No Surprises - Patch #88
Feb 16, 2022
Sometimes you just want things to go as expected. This week we’re introducing big QoL features for those who’ve lost games on account of the turn timer and card animations. We also improved several other user interface elements across the game giving you more feedback and information—you know, so there’s no surprises (hopefully).
📺 On one hand the addition of the rope means you won’t forget the timer. On the other hand it means it’s harder to blame a loss on the timer 😂
New Features ⭐
- Added a visual turn timer in the middle of the board to keep your time left in your field of vision! Check out the video clip above ☝️
- Animations will now speed up when turns pass between you and your opponent, to alleviate issues where animations could eat into your turn timer.
- Overkill damage for heroes! If you deal lethal damage to the enemy hero, their health will decrease to show exactly how powerful your overkill was
- Improved metadata in-wallet! Now cards have their traits, mana costs, lore, and more. This means you can filter by these properties in any tool that works on-chain.
- When you try to play an invalid action, the "Can't do this for X reason" text will now appear on the appropriate unit instead of in the middle of the screen.
- Sorting preferences in the market & library are now saved in the URL when playing in browser, for easier access to filters when bookmarking search results.
- Preview icons for cards in the grave & deck now have counters instead of showing a bunch of indeterminate icons.
- The Dust preview icon has been raised up to match the position of the Death icon.
- Dragging a card out of the Casting area will remove its glow, to better illustrate that releasing the card will cancel the cast.
- Improved the "pop" animation when you try to target a unit with Shroud.
- Added an advanced in-game option to use the non-scrolling card selection on mobile devices, and the scrolling card selection on non-mobile devices.
- Added a hover state for some links on your profile page.
- Fixed an issue where cards in the market would change depth and overlap prices after they were moussed over.
- Tracker's Shot will now send 0 health units to the graveyard before it tries to summon, so it'll work better when the field is full—specifically if you shoot your own unit.
- Dual Prism decks in Discovery are now comprised of 30 cards instead of 25.
- Fixed the hover popup for Mana Vial getting stuck over card selection.
- Fixed a bug where cards you Conjured would start out backwards.
- Fixed a bug where tiny 1px dots were appearing on the edge of certain Silver & Gold cards.
- You can no longer scroll in the deck & graveyard sidebars if there's not enough elements which would require scrolling.
- Fixed a bug where a Silver card frame would slightly clip into power & health numbers.
- Fixed buggy animations for Conquest rewards when you lose on game 2 or 3.
- Fixed a bug where the "+" of the Create Deck button wasn't clickable.
- Conquest tickets in your profile no longer say "non-tradable", as they remain transferable between accounts.
Welcome to patch #88 everyone! We’ve got another interesting one this week, featuring a number of nerfs and tune-ups to some of the most powerful decks key cards, as well as some slight buffs to provide a few long-forgotten cards and decks a bit more of a chance in the metagame. One other adjustment we’ve made is tweaking Discovery deck sizes back to match Constructed deck sizes, so 25 for Mono Prism and 30 for Dual. Dual Prism decks are currently weaker in discovery, and since Discovery decks are already random, slightly increasing the Discovery deck size is actually a net benefit, since it reduces your chances of taking Out Of Deck damage slightly. Furthermore, this helps standardize deck sizes across both Discovery and Constructed game modes, making the overall gameplay experience more consistent. We’re very excited to see how these changes impact the metagame and help with a few issues players have been having for the past few weeks, so let's not delay any longer, and get right to our card changes!
Only cards with modified discovery odds are shown here, but the CSV contains all cards.
|ID||Name||Prism||Discovery Rate||Discovery Rate Change|
|1032||Pair of Jacks||agy||0.882%||-0.049%|
|4047||School of Fish||int||1.029%||+0.049%|
|4055||It's a Trap!||int||1.078%||-0.049%|
|10||Call to Action||str||0.931%||-0.049%|
|88||Aegis of Light||str||0.882%||+0.196%|
|15||Gift of Swords||str||0.931%||+0.049%|
|2035||Touch the Sky||wis||1.029%||-0.049%|
|2036||Seal of Doom||wis||0.931%||-0.049%|
Puppet Master (4092)
Summon: Draw and summon your lowest cost unit as 2/2 with guard.
Summon: Draw and summon your lowest cost 4 cost or less unit as 2/2 with guard.
A much requested and needed change. While the eponymous “Sitti Cheat” deck did not have the highest win rate, it created frustration and removed a lot of player agency from the game, as the winner of a game vs Sitti was usually decided based on how well the Sitti player drew, rather than any interplay between the players decks. To this end, we’ve adjusted perhaps the most key card, Puppet Master, to only summon units of 4c and below, letting it serve as a playmaker with smaller cards like Flame Phoenix, while removing its ability to cheat high cost cards with overpowered effects like Enigma Golem and Hydrex, allowing Puppet Master to serve as a more mid-game value driven tool.
A slight nerf based on community feedback, Montage on its own deals 3 damage, which is on the weak side for 4 mana, but it scales with Banner, helping it hold value. We have noted the discussion in the community around reverting it due to its ability to bypass Guards, however the current effect is significantly cleaner and easier for players to understand, and allowing Agility to bypass guards with direct damage is also something we don’t mind giving it, especially through a thematic card like Montage.
A curve swap with Montage, coupled with pushing an anti meta card for Agility. Righteous stands as a strong tool to address grave focused decks like sitti Cheat, as it can completely remove powerful death effect Units. Additionally, though we’ve removed 2 Power to compensate for its lower cost, it maintains 4hp, and also gains Wither, which serves as an additional way for Agility decks to deal with low Power high Health creatures in other prisms, especially Mr Whiskers. It also stands as one of the few answers to a shrouded Spirit of Sleep, now at a more playable cost.
A minor buff to a finisher, granting the mighty Undragon +1power.
Bard Rock (3034)
Reverting a buff from a number of patches ago. With Bard Rock having found a home in Light Horik decks, her ability to buff her own Health via Beloved typically results in her gaining 4+ Health at minimum, making her a serious threat. So we’ve dropped her Power and Health back to 4/4 to compensate.
A small adjustment to a very strong early game tool in both Light Horik and Aggro Zoey decks. Icaru is a very powerful early game card, usually working out to around 4/4 worth of stats for 3 mana thanks to its powerful attached spell, so we’ve dropped Stealth to make Icaru easier to clean up with Banner or small units. It should still remain powerful, but slightly easier to remove.
Sick Burn (3044)
Discard your left-most unit 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 3 damage to target unit. Draw a fire spell.
Alongside Puppet Master, this was a major player in the Sitti Cheat Deck. We’ve made a few adjustments, namely boosting its cost from 1 to 2, and reducing the damage output to lower its effectiveness as a removal tool. It can still be used as a discard outlet to enable early game reanimation, but at a more awkward cost, as it can only be played turn one if you are going second or using a mana flask, which coupled with nerfs to other key pieces of Sitti Cheat, like Puppet Master and Glacial Tomb, should serve to rein its Power in.
Orion is getting a buff in the form of -1c and losing Banner. Orion usually performs as an intermediate board clear, letting you trade your 3/3s for your opponents 3/3s. If you have a ton of tempo it can be strong, but it just doesn’t have a high enough impact at 7 cost to be playable. We’ve buffed it to be a little bit more affordable, giving aggressive intellect strategies a fun and interesting tool.
Dust your dead 1 cost cards. For each dusted, Give a random enemy -1 health.
Dust your dead 1 cost cards. Give a random enemy -1 health, repeat for each card dusted.
Unophobia (and subsequently Hax) are getting a buff in the form of a slightly tweaked effect and wording, providing 1 more damage, and a 1 mana cost reduction. Hax and Unophobia were bottom of the barrel when it comes to winrate. This resulted in the inability to build around or make a fun and interesting deck with them. We love the idea of having cards that can shape a deck in the meta game, so we’ve given Unophobia a small buff to be more in line with Grave Roil.
Chain Golem (1073)
A small nerf to a popular aggressive tool in Agility decks, particularly Zoey, removing 1 Power. It should remain a reasonable way to break opposing Guard units and address hero armor.
Glacial Tomb (3017)
Glacial Tomb catches a nerf in the form of a mana increase from 3 to 4. Glacial Tomb is an incredibly strong tool to resurrect units, hindered by attaching Frostbite. An amazing tool for aggressive strategies, most often resurrecting Blood Hunter, and combo strategies, most often resurrecting Undragon or Pharonis. We felt this card’s downside was not drastic enough to outweigh its power level for its cost and increased its cost by 1.
Mind Control (3031)
Steal target 2 cost or less enemy unit. Give it guard and attach Barrier.
Steal target 2 cost or less enemy unit. Set it to 2/2, Give it guard and attach Barrier.
Mind Control now turns the unit it steals into a 2/2 with Guard and Barrier. While we do like the theme of this card it can often feel clunky if you have to use it on a Gato, or extremely overpowered if you get to steal an 8/9 Elderwood, often instantly winning the game. As such we’ve tuned it to punish buffing small units less, and be more valuable when your opponent is mostly playing low Power units.
Light Knight (3040)
Inspire Light: Gain armor and attach Shield.
Inspire Light: Gain guard and attach Shield.
Light Knight is swapping its ability to gain Armor for Guard. Light Knight is a powerful and flexible 2 cost unit that synergizes well with Light Horik and Shade. It often acted as a 2 mana 2/2 or 3/3 Armor and Banner unit that could reattach Shield after dealing damage. We felt the Armor made it too strong for it’s cost, and as such we’ve adjusted it to gain Guard instead.
Chief Justice (3073)
A nerf to a Light Horik tool and all-around strong card. We’re swapping Chief's Power with its Health to make it easier to answer and let it push a bit more damage.
Soul Forge (4053)
Summon a 2/2 copy of your left-most unit in hand. Give it armor and attach Lead to it.
Summon a 3/3 copy of your left-most unit in hand. Give it armor and attach Lead to it.
Like Puppet master, Soul Forge was another card that is consistently used to cheat out large units or combo pieces, and which will inevitably continue to be used in similar ways moving forward, potentially restricting design space, so we’re making a nerf of +1c in exchange for +1/+1 on the unit it summons, making it less efficiently costed, but allowing the Unit it summons to have a bit more sticking power.
Inspire Metal: Attach Zap.
Inspire Metal: Attach Zap to your hero.
An adjustment to rein in the power of Zam decks a little bit. These past few weeks have seen players innovate some interesting new Zam combo decks, which we are happy to have in the meta, but the maximum range and speed those decks could achieve via 2-3 Electron + Zam was a little absurd, so we’ve adjusted Electron to attach a Zap to your hero, rather than itself. This serves as a slight buff in regular gameplay by making it easier to hold a Zap for a future turn, but also as a nerf to the maximum output of Zam + Electron combo decks because multiple Electrons all attach Zap to the hero. The aim of this nerf is not to kill Zam combo but simply to reduce its speed slightly, and rein in its maximum damage output to a more reasonable level in the 30’s-40’s, rather than the 60’s-70’s.