Infinite Initiative went up in June as a one-week experiment, and the loudest note, including from me every time I played it, was that the cards did too much. One card could deal damage and apply a debuff and buff a stat, all crammed into fine print. So 0.6 tears the card set apart and rebuilds it on one rule. Every card does exactly one thing. It hits, or it blocks, or it poisons, or it heals, or it feeds your combo. Never a paragraph of them at once.
The classes came out more distinct instead of less. When each card is one clear verb, your deck is just the mix of verbs you picked, and that mix is your build. A Warrior turn reads like a Warrior turn now. Rogues poison and steal, Bards sing points onto the combo counter, Barbarians pay in blood. The showy stuff moved into three keywords instead of card text. And with one action per card, the faces finally had room to breathe. Bigger art, one big number, and the combo bonus riding on top instead of buried in a sentence.
The fix I'm happiest about is the quiet one. The game is supposed to get deeper the longer you push, forever, but if you actually charted it the far runs had been drifting out of reach instead of into it. That's corrected now. Your rewards scale with the depth the way they always should have, so a long run compounds instead of stalling out. A stack of honesty fixes rode along too. Debuffs do what they say instead of scaling into whole-fight locks, your poison respects your shields, and the tutorial can't reach out and overwrite a real save anymore.
Your old saves carry over. If a deck you loved plays differently now, that's the balance pass landing, and it's exactly what I want to hear about. Tell me which card and I'll take a look.