0.107.1.

Which old guides are most affected?

Silent retention, Necrobinder Ethereal, Regent creation, and Ironclad energy or rarity advice need the most scrutiny. Evergreen pathing principles remain useful, but card-specific claims should name the branch.

Is the new Eidolon automatically stronger?

No. It has a higher build-around ceiling but requires an Ethereal package and a stocked Exhaust pile. The old defensive use case no longer describes the card.