Remasked Sentinel - Patch #126
Oct 25, 2023
With all 15 Hero Abilities released, we can begin to more accurately measures how each one stacks up against one another in the current metagame. To this end, we’ve made informed adjustments to some of our underperforming Hero Abilities in an effort to make them viable in the current metagame.
- Removed Discovery Odds. These haven't been changed in a long time, and we've decided to remove the feature from the game, rather than keep a frozen set of values.
- Changed the private spectate code expiry time from 1 day to 2 months. This was causing a lot of grief in tournament planning, and you can still manually reset it!
- Conquest round-based matchmaking restrictions will be removed on Monday, October 30th. This change is designed to decrease queue times for our Conquest players. This will allow, for example, someone in round 3 of Conquest to match against someone in round 1.
- Fixed some bugs with sound settings in the out-of-game UI.
- Added loading spinners while fetching cart prices.
- Audio is now muted when you switch away from the mobile app.
- Fixed a few edge cases in card effects that would pick dead-but-still-on-the-field units as targets.
Welcome to Patch 126 everyone! We’re not looking to make a huge amount of changes to cards this month, as the meta appears fairly stable. With all 15 Hero Abilities released, we also have a clearer picture of how each hero measures up against one another in the current metagame. To this end, we’ve made informed adjustments to some of our underperforming Hero Abilities in an effort to make their heroes more viable in the current metagame.
Cthonos, the Sealed (155)
Play: Fill your board with Treefolk Sapling. Give other ally units +2/+2 and Guard.
Play: Fill your board with Treefolk Sapling. Give other ally units +2/+2.
Cthonos gains Guard and no longer grants Guard to the whole board on Play, making it a less safe play late in the game. We’re looking to open some more space for counterplay, while also making having other Guard Units more valuable.
Head in the Clouds (1014)
Draw two Air cards. Give Air cards in your hand -1 cost.
Draw two Air cards. Give two random Air cards in your hand -1 cost.
Air-based Iris combo decks have remained a boogeyman in the metagame, so we’re adjusting one of their primary curvebreakers with a fairly heavy nerf, in the pursuit of creating a more balanced game environment.
Speed Boots (1076)
Ready target sleeping ally unit.
Give ally units Dash.
A rework to a problematic card. Speed Boots is now 1 cost, and gives all ally units Dash, rather than readying a single ally. This will help maintain Agility’s aggressive tempo-focused playstyle while reducing the potential for sudden one-turn kills.
Death's King (3024)
We’re removing Ritual as it has historically led to Death’s King creating accelerated gamestates. We have also given Death’s King a slightly bigger statline to let it have a greater impact in combat.
Dark Adept (3038)
When another ally unit dies, conjure and attach your lowest cost Dark spell to this unit.
When the first ally unit dies each turn, Draw your lowest-cost Dark card.
Updating an underperformer to have a more reliable effect, and cutting some keywords to streamline gameplay.
Tooth Hurty (4003)
A buff to an underperformer, adding Stealth in an effort to improve its playability.
Masked Sentinel (4140)
Play: If you played a spell this turn, summon a copy of this unit.
Sunset: If you played a spell this turn, summon a copy of this unit.
Increasing the power level of an underperforming card and giving it potential for long-term scaling, allowing it to trigger on Sunset, rather than Play.
Every five max mana, give your hero +2 health and Draw a card.
Every five max mana, give your hero +3 health and Draw a card.
Lotus is quite weak in the current metagame, so we’re returning his Hero Ability to giving +3 health per trigger. The ability was powerful but when we nerfed it, that nerf came alongside nerfs to a number of other Wisdom cards, so re-buffing it now should be acceptable.
Pack Leader (25009)
This turn, your hero has +1 power for every two ally units you have.
Your hero gains +1 power until the end of this turn, +1 power more for every two ally units you have.
A buff and slight rework to Fox’s Hero Ability. Pack Leader now gives +1 power as a baseline, and also only checks the number of ally units when it is activated, rather than updating continually throughout the turn, making it more reliable, and increasing its synergy with cards like Ashen Scourger.
Both players Conjure a card. Sunset: Transform this ability.
Conjure a 1 cost card. Sunset: Transform this ability.
We’ve reworked two options of Banjo’s Hero Ability, giving them new effects that are more conducive to Intellect and Wisdom’s themes and gameplan.
Give the enemy hero -1 health. Sunset: Transform this ability.
Give a random card in your hand -1 cost. Sunset: Transform this ability.