
With Gothic ushering in new cards and ways to play, it’s the perfect time to tend the garden a little, trimming back a few overgrown branches and letting some restless wings finally come to rest.
Some of these adjustments simply formalize how players have already been playing for months, while others smooth out interactions that drifted a little from their original intent as the realm evolved.
In the past, smaller adjustments were handled informally through “treat card as… ” notes on the Curiosa.io FAQ, guidance meant primarily for more competitive-minded players, not those battling it out at the kitchen table.
With these changes, we’re moving beyond that approach. The following updates are now official card updates, aimed at improving the Sorcery experience across all types of play. You’ll find them clearly labeled on Curiosa.io with the updated card text prominently displayed.
We want to be clear. Card updates in Sorcery are rare, and we approach them with care. Because the game is built on top-down design, where art, flavor, and mechanics all serve a shared vision, these updates aren’t about rewriting a card’s story, but preserving its spirit.

The Druid
It’s no small thing to update an Avatar. They’re central to the realm, anchors of identity that shape the very stories we tell. Typically, we prefer to meet power with counterplay, designing new cards to challenge strong archetypes rather than changing them directly. With Gothic expanding the realm, we’ve already introduced tools to counter powerful strategies such as the Archimago’s cemetery recursion. The Druid, however, proved a unique challenge. Its versatility meant that any targeted countermeasures risked harming other decks instead. And so, rather than uproot the forest, we’re trimming a few branches.
The Tawny Loop Has Been Clipped
While infinite Tawny sacrifices are certainly a hoot, it isn’t exactly part of the natural order. The front side of the Druid is being updated to read, “If this is your first turn, summon Tawny here.” You’ll still gain your Tawny early, but now you’ll need to choose the perfect moment to send it soaring for that key Lava Flow or Snowball.
Thorns Stay Close to Home
Previously, the Druid’s thorny aura could lock opposing Avatars in place, turning tense duels into tangled stalemates. Now, those thorns only grow on allied sites, with the back side of the Druid updated to read, “Nearby allied sites have 'Whenever an enemy enters here, it takes one damage.” You can still defend your territory and drag intruders through your own bramblepatch, but the realm breathes easier when the vines stay rooted where they belong. And for those facing off against the Druid, you can now find passage through the thorns by silencing those sites.

A Striking Change
The other major update involves how certain cards interact with sites. These changes likely won’t come as a surprise to anyone who has been playing over the past few months!
Being able to strike sites is intuitive and allows for much cleaner templating going forward. However, a handful of early cards were printed before this standard fully took root, leading to minor inconsistencies in how they functioned.
To match their original design intent, the following cards now have additional text that specifies that these only work “against units.”
- Daperyll Vampire
- Blood Ravens
- Sir Galahad
- Grim Guisarme
- Mask of Mayhem
- Lance
You’ll find their updated text listed on Curiosa.io for clarity. As always, these changes are documented in the changelog.
Looking ahead
Updates in Sorcery are about refinement, not reinvention. As the realm continues to grow, through Gothic and beyond, we’ll keep watching for places where gameplay can become clearer, fairer, and truer to its original design intent.
For now, the forest settles, the thorns retract, and balance, like nature, finds its way.
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