Hello, @James! Rules changes below, I’ll post a turn once my brain’s in gear enough to parse them.
Ironbark Treant: ability becomes “-1 ATK/+1 while patrolling” (rather than -2 ATK/+2 armor).
Rich Earth: gains “Arrives: Get a 0/1 wisp token. While you have 10 or more workers, this gains “tap: make a wisp”.
Midori: Midband becomes “Your units with no printed abilities get +2/+1”.
Circle of Life: becomes “Sacrifice a Tech 0 or Tech I unit. If you do, put a unit one tech level higher with cost 4 or less into play from your Codex” (instead of a green unit with cost 5 or less).
Gemscout Owl: is 1/1 instead of 0/1. It still can’t attack.
Chameleon: costs 0 (instead of 2).
Rickety Mine: gains Haste, ability changes from coin flip to “When this arrives, put two Ore runes on it. Tap: gain 3 gold, remove an ore rune. When this runs out of Ore runes, trash it and deal 1 damage to you and your opponent’s base”.
Bird’s Nest: Ability changes to “Arrives or upkeep: Put a 1/1 Flying Bird Token into play (max 2 tokens in play at a time)”. Remains as a channeling spell.
Mythmaking: gains the ability “Your Legendary units ignore the ‘Legend Rule’”.
Porkhand Magistrate: ability costs 0 (instead of 1) to use.
Lawful Search: Changes to an upgrade, with “sacrifice this:” as the trigger for the ability it currently has as a spell (Look at opponent’s hand or discard, then draw 1).
Building Inspector: ability is “Your opponents must pay you 1 gold to build (or rebuild) a building” (instead of only the first building costing 1 more).
Bluecoat Musketeer: can now be long range while 2 attack or less (instead of exactly 1).
Jurisdiction: gains “You may trash Jurisdiction and/or the searched-for spell” and “If that spell has Channeling your Law hero can Channel it until he leaves play” at the end of its effect.
Tax Collector: is a 3/3 (instead of 2/3).
Guardian of the Gates: is a 2/6 (instead of 1/6) and affects Units and Heroes (instead of just Units).
Arresting Constable: Gains “Haste” and can target any unit or hero with it’s ability.
General’s Hammer: costs 2 (instead of 3).
Drill Sergeant: gains “limit twice per turn” on it’s second ability (can only move 2 runes off of the DS each turn, same as Ancient).
Debilitator Alpha: costs 4 (instead of 5) and has “As Patroller: Attackers get -1 ATK” (even if they aren’t attacking Debilitator Alpha).
Spectral Tiger: gains Resist 1.
Spectral Roc: gains Resist 1.
Hallucination: Changes to: Spell - Summon Target up to 2 units or heroes. Summon a 0/X hallucination token for each target, where X is the current HP (factoring in any buffs, debuffs or damage) of the target. Destroy these at your next upkeep.
Dreamscape: Instead of “all units are illusions” this becomes “Arrives or Upkeep: mark up to 5 units. These units are illusions until your next upkeep, even if Dreamscape is removed from play”. Also gains “Tap: Create a Mirror Illusion (max 2)”. Still channeling, still cost 3.
Quince: Midband ability now costs 1 (instead of 2).
Mind Control: Cost reduced to 4 and can attach to any unit, including tech IIIs.