Welcome to Season 4, a fresh frontier in Cross The Ages known as “Dawn of War.”
This is the season where you don’t just collect cards, you start commanding zones, unleashing blasts, and weaving passive runes into your strategy. Whether you’re new or returning, this is a great moment to explore what’s been added (or reworked) to shape the next era of CTA gameplay.
Blast Mode: The New Heartbeat of Matches
If you’ve ever thought “cards are cool, but I want more control,” Blast is just for you.
- Blasts are special abilities layered on top of your card plays—think of them as tactical spells that can change tempo mid-match.
- In Season 4, all players get access to three levels of Blasts from the get-go (no hidden gating).
- You’ll build your deck including one Level 1, one Level 2, and one Level 3 Blast. Choosing which Blast combo to pair with your cards is part of the strategy.
- Examples: Fireball empowers you to directly weaken or destroy enemy cards at an energy cost; Drone Command allows repositioning of cards to gain leverage. Timing and energy management become key.
It’s not just about card strength anymore—it’s also about when and how you deploy your Blast.
Rune Mechanics: Passive Effects That Stack
Season 4 also introduces Runes, which give automatic passive effects tied to certain S-grade (high tier) cards.
- Each card collection now has an associated rune effect (e.g. Mage rune, Overpower rune, Explosive rune).
- The more S-grade cards you play from that same collection, the stronger the effect—runes stack.
- For instance, Arkhante cards carry the Mage rune, which triggers damage to an enemy card when played; Rift cards house the Explosive rune to deal area damage to adjacent opponents.
Runes encourage you to build around synergies—not just strength—providing rewarding depth as your collection grows.
Duel Mechanics Refined
To make the gameplay smoother and more intense, several core rules have been updated:
- Starting health points (HP) for players is now 25,000, and starting energy is 650. Each match, energy caps at 1,200 and refills at +500 per turn.
- Cards from prior seasons are visually “refreshed” upon minting to adopt the Season 4 border styling, providing consistency across your collection.
- Season 3’s minting window has been extended to October 22, 2025 (8:00 UTC), in light of delays and to give players more breathing room.
- Flex cards have been fully removed—no more mid-season conversions. Only Static and Eternal remain.
These changes aim to reduce complexity while enhancing pacing and strategic variety.
What This Means for New Players
- It’s a great time to join: the barrier to leveraging Blast is low because everyone gets access from day one.
- Focus your early collection efforts on acquiring and playing S-grade cards within a few collections you enjoy—you’ll start getting rune bonuses fast.
- Build your first deck consciously: card synergy + Blast pairing will matter more than sheer strength.
- Use the extended window on Season 3 minting to your advantage—there’s time to build out your Static/Eternal collection ahead of the full shift.
Season 4 isn’t just a new chapter—it’s the beginning of a new rhythm for Cross The Ages. Blasts, runes, streamlined mechanics, and new visual unity: all of it is shaped for deeper, cleaner gameplay.
Stay tuned: in coming posts, we’ll dive into the new economy behind this season, how token mechanics now tie gameplay beyond just the cards, and concrete beginner decks you can try in Blast.