As Hero Realms characters level-up and get more powerful, the game starts to be more and more about the characters’ starting decks and abilities, rather than the deck-building. To help lessen this effect, we are introducing the “Reserve” mechanic. The purpose of this mechanic is to ensure that deck-building remains an important part of the game, while still increasing the power and versatility of your character as you level up further.

To do that, starting at level 13 (which is unlocked with the purchase of the Call to Arms expansion), most level-up treasures will be marked with “Reserve X”, and will start the game in your Reserve pile instead of in your deck.. 

The cards in the Reserve pile are ordered according to when you earned them. Reserve 1 will always be on the top of the pile. The first time you shuffle your discard pile in order to make a new draw pile, your Reserve 1 card will be shuffled into that draw pile. The next time you shuffle you’ll add your Reserve 2 card (if you have one), and so on.

As a part of this rebalancing, we’re also modifying the card text and even the type of some of the Level 13 treasures. We are making these changes with the purpose of keeping deckbuilding relevant as your characters continue to get more powerful. For example, here are the Fighter’s treasures, before and after the update:

Before
After

Here are the rest of the Level 13 treasures for the original five classes:

Before

Cleric
 

Ranger
 

Thief
 

Wizard
 

After

Cleric

Ranger

Thief

Wizard

The Reserve 1 cards are being added to production now, but for the time being the higher-level Reserve cards are still being tested in our beta program.