Minion Masters - [BD] Flamiflami
Masters!

Minion Masters 2.0 is drawing near, and we would like to take a moment to talk about some of the changes that are coming this winter.

For those of you who just joined, have a look at our initial 2.0 announcement to learn more about it: link.

TL;DR

A lot of stuff is changing. Here is the overview:

  • Prologue: When 2.0 releases, we will enter a period we call the Prologue, which will be focused on collecting feedback and improving the game with your help!
  • Ruby Changes: Rubies as rewards will be reduced in general. However, prices of Season Pass, legendary cards etc. will be cheaper.
  • Profile Level rewards: Profile rewards changed and Improved. Rewards will be claimable even though you reached the level in 1.0.
  • Card Promotion & Glory Changes: Rewards for promoting cards have been added, and Glory system revamped. You will no longer require multiple copies to wild card.
  • Shop Changes: General discounts and more premium items for sale as Gold purchases.
  • Season Pass: System is simplified, Battle Chest is removed. Free Season Pass contains an extra legendary card.
  • Ranked rewards: Rewards of ranked modes consolidated, extra rewards for 2x and 3x Contender.
  • Adventures: Some old Adventures deprecated, reimbursements for owners!
  • Daily Chests + Achievements: More quests and Achievements added. Daily Quests give Season Pass XP.
  • Draft Mode: A new game rule has been added, rewards improved.
  • New Mode: Practice Mode replaces Challenges as an easy way to test your deck.
  • Game Modes removed and deck resets: House Event and Conquest removed. Decks will be reset. Everyone will gain 6 extra deck slots.
  • The mobile version won’t be released on January 16th as initially announced. We are still targeting Q1 for the release, but can’t give an exact date yet.

Minion Masters 2.0 Prologue
We’ll start Minion Masters 2.0 with what we call a “Prologue” phase. Our goal is the same as always: to collaborate with you to deliver the best version possible, and getting your feedback during this period will allow us to deliver an amazing final version!

  • During the prologue phase, some stuff might break, and things might quickly change based on your feedback. We’ll keep a close eye on your feedback, so don’t hesitate to use the dedicated channels (Discord, email, feedback form) to let us know if you don’t like something, if something is broken, or even if you like a new change!
  • We will focus on adding a lot of quality-of-life improvements, UI improvements, and bug fixes to the new version of the game.
  • The Prologue will end in the spring with a major update introducing a new big feature to the game (it’s a doozy!).
Rewards Changes Overview
We are replacing ruby rewards in many places with other types of rewards, meaning level rewards, ranking rewards, achievement rewards, and season passes. However, rubies given for free in the Shop will be increased.

Why are we reducing Rubies as a reward?
Making rubies less grindable means we have greater control over the monetized aspects of the game. This change allows us to be more generous with all the other rewards (see the list below). It will also allow us to keep supporting the game, make new quality content, and grow it to become bigger and better than ever. We love Minion Masters, and we want to grow this great community and make it better than ever for years to come.

Minion Masters will remain fair-to-play; new cards and masters will remain free each season. This will not change. The Season Pass will continue to be a way to get content faster and unlock customization cheaper, nothing more.

To compensate, the following changes are happening.

  • Rubies will still appear in the Shop as a free claim.
  • Rewards increased in general from Season Passes, Ranked Rewards and Profile Rewards! See more information below.
  • You now get rewards by promoting cards. (see more information below).
  • Prices of certain items are reduced:

    • Season Pass, reduced from 1250 to 1050 Rubies
    • Adventures, reduced from 750 to 600 Rubies
    • Legendary Cards reduced from 1250 to 1050 Rubies
    • Legendary Skins reduced from 1950 to 1500 Rubies
    • Supreme Skins reduced from 1150 to 1000 Rubies
    • Legendary Arenas reduced from 2350 to 2000 Rubies
    • Legendary Emotes from 750 to 400 Rubies

We also have a lot of other exciting changes. Let’s go through them together.

Profile Level Rewards

  • The profile level reward table has been updated. It now has better prizes, with several legendary cards and legendary skins.
  • Two Masters are now in level rewards: Volco and Milloween.
  • Rubies will no longer appear in the Profile Rewards
  • You will be eligible to claim these new rewards even if you have already reached the level before 2.0 launch.
Card Promotion & Glory Changes

  • Upgrading your cards now yields rewards (in addition to granting extra Glory and an upgraded card frame). Prizes include Power Tokens, Cards and Gold!
  • You will be eligible to claim these new rewards even if you have already upgraded your cards before 2.0 launch.
  • Multiple copies of a card will no longer be required for Wild carding a card. Owning a single copy of a card will allow you to play multiple copies of it (where allowed).
  • The Glory system has been reworked. A card now gives 1 Glory that counts towards your Season Pass progress when winning a match. Through upgrading to Gold tier, a card can contribute to a maximum of 5 Glory.
Shop

  • Prices on certain items have been adjusted - Legendary cards and skins are now cheaper across the board. See above.
  • Featured Offers are generally cheaper.
  • Increased the amount of Daily Offers to 12 per day.
  • Daily Offers now only cost Gold.
  • All items previously only for sale for Rubies now will **also appear as Daily Offers**, to be purchasable for Gold. (Including Legendary Skins and Arenas!).
  • Free Rubies will continue to appear as a claim.
Season Pass


  • The price of the Season Pass has been decreased from 1250 to 1050 rubies.
  • Season Pass no longer contains Rubies.
  • The Battle Chest feature has been removed. (Instead, Daily Quests will yield Battle Pass XP, see below).
  • More value has been added to the Season Pass to compensate for House Event and Conquest being discontinued, such as an extra legendary card in the Free reward track.
  • Despite these changes, the time it takes to complete the Season Pass is not longer.
  • Season Passes will continue to have new cards and Masters for FREE!
Ranked Rewards

  • Ranked Rewards are now consolidated into a single reward track. The seasonal Ranked rewards can be progressed through playing any ranked game mode you prefer, but each reward can only be claimed once.
  • Rewards are higher to compensate.

  • Rewards no longer contain Rubies - (See above.)
  • A special reward is added for reaching Contender 2 and 3 times! (you can claim the “3x Contender” reward only if you reach Contender in all 3 game modes).
Adventures

  • Adventures make a return in 2.0!
  • While no new Adventures are scheduled for launch, we are adding a lot more of these in the future!
  • Some old Adventures will be discontinued. The following Adventures will no longer be supported:

    • The Quest for Mountainshaper
    • Saving Jadespark Jungle
    • Nightmares
    • Uprising!
  • Owners of the above Adventures will be reimbursed 10.000 Gold for each.
Daily Quests + Achievements

  • Daily Quests now grant Season Pass XP in addition to gold.
  • Daily Quest gold reward increased across the board (by roughly 40%)
  • 11 new Daily Quests have been added!
  • 38 new Achievements have been added!

Draft Game Mode Changes

  • Draft mode is no longer being restricted by the “Random Card Pool”, (a hidden list of cards that is prohibited in Draft). This list contained cards deemed too hard to use effectively because it required synergy with cards that would be hard to draft. We think this rule made the game mode much less fun, as it takes the fun out of deck building. This list contained 60+ cards.
  • Instead, we introduce “Faction Pools”. With this system, after you choose a Master, they only have access to 4 out of 9 factions. Each Master has access to a unique constellation of Factions.
    • We think this system makes drafting your deck much more interesting, as each Master will have access to different synergies. This system will also allow us to balance draft mode better by changing the factions that a Master has access to.
    • We consider this the start of making Draft mode feel unique and interesting. We would like to add more rule changes in the future to keep the Draft meta fresh and exciting.
  • Draft Mode now exists on the Leaderboard!
  • Draft Rewards have improved. There is now a chance to earn Legendary Cards for 10+ wins.
  • NOTE! We consider this an experiment, and as always, we are eager to hear your feedback in the months coming after the release before we decide if this change should be permanent!
Practice Mode

  • “Challenges” were removed but replaced with “Practice Mode”.
  • Practice can be played both in Solo and Team. It lets you play against a bot of the difficulty of your own choosing. Perfect for testing out new decks!
Some Game Modes Removed and Decks Resetting
Conquest: Conquest has been removed entirely. The relative rewards of this game mode have been added to the Season Pass.

  • We didn’t feel Conquest added enough to the player experience. It created pressure to play in a certain way to belong to a guild, which we don’t think makes the game more fun. Also, the “Conquest Cards” feature was very confusing and caused players to think that they would sometimes lose cards. We are looking to add an equivalent in the future!

House Event: House Event has been removed entirely. The relative rewards of this game mode have been added to the Season Pass.

  • We also didn’t feel the House Event was exciting enough. It would force you to play a certain Master a number of times, but didn’t succeed at adding any real value to the player experience.

Decks resetting: Unfortunately, due to a change in the game architecture, player decks have been reset, meaning you will have to rebuild your decks.

  • As a way to apologize for the inconvenience, **we are adding 6 extra deck slots to your account** if it was created before 2.0 goes live.

New User Names: When logging into 2.0 for the first time, you will be asked to create a new user name with a Betadwarf Player tag, but rest assured that no data regarding your profile (other than decks) will be lost.

Thanks for Reading!
We are dedicated to making Minion Masters the best it can possibly be for years to come, and we think Minion Masters 2.0 is an exciting step to make sure that happens! Thanks again for all your support over the years, and we hope to see you in-game once the new version hits Steam and Xbox this winter!

The Minion Masters prologue will start on Steam and Xbox on December 12th. This is also when a new Master Tronveir the Runeshaper will join the roster! (Free in the Season Pass).



See you in the Arenas!
♥ From the Minion Masters team
Oct 12, 2023
Minion Masters - EntropyBD
Denver, The Last King





Woggosaur Pup





Balance Changes

BUFFS
Armored Escort
  • Shield count 2 > 3
  • The new design was a little too cautious, but we aren't ready to give up on this version till we have seen it at a more viable power level. It might even need more help than this, but small steps is still the safer approach.

Frostberry Bearer
  • Instead, cast Glenn's Brew
  • Speed 6 > 4
  • Haste on a half-dead already targeted minion seems to have been underwhelming, even with the healing. Glenn's Brew should be the more interesting version. Slowing the move speed should allow the bear to be behind others more often so as to actually get to use its charges.

Future Past
  • Mana 4 > 3
  • The mana increase on the future cards were a safety measure when we changed them to be more stable. That safety seems to not have been necessary.

Future Present
  • Mana 9 > 8

Glenn's Brew
  • Healing 150 > 175

King Puff
  • Perk 2 CD 22 > 20
  • Pick-up range increased
  • More usability hopefully without increasing the power so much that he becomes oppressive in high skill 1v1.

Skeleton Crew
  • Count 2 > 3

Zealots of the Burning Fist
  • Damage 70 > 80


REBALANCE
Caber Tosser
  • Revelry: Gain Rage and give enemies Slow
  • Caber Tosser getting a new log to throw with revelry is simply too strong. Being able to use Mountain Gale or a minion spawn as something comparable to a Fireball on top of its regular effect is too strong and too easy. This is a first step in trying to get to a better place with him.

Harmful Souls
  • Damage 70 > 80
  • No longer adds towards accursed ascension.
  • Simplifying it by removing a mechanic that does very little for the playability of the card.

Haunting Hugger
  • HP 50 > 75
  • No longer adds towards accursed ascension.
  • Simplifying it by removing a mechanic that does very little for the playability of the card.

Mountainshaper
  • Max Ground Rupture count 5 > 10
  • Damage 125 > 65
  • Charge duration 7 > 4
  • Reduce width
  • We've been wanting to do something like this for a while. It's a high mana cost legendary spell, so it needs to be powerful and impactful, but covering both lanes in what is often a full clear is just over the top.

Nyrvir's Breath
  • Damage 130 > 150
  • Deals no extra damage on Accursed Ascension.
  • Accursed Ascension Skeleton count 8 > 10
  • Having a card like this go from barely worth playing before activation to one of the strongest in the game after seems like a bad idea in hindsight.

R3-KT
  • Perk 1: Add a one-use Shadow Dance to deck every 20 secs
  • Perk 2: Reduce Perk 1 cooldown by 5 secs
  • Perk 3: Whenever you play Shadow Dance, add a one-use One-Punch Blast to your hand (cannot be stacked)
  • Perk 3: One-Punch Blast is discarded when R3-KT dies in the field.
  • Perk 3: One-Punch Blast Deals 50% damage to Masters
  • Remove the 4+ Mana bonus on basic attack
  • Attack Cooldown 1 > 0.75
  • We wanted to make his perk 3 more impactful without it becoming a cheesy gimmick. This rework removes his ability to spam shadow dance and doesn't give him the option to spam perk 3, while it hopefully makes the whole master more dynamic and makes perk 3 feel like a relevant aspect of the play experience.

Shield-captain Avea
  • Rework: Whenever Avea shields another Minion, gain Legion (1)
  • Shield of Light CD 12 > 10
  • Health 450 > 500
  • The quest mechanic was always problematic. This is an attempt at finding a new identity for her.


NERFS
  • Highland Huntress
  • Attack Cooldown 1.2 > 1.5
  • Damage 40 > 45

Morellia
  • Perk 1 - Skeletons - count 4 > 3
  • Perk 2 - Skeletons - count 8 > 6

Rapid Response Reserves
  • Plasma Marines summoned 6 > 5
  • RRR has a very high play rate but is really not that impressive when looking at its win rate. This might seem like an underwhelming nerf, but it’s hitting what is arguably the strongest play in its cycle.

Rimargaal's Breath
  • Dam 180 > 150
  • This is a direct revert of a buff it got a few patches ago. Essentially an admission that that buff was not warranted.

Settsu
  • Increased summoning sickness

Volco
  • Perk 1 CD 15 > 17


FIXES
  • Fixed multiple Future cards sharing the same cycle.
  • Fixed Skeleton Horde missing preview
  • Fixed Dragon Ball incorrectly doing full damage to masters.
  • Fixed Outlander Piloted costing 1 tech.
  • Fixed Sapphire Pebble being able to jump into the middle gap.
  • Fixed Grasping Thorns summoning skeletons for the wrong team.
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.
...