Verdict: v0.108.0 is a good beta patch because it creates useful questions. Co-op gets genuinely new decisions, several rules become easier to trust, and familiar cards can no longer carry an entire engine alone. That does not mean every nerf feels equally elegant.

What this ranking measures

This is a rating of changes, not a permanent card tier list. A low rating for the Fuel change does not mean Compact is unpickable. It means removing card draw from Fuel makes the Compact package less satisfying and forces Defect to solve draw somewhere else.

The same distinction applies to Tracking. The card still has a job, but changing double Attack damage into 50% more damage sharply reduces the burst ceiling. A deck that already applies Weak and deals efficient Attack damage can still use it. A weak attack deck can no longer expect Tracking to perform a rescue.

The branch matters too. These evaluations apply to the optional v0.108.0 beta. Main-branch players on v0.107.1 still have the earlier behavior.

Banger: multiplayer finally has its own draft language

The 15 multiplayer-only cards are the patch's most important design statement. Co-op is stronger when a card asks what your partner is doing, which character can exploit an effect, or whether the team should divide damage, defense, and setup roles. Without those questions, multiplayer risks feeling like two independent runs sharing a combat screen.

Novelty is not the same as power. Some team cards will be too narrow for a particular pair, and drafting every card with a multiplayer label is an easy way to dilute both decks. Their value is that they make coordination visible in the reward screen. That is healthy even before the final balance settles.

Read the multiplayer cards guide for a role-based evaluation rather than treating all 15 as automatic picks.

Certified: the timing fixes are small and excellent

End-of-turn Orb passives and Regen Potion now resolve before self-Doom. The old order could produce a loss even when an Orb was about to kill the last enemy or regeneration was about to move the player above the lethal threshold. The new order is easier to explain: resolve the player's end-of-turn survival tools, then check Doom.

This does not trivialize Doom. The Orb still needs enough damage and the potion still needs enough healing. It simply makes the visible end-of-turn effects trustworthy. Good rules patches reduce the number of times a player says, “I understand the text, but not why I lost.” This one does exactly that.

Certified: Outbreak trades ceiling for a floor

Old Outbreak delivered a larger area hit after every third Poison application. The beta version deals a smaller hit whenever Poison is applied. Across exactly three applications, the raw total can be lower. In hallways where the fight ends after one or two applications, the card now contributes immediately.

That trade is interesting rather than obviously stronger or weaker. It rewards repeated Poison sources and makes speculative Outbreak picks less embarrassing, while reducing some long-fight spikes. The dedicated Outbreak and Tracking guide covers the draft thresholds in detail.

Mid: Shatter becomes a one-use decision

Shatter now Exhausts. If one Orb payoff solves the important turn, this is almost irrelevant and may even improve later draws. If a boss plan depended on rebuilding Orbs and playing Shatter several times, the change removes the core loop.

That makes Shatter more honest: draft it for a specific payoff, not merely because the deck happens to channel Orbs. The downside is that long fights lose one of their repeatable conversion tools. It is defensible balance, but not an exciting change.

Doomed: Compact lost the part that joined the engine together

Compact still turns statuses into Fuel, and upgraded Fuel provides more energy. Fuel no longer draws cards. That separation matters because status-heavy hands have two problems: dead cards and poor access to the real deck. Compact still removes the dead cards, but it no longer refills the hand by itself.

Independent draw makes the package functional. Expensive cards give the new energy somewhere to go. Without both, players can finish a Compact turn rich in energy and poor in choices. The Compact and Shatter guide explains how to rebuild the shell without pretending the card is dead.

Final verdict

The best v0.108 changes improve communication: multiplayer cards communicate team roles, cleaner timing communicates what happens at end of turn, and Outbreak communicates its payoff immediately. The roughest changes split formerly connected jobs apart without giving the player a new decision in the moment.

That is exactly what a beta branch is for. Test the changes, label the version when discussing them, and judge the resulting runs rather than the patch-note sentence alone.

FAQ

Is v0.108.0 on the main branch?

No. It is an optional beta. Main remains v0.107.1 until an official promotion.

Is Compact dead?

No. It now needs external draw and useful energy sinks instead of supplying status cleanup, energy, and hand replacement in one package.

What should I test first?

Try one mixed-character co-op run, one Silent Poison run with Outbreak, and one Defect status run with independent draw. Those tests expose the patch's biggest design changes quickly.