This Bird is on Fire - Patch #63

Team Horizon

Feb 10, 2021

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Patch will be live Thursday, Feb 11th around 6:00pm EST!

Hey! We've got some fire ♨️ changes for you this week that should help make some cards easier to understand, tone down the power of a few others, and provide buffs making some possibly dormant cards rise like a phoenix.

📺 Check out the shiny new end-turn button and turn timer!

New Features ⭐

  • New shiny end-turn button and new shiny turn timer!

Improvements 🦾

  • Card selection now shows a message when you're waiting for an opponent.
  • Tweaked animation timing in card selection.
  • Tweaked animations for smoother gameplay.
  • Attachment names no longer pop up on graveyard cards.
  • Cards you win after a game tilt at a nicer angle for readability.

Bugfixes 🐛

  • Fixed multiple bugs that prevented some Tutorial voice lines from playing.
  • Fixed a bug where card selection cards in tutorial were flipped backwards.
  • Fixed multiple bugs involving reconnecting.
  • Fixed a bug where you would have no valid actions after reconnecting.
  • Fixed a bug where some tooltips were missing on spell cards.

2020 Year in Review

Cards

Hey everyone! Welcome to our Valentines week balance patch. We've got some lovely changes for you today that should help make some cards easier to understand, tone down the power of a few others, and provide some buffs to some that have been a bit down on their luck. We've even got a prism shift and brand new card! Without further ado, let's take a look!


Anima (840)

Anima - When this enchant is removed or dusted, give the enchanted character +2/+2.

    Text: When this enchant is dusted, give the enchanted character +2/+2. When this enchant is removed or dusted, give the enchanted character +2/+2.

In order to help make these enchants a little user friendly to new users, we've added a bit of redundant 'clarifying' text to them, explaining that removing the enchant or dusting it will cause it to trigger. This also provides a minor buff as now, if Anima is moved from one unit to the other, it is still "removed" and will buff the first unit, which is a slight change, but will be worth it to allow new players to understand Anima.


Vapors (1098)

Vapors - When this enchant is removed or dusted, give your hero +2 health and draw.

    Text: When this enchant is dusted, give your hero +2 health and draw. When this enchant is removed or dusted, give your hero +2 health and draw.

Same change as Anima.


Lead (988)

Lead - This enchant can't be removed or dusted. The enchanted character can't be dusted.

    Text: The enchanted character and this enchant can't be dusted. This enchant can't be removed or dusted. The enchanted character can't be dusted.

Same as Anima/Vapors, but in this case, the main change is that Lead can no longer be moved via effects that would “steal” or “pass” it - IE, if Champ has Lead, it cannot pass it to another unit.


Casket (1173)

Casket - Death: Draw your lowest cost unit. Trigger its death effect (if any).

    Text: Death: Draw a unit. Trigger its death effect. Death: Draw your lowest cost unit. Trigger its death effect (if any).

A nerf/tweak here to reduce some of Casket’s high roll potential. It now draws your lowest cost unit, making it more reliable but reducing the odds of T3 Hydrexes, unless you really build for it, while allowing for more consistency when using it with small Tempo death effect cards like Fun Guy, Crypto, or Pyrecrafter.


Iron Mask (984)

Iron Mask - Is 0 cost if your deck is empty. Give your hero armor and banner.

    Text: Is 0 cost if your deck is empty. Give your hero Lead, armor, and banner. Is 0 cost if your deck is empty. Give your hero armor and banner.

A small tweak/buff here. Since Chains is no longer a hard answer to hero keywords, the value of Iron Mask’s Lead is greatly diminished, so I’m removing it, to allow Iron mask to work alongside cards like Think Twice and Study, at the cost of being able to be temporarily stopped by chains. There may be a place for hero Lead again in the future but the one-track nature of it interacts poorly with a number of cards.


Jar of Souls (805)

Jar of Souls - Summon your top three dead units as 1/1. Give them Hex, wither, and ready them.

    Cost: 6 7

    Text: Summon your top three dead units as 1/1. Give them Hex and ready them. Summon your top three dead units as 1/1. Give them Hex, wither, and ready them.

A nerf + revert here. Going back to 7c and granting Wither to the summoned units. The card was good at 7c before, and provides a massive value/tempo option. Dropping it to 6c was intended to let it work better vs aggro, but it should still fill that role at 7c while requiring a bit more of an opportunity cost to use.


Champ (219)

Champ - Play: Give target ally unit this unit's attachment.

    Keywords: wither None

Fire-centric aggro decks have been on the rise thanks to some buffs to fire cards, so I’m tuning back one of their efficient units by dropping its wither, which should be a softer nerf than removing a point of stats, but still dial it back a bit by reducing its value when fighting with mid-to-large sized units.


Honk (1049)

Honk - Play: Your hero attacks target enemy unit.

    Text: None Play: Your hero attacks target enemy unit.

    Power: 4 3

    Spell: Montage None

A change that seems a bit odd at first, but was done in the effort of consolidating Prism Identities while ensuring AGY doesn’t have more hero-ready effects than would be healthy. This should actually be a pretty meaningful change outside of combo decks, which is why I dropped his attack as a 3/2 banner that allows your hero to make a free bonus attack on an enemy unit should be a pretty great tempo play in the early and midgame.


Sky Phoenix (647)

Sky Phoenix - Death: Dust your other top eight dead cards of different elements to summon this unit.

    Health: 6 7

A small stat buff for our friend here - Sky Phoenix wasn’t a bad card by any means, but it did feel a bit frail at times for an 8c card, so I wanted to tweak it up a bit to make it a bit more threatening, and it still has around 2/1 less stats than it did in the distant past, when it was a monstrous 8/8, so it should remain manageable, while being a bit better of a play in Discovery, or whenever else you may need to play it before you have the elements set up for it.


Olympia (346)

Olympia -

    Keywords: guard guard,lifesteal

A small buff to a card that was languishing in obscurity, and helps to add another lifesteal source to STR to reinfroce its lifesteal theme.


Encapsulate (317)

Encapsulate - Dust target unit. Conjure a spell of its element onto your hero.

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

A potent buff here, Encapsulate is a powerful card, but as 5c single target removal it matches up poorly vs more aggressive strategies, so I wanted to make sure it has a good amount of value, and INT is meant to have the best overall removal tools. In addition, putting the spell on your hero is risker, since it conflicts with other effects that attach spells, and feeds into the flavor of your hero trapping the unit’s essence in a bottle a bit more.


Wicked Twister (27)

Wicked Twister - Glory: Dust the enemy's top five dead cards.

    Text: Glory: Dust the enemy's top dead card for each damage done. Glory: Dust the enemy's top five dead cards.

A minor buff to a card that isn’t used a huge amount, largely in service of just making it simpler, as the wording “dust top card for each damage done” was a bit clunky.


Colossoid (975)

Colossoid - Death: Fill your hand with Zomboid with guard.

    Text: Death: Fill your hand with Zomboid. Death: Fill your hand with Zomboid with guard.

A buff to an underperformer in STR, now creates Zomboids with Guard that you can use to defend yourself, which should help it hold a bit more lategame value.


Drum Up (201)

Drum Up - Draw a 1 cost unit, 2 cost unit, and 3 cost unit. Give them Anima.

    Text: Draw a 1 cost unit, 2 cost unit, and 3 cost unit. Draw a 1 cost unit, 2 cost unit, and 3 cost unit. Give them Anima.

Buff to a card that hasn’t seen much play lately, I love the play patterns Anima creates, since it really rewards people for taking advantage of Skyweaver’s unique attachment system. AGY also has a number of cards that synergize nicely with Anima, like Kook Book, Hot Dog, Lau Sensei, etc. So it should allow AGY to create some cool mid game power plays with a bit of setup.


Arcadeum Mask (110)

Arcadeum Mask - Inspire Spell: Conjure a spell onto this unit.

    Cost: 6 5

This is a change that might be too ambitious. however, Arcadeum Mask has currently been languishing in usage. Rather than simply making it more of a lategame win-more for greedy control decks, my hope is that this allows Mask to be used more aggressively, rewarding WIS decks for playing more proactively for the midgame, rather than sitting on their hands the whole game and trying to grind foes out. the Change to Sky Phoenix followed a similar rationale, aiming to allow WIS decks better options to seize hold of the midgame and actually win, rather than trying to make the game last forever.


Shield (452)

Shield - If the enchanted character would take combat damage, dust this enchant to prevent it.

    Text: When the enchanted character would take combat damage, dust this enchant instead. If the enchanted character would take combat damage, dust this enchant to prevent it.

A wording only change, in the service of clarity for newer players, the effect is the same as it always was.


Barrier (1093)

Barrier - If the enchanted character would take non-combat damage, dust this enchant to prevent it.

    Text: When the enchanted character would take non-combat damage, dust this enchant instead. If the enchanted character would take non-combat damage, dust this enchant to prevent it.

Same update as Shield.

Grasp of Kraken (1067)

Grasp of Kraken - Do damage to target unit equal to your mana.

    Prism: agy tok

Moved from AGY to Token. Will remain on Krakus, but it wasn’t a great card to play in your main deck, and I wanted to free a slot up for our next prism shift. I could see tweaking it and having it return in the future.


Montage (865)

Montage - Ready your hero.

    Text: Ready your hero. Give it Shroud. Ready your hero.

    Prism: hrt agy

A card that always felt out of place in HRT to me, finally moved to where I always felt it belonged in AGY. With Honk now dropping montage for his new more tempo-driven effect, the base Montage can replace his montage for AGY-driven banner combo decks without running the risk of being too OP. I also simplified it by removing its largely extraneous Shroud-granting effect.

Phoenix Plume - Return your top dead unit to hand. Trigger its death effects. (If any)

A new card for HRT to take Montage’s 2c spell slot. This was another design I have wanted to experiment with for a while. Allows HRT to recover their topmost dead unit to hand for 2c, kind of like a mini Evermore, and also trigger the unit’s death effect, similar to Molten Heart, which should make for some excellent synergy and combos with cards like Fun Guy, Casket, and of course, the titular Phoenix.

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