Noxious Neophyte - Patch #53

Team Horizon

Sep 23, 2020

ARC

This week we're cleaning up and standardizing card text to make understanding card mechanics faster and easier. We know vocabulary changes can be jarring, but don't fret, you'll get used to them in no time! 💚

Improvements 🦾

  • Added unique sound effects for a few cards
  • Updated card vocabulary (as seen in the video clip above): Enchants now use the phrase "enchanted" rather than "this". Most instances of "Get/Gets" are now "Gain/Gains" with "Get" only being used for units that "Get" a specific spell. {front} and {back} are now just right-most and left-most respectively
  • Reordered card effects to always display an "If/When Condition” before “Perform Effects" whereas before, they were sometimes phrased as "Perform Effect” then “ If/When Condition is Met"

Bugfixes 🐛

  • In-game tutorial should now redirect back to the tutorial menu when complete

ARC

Cards

A focus for me as we approach Soft Launch is to emphasize some of the unique abilites and mechanical distinctions between our prisms. Many of these are already pretty clearly defined, so it's largely just tweaking a few cards and shifting a few more cards around (largely underused ones) to help consolidate each prism’s mechanical identity a bit more and highlight the unique advantages, disadvantages and attributes each has, so we have a few fun prism shifts and new cards this patch to help to this end.

The past few weeks have also seen aggro and tempo decks on the rise, which is good, but AGY has been a bit overrepresented, and I want to ensure we can have competitive games between aggro, midrange and control, so i’ve tuned a few aggro tools down slightly or rethought them a bit, while boosting a few other underused ones, and also looked into diversifying the defensive tools available to INT, with a focus on stunning enemies and preventing damage proactively, to ensure that players have a wider range of defensive options to experiment with than just HRT and WIS’s healing-focused ones.

Finally, I’ve also been working to clean up and standardize the language of a lot of cards, to make them as readable and understandable as possible, to make things easier for new players. Not every card that received a language change is listed here, because they do not carry mechanical changes but a few examples of the changes themselves are presented. One particularly significant change is that enchants (except Vapors) now state that they affect “The ‘Enchanted’ character” with a tooltip for “Enchanted” - “The character this enchant is attached to.” To help provide clearer distinction as to how enchants work, as well as the difference between enchants and attached spells, in an effort to help new players understand them more easily.

Speedster (842)

Speedster - Summon:  If you have no mana, ready and gain guard.

    Text: If sleeping, readies if you have no mana. Summon: If you have no mana, ready and gain guard.

    Keywords: None stealth

Likely a bit of a contentious change, Speedster allowed AGY decks to put on a lot of pressure early via playing it, buffing it, and attacking in the same turn. This change was also brought on by the fact that the language required to let Speedster work how it did was insanely obtuse, and this phrasing is far cleaner. The addition of stealth/guard should help make up for the loss of his greater flexibility, and also improve his low-end usage, since he’ll now be a stealth 2/2 at worst.


Rave (697)

Rave - Give all units +1/-1.

    Cost: 3 2

    Text: Give each unit +2/-1. Give all units +1/-1.

    Keywords: None banner

Rave was an incredibly strong means for AGY to push damage, allowing it to simultaneously clear out foes and boost up their own allies, and while that’s something AGY should be able to do, the lethality and flexibility of Rave made it a near auto-include and allowed for massive burst damage lategame when combined with Dead Beats. This change will allow Rave to be fit into curves and earlygame pushes a bit more easily, and allow your hero to get in for a bit more damage, but it will reduce Rave’s immediate burst damage output on wider boards, which should make it a bit more manageable overall.


Take Flight (461)

Take Flight - Return target unit to hand. Give it Shroud, +1/+1, and -1 cost.

    Text: Return target sleeping unit to hand. Give it Silence. Return target unit to hand. Give it Shroud, +1/+1, and -1 cost.

A rather radical redesign here. It felt off-theme for HRT to get such an oppressive bounce card, since it's more dealing with units via death and debilitation, as well as life and buffing. It also punished large units pretty heavily, and I like decks that try to stick more big units, rather than many small ones, and overall it just felt too similar to something like Blow Away. This change makes it more of a recycling/buff option, which feels more on-theme for HRT, as it allows you to rescue an ally unit, or shove back an enemy in an emergency, though it’ll come back cheaper and stronger. This should help to separate it from more enemy-focused bounce options like Blow Away, Bury in Snow and Roundhouse, and also serves as a nerf/change to Spirit of Sleep by proxy, encouraging players to be more creative with him and making the anti-tempo value after his initial stun less powerful, though Take Flight can be used to recycle cards like Jakintsu and Allbane now, so watch out!


Wane Blade (51)

Wane Blade - Give target unit Fate wither and +4/+1.

    Cost: 2 3

    Text: Give target unit wither and +3/+1. Give target unit Fate wither and +4/+1.

Moved up the curve since Rave moved down, now gives +1 more power and Fate to the targeted unit, which should leave it a pretty excellent aggressive play, and help potential Dream Dragon combos a bit.


Shrink Ray (749)

Shrink Ray - Set target unit to 1 health. Give it Silence.

    Text: Divide target unit's power and health by three, rounded down. If lethal, dust it. Set target unit to 1 health. Give it Silence.

A noticeable change for this one. The “divide by three” part of this always seemed overly complex, so I’ve simplified it to simply shrink the unit’s health to 1 and silence it, allowing it to work better vs large threats and worse vs smaller ones, which feels like a pretty fair trade. Not hard-dusting the target also allows opponents a chance to recover it from the grave later, and INT still has lots of good hard-dusting available with the buffed Encapsulate and new additions like Frog King. The boosted effectiveness vs huge units also ties into INT’s focus on being the best at hard removal, though leaving the unit’s power in place can be risky if you need to hero-punch them, but with all the Zaps and other cheap poke spells INT has, that shouldn’t typically be a huge problem by the time a big unit lands.


Grave Omen ➞ Grim Reprisal (977)

Grim Reprisal - Do 3 damage to target unit and 3 damage to your hero.

    Name: Grave Omen Grim Reprisal

    Text: Dust your top dead unit to do 3 damage to target unit. Do 3 damage to target unit and 3 damage to your hero.

Similarly to Toil and Trouble, was a bit too efficient as early removal, so trying a thematic “Risky” AGY design tweak - in some cases, this can actually be a boost, since it makes it usable earlier, but ensures that the cost is less meaningless beyond the first turn or two. Furthermore, using the grave as a resource is a more HRT theme, while aggressively trading your health feels thematically AGY, tying into other risky subthemes AGY has, like emptying its hand, discarding cards, etc.


Shell Officer (1077)

Shell Officer - Sunset: If you have no mana, summon Shelly.

    Text: Sunset: Summon Shelly with Lead if you have no mana. Sunset: If you have no mana, summon Shelly.

Removing Lead from her summoned turtles, making them easier to break through. We have a fair bit of Lead in the game already, and she should still be strong.


Hive (541)

Hive - Sunset: Summon B Unit.

    Health: 4 5

+1hp Buff to a midrange-y INT tool which has felt a bit behind lately. Shell Officer definitely moved in on Hive’s turf a bit.


Desert Scout (605)

Desert Scout -  Glory: Give fire cards in your hand -1 cost.

    Text: None Glory: Give fire cards in your hand -1 cost.

Buffed via him giving him back his old glory effect to synergize with his Firesight, should make him a good enabler for fire-centric decks.


Grunk (995)

Grunk -

    Power: 2 3

Small buff, should be more impactful than Grimstone’s tbh, I like STR having decent stat pools though, and Grunk’s was pretty poor barring STR/INT teleport builds.


Pair of Jacks (602)

Pair of Jacks - Add two Yellowjack to your hand.

    Cost: 3 2

Buff to an underused AGY tool to move it down into Fury Mask’s 2c slot and provide another useful tool for agy aggro to encourage it to branch out in the face of nerfs to some of its other toys. Also Boosts Queen of Jacks a bit.


Timber (974)

Timber - Death: Do 5 damage to the right-most enemy.

    Text: Death: Do 5 damage to the front enemy. Death: Do 5 damage to the right-most enemy.

    Spell: Anima None

Has been doing some good work, but with INT’s defensive tools generally getting a nice bump, I feel like Anima is a bit of overkill, so I’m trimming it off for now. This guy has a cool role as a defensive roadblock + combo piece and heal, so for now I’m condensing the design to focus more on that. I do like the natural synergy Anima has with INT cards though, so I’ll definitely be looking for more opportunities to use it in the prism in the future.


Dual Boot (465)

Dual Boot - Draw a unit. Summon a copy as 2/2. Give it Dazed and guard.

    Text: Draw a unit. Summon a copy as 2/2 with Dazed and guard. Draw a unit. Summon a copy as 2/2. Give it Dazed and guard.

Simple tweak, makes it more like Illusion, etc. I like providing rewards for people that plan to boot into Lead or Anima units, though admittedly that can no longer be done with Timber.


Second Chance (651)

Second Chance - Summon your top dead unit as 4/4. Give it Shield and banner.

    Cost: 4 5

    Text: Summon your top dead unit as 2/2. Give it Shield and banner. Summon your top dead unit as 4/4. Give it Shield and banner.

Always felt underwhelming, and HRT also has a very low number of 5c cards, so trying a sizable buff to the unit that is summoned and moving the card 1c up the curve. Can also let Angelo hold a bit more value lategame, and he also curves into it nicely now.


Trapper Keeper (39)

Trapper Keeper - When the enemy plays a spell, kill this unit to negate the spell and add a copy of it to your hand.

    Text: When the enemy plays a spell, kill this unit to cancel the spell. When the enemy plays a spell, kill this unit to negate the spell and add a copy of it to your hand.

    Power: 1 2

    Health: 5 6

    Spell: Fate None

Inspired by a community member, now has more bulk, but trades Fate for the ability to finally live up to its moniker, by “Trapping and Keeping” the enemy spell. Still likely fairly situational because the spell you get is likely to be weak, but it’s a fun stopgap, and the body is better. Serves to improve INT’s defensive package a bit too.


Khan (971)

Khan - Inspire Banner: Gain +1/+1.

    Text: Inspire Banner: Gets +1/+1. Inspire Banner: Gain +1/+1.

    Power: 3 4

+1atk Buff to another weak STR midrange tool, should have a tad more bite like this.


Mad Hat (1029)

Mad Hat - Summon: Give your right and left-most spells in hand -1 cost.

    Text: Summon: Give your left and right spells in hand -1 cost. Summon: Give your right and left-most spells in hand -1 cost.

    Keywords: wither wither,guard

Now the hat protects your head! INT is pretty low on Guard units, and while STR/WIS are the primary Guard users, I don’t mind giving INT a few more. Makes teleporting it into play a bit better. Also showcases some new language for “right and left-most,” which is used both for cards in hand, and in play.


Grimstone (501)

Grimstone - Death: Summon Zomboid.

    Keywords: None wither

Small buff to a STR underperformer, lets it tussle a bit better with enemy units via withering them.


Nettle (1181)

Nettle - Sunrise: Deal 1 damage to enemies with attachments.

    Text: Glory: Give attachments on enemies +1 cost. Sunrise: Deal 1 damage to enemies with attachments.

    Keywords: wither wither,stealth

    Power: 3 2

Reworking a defensive tool in WIS that saw no play to give more defensive options for players to mess around with. Seems like it has real potential as a stall tool and can ping foes with spells as well as enchants, letting it poke for some residual damage.


Rage Cage (1053)

Rage Cage -

    Text: Heroes get -2 health from prism draws instead. None

    Keywords: armor,banner armor,banner,wither

Simplified. While we will 100% have stuff that interacts with “Prism Draws” the language still needs a bit of work, and TBH, this would rarely have an effect on “Prism draws,” since it was so easy to remove before drawing. So I’m trading its effect for Wither and simplify it for soft launch and make Teleporting it in or otherwise overwriting its enchant a bit more impactful.


Death Ball ➞ Strige Strike (1033)

Strige Strike - Do 3 damage to target enemy unit. If lethal, do 3 damage to the enemy hero.

    Name: Death Ball Strige Strike

    Text: Do 3 damage to target enemy unit. If lethal, give the enemy hero Hex. Do 3 damage to target enemy unit. If lethal, do 3 damage to the enemy hero.

    Keywords: wither lifesteal

A hybrid buff/nerf here. Hexing the enemy hero was an absolutely brutal effect, especially since it put more pressure on mana vials. At the same time, in my testing Vs it, I could routinely punish the users of it via running stuff like Take Root, Call to mind, etc. The fact that the Hex tended to be super high-rolly or virtually useless has driven me to try this simpler design with lifesteal, reducing its max possible damage output, but making it more reliable overall, since you get 3 damage immediately. The healing also serves to allow AGY a bit more tactical sustain in aggro mirrors.


Elderfall (846)

Elderfall - Do 2 damage to a target. Summon Elderwood.

    Text: Do 2 damage to target front or back enemy. Summon Elderwood. Do 2 damage to a target. Summon Elderwood.

Simplifying to let it deal 2dmg to any target.


Frigid Blizzard (83)

Frigid Blizzard - Give enemy units Frozen. Do 2 damage to each unit. Empty your mana.

    Text: Give enemy units Frozen if you have no mana. Do 2 damage to each unit. Give enemy units Frozen. Do 2 damage to each unit. Empty your mana.

A removal boost + flavor swap - from needing empty mana to trigger to just emptying out your mana like Mer Mask, fulfilling the other side of the Water “empty mana” theme. It seems like it should be strong, but IMO this should honestly be acceptable as a good clear for INT, with WIS having Doomsday, STR having Burninate, HRT having Chain Storm + Allbane, and AGY having Hurricane. I still really like the empty mana rewards as a water subtheme, but they tend to work better on low-curve cards. As a final note, this does have the potential to be more one sided than stuff like Burninate, but since INT also has the weakest overall units, that feels like a fun bone to throw to it.


Fury Mask (728)

Fury Mask - Your hero fights target unit. Give ally units +1 power.

    Cost: 2 3

    Text: Your hero fights target unit. If lethal, give ally units +1 power. Your hero fights target unit. Give ally units +1 power.

Was just a bit too efficient at 2c, so I’m moving it up 1c, but it now no longer needs to get the kill to buff allies, so you can more effectively use your face to push through an enemy guard by smacking it twice with your hero, and still buff your board.


Skewer ➞ Impale (1024)

Impale - Do 2 damage to target enemy, and the enemy to its left.

    Name: Skewer Impale

    Text: Do 2 damage to the front enemy, and the enemy behind it. Do 2 damage to target enemy, and the enemy to its left.

Buff to an underperformer. Being limited to the rightmost enemy really limited the playspace, so now it has far more flexibility - should be able to fill some of Toil/Trouble’s old space but at a more balanced cost. Also gets a name ‘buff’ to help it feel a bit more like a HRT card - less “barbecue with kabobs” and more “vampire overlord.”


Guru (1007)

Guru - When you draw a spell, give it -1 cost.

    Cost: 7 6

    Power: 6 4

Moving down the curve, WIS had an unusually high number of 7c cards and low number of 6c ones, so this helps smooth its curve out a bit more, and should throw mulligan-focused decks a bit of a bone too.


Mass Confuse (134)

Mass Confuse - Each unit fights itself. Give each unit Dazed.

    Text: Each enemy fights itself. Mulligan spells in the enemy hand. Each unit fights itself. Give each unit Dazed.

A fun thematic card that never felt like it reached its full potential. Traded the typically useless enemy spell mulligan for the ability to Daze everything, helping to expand INT’s focus on stunning/delaying opponents, but it has also returned to affecting ally units.


Fire Noble (1120)

Fire Noble - Death: Do 1 damage to enemies.

    Text: Glory: Give fire cards in your hand -1 cost. Death: Do 1 damage to enemies.

    Keywords: stealth lifesteal,guard

    Health: 3 2

    Spell: Dual Flames None

Reworking, I missed her glory on Desert Scout to compliment his Firesight, and a fire synergy glory really had little use in WIS. now serves as a miniature doom shroom type card for a bit of healing/defense earlygame. Fun fact, this is actually a rework of Fun Guy’s old design!


Krakus (962)

Krakus - Sunset: If you have no mana, do 2 damage to the right and left-most enemies.

    Text: Sunset: Do 2 damage to the front and back enemy if you have no mana. Sunset: If you have no mana, do 2 damage to the right and left-most enemies.

    Power: 3 4

+1atk buff to an iconic threat. Also worth noting two new updates to wording conventions here: {front} & {back} have been simplified to just “right-most” and “left-most” making the terms clearer for new players, and eliminating the need for a tooltip for them, at the cost of a bit more text. The second change is that his conditional Effect has been reordered to “if Condition is met - Apply Effect” whereas before, it was ordered as “Apply Effect - if Condition is met.” These “if/when” conditional effects were sometimes written as “if Condition - do Effect” and sometimes as - “do Effect - if Condition.” Now, all conditional effects in Skyweaver will follow the “if Condition - do Effect” ordering for consistency and clarity.


Toil & Trouble (1003)

Toil & Trouble - Do 1 damage to target enemy, and 1 damage to each enemy next to it.

    Text: Do 2 damage to a target and 1 damage to the characters next to it. Do 1 damage to target enemy, and 1 damage to each enemy next to it.

    Keywords: None lifesteal

Had a ridiculously good rate for 1c removal, essentially putting all other options to shame, and HRT really shouldn’t have the best offensive earlygame burn, so now shoots for 1dmg to each of 3 foes + has lifesteal, so you can leech some HP back from the enemy hero, which feels far more fair.


Encapsulate (317)

Encapsulate - Dust target unit.  Both players conjure a spell of its element.

    Cost: 6 5

    Text: Dust target unit. Draw a spell of its element onto your hero. Dust target unit. Both players conjure a spell of its element.

Emphasizing INT’s status as the prism with the best scaling removal via a buff to this. It now gives both players a spell, but also costs 1c less. It's generally step up from stuff like Gusto’s Retort and Lost in the Fog, but 5c for removal is still a sizable cost, and both of those can still be situationally better than Encapsulate, so I think this is a fair buff for INT as a whole, and gives it the unique lategame flavor of being really good at answering threats but poorer at healing, whereas HRT and WIS, have more trouble with big threats (outside of some risky options in WIS), but also have healing tools to sustain themselves, which INT has less of by design.


Great Gusto (453)

Great Gusto - Play: Return target unit to hand. Give it Silence.

    Text: Play: Return target unit to hand. Mulligan other cards in that hand. Play: Return target unit to hand. Give it Silence.

    Health: 6 5

Has been very strong, so I’m shaving off a bit of his health, and moving the Silence effect of Take Flight to him, so it feels more powerful and unique. It should also matter less on Gusto, since the bounce + silence here is far less flexible due to coming down later, and in practice, whatever Gusto blew back usually wasn’t replayed immediately, since your opponent needed to shift focus to dealing with Gusto. Also has a nice thematic match with Gusto’s Rebuke now.


Flank Rider (983)

Flank Rider - Summon: Fights the left-most enemy.

    Text: Summon: Fights the back enemy. Summon: Fights the left-most enemy.

    Keywords: wither stealth

    Health: 5 4

Has been quite strong, so trading 1hp and wither for stealth to make it a bit easier to clean up in the midgame, but it also hides a bit better, so it should remain decent overall.


Whelm (753)

Whelm - Return 2 cost or less units to hand.

    Text: Return 2 cost or less units to hand. Give any with attachments Vapors. Return 2 cost or less units to hand.

Simplified the wording and effect to simply bounce small units without giving any Vapors, reducing draw a bit further and simplifying Whelm to more of a defensive tool, rather than a possible means of drawing cards. People could already use it to recycle attached spells and it seemed fine, so this shouldn’t create any new issues.


Whipvine (744)

Whipvine - Death: Give enemy units Roots.

    Health: 3 4

Buff to a defensive underperformer to give INT a strong earlygame defensive tool that’s different from the simpler healing-driven options other prisms have.


Eye Spider (1150)

Eye Spider - Play: Give target enemy unit Dazed.

    Keywords: guard,wither guard,lifesteal

Minor change to lifesteal over wither, since Whipvine adopted the 1/4 wither statline. Should offer a nice HP kickback when the enemy hero chips into it and if it can hit face.


Zam (474)

Zam - Inspire Spell: Dust that spell to do 2 damage to a random enemy.

    Health: 5 6

Since Zam didn’t burn our crops and water supply, I feel fine giving him +1hp to make him better as a tempo play.


Cross Reference (790)

Cross Reference - Draw two 1 cost spells.

    Cost: 3 2

    Text: Draw two 1 cost spells of different elements. Draw two 1 cost spells.

Has been pretty underused lately, and when comparing it to something like Unfallow, it seems pretty fair to try at 2c again - the game has moved forward since it was OP at 2c. Also simplified via snipping off the “different elements” condition.


Gift of Aya (671)

Gift of Aya - Gain 1 max mana. Give your hero +5 health. Draw your highest cost earth spell.

    Text: Gain 1 max mana. Draw your highest cost earth spell. Give your hero +5 health. Gain 1 max mana. Give your hero +5 health. Draw your highest cost earth spell.

A super-minor change, heals first so that it can’t kill you off an OOD draw if you’re at 1hp. It's a minor tweak but one that will hold true for all Healing + Draw bundle effects moving forwards, since it prevents this 1 in 1000 accidental self-kill, which keeps it cleaner and simpler.


Raise Arms (377)

Raise Arms - Dust target hero's top two dead units to summon two Royal Mummy.

    Text: Dust target hero's top and bottom dead units to summon two Royal Mummy of their elements. Dust target hero's top two dead units to summon two Royal Mummy.

A minor simplicity change, no longer paints the mummies with the elements of the units it consumed, and just eats the top two units to make the mummies. Potentially loses a bit of fun potential with stuff like Tianlong/Ancients Rise, but ultimately I think there’s more value in simplifying an already wordy card without sacrificing much playspace or strategy. There are plenty of good cards to use for more complex strategies.


Prismata (204)

Prismata - Dust target light ally to conjure a spell of each other element. Set them to 1 cost.

    Text: Dust target light ally. Conjure a spell of each other element. Set them to 1 cost. Dust target light ally to conjure a spell of each other element. Set them to 1 cost.

Tiny nerf, you can no longer “dust” a Lead unit to get the draw off, mostly tweaked for consistency with how other similar effects work.


Hoplite (570)

Hoplite - Sunrise: Returns to hand, unless your hand is full.

    Health: 2 3

A final tweak to a token-only card. Only Lilly and Frog King make Hoplites now, so this change serves as a nerf to Frog King when used as removal, and buff to Lilly, helping make INT’s defensive package better. I’m also sure we’ll see more ways to make froggies in the future.

Blitz - Return your hand to deck. Draw three.

An exciting new card to help reinforce the “high risk” part of AGY’s identity, letting you cash in whatever is left of your hand (even if that’s nothing) for some new cards, and rewarding AGY decks for throwing their hand away quickly.


Wed Dead - Kill target unit. Give its health to its hero. Its player gains 1 max mana.

Reviving an old design for HRT. It was very strong when it could heal based on cost, and even after that effect was removed, it was extremely strong as a 1c ramp card. This version is more costly, but has more flexibility, as it can be used as removal for an enemy unit at the cost of healing and ramping your opponent, which is risky, but in the lategame likely becomes a reasonable trade, or if there’s something chunky like Amaruath that you can’t deal with any other way. This is also a change made in an effort to help expand the availability of ramp cards. Only WIS getting Max Mana Ramp makes it a bit too much of a lynchpin for lategame strategies, so I’m going to aim to let HRT and INT have some more ramp spells too in the future, though it will still be primary in WIS.


Fortune Seller - Summon & Death: Mulligan your hand.

A fun new piece of art and defensive unit-based tool for WIS decks and especially mulligan-driven builds. Replaced Apollo since he didn’t see any play and felt kind of stranded without any kind of dedicated reveal build, and due to how small his payoff was.


Blaze of Glory - Give ally units {+1atk}, lifesteal, and Quest.

A wide buff that’s pretty good on just a few units as well. I like another healing option for STR and it's pretty win-more considering that you need a good position to make it really effective, so it should be pretty fair. Also Replaced Vlad who moved over to AGY, since his design feels a lot more AGY than STR. Finally, trading a unit for a spell serves to solve a minor unit-to-spell ratio issue STR had, having 60/40 where other prisms have 59/41. We won’t necessarily be trying to maintain strict ratios in the long term, but it feels appropriate for launch. Having the same ratio as the other prisms may also serve to knock STR down a peg in Discovery in the long-term.


Hide Shield - Your hero has armor.

Bringing back a defensive Carbonite-style card to INT. Allows INT to mitigate early damage and serves as an interesting roadblock to throw down because it forces your opponent to damage your hero to un-stealth it so they can kill it, which means the Armor your hero has will mitigate whatever they hit you with. Overall it feels like a pretty honest and on-theme way to let INT “heal without healing” via preventing damage proactively, but it may prove stronger than is desired, so I’ll be watching it carefully.

Razzle Dazzle (920)

Razzle Dazzle - Give enemy units Dazed. Reveal cards of their elements in the enemy hand.

    Prism: hrt int

Moved from HRT to INT in the 3c slot Cross-Reference used to occupy. INT having the capacity to Stun, delay, Root and otherwise stall boards of foes feels really on theme, and should help it compensate for its lower healing when compared to other prisms.


Frog King (841)

Frog King - Play: Dust target unit to summon Hoplite for its player.

    Cost: 7 6

    Text: Play: Dust target unit. That player summons Hoplite. Play: Dust target unit to summon Hoplite for its player.

    Keywords: banner banner,guard

    Prism: agy int

    Spell: Rosewater Charm None

A super cute card that was languishing in obscurity since it was the antithesis of everything AGY wanted to do. Moved over to INT and reworked the cost and stats a bit. Feels far more at home in INT, helping to reinforce its Identity as the prism with the most reliable late-game removal for big threats.


Cryogen (328)

Cryogen - Sunrise: Give enemies Frozen.

    Cost: 8 9

    Text: Glory: Give enemies Frozen. Sunrise: Give enemies Frozen.

    Keywords: armor,wither armor,stealth

    Prism: hrt int

    Health: 6 7

Swapped into INT for Hydrex, since INT likes its enemies frozen to zap them into oblivion, and HRT likes its death effects and tokens. I also moved her up the curve and brought back some uniqueness via changing her wither back to stealth, making her that much harder to hit. Also changed her Glory to a Sunrise effect, which may be better, or worse - It means that simply bunkering down against the cold with guards or removing her attack is no longer enough option, since she will freeze you the second the turn starts, but also that readying her won’t work. Will be watching carefully - feels a fair bit scarier like this.


Hydrex (693)

Hydrex - Death: Summon three Snake with armor.

    Prism: int hrt

    Power: 9 10

INT’s end of the Cryogen-Hydrex deal. I haven’t seen it used much, and when I did see INT decks using this, they were typically part HRT anyhow, so I feel like trading the big Death unit to HRT for its burst-damage-combo-enabling unit in Cryogen feels pretty natural and helps reinforce prism’s identities further. Also gave it +1 power to make it a bit more intimidating and differentiate it from Trydra a tad more.


Vlad (441)

Vlad - Play: Do 3 damage to a target.

    Text: Play: Do 3 damage to a target. If lethal, gets Enrage. Play: Do 3 damage to a target.

    Prism: str agy

    Spell: None Enrage

Feels far more at home in AGY thanks to his weak stats and immediate ‘attacking’ via his play effect and Enrage. Shifting him also made room for our new STR spell, to help the unit/spell ratios for STR be more in line with the other 4 prisms. Also buffed to just have Enrage to start, which should be reasonable.

    Apollo (1167)

Literally had single-double digit usage stats over the past month - I do like reveal as a mechanic, and rewarding/building around it, but his effect was super minor and he wasn’t really serving a purpose, so for now I’ve benched him for Fortune Seller.


    Biome (1143)

A really neat idea that saw almost no play outside of a brief stint where he was really busted with Arcadeum Mask. I’m 100% sure we’ll see something like him return in the future - rewarding tactical OOD draws is a fun design space to explore.


    Dual Flames (991)

Saw virtually no constructed play, removed to make room for Cross-Reference’s move down the curve.


    Harpex (982)

Wasn’t really doing too much currently, I do like the idea a fair bit, so it's likely we could see a revisit to this one in the future.


    Skyfall (57)

A really nice rainbow-incentivizing attachment, but it saw almost no play in constructed, and was a bad Discovery draw, so I’m happy just keeping it on Sky Phoenix for now, and its removal made room for the new Blitz.

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