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Balance Changes 05-23-2021

May 23th

Standard:

  • card:2551
    New: Taunt, Assault: Restore 5 Life to a friendly minon and give it Holyshield.
    Old: Taunt, Assault: Restore 3 Life to all friendly minions and give them Holyshield.
  • card:2120
    Life decreased to 4 from 7.
  • card:2376
    New: Destroy a minion with 2 or less Attack.
    Old: Destroy a minion with 3 or less Attack.
  • card:2299
    New: Ambush, Prevent all combat damage for this turn.
    Old: Ambush, Prevent all damage for this turn.
  • card:2641
    Cost increased to 4 from 3.
  • card:2550
    Attack decreased to 1 from 2.
  • card:2288
    New: Lastwhisper, Return to life with +4/+4 at the start of your next turn.
    Old: Lastwhisper, Return to life with +4/+4.
  • card:2651
    New: Destroy ALL minions without Flying.
    Old: Destroy ALL minions.
  • card:2358
    Cost decreased to 3 from 4.
  • card:2211
    Stats changed to 1/2 from 2/4.
  • card:2238
    New: Destroy an enemy minion with 5 or more Life.
    Old: Destroy an enemy minion with 4 or more Life.
  • card:2619
    Cost increased to 2 from 1.
  • card:2794
    Cost increased to 6 from 4.
  • card:2203
    New: 4/4, Assault, Give your other minions +1 Attack.
    Old: 4/6, Assault, Give your other minions +2 Attack.
  • card:2112
    Stats changed to 2/2 from 3/3.
  • card:2629
    New: Deal 4 damage to a minion.
    Old: Ambush, Deal 4 damage to a minion.
  • card:2137
    New: Ambush, Summon three 0/1 Ghosts.
    Old: Ambush, Summon two 0/1 Ghosts.
  • card:2785
    Cost decreased to 2 from 3.
  • card:2533
    New: Flying, At the start of each player's turn, if that player has no cards in their deck, they take 2 damage.
    Old: Flying, Assault: Deal 2 Damage to both heroes.

 

May 13th


Standard:

  • card:2147
    New: Give an enemy minion +1/+2. Summon a copy of it under your control.
    Old: Give a minion +1/+2. Summon a copy of it under your control.

Sea Brawls:

Minions:

  • card:2885
    New:
    Whenever this defends and survives, summon a Slime with the same stats.
    Whenever this defends and survives, summon an exact copy of itself.
    Old:
    Whenever this minion survives damage, summon an exact copy of it.
    Whenever this minion survives damage, summon two exact copies of it.
  • card:2997
    New:
    Unearth a level 1 equipment card.
    Unearth a level 2 equipment card.
    Old:
    Unearth an equipment that costs (1).
    Unearth an equipment that costs (2).

Runes:

  • card:2816 REWORK (Now a passive rune)
    New: At the start of turn, play dice with Morgan. If you win, you get two free Reloads.
    Old: A random minion from Morgan's Crew costs (2) less and gains +1/+1.
  • card:2822 REWORK
    New: Whenever you cast a spell, a random friendly minion gains +1/+1.
    Old: At the end of turn, fill your lineup with random minions of your Crew level. Costs 3 per minion.
  • card:2844
    New: The next minion you buy this turn gains +1/+1 (Powers up each combat you win!)
    Old: The next minion you buy this turn gains +1/+1 (Powers up each activation!)
  • card:2823
    New: Whenever you upgrade Morgan's crew, you get a random equipment that costs equal to your Crew level.
    Old: Whenever you upgrade Morgan's crew, you get a random equipment that costs equal to your Crew level or less.
  • card:2843
    New: At the end of turn ALL friendly minions gain +2/+2. Skip your next purchase phase.
    Old: Skip your next purchase phase. At the start of turn ALL friendly minions gain +2/+2.

May 10th


Sea Brawls:

May 6th


Sea Brawls:

As we previously announced in our roadmap, there are many changes coming to Sea Brawls. 

Exclusion Mechanism:
With an expanded minion pool it will eventually become very difficult to find the minion you need the most. Therefore an exclusion mechanism will be added to balance out the wide variety of minions in the pool. At the start of the game, before choosing your rune, you can see which class is excluded from the game for all players. All runes, minions, equipment, spells and traps that work on that class will be excluded from the game.

A new in-game currency:
At the moment the only currency to buy minions and equipment is gold. We were not entirely satisfied with this system because it forced decisions to be made about whether to prefer a minion, a roll, or an equipment.
We are introducing a new type of currency: swords!
At the end of combat you will get swords depending on the outcome:
1 sword  for a defeat;
2 swords for a draw;
3 swords for a victory;
4 swords if you are in a streak.
Swords will allow you to buy equipment and other items, gold will remain for minions and roll. This system will also counterbalance the game progression, where, at the moment, winning combats at the beginning brings no actual advantage.

Traps and Spells:
You now can buy traps during your turn and place them on the battlefield. Traps are single use cards triggered by events during combat, once triggered they just disappear. 
Spells are cards that apply an effect and just like traps they are single use.
Traps and spells, once used, do not return into the pool.

Goblins are now Mercenaries!

Changes to the old cards:

  • card:2815
    Cost decreased to 3 from 5.
  • card:2809
    Minions needed to trigger increased to 25 from 20.
  • card:3027 REWORK
    New: Taunt.
    Old: Taunt Assault: If the wearer is a Soldier, give it +1 extra Life.

 

May 1st


Standard:

 

Check the past balance changes!