A New Hope - Patch #75
Sep 08, 2021
It's not what you're thinking! See, there's this character named Hope, and a couple weeks ago we enhanced her artwork. So now she's "a new Hope" (nothing to do with the critically acclaimed film). No bandwagoning shenanigans going on here, just your regular bi-weekly patch notes 🙂
📺 Now attached X-cost cards will display the updated cost. No more using you hands! (for counting that is... you'll still need them for other stuff).
- Added a "User location" conformation prompt for US players (you can change your state selection anytime by clicking the tab at the bottom of the menu).
- X-cost cards that are attached to units in your hand will now update their costs.
- Fixed a bug where the profile bar was playing hide-and-seek (it would disappear randomly but now it should be visible at all times).
- Teenage Witch now correctly behaves like a "when" trigger, so if she dies, her effect will still fire. Her effect will also trigger for ally units if she dies at the same time as them.
- Crypto no longer considers cards with Fate attached to be "Death:" effect cards.
- You can now play Raise Arms even if you don't have room on the field, to proc inspire effects.
- Raise Arms will now dust units, even if there's no room to summon the mummies.
Hello everyone! Welcome to patch #75! Hard to believe we're 3/4ths of the way to 100 already! This week we have a number of buffs and a few effect reworks to some underperformers, but even more exciting is our new hire, Matthew Shera, who’s joined onto the Game Design team as a Junior Game Analyst, and will be aiding me in the design of Skyweavers cards, gameplay, and patches! So be sure to give him a warm welcome as we jump into the patch notes!
Glory: Give ally units banner. ➞
Glory: Give ally units +1/+1.
A small stat buff + effect rework, now scales your whole board on Glory - could be quite scary but midrangey glory effects generally need to carry more weight. Feels more thematic for Strength now.
Do 5 damage to target unit. If lethal, dust it and do excess damage to the enemy hero. ➞
Do 6 damage to target unit. If lethal, dust it and do excess damage to the enemy hero.
A small buff to an underperformer to make it feel more potent, should be a better option for midrange and aggressive Strength decks.
After you draw a spell, give your hero +1 health. ➞
Inspire Spell: Give your hero health equal to the spell's cost.
A rework here - while I did really enjoy the archivist mulligan deck, the speed at which it could reach extremely high life totals led to the creation of very grindy games, so I’m reworking it to reward spells based on their costs, to incentivize the use of higher-cost spells, or at the least, actually paying mana for spells. It could still lead to grindy games, but now it shouldn’t be able to accelerate its user’s life at quite the same rate.
Fortune Seller (2098)
Summon & Death: Mulligan your hand. ➞
Summon & Death: Mulligan all but your lowest cost cards in hand.
Reworking an underperformer slightly, now won't mulligan your lowest cost cards in hand, allowing you to plan around it slightly more, and recycle hard to cast cards without dropping your proactive early game plays.
Sunset: Dust your top dead non-dark unit to summon Zomboid with stealth. ➞
Sunset: Dust your top dead non-dark unit to summon Zomboid with guard.
A bit of a polarity shift here, now Necrosiss will hide behind his zombies, rather than them hiding behind him, which should make him more annoying to remove and let him do a bit more work.
Anchor Drop (4087)
Has -1 cost for each of your dead water cards. Do 4 damage to
target unit. ➞
Has -1 cost for each of your dead water cards. Attach Chains to target unit. Do 4 damage to it.
A buff proposed by Matthew, adding chains for a bit of added oomph and especially flavor. The card also had a very low winrate, so this should hopefully give it a bit more flexibility and power.
Spend 1 mana for each ally unit. Attach Zap to ally units. ➞
Spend 1 mana for each ally. Attach Zap to allies.
Buff to an underperformer, now counts your hero, meaning you pay +1 mana to attach Zap to them as well. Should make it more appealing - could be scary with wide boards, but its not too different from something like Fury Mask, since it effectively adds +1dmg per ally, albeit with considerably more flexibility.
Volcanic Blast (50)
Do 2 damage to all units. Dust the top three cards of both graves. Attach Flames to units if a fire card was dusted. ➞
Do 2 damage to all units. If your hand has a fire card, attach Flames to units.
Simplifying an overly Complex Strength card by removing its bizarre dust clause and replacing it with a more standardized ‘fire hand’ clause, which should be a net buff + make it synergize with the general ‘fire hand’ themes of the element better.
Bone Mask (79)
Dust your top dead non-dark unit to summon Zomboid. Attach this spell to your hero with +1 cost. ➞
Dust target hero's top dead non-dark unit to summon Zomboid. Attach this spell to your hero with +1 cost.
A buff inspired by numerous instances of confusion in the playerbase regarding casting Bone Mask and having it do nothing because they had no dead units. Since it now needs a valid target (like Raise Arms) it cannot be cast unless the hero it targets has a viable dead unit, which should prevent a lot of confusion. It also allows it to serve as potent grave hate vs heart decks, and makes it easier to make zomboids, which should serve as a much needed buff.
Buff to an underperformer, giving her +1 power. Hope-fully, it will let her brawl a bit better on curve.
The enemy can't play cards that target the enchanted character.
Sunrise: Dust this enchant. ➞
The enemy can't target the enchanted character with spells or play effects.
Sunrise: Dust this enchant.
Finally, we have a text-only change I wanted to highlight, that Matthew and I discussed together, just rewording Shroud to make its effect easier to understand. Though it makes it a bit more wordy, it doesn’t actually affect the size/readability of the text, so it's a win/win overall!