Minion Masters - [BD] Flamiflami
As promised, we have more information to share about Minion Masters 2.0. Our team have been hard at work, and we can finally give you an update.

Minion Masters 2.0 Prologue will be released on Steam & Xbox this Winter!

What does it mean?
The Prologue is what we consider an “early access” for MM 2.0. Your game will automatically be updated to the new version, but in order to make sure we can make the game the best that it can possibly be, we are calling it a prologue as during this period, we will be collecting rigorous feedback and do our best to improve the experience.

In addition, it will herald the launch of the Runeshaper Master, which we are excited to finally release into the wild. We will also start unveiling a new big feature that will launch in the new year…

What about the mobile release?
The mobile version will be released on January 16th! It will be available using your Netflix account on iOS and Android. Everything will be unlockable without any in-app purchases and without any ads.

We are doing a Minion Masters 2.0 Beta starting October 1st!
If you want to join us, please fill out this form: https://forms.gle/B4vwgTBLxDF46Bza9

You’ll receive an email with instructions if you are selected.

Last but not least: Plushy update!
We’re making great progress on the Nyrvir The Fallen plushy with Makeship. Here is the latest mockup! What do you think?

Sep 7, 2023
Minion Masters - EntropyBD
Highland Hijinks
NEW CONTENT

Frostberry Bearer






Highland Huntress






BUFFS

Demon Warrior
  • Dam 75 > 90
Feng the Wanderer
  • HP 325 > 350
Ghast
  • Skeletons summoned gains Rush
Ghost Turret
  • HP 250 > 300
King Puff
  • Trick Swap CD 35 > 30
Magma Storm
  • Count 12 > 13
Nyrvir The Fallen
  • Nyrvir Slumbers dam 80 > 100
Slitherbound
  • Attack Cooldown 2 > 1.8
Snap Freeze
  • Freeze happens instantly
  • Mana cost 2 > 3
  • Dev notes: Snappy!



REWORKS

Rapid Response Reserves
  • Alternate between opponents getting the buff
  • Dev notes: not really a balance change, but we think it makes it more fun.

Fireball
  • Dam 180 > 200
  • Master damage 180 > 100
  • Dev notes: We wanted to increase its usefulness as removal slightly while reducing its ability to "fireball face" enemies to death.

Grasping Thorns
  • On death, summon a Skeleton for each enemy Minion that died in it (Max 3)
  • Dam 240 > 150
  • Dev notes: We wanted to add some offensive capabilities to this defensive spell. Expect similar changes to defensive-only cards in the future.

Netherstep
  • Summons X Swarmers where minions are teleported to, where X is the amount of Voidborne cards in hand (Max 3)
  • No longer Invokes
  • AoE 3 > 4.5
  • Dev notes: We want to add even more offensive capabilities to this underplayed card that is still in line with its design.

Sapphire Pebble
  • Mana 2 > 1
  • Remove Myriad bonus
  • Throws its head on play, destroy self, grows a new Pebble after 5 secs
  • Damage 60 > 100
  • Health 100 > 50
  • Dev notes: We are not entirely happy with how Sapphire Pebble Myriad bonus works, as it both encourages you to play defensively and wait around with Sapphire Pebble in your hand. This version allows us to both retain the Myriad, reduce mana cost, add some offensive capability and try something a little different...

NERFS

A.I.M Bot
  • Tech cost 30 > 35
Battle Shi-Hou
  • HP 400 > 350
Morellia
  • Book Cooldown 25 > 27
Shroomama Shumi
  • Shields can no longer trigger split
  • Dev notes: This opens up Shumi to be more useful outside of continuously shielding them. It's possible she needs a buff with this change, but we want to be careful so that she doesn't dominate again.


Fixes

  • Fixed Nylora failing to auto attack in Mayhem and Adventures
  • Fixed Slitheress Diona's Ruffles not wearing the correct outfit when he enters the arena.
  • Fixed Burn the Bridge vfx going to the wrong bridge.
  • Removed Raddick from the random pool.
  • Fixed an issue with Ghast's description having two different cooldown values.
  • Fixed Shroomer not splitting with the correct health and damage %.
Aug 10, 2023
Minion Masters - EntropyBD
Masters!

We just published a hotfix.

  • Fixed Bounce Berry Flingers not having Myriad.
  • Fixed the Rapid Response Reserves scroll symbol.
  • Fixed Prime Sgt Rasczak's audio in the preview.
  • Fixed Jade Flingers' death preduction causing untargetable units.
  • Fixed Apep's perks giving the wrong card types.
  • Fixed Apep's perk 3 failing to apply the correct discount.
  • Fixed gaining future cards from future cards.

  • Shroomama Shumi max health 600 > 550

New version is 1.49.67451
Aug 3, 2023
Minion Masters - EntropyBD
NEW CONTENT
Prime Sergeant Raddick









Rapid Response Reserves







BUFFS

Milloween
  • Arcane Golem Health: 250 > 300
  • Arcane Missiles: Uses old targeting if nothing is in the are
a
Shroomama Shumi
  • Copy health and damage: 65% > 70%
  • HP: 500 > 600
  • Dam: 60 > 70

Shroomer
  • Copy health and damage: 80% > 100%



REWORKS

Armored Escort
  • Mana: 5 > 2
  • Rework: Give 2 friendly Minions in AoE Shield (4.5 range, targets closest to the center)
  • If you have 6+ mana, gain mana freeze (4) and the next ranged Minion you play is escorted by a Crystal Sentry with shield.

Bladestar
  • Damage: 120 > 130
  • Max damage instances: 10

Bounce Berry Flingers
  • Mana: 4 > 2
  • Count: 2 > 1
  • Remove Myriad bonus effect
  • Gain Growthburst Shroom

Future Past
  • Changes to a new card with each play, minimum 1 mana

Future Present
  • Mana: 10 > 9
  • Changes to a new card with each play, minimum 2 mana

Jade Flingers
  • No longer spawns a Shroom
  • Damage: 20 > 25
  • Attack Cooldown: 2.0 > 1.9

Jungle Jumble
  • Mana: 4 > 3
  • Can't gain cards that already exist in your deck

Once Bitten
  • Count: 2 > 1
  • Mana: 4 > 3
  • Werewolf has Rage

Valorian
  • Add Searing light to the deck every 25 secs



NERFS

Apep
  • Totem cooldown: 25 > 30

Diona xbow trap
  • Half face damage

Elite Swarmer/Kurrrnath/Morgrul
  • Attack Cooldown: 1.1 > 1.2

Morgrul's Mark
  • Count: 6 > 5

Rocket Scrat
  • Damage: 90 > 80

Ruby
  • HP: 900 > 850

S.T.INT
  • Attack Cooldown: 1.2 > 1.3

Zipp’s Zappinator
  • Cooldown on More Zap!: 0 > 2 seconds



FIXES
  • Fixed players experiencing more than usual matches against Bots.
  • Fixed Jade Flingers Death Prediction.
  • Fixed Milloween losing Arcane Charges when stunned.
  • Fixed Arcane Golem text issue.
  • Fixed Valorian Perk 3 healing too little.
Jun 22, 2023
Minion Masters - EntropyBD
New Cards
Shroomama Shumi






Shroomer






BUFFS
Cowardly Imps
  • Attack Cooldown 3.5 > 3


Ghast
  • Resurrection animation duration -40%
  • Resurrection cooldown 3 sec -> 2.6 sec
  • Health 500 -> 550


Hypnotize
  • Slitherbind 1 > 2


Incubus
  • Teleport distance 10 -> 12


King Puff
  • Trick Swap cooldown 40 > 35


Magnetic Bombs
  • Blow delay 3 -> 2
  • Damage 90 -> 100


Net Blaster
  • Damage 50 > 60


Sanctum of the Cleansing Fire
  • Mana 4 > 3
  • No longer has Emp Army trigger


Spirit
  • Min health 50 > 75


Stormy
  • Delinked Zen-Chi flow from attack delay, reducing Zen-Chi flow effect delay to similar to monkey and shrine

Sun Burn
  • Damage 60 > 80


Jez'Ra the Voidmother
  • Health 675 -> 750


Zap Shrine
  • Stuns the closest 2 targets
  • Duration 16 > 12


REBALANCE
Demon Warrior
  • Activated from the 6th time it’s played > 4th time
  • Triple stats > double stats
  • Damage 100 -> 75


NERFS
Apep
  • Perk 1 cooldown 30 -> 33s


Ardera
  • Doesn't affect other Arderas
  • No longer Mythic


Blood imps
  • Attack Cooldown 0.9 -> 1


Harmful Souls
  • Damage 80 -> 70


Jing Long
  • Jump on cooldown when used with zen-chi flow (rather than instantly being able to jump away when used with zen-chi flow)


Musketeer
  • Attack cooldown 1 -> 1.1
  • Musketeer has been overperforming, this is primarily intended to make it less good against swarm


Prowler
  • Card Count limit 3 -> 2

Undying Skeleton
  • Damage 60 -> 50

Unholy ground
  • No longer roots ground units


Werewolf
  • Health 450 > 400


Zealots
  • Mana 6 -> 7
  • Berzerker Rage -> Haste + Rage
May 18, 2023
Minion Masters - EntropyBD
New Content
  • Jez'Ra the Voidmother





  • Morgrul's Mark




  • New Emote



Buffs
All of these are underperforming and need some help

Cannon Roller
  • Attack cooldown: 2 > 1.8

Crystal Sentry
  • Attack cooldown: 1.5 > 1.4

Ghast
  • Attack cooldown: 3.3 > 3
  • Cooldown: 3.3 > 3

Rimargaal's Breath
  • Damage: 150 > 180

Spelldancer
  • Mana Freeze: 3 > 2

Stormy
  • HP: 175 > 200
  • This card has been nerfed by changes to the chain lightning, this should help bring it back to viability.

Vuk's Clutchcooker
  • Instant flamethrower after grappling hook
  • Stuns minions while they are being moved with Grappling Hook
  • Attempting to make Vuk less clunky to actually use.


Rebalance
Harbinger
  • Range 14 > 12
  • Speed 4 > 5
  • Damage 250 > 275
  • The highest health flyer is also the super high damage and the longest range flyer, and has knockback... This combination makes it a noob stomper and while it has been reasonably balanced we need to get it to a different place to try to reduce its impact on the lower skill levels of the ladder. This change makes him get closer to the enemy thereby exposing himself to more counterplay, and makes him get there faster, potentially outrunning his support.

Milloween
  • Arcane Golem - Can not hit flying
  • Arcane Golem - Range 8 > 4
  • Arcane Golem - Timer starts on death
  • Arcane Golem - No longer mythic
  • Basic Attack - Damage 9 > 10
  • Basic Attack - Gain an Arcane Charge for each spell you play (max 5)
  • Basic Attack - Each charge increases basic attack sparks by 1
  • Arcane Golem - Consume all Arcane Charges and gain 1 level for each
  • Arcane Golem - Damage bonus per charge 3 > 5
  • Arcane Golem - No longer gets bonuses when you play spells
  • Perk 1 Cooldown 30 > 25
  • Perk 3 - Arcane Golem gains 2 levels from each Spark (60 hp and 10 damage)
  • Perk 3 - Reduce cooldown of perks 1 and 2 by 5 secs
  • This borders on a complete redesign. This changes the Arcane Golem from the best ranged support to a tank that itself needs support. Also changes the dynamic of how it increases in power.

Volco
  • Swap Perks 1 and 2
  • His core deck building mechanic is his ability to give rage to minions, not having that available until halfway through a match somewhat disincentivizes people from deck building around it.


Nerfs
Apep
  • Attack cooldown 2 > 2.2

Caged Prowler
  • Releases after 16 > 20
  • Duration 24 > 30
  • HP 400 > 360
  • It's everywhere, and a very powerful value tool. This does effectively revert buffs it got in the past, but the game changed drastically since then.

Chain Lightning
  • 6 jumps > 5 jumps
  • Still feels somewhat overtuned at 4 mana.

Crakgul Doomcleaver
  • Copies 3 > 2
  • Everyone will have seen this one coming. A single wild card isn't actually doing that well, so we aren't going all the way on this restriction.

Future Past
  • Mana 3 > 4

Future Present
  • Mana 8 > 10
  • Both the future cards are simply too good value generators and frankly probably too simple designs. This is something of a placeholder until we find time to do a better rework. They should still be playable for anyone who wants to have fun with this kind of deck.
Mordar
  • Tombstone delay 30 > 35
  • Giving people more of a window where Tombstone isn't around should allow for more opportunity to exploit Mordar's "all my perks are this based around this one thing" weakness.

Ritual of Servitude
  • Can no longer summon 7 mana minion cards
  • Can no longer summon 9 mana minion cards when triggered
  • 8 mana minions are strong enough that it will likely still be playable activated. This frankly isn't an elegant solution, but something has to be done.

Rocket Scrat
  • Range 8 > 6
  • Less likely that it will get double jumps off, might not be enough to actually bring it under control, but it should be a good start.

Walking Blind Date
  • Alternates between 3 and 4 mana cards
  • This card has too few ways in which we can adjust the balance and frankly it has way too many use cases. Hopefully this brings it down to a reasonable level.
Apr 13, 2023
Minion Masters - EntropyBD
Arise!
Rendrath the Deathless







Ghast








NEW ADVENTURE
  • Crystal Consortium


BUFFS

Valorian
  • No longer heals team mate Minions
  • Perk 2 healing 15 > 20
There is a major discrepancy between how Valorian performs in 1v1 and 2v2 this is trying to address that.



Arcane Bolt
  • Kill threshold: 400 > 450


Bazooka Scrat
  • HP 120 > 140


Bounce Berry Flingers
  • Attack Cooldown 2 > 1.9


Frozen
  • Duration 3 > 4
Most cards using the Frozen mechanic are underperforming, and at 3 seconds the mechanic seems a little underwhelming and uninteresting.



Idol of Sacrifice
  • Gains Haste instead of Rage


Gor'Rakk Gate
  • Elite Swarmer > Flightless Dragon
It is now less punishing in terms of health lost when you get this option and their offensive output is significantly higher, so this should result in a sizable buff. However, whether it’s actually easier to gain the needed value from playing the card remains to be seen.



Grasping Thorns
  • Damage 220 > 240


Korrrgoth
  • Seal Mana 5 > 4


Net Blaster
  • HP 120 > 140


S1ege Br3aker
  • HP 550 > 625


Spelldancer
  • Arcane Spheres 2 > 4
  • Mark an area and fire sparks 1 at a time at the area
Already underperforming while also being changed to align with the Arcane Barrage nerf.




REBALANCE

City Watch
  • Mana 5 > 6
  • Leggo count 0 > 1
  • Xbow Dude count 3 > 2
This card is still just too strong.



Magnetic Bombs
  • Moves faster over time, starts at 4 > 16 (hits max speed at opponent tower)
  • Damage 80 > 90
This is intended to both buff the card a little and make it more offensive. Moving slower in the beginning means they will be easier to kill when used defensively.



Toll of the Dead
  • Mana 6 > 5
  • Copies 3 > 1
Removing the wildcard option makes it less strong as a win condition where you have to stop multiple waves of multiple skeletons, so we feel it’s appropriate to bring it back to 5 mana where it is a strong ascension card.



Unholy Ground
  • Spawns 5 Skeletons over the duration
  • First Skeleton spawns immediately
  • Only Spawns skeletons when there is an enemy in the area
  • Also immobilize ground Minions
  • Duration 10 > 7
  • Accursed Ascension: +3 seconds, +3 skeletons
This card was never really used for its intended purpose of being a control tool, instead being used as a skeleton spawner.



NERFS

Arcane Barrage
  • Mark an area and fire sparks 1 at a time at the area.
Actually making the card do a barrage instead of a volley. Makes counterplay easier, also makes it less straightforward to get full value by reducing sniping potential generally.



Avea
  • No longer shields flyers
This does help with the Mana Chaser situation, but it's also a good change generally since artificially inflating flyer health has frequently been a problem.



Bannerman
  • No longer shields flyers


Guardian
  • No longer shields flyers


Chain Lightning
  • Jump Distance 7 > 5
Most played card in the game which is much easier to get full value out of than other spells, so we're upping the skill floor. We also don’t want to touch the mana or damage right now.



Dormant Defenders
  • Copies allowed 3 > 1


Jolo
  • Dodge chance lost per hit: 10% > 15%
Still able to serve his main function but less able to do so over any kind of long term. He’s both overperforming and played a lot.



Mana Chaser
  • Range 8 > 6


Scrat Tank
  • HP 650 > 600



FIXES
  • Fixed Flightless Dragons occasionally not gaining rage when behind on health.
  • Fixed units spawned from Blind Date occasionally trying to ascend to a higher plane of existence
  • Fixed ground melee minions affected by Net Blaster suddenly being able to attack flyers.
  • Fixed Bearvalanche bears running in the wrong direction.
  • Fixed R3KT perk 3 description stating the wrong damage.
  • Removed Slitherbind from Living Statue description.
  • Removed Mana Surge visuals where appropriate.
  • Fixed Mana Chaser's occasionally glowing.
  • Made Spelldancer’s barrage area indicator only appear when she would activate.
  • Removed Apep’s swirling projectiles.
Mar 9, 2023
Minion Masters - EntropyBD
NEW CARDS

  • Mana Chaser




  • Spelldancer




BUFFS
Morellia

  • Book of the Dead Cost 1 > 0
  • Forbidden Knowledge perk 2 now reduces the cost of 3 different 4-mana+ spells by 1 (instead of 2 by 2).

Valorian

  • Searing Light attacks 4 > 5

R3-KT

  • One Punch Blast changed:
  • It is now a line nuke dealing 300 total damage. Every unit killed reduces remaining total damage by the health they lost.
  • One Punch Blast: Deals True damage
One Punch Blast is hard to pull off. This allows him to kill a congo line of 20 scrats, never doing overkill damage, or help with clearing out a warrior, or a combination of the two. Making it so that it won't get blocked by a scrat or a shield should make the ability feel substantially more impactful.


Ravager

  • Terror Brutus health 2300 > 2500

Mordar

  • Tombstone changed:
  • Tombstone is no longer added to the deck but on a 25sec cooldown timer that starts when the Tombstone dies.
  • Tombstone activation delay: 15 > 10
  • When ready the Tombstone will resurrect the next unit that dies. This will no longer destroy the Tombstone but will instead restart the activation delay. Effectively putting the Tombstone on cooldown.
  • The Minion resurrected by Tombstone deals damage to Tombstone equal to half its max health. Resurrects with health equal to twice the amount of health lost by the Tombstone.
  • Tombstone health: 400 > 500
  • Lifetime: 40 > 60
  • Perk 3: Tombstone health becomes 1500. No longer adds a second Tombstone.
  • Stunning the Tombstone disables the Tombstone and restarts the activation delay.
Essentially this means Tombstone is now using its own health as a resource for resurrecting units and allows it to resurrect multiple times. The intent is to make it more interesting to build a deck around Tombstone by making deck building less restricted.


Milloween

  • Arcane Missiles changed:
  • Missiles now targets a random unit in the area and is homing towards the target. Still impacts first enemy unit encountered. Moves slightly slower.
  • Master damage 100% > 10%
This change should make Arcane Missiles significantly harder to misuse or miss with entirely, while also making it a little easier to counter.


Cowardly Imps

  • Attack Speed 4 > 3.5

Pincer of Dread

  • Damage 120 > 140

Rocket Scrat

  • Damage 100 > 90

Sanctum of the Cleansing Fire

  • CD 7 > 5
  • Duration 30 > 25
Giving it limited range completely killed the card, so we want to bring the power level back up to compensate.


Scrat Pack

  • Scrat Count: 4 > 5

Slitherbind

  • Cap 3 > none
  • Distribute Slitherbound to random Slither cards instead of all on the same card

Stormy

  • Attack Speed 4 > 3.5

Sun Burn

  • Removes Frozen and Slow from targets
More utility for a hybrid spell that's having a hard time finding it's niche.


Taloc the Vessel

  • Attack Speed 2 > 1.8


REBALANCE
King Puff

  • Knight Puffs health 50 > 2
  • Knight Puffs spawns with shields.
King Puff heard somewhere that his knights were supposed to have a shield, so he decided to give them one.

Crystal Sentry

  • Remove Mana Surge
  • AS 1.7 > 1.5
We want to put Sentry in the starter deck, but don't want to confuse new players with Mana Surge. Therefore we are introducing a new rule that male crystal elves do not have Mana Surge.


Fanriel

  • Remove Mana Surge
  • Damage 130 > 140
Male crystal elf that no longer has mana surge. Lets him lean more into his unique mechanic, makes him less of a threat when he sits and beats at enemy master tower.


Thelec

  • Remove Mana Surge
  • AS 1.3 > 1.1
  • Damage 55 > 50
Male crystal elf that no longer has mana surge. Increased damage output when below 6 mana, reduced when above. Let him be more useful as a reactive play and get more value right away, which is useful for a 10 drop to be viable.


Puff

  • No longer dies when defeated.
This is specifically to preempt shenanigans with the new Tombstone design.


Walking Blind Date

  • Now Transforms instead of dying.
This is specifically to preempt shenanigans with the new Tombstone design.



NERFS
Apep

  • Perk 3 cooldown: 28 > 33
  • Base Attack damage: 40 > 30

A.I.M Bot

  • Damage: 45 > 40

Bearvalanche

  • Damage: 160 > 140

Blue Golem

  • Attack Cooldown: 2 > 2.2

Caber Tosser

  • Caber Damage: 200 > 150

Colossus

  • Damage: 275 > 250

Crystal Construct

  • No longer has Mana Surge

Dormant Defenders

  • No longer has Mana Surge

Drone Walker

  • Damage 45 > 40

Guardian

  • No longer has Mana Surge

Living Statue

  • Health: 1000 > 900

Rammer

  • Damage 180 > 160

Red Golem

  • Attack Cooldown: 2 > 2.2

Vulture Prime A83

  • Attack Speed 0.9 > 1.0

S.T.INT

  • Attack Speed 1.1 > 1.2
S.T.INT is already everywhere, and the game field changes are going to make it stronger compared to other 2-drops, as well as making the ability more useful.


Troubadour

  • Health: 1500 > 1400


FIXES
  • Fixed yet another interaction between Apep, Simulacrum and Ability cards.
  • Using /cd or /sd while in deck collection view no longer crashes the game.
  • Frozen now correctly lasts 3 seconds.
    It's possible that this amounts to a nerf that is too big for what is warranted, we will be keeping an eye on Frozen.
  • Fixed A'Zog's description.
  • Fixed Lash of Ah'Mun's description to correctly state master damage.
  • Fixed Bearvalanche bears internal compasses again.
  • Added a discount label to the always available 10 token bundle in the token section of the shop.
  • Adjusted Mayhem start time to Thursday coincide with patch releases.
Minion Masters - [BD] Flamiflami
Masters!

We are excited to announce that Minion Masters 2.0 will be released this year!

Some of you may remember we posted about 2.0 some time ago and now we are ready to share more details. We have found a great partner to help fully realize it to meet your expectations. It includes many things as well as new content, but also a huge code and UI rework that will make the game run much more solid and makes it easier to develop updates in the future.

Our team has been hard at work to bring you this upgraded version of the game, and we're thrilled to share that it will be released this year.

That’s not all, as we would like to make a shout-out to our new partner Netflix who is helping us bring you 2.0. Furthermore, also a new special version of Minion Masters to Android & iOS, without ads or in-app purchases, that can cross-play with PC and requires a Netflix subscription to play.



So our Minion Masters family, meta and matchmaking, has good chances of growing and evolving a lot this year.

Here is how it will work: the mobile version of the game will support cross-play, but cross-progression will not be available. This means that your progress won't be shared between platforms, but you will still be able to play with and against mobile players, opening up opportunities to make new friends and rivals with improved matchmaking and meta evolution.

Lastly, we'd like to express our gratitude to all the testers who participated in the previous mobile version of Minion Masters. We'll be disabling the mobile server soon to make way for the new version, which we're excited to release later this year. Thank you for your support, and we can't wait for you to experience the improved Minion Masters 2.0!

We’ll start sharing more information about the 2.0 version and its content very soon, so stay tuned!

Feb 2, 2023
Minion Masters - EntropyBD
Mechanized Menace
NEW CARDS
  • Vuk’s Clutchcooker





  • Net Blaster






BUFFS
Black Hole
  • Duration: 3 > 5

Magnetic Bombs
  • Health 50 > 60

S1ege Br3aker
  • Now has Piloted. (summoning a Plasma Marine)
  • Attack AoE radius: 1 > 1.5

Stun Blast
  • Stun duration: 5 > 4
  • Mana cost: 4 > 3


REBALANCE
Apep
  • Perk 1: Add a random free 2 mana card to your deck > Add a random free one-use 2 mana card to the top of your deck every 25 sec.
  • Perk 3: Add a random free 4 mana card to your deck > Add a random free one-use 4 mana card to the top of your deck every 25 sec.
  • Basic Attack Damage: 30 > 40
  • Basic Attack Max Targets: 1 > 2
  • Basic Attack Speed: 2.5 > 2
  • Basic Attack no longer gets a speed bonus from having 5+ mana cards in hand.
The main reason for doing this is to allow deck building with Apep that doesn’t focus so heavily on trying to get as much as possible out of the free cards by building very cheap decks. It also allows us to normalize the outcomes of the perks by changing which card you get every time. Because of system limitations the card isn’t truly random, but pseudo-random.


Diona
  • Perk 1: Add a trap card to your deck > Add a trap card to the top of your deck every 25 sec.
  • Perk 3: Add a trap card to your deck > Add a trap card to the top of your deck every 25 sec.
  • Bear Traps no longer have Stealth (remains untargetable).
The deck building incentives for making cheap decks are less pronounced with Diona than with Apep, but we still don’t think it’s healthy for masters to so directly incentivize a specific type of deckbuilding in this way.


King Puff
  • When Royal Gifts is triggered, place only one gift in a random unoccupied lane.
  • Perk 2: Cooldown 45 > 22
  • Increase pick-up range of puffs slightly.
Mainly intended as a quality of life improvement.


Annihilator
  • Attack Speed: 2.1 > 2.3
  • AoE radius: 3 > 4

Feng the Wanderer
  • Mana cost: 6 > 5
  • Health: 400 > 325

Flightless Dragons
  • No longer has Voidborne Wound
  • If you have less health than your opponent, gain Rage.

Netherstep
  • Invoke > Invoke twice
  • Jump distance: 10 > 6
More outright value and changing the use case. This reduction in distance makes it much harder to use the card to bypass a fight, meaning it retains mostly the use cases of repositioning within a fight or dodging spells. Ideally we want people to be more aggressive in using this card.


R4Z:0R Squadron
  • Now has Piloted. Mechanically unchanged.

Rock Rivals
  • Mana: 6 > 4
  • Summon a Living Statue with every play.
  • Living Statue no longer has haste.
Overall meant to be a nerf, but also fundamentally changing the use case for the card. We feel this is significantly more interesting than taking a risk one time to get a cheaper version of another card, specifically since the card is always the same and knowable in advance.


NERFS
Miloween
  • Arcane Golem gains Mythic.

Bearvalanche
  • Damage 180 > 160

City Watch
  • Legionnaires summoned on play: 1 > 0
  • Crossbow Dudes summoned on play: 2 > 3

Idol of Sacrifice
  • No longer gains Haste.

Jing and Xiao Long
  • Phase Cooldown: 2 > 2.5 sec

Stun Lancers
  • No longer has Slitherbind

Spawn of Fury
  • Changes base values rather than working as a multiplier.
This affects mainly the interaction with other sources for changes in health and damage, ie. buffs. Specifically this is a nerf to those interactions.


Spirit
  • Max health gained: 400 > 350

Tantrum Throwers
  • Now summoned in a horizontal line.


FIXES
  • Fixed King Puff getting the same spell every time he picks up the spell gift puff.
  • Fixed Ritual of Servitude not summoning 6-mana cards.
  • Finally Fixed the Mechapep visual glitch.
  • Fixed Frozen Aura description.
  • Fixed Bearvalanche master damage.
  • Fixed Bearvalanche animation occasionally being reversed.
  • Stopped Incubus from using netherstep while frozen.
  • Stopped Caber Tosser from throwing the log while frozen.
  • Attempted another fix of the Border Patrol trigger indicator.
  • Fixed Netherstep and Combustion being able to invoke ability cards.
  • Removed the indicator for more wildcards being available on card promotion.
  • Fixed Perk Timers malfunctioning in speed adjusted replays.
  • Removed Crystal Sentry flavor text to make the actual description not get super tiny in formatting.
  • Fixed Magnetic Bombs description not mentioning reduced damage against masters
  • Fixed Frost Shock relic affecting the wrong units.
  • Removed Combustion from High Five bucket.
  • Fixed Rimargaal perk description.
  • Updated Buckets and Relics availability for masters in older adventures to match the most recent versions.

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