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
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.
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!
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 %.
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.
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.
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.