Short answer: v0.110 is a correction patch with real deckbuilding consequences. It walks back two v0.109 experiments, rebuilds several Silent cards, sharpens Defect's orb-versus-Status choices, and turns Toasty Mittens from a gamble into a controlled exhaust tool. It is still beta, so do not silently apply these values to the v0.107.1 main branch.

Main branch or beta: check this first

The easiest way to give bad advice right now is to omit the branch. Major Update 2, v0.107.1, remains the stable public version. v0.110.0 is the optional beta released at the end of July.

If you want to...UseWhy
Learn the public gameMain v0.107.1Most players, guides, and Workshop setups still meet here
Test the newest card balanceBeta v0.110.0This is where the reworks and control changes live
Protect a serious climbMain v0.107.1Fewer moving parts and no mid-test rebalance
Play co-opOne agreed versionA good build cannot fix a version mismatch
Report balance feedbackBeta v0.110.0Name the version and the exact interaction you tested

If a run matters to you, finish it before changing branches. Beta is best treated as a test bench, not a free upgrade button.

The five changes worth learning first

The patch notes are long, but five clusters will change more decisions than the rest.

ChangeOld habit that failsBetter v0.110 habit
Silent Poison reworkEvaluating Haze and Outbreak by their v0.109 jobsRecount AoE Poison, Weak, and immediate trigger value from scratch
Pillar and Regalite splitTreating every creation payoff as once-per-turnDecide whether the deck creates repeatedly or merely once each turn
Toasty Mittens controlPricing in a random top-deck lossPlan a deliberate exhaust priority before taking it
Defect Focus buffsTreating Synchronize as one burst turnBuild around repeatable temporary Focus and actual orb diversity
Rocket Punch nerfAssuming one Status makes it freeCount Status creation: each one now removes only one Energy

That last row is a useful model for the whole patch. v0.110 rewards counting what your deck really does instead of remembering a card's old reputation.

Silent: Poison has a new shape again

Haze now costs 2, applies 4(6) Poison and 1(2) Weak to all enemies, and is no longer a Sly card. Outbreak becomes a 3-cost Rare Skill that applies 9(12) Poison to all enemies and triggers Poison immediately. Mirage returns to gaining Block from enemy Poison and no longer Exhausts. Well-Laid Plans keeps its full-hand behavior but costs 2(1).

This is not a blanket Poison buff. Haze is a cleaner hallway card because it combines AoE setup with mitigation. Outbreak is a costly payoff, so it belongs in a deck that can afford the turn and gains real value from an immediate Poison tick. Well-Laid Plans now asks for an even more honest setup-cost calculation.

The drafting question is no longer “am I Poison?” It is “does this card solve an upcoming multi-enemy turn, a defense gap, or a damage-timing problem?”

Regent: creation now has two different clocks

Pillar of Creation returns to triggering whenever you create a card, but its Block drops to 2(3). Regalite moves the other way: it grants 6 Block only the first time you create a card each turn.

Those effects sound similar until a deck creates three or four cards in one turn.

  • Pillar wants density and burst. Every extra creation can matter.
  • Regalite wants reliability. One creation on most turns is enough.
  • A mixed deck can use both, but it should not count their Block with the same formula.

When choosing an upgrade or reward, count creation events per turn, then count turns with any creation. Pillar cares about the first number; Regalite cares about the second.

Defect: Focus rises, Status discounts slow down

Biased Cognition now grants 5(6) Focus. Synchronize no longer Exhausts, and its upgrade raises temporary Focus from 2 to 3. That gives orb decks a stronger repeatable ceiling, especially when several orb types are present.

Rocket Punch is still a Status payoff, but each created Status reduces its cost by one instead of setting it to zero. One Status is a discount; two or more may be the engine. Draft it after confirming the deck creates enough Statuses without filling itself with unusable hands.

The dedicated v0.110 Defect guide works through the breakpoints.

Ancient relics: Mittens is the headline

Tezcatara's Toasty Mittens now asks you to Exhaust one card from your hand each turn and gain 1 Strength. Choosing the card changes everything. Starter cards, curses, and statuses can become fuel, while important combo pieces can be protected.

There is still a cost: you finish the selection with one fewer card in hand. The relic is strongest when the worst card in hand is genuinely expendable and the deck converts Strength into enough damage. See the character-by-character Mittens guide before treating it as an automatic pick.

Other ancient changes matter at the margins: Seal of Gold loses only 3 Gold, Pael's Relax blocks for 16(18), and Vakuu's Fiddle returns to drawing two cards. These affect comparisons, but they do not rewrite a deck as dramatically as controlled exhaust does.

A sensible first test run

Do not test ten changes at once. Pick one question and build the run around observing it.

  1. Confirm the beta version on the title screen.
  2. Choose one character-specific interaction to watch.
  3. Record the card text when it is offered, not from memory.
  4. Note the fight where the change mattered and the fight where it did not.
  5. Keep “the number changed” separate from “the card is now good.”

For Silent, test whether new Haze solves the exact AoE and Weak turns your deck was missing. For Regent, count creation events. For Defect, write down Rocket Punch's real cost after one and two Statuses. That produces useful conclusions instead of patch-day excitement.

What did not become current main-branch advice

Everything above is beta analysis. The searchable database continues to show v0.107.1 main-branch data until the source and stable game move forward. That split is intentional. A reference page should not overwrite public card text merely because an experimental branch exists.

The stable lesson is simple: label the branch, verify the text in front of you, and judge a card by the job it solves in the next fights. Patch numbers change; that decision process survives them.