Unstoppable Dragons - Patch #67

Team Horizon

May 19, 2021

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Patch will be live Thursday, May 20th around 6:00pm EST!

This patch is particularly exciting, as it's the first where the design team was able to implement changes based on new and improved meta + card data! 📊 Expect tweaks that restore some long lost functionality to cards and may revitalize a diabolical old strategy! Let’s see what there is to uncover!

📺 Are you curious to read the top card in the graveyard but too lazy to click on it? Well now you can just hover over it! Think of all the time you’ll save.

New Features ⭐

  • Hovering your grave will now show a preview of the top card.
  • If the client runs into a problem, it’ll show an error message so that you know something went wrong & you can send a screenshot to #beta-bugs on Discord to help us fix it 😀
  • Clicking or tapping a card in the deck & graveyard sidebars now opens a full-screen preview.

Improvements 🦾

  • Clarified the requirements to rank up when you click the (i) icon next to ranks on your profile.
  • When Sapphire doubles a trigger, the doubled unit’s trigger indicator will flash twice.
  • The cards in your deck in-game are now sorted alphabetically after they’re sorted by cost to ensure that there’s always a consistent order.

Bugfixes 🐛

  • Fixed two minor game freezes related to reconnection.
  • Fixed a major bug where reconnecting while your opponent was playing moves could cause all the cards in-game to duplicate, disappear, or simply freeze the client. Please keep the reconnection bug reports coming!
  • Fixed card mouseover previews in the deck & graveyard being positioned incorrectly.
  • Fixed mouseover previews in the deck & graveyard not including attachments on units.
  • Fixed a bug where Sapphire was firing the Inspire triggers of a unit that was summoned by a spell when that unit’s Inspire trigger would fire when that spell was played. Sheesh, that was a tongue twister!
  • Fixed the missing titlebar on the “Get Conquest Tickets” page.
  • Fixed a bug where viewing players’ profiles would show your Conquest stats.
  • Fixed a bug where emote bubbles could appear over the match end screen.

Final Test Phase

Cards

Welcome to patch 67 everyone! This patch is particularly exciting, as it's the first where I've been able to implement changes based on some new and improved meta and card data, thanks to our amazing data analyst Tim Small, which allowed me to better pinpoint how and where certain Prisms and cards were overperforming, so a massive thanks to him for that. We also have a few tweaks centered around cleaning up a few cards that had really long effects, to help make them easier to see on mobile, while also giving me a chance to tweak them to be more interesting. This patch also includes a very spooky tweak that restores some long lost functionality to a card, and may revitalize a diabolical old strategy! Without further ado, let's jump right in!


Chomp (58)

Chomp - Do 5 damage to target unit. If lethal, dust it and do excess damage to the enemy hero.

    Text: Do 5 damage to target enemy unit. If lethal, dust it and do excess damage to the enemy hero. Do 5 damage to target unit. If lethal, dust it and do excess damage to the enemy hero.

The first of a series of tweaks made to help reformat some card’s text for mobile. In Chomp's case, it was as simple as removing the "enemy" clause, so you can now Chomp through your own units to hit the enemy hero, which is kind of goofy, but should also allow for some creative lethals. Just a fun buff all around.


Sick Burn (3044)

Sick Burn - Discard your left-most unit in hand to do damage equal to its cost to target unit. Draw a fire spell.

    Text: Discard your left-most card in hand to do damage equal to its cost to target unit. Draw a fire spell. Discard your left-most unit in hand to do damage equal to its cost to target unit. Draw a fire spell.

    Traits: wither None

Another change to help with formatting, Sick Burn now discards only Units, allowing HRT decks to set up early reanimation plays a bit more easily, and also control its damage a bit more, while it loses Wither to help with formatting. Seems like a net buff and exciting change overall.


Light Ranger (57)

Light Ranger - Summon: Draw and attach your lowest cost light spell to this unit. Give your hero health equal to its cost.

    Traits: lifesteal None

    Health: 4 5

A somewhat annoying change to help with Ranger's text size, as it was really crunched, so wee need to drop lifesteal for +1hp. It should still be good IMO, and I'll be thinking of other options for it.


Puddo (67)

Puddo - Prevent damage to this unit from wither cards.

    Traits: guard guard,lifesteal

Gaining lifesteal to offer more midrange healing to STR in the absence of Ranger's lifesteal, and it has been a bit of an underperformer lately, so this is a nice bump for it.


Hot Dog (1054)

Hot Dog - Summon: Draw and attach your lowest cost fire spell to this unit. If your hand has a fire card, ready this unit.

    Text: Summon: Draw and attach your lowest cost fire spell to this unit. Readies if your hand has fire. Summon: Draw and attach your lowest cost fire spell to this unit. If your hand has a fire card, ready this unit.

    Traits: banner None

    Power: 2 3

Dropping Banner for +1pow. This tweak improves mobile formatting and also tunes it down just a bit, as the stats have shown that it was overperforming. While it still pushes the same damage as before, losing banner makes the damage it offers less flexible, which seems reasonable since AGY as a whole has been overperforming lately.


Ghost Duster (4028)

Ghost Duster - Summon: Dust the top dead enemy card to draw and attach your lowest-cost spell of its element to this unit.

    Text: Summon: Dust the top dead enemy card to draw and attach a spell of its element to this unit. Summon: Dust the top dead enemy card to draw and attach your lowest-cost spell of its element to this unit.

    Traits: armor None

    Health: 1 2

A tweak/nerf to a potent 1c INT unit. INT should generally have weaker units statwise, but Duster's effect has also been buffed to compensate, now seeking out low-cost spells. Also served to help with text formatting.


Angler (4088)

Angler - Summon: Draw your lowest cost water spell. Attach it to this unit unless you have no mana.

    Traits: stealth None

    Power: 2 1

    Spell: None Mana Potion

Another tweak for formatting and stat reduction on an INT unit. Loses stealth and 1pow, but gets mana potion, so having no mana is even more valuable, since you can then use potion to play a 1c card, which feels cute and very INT. Should be a useful cantrip unit similar to Reefus.


Carrion Crow (3083)

Carrion Crow - Summon: Draw and attach your lowest cost dark spell to this unit.

    Text: Summon: Dust the enemy's top dead unit to draw and attach your lowest cost dark spell to this unit. Summon: Draw and attach your lowest cost dark spell to this unit.

Another tweak/buff to cut down on text, not a strict buff since the dusting effect could be useful, but it is easier to use earlygame now, which should help it overall.


Dark Adept (3038)

Dark Adept - When another ally unit dies, draw and attach a dark spell to this unit. Give it -1 cost.

    Text: When another ally unit dies, gain +1 health and draw and attach a dark spell to this unit. When another ally unit dies, draw and attach a dark spell to this unit. Give it -1 cost.

    Traits: wither lifesteal

A rather exciting buff/slight redesign to an underperformer. It no longer gains health, but now draws dark spells with -1c, which can make for some pretty explosive plays. It also traded wither for lifesteal, adding some more incremental healing to heart. Feels like one to watch!


Vlad (1020)

Vlad - Play: Do 3 damage to target enemy.

    Health: 3 2

Revert here, as people noted, +1hp was probably overkill, and in this aggressive meta AGY and Vlad don't need much help.


Trailblazer (1033)

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

    Traits: stealth,lifesteal stealth

Small tweak to an overperformer in AGY, I like that AGY's aggressive playstyle is doing well, but I also want to trim a bit more healing out to make it have to care more about its own hero's HP.


Hannah (1037)

Hannah - Glory: Add Vile Vial to the enemy deck.

    Text: Glory: Add two Vile Vial to the enemy deck. Glory: Add Vile Vial to the enemy deck.

Small nerf to Hannah to make her deck pollution effect a little less backbreaking when she gets early hits in. The 2/3 stealth body + draw off her own vial should keep her popular IMO.


Impostor (1082)

Impostor - Play: Steal target enemy's traits.

    Traits: stealth None

Another small nerf & flavor tweak to a powerful AGY card. IMO it always felt a bit odd that Impostor started with stealth when its whole concept was copying/stealing the traits of others. It shouldn't be a major loss but serves to shave a bit of extra power out of AGY.


Run Wild (1092)

Run Wild - Draw and summon a 2 cost unit with +1 power. If your hand has a fire card, ready it.

    Text: Draw and summon a 2 cost unit. If your hand has fire, ready it. Draw and summon a 2 cost unit with +1 power. If your hand has a fire card, ready it.

    Traits: banner None

Possibly a contentious change. Similar to Hot Dog, this is a tweak to an AGY overperformer in the effort to make its use as a tempo option less flexible. It still pushes the same damage (and possibly more if you can get the unit to stick) but trading Banner for +1pow on the unit that it summons reduces the flexibility of the damage, which may help to make some of AGY's tempo plays a tiny bit more awkward and give other prisms a bit more breathing room.


Blitz (1098)

Blitz - Return your hand to deck. Draw three. Do 3 damage to your hero.

    Text: Return your hand to deck. Draw three. Return your hand to deck. Draw three. Do 3 damage to your hero.

Nerf I'd been considering for a little while, still draws 3 cards for 1c, but you will also take 3dmg. I like the theme of AGY cards posing risk vs reward by inflicting damage to your hero. While trading life for a powerful effect might feel like a more Dark/Heart ability, thematically, I see it as your hero pushing past their limits and exerting themselves to move faster, but also risking exhaustion in the process, which is very thematic for AGY.


Axolotl (33)

Axolotl - Play: Gain health equal to target ally unit's health.

    Health: 2 1

Nerf to a STR powerhouse, for most 1c units losing 1hp would be a massive nerf, but since axolotl routinely hit 5-7 hp before, I think he'll be ok hitting 4-6 instead, considering he is just 1 mana.


Crystal Cache (64)

Crystal Cache - Draw a metal spell and unit. Give them -2 cost.

    Text: Draw two metal cards. Give them -2 cost. Draw a metal spell and unit. Give them -2 cost.

A tweak to a powerful STR tool. I noticed a lot of metal STR cards were ranking high, and this is a powerful tempo tool for them, effectively being a 0 mana draw 2. I wanted to try this tweak rather than raising it to 5c. It's not a strict nerf, considering the draw is more controllable now, but overall I think it should make it a bit weaker in aggro strategies since you have to consider a mix of units + spells, rather than just drawing 2 units, and should make people think a bit more about how they want to use it.


Pandora (1010)

Pandora - Sunset: Draw until you have three cards in hand.

    Power: 2 3

    Health: 3 2

A tweak to a very highly ranked AGY card. Not being able to remove Pandora after she's already drawn 3 cards is brutal, so this serves to make her a bit easier to clean up.


Grim Reprisal (1066)

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

    Traits: wither None Trying this tweak, it may be too harsh, but 1 mana for 3 damage to a unit with no condition besides the backlash damage is still quite good, rivaled only by STR's Strike Down, which still requires you to have a unit to deal 3dmg, and AGY's removal is generally supposed to be worse than STR's, so this seems fair. Dropping wither also means that AGY can't neutralize the attack of opposing Guard units and just stomp over them, which helps lets things like Doom Shroom be more viable vs it.


Miss Aya (2028)

Miss Aya - Inspire Earth: Give your hero +1 health. Gain 1 mana next turn.

    Traits: banner banner,lifesteal

    Power: 3 2

    Health: 4 5

A tweak/buff to another underperformer, WIS as a whole has been pretty down lately outside of Banjo aggro so I wanted to try improving a few WIS cards. Trading 1pow for 1hp and lifesteal should help make playing Aya on curve a bit more palatable. I could even see going +1 more hp depending on how this plays out, but overall it should be more useful like this IMO.


Cloud Kid (2067)

Cloud Kid - Inspire Air: Mulligan your highest cost cards in hand.

    Traits: stealth None

Tuning down a 1c unit with a bit too many stats/keywords for its cost as part of continued 1c unit tweaks.


Nettle (2095)

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

    Traits: wither,stealth wither

    Power: 2 1

    Health: 2 4

Trying a tweak to a card I'm interested in as a defensive tool for WIS, dropping stealth and 1pow for +2hp, making her far bulkier and better at contesting the board early. Coupled with her spell, this statline should help make her a more appealing defensive option.


Casket (3095)

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

    Health: 3 4

Small +1hp buff to Casket since its been kind of in the gutter lately.


Ivy (4041)

Ivy -

    Traits: wither wither,guard

    Health: 3 2

Another tweak to this since people were still finding her very strong, trading 1hp for guard. It is a pretty harsh nerf but since I'm also aiming to tune down 1c units it seems like this statline could be more reasonable at 2c coupled with the spell. I could also see trying 1/3 guard + wither, but this statline is a bit more unique.


Hide Shield ➞ Soul Shield (4097)

Soul Shield - Your hero has armor.

    Name: Hide Shield Soul Shield

    Traits: armor,stealth armor

    Spell: Lead None

Nerf/role-change, no longer has lead/stealth, so your opponent can now target it more directly, but it should still save you hp in the short term, and remains a chunky option on curve that carries buffs well, so it should still remain pretty useful.


Flashbang (34)

Flashbang - Death: Attach Blind to a random enemy unit.

    Text: Death: Attach Blind to a random enemy. Death: Attach Blind to a random enemy unit.

Small nerf to another overstatted 1c unit. Early blind on a hero is very annoying and can also bust mana potions, so this seems like a fair compromise. also makes the effect less random, so its 'stronger' in that sense.


Heavy Cavalry (81)

Heavy Cavalry - Summon: Draw a metal unit. Give it +1/+1.

    Text: Summon: Draw a metal unit. Give it -1 cost and attach Lead. Summon: Draw a metal unit. Give it +1/+1.

    Power: 4 3

    Health: 3 4

Trying a bit of a rework here, a 5c 3/4 armor is quite bulky on curve and fits in well with STR's theme. Additionally, it now gives a stat buff to the unit it draws, rather than a cost buff, and doesn't give Lead, so it will no longer mess with attached spells. It does lose some utility in protecting Dracomantium, etc, but I think the bulkier 3/4 statline alone will help it be more appealing.


Fly Guy (1087)

Fly Guy - When an enemy unit is summoned, kill this unit and attach Hex to that unit.

    Traits: stealth stealth,lifesteal

    Power: 2 1

Another nerf to an AGY card that overperformed pretty consistently. This usually dies before it gets to attack, so its 2pow wasn't that relevant, but lowering it a bit gives your opponent more leeway to ignore it and not be forced to play units into it to block the damage. It also picks up lifesteal as a bit of compensation (and to fit the 'weevil/mosquito' flavor it has) so it still creates a 2hp differential when hitting the enemy hero, but doesn't push as much damage.


Amaruath (2051)

Amaruath - When an enemy unit is summoned, attach Roots to it.

    Health: 9 10

A buff to a lategame wis bomb, making it a bulkier and harder to answer. The King of the Etherwald demands your respect!


Glacia (3082)

Glacia - Death: Attach Frozen to enemy units.

    Health: 4 5

Small buff here, she still dies to two 1 damage pokes so I don't imagine it'll be a huge change, but it does make her a very appealing undergrowth target.


Eye Spider (3089)

Eye Spider - Play: Attach Dazed to target enemy unit.

    Spell: None Barrier

Buff to a pretty consistent underperformer, making it bulkier Vs spells, which should help it tussle a bit better earlygame.


Whipvine (4034)

Whipvine - Death: Attach Roots to enemy units.

    Traits: guard guard,wither

    Health: 3 2

Trading 1hp for wither in keeping with the tuning down of 1c units, should still be useful as a defensive tool.


Necrotic Pact (3027)

Necrotic Pact - Kill target ally unit. Summon your other top highest cost dead unit of its element.

    Text: Kill target ally unit. Summon your other top highest cost dead unit of its element. Give it guard and attach Fate. Kill target ally unit. Summon your other top highest cost dead unit of its element.

Probably the most exciting tweak this patch. It may not stick, but it has been awhile since Undragon chains tore things up. I like having bombastic lategame options, and needing 13+ mana to chain multiple undragons seems pretty fair, and was a cool tactic that showed off Skyweaver's attachment system and its possibilities. As a rule, revival spells still usually won't allow for recycling attached spells like this, but Necrotic Pact is one of the weakest reanimation spells in the game due to the 'same element' restriction making it tricky to get online, so I'd like to see if its balanced like this. It also removes the additional draw via no longer granting Fate, so it's weaker on units like Allbane, etc, which seems fair - it rewards careful preparation and allows for goofy Undragon plays once more - HRT/INT players rejoice!

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