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Season 4 Cross The Ages: Dawn of War & Heroes Legacy 2025

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Published on Sep 10 2025

Discover Season 4 of Cross The Ages: Dawn of War! New gameplay, runes, blasts, and qualifications for Heroes Legacy 2025. Become the champion!
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Roadmap and Rules, from Qualifications to the Grand Finale

It’s time to dive into Season 4 of Cross The Ages: Dawn of War! New gameplay, a revamped focus on Static and Eternal collections, and a qualification phase for Heroes Legacy: this season embodies our vision for Blast and the future of the competitive scene with the third edition of Heroes Legacy. Who will be the champion of the 2025 edition? It’s up to you to decide!

To get started, here are some key details to know:

Launch of the Season 4 Limited Offer

Head to the Portal to discover all the rules for Season 4 and the details to complete your Dawn of War Eternal collection!
https://portal.crosstheages.com/presale/information

Dawn of War - Launch Trailer

New Card Borders

All assets minted on Solana will be updated at the time of minting to feature the same border as Season 4, now the standard across all CTA products.

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Exceptional Extension of Season 3 Minting

Due to delays in card minting and to allow you to prepare your collections in the best possible conditions for the qualifications, the minting period for Season 3 cards has been extended until October 22, 2025, at 8:00 AM UTC. Don’t be surprised if your Season 3 Flex cards are displayed as Static in the TCG during this period, as Flex no longer exists. It will be possible to mint Season 3 cards on the Portal. More details are available in the Economy Part 2 article.

Gameplay Overhaul, Unlocking Blasts and Runes

Below, you will find the gameplay conditions for the launch on September 24. In case of a major issue, we reserve the right to quickly modify the components of the information below. In any case, the rules, whether modified or not, will remain in effect throughout the qualification phases, and no changes will affect the rankings. The rules will remain unchanged between the end of qualifications and the grand finale to ensure application stability and allow our finalists to establish their strategies before the big day.

Duel Rules

- Starting resources: 25,000 health points and 650 energy.

- Max energy: 1,000.
- Decks: 30 cards.
- Initial hand: 4 cards (with the option to mulligan 2 cards).
- Each turn: Draw 1 card and gain +500 energy.

Defeat Conditions:

  • Health points reduced to zero.
  • No more cards to draw.
  • Inactivity for 2 consecutive turns.
  • Board filled with fewer health points than the opponent.

- Elemental system: Advantage = +200 power.

- Affinities: +100 power when linked elements are placed side by side.

- Terrain cards: Power bonus for cards of the same element for 3 turns.

- Card recycling: Each card can be recycled into energy (but the card disappears from the game).

Rune Mechanics - Passive Powers of Collections

Runes introduce unique passive effects tied to collections, activated upon placement or while the card remains in play. These automatic effects are exclusive to S-grade cards (Static or Eternal) and are tied to the card’s collection (e.g., Isalys will always be Explosive 1, while Solis S will always be Mage 1). Each rune in the game (1 effect per collection) exists in 3 levels.

Effects by Collection:

Arkhante – Mage Trigger: Upon placement.

  • Mage 1 Effect: Deals 50 damage to another card of your choice.
  • Mage 2 Effect: Deals 100 damage to another card of your choice.
  • Mage 3 Effect: Deals 150 damage to another card of your choice. Note: Can target allies or enemies. No effect if the first card is placed. Effect is optional.

Mantris – Overpower Trigger: Upon placement.

  • Overpower 1 Effect: Grants +50 power to a card in your hand.
  • Overpower 2 Effect: Grants +100 power to a card in your hand.
  • Overpower 3 Effect: Grants +150 power to a card in your hand. Note: No effect if it’s the last card in hand. Effect is optional.

Watch Dogs – Concord Trigger: While the card is in play.

  • Friendly 1 Effect: Affinities on this card grant +100 additional power.
  • Friendly 2 Effect: Affinities on this card grant +150 additional power.
  • Friendly 3 Effect: Affinities on this card grant +200 additional power. Note: Effect is mandatory.

Rift – Explosive Trigger: Upon placement.

  • Explosive 1 Effect: Deals 50 damage to each adjacent enemy card.
  • Explosive 2 Effect: Deals 100 damage to each adjacent enemy card.
  • Explosive 3 Effect: Deals 150 damage to each adjacent enemy card. Note: No effect if the first card is placed. Effect is mandatory.

Dawn of War – Abundance Trigger: Upon placement.

  • Loot 1 Effect: Draw 1 card.
  • Loot 2 Effect: Draw 2 cards.
  • Loot 3 Effect: Draw 3 cards. Note: Rune not available if the deck is empty.

Combo Rules: Effects combine based on the following rules:

  • Each S alternate card: Level 1 effect of its collection.
  • An S combo made with two alternates of the same collection: Level 2 effect.
  • An S combo made with different collections: Level 1 effect for each collection.
  • An S combo made with three alternates of the same collection: Level 3 effect.

Cumulative Effects:

  • S combo with 1 Arkhante alternate + 1 Arkhante alternate: Mage 2.
  • S combo with 1 Watch Dogs alternate + 1 Watch Dogs alternate: Friendly 2.
  • S combo with 1 Arkhante alternate + 1 Mantris alternate: Mage 1 + Overpower 1.
  • S combo with 13 Arkhante alternate: Mage 3.
  • Super S Combo (Arkhel + Riona + Sijin): Mage 3 + Overpower 3 + Explosive 3.

Blast Mechanics

Blasts are unlocked by default and no longer depend on collection completion, unlike during testing phases. You can add the Blasts you want to your decks, with the constraint of including one each of levels 1, 2, and 3 in a deck. In-game, Blasts function like card placement, requiring an energy cost to use, adding a strategic dimension, and can be used in limited quantities. These actions have varying costs and uses depending on their level. Once activated, a Blast executes in the current turn, respecting the allotted time, though time is not paused during the animation. The cost and impact of Blasts offer a balance between risk and reward, requiring precise management.

Drone Command:

  • Level 1 - Cost: 75 - Allows moving a card to another occupied space. The two cards swap positions.
  • Level 2 - Cost: 200 - Allows moving a card to another free space.
  • Level 3 - Cost: 250 - Allows moving a card to another occupied space. The card currently occupying that space returns to its owner’s hand. If the owner’s hand is full, the card is destroyed.

Fireball:

  • Level 1 - Cost: 50 - Permanently weakens a card by -200 power.
  • Level 2 - Cost: 100 - Permanently weakens a card by -200 power. Adjacent enemy cards each lose -100 power permanently.
  • Level 3 - Cost: 200 - Destroys a card. All other enemy cards on the board lose -100 power permanently.

Gravitational Wave:

  • Level 1 - Cost: 75 - Launches an energy wave across a row or column, pushing the first card encountered in that direction by one space. If the card cannot be moved, it loses -100 power.
  • Level 2 - Cost: 100 - Launches an energy ball on a board space, pushing all adjacent cards one space outward. If a card cannot be moved, it loses -100 power.
  • Level 3 - Cost: 250 - Launches a wave from one edge of the board, moving all cards on the board by one space. If a card cannot be moved, it is destroyed.

Hacking:

  • Level 1 - Cost: 25 - Allows you to see your opponent’s hand.
  • Level 2 - Cost: 150 - Allows you to see your opponent’s hand and destroy one card from their hand.
  • Level 3 - Cost: 300 - Allows you to see your opponent’s hand and steal one card from their hand to place it directly on the board.

Fate Draw:

  • Level 1 - Cost: 100 - Draw 1 card without triggering overdrawing.
  • Level 2 - Cost: 150 - Look at the top 3 cards of your deck and reorder them.
  • Level 3 - Cost: 200 - Choose an element and draw 1 card. If the card matches the chosen element, you can play it for free on the board or burn it to repeat this action once. If it doesn’t match, you don’t lose a usage charge and add the card to your hand without triggering overdrawing.
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Heroes Legacy Qualifiers – Overview

The Heroes Legacy qualifiers mark the major competitive event for the launch of Season 4. They will determine the 8 finalists who will travel to Marseille in November to compete in the final phase and share a prize pool of $25,000 in CTA tokens.

Dates

  • From October 1 at 8:00 AM UTC to October 22 at 8:00 AM UTC.
  • These qualifiers are directly tied to the start of the new Season 4 Era, which begins on the same date.

How to Qualify?

  • Rank among the top 8 on the Season 4 Era leaderboard before October 22 at 8:00 AM UTC.
  • The leaderboard is updated in real-time on the TCG.

Eligibility

  • Minors must be accompanied by a legal guardian, including for the management of cash winnings.
  • A valid ID, matching the KYC account used for the qualifiers, will be required for the 8 finalists.
  • International players must have a valid visa to enter France between November 7 and 10 for the on-site event.
  • In case of non-compliance after qualification, the spot will be awarded to the next eligible player.

Support for Qualifiers

  • The 8 qualifiers will receive full coverage for transportation and accommodation in Marseille.
  • Shared accommodation will be provided for all participants.
  • Additional expenses (meals, personal expenses) remain the responsibility of the qualifiers.

Fair Play & Bug Management

  • A server-side anti-cheat system is active at all times.
  • The use of exploits may result in a warning or disqualification, at the discretion of the organization.
  • Individual bugs will not be compensated.
  • Widespread bugs will be analyzed, potentially leading to a fix (update during qualifiers), temporary authorization, or a sanction.
  • The team reserves the right to make balancing updates if necessary during the qualifiers (we will communicate extensively on this topic via the official Discord). However, we will avoid balance patches between October 22 and November 9 for the 8 finalists.
  • Transparency is required: all players must report anomalies via the official Discord, where decisions will be announced. Repeatedly exploiting an anomaly without reporting it will result in immediate disqualification.
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Heroes Legacy Finals – Double Elimination Format The weekend of November 8-9, the 8 finalists compete in a double elimination format.

Deck Lock All decks of the 8 finalists must be prepared on the players’ accounts and will be locked from November 7 at 8:00 AM UTC until November 10. They cannot be edited during the 2 days of the event.

Winner Bracket

  • Quarterfinals: P1 vs P8, P4 vs P5, P2 vs P7, P3 vs P6.
  • The winners advance to the semifinals, then to the winner bracket final.
  • The entire winner bracket, except for the grand final, will be played in BO3.

Loser Bracket

  • The losers of the winner bracket join the loser bracket.
  • They must win all their matches to stay in contention and aim for the grand final.
  • These matches will be played in BO1.

Grand Final

  • The winner of the winner bracket faces the winner of the loser bracket with one match won in their BO.
  • Final format: BO5.
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Cash Prize Distribution

Summary of Upcoming Dates

  • September 24, 2025: Deployment of S4 (the update may extend beyond 24 hours).
  • October 1, 2025: Start of HL qualifiers in the TCG.
  • October 22, 2025 at 8:00 AM UTC: End of HL 2025 qualifiers, end of the S3 mint period.
  • November 8-9, 2025: HL (Parc Chanot).

Attending Heroes Legacy as a Spectator Regarding attending Heroes Legacy and tickets for the Heroes Festival, we invite you to our AMA on September 16 to answer your questions.

See also