Saurian Surprise - Patch #124
Grumble grumble, chirp chirp. This week, behold! Hisssss. From my swampy seat, I see two more Hero powers emerge. Squeak. Banjo dances around, chirp, as his trickster side takes the stage, while Horik hurls his mighty axes to crush and cure. Squeak. Now read on, as I've no more to say to you. Hisss.
New Features ⭐
- Two new Hero abilities: Horik - Vengeance and Banjo - Mercurial
- You can now start playing Skyweaver without signing in! Clicking "New Account" on the main screen will create an account that only exists on your device & can't be shared across multiple devices. At any point, you can "save your progress" & be able to sign in/out on any device by connecting an existing Sequence Wallet or creating a new one.
- We've added sound effects and music across the deckbuilder, market, and more. Jiggle your mouse across your screen and hear a wonderful chorus of plinks and plunks and clicks and wooshes!
Improvements 🦾️
- The starter titles available to new players on the Skypass (Challenger, Shadow, Hacker, Sage, & Guardian) were previously unavailable to users who registered an account & leveled up before we added the Skypass. Those older players will now be able to claim the starter titles on the Skypass.
Changes ⚙️
- Quests no longer auto-claim when the day/week/season changes. Instead, they'll remain as claimable, to let you click the button and get that sweet sweet satisfaction of claiming what's yours. Once you do, the quest will re-roll as usual, if you'd completed it before the timer rolled over.
Bugfixes 🐛
- Fixed a bug where touch inputs on some mobile phones were offset from where you were actually touching.
- Fixed a bug where users who had their PC or Browser language set to Turkish would see a □ instead of the letter i in the text of Traits on cards in-game.
- Fixed a bug in the Spectate Link settings where the "link reset" popup would appear every time you loaded the page.
- Fixed a bug in the checkout screen where Cardbacks were appearing dimmed.
- Fixed a bug where the deck stats sidebar in the deckbuilder showed the text "cards.UnitsInDeck" instead of the actual number/text.
- Fixed some small visual issues when pressing on some links on iOS.
- Fixed a typo in the Tutorial game mode's description.
- Fixed a visual issue where the hover/longpress view of a Hero Ability could run off-screen.
- Fixed a bug where the card that came with your starter decks were marked as "new".
- Fixed a bug where using Rebirth on a Mechshroom would double the size of Mechshroom's bonus status temporarily.
- Fixed our Discord bot so that the !deck and {{Card Name}} commands work again.
- Released a hot-fix for our Android app to fix an issue where some devices couldn't launch the Skyweaver app.
- Fixed a bug where Saurian Shaman's effect would not trigger in response to Play effects like Scrapstrosity or Gemini
Welcome to Patch 124, everyone!
The general sentiments about the Skyweaver metagame has been largely positive these past few weeks, so we’re mostly just making a few buffs to some weaker Units and improving a few underperforming Spell options.
We’re also including a few nerfs to a deck players have noted as being a bit above the meta’s power curve.
Banjo - Wisdom & Intellect
Hero Ability - Mercurial
“Nothing in life is for certain! That’s what makes it so amazing!”
Ever wistful, jovial, and unpredictable, Banjo bounces into battle with a power as hard to predict as he is, offering a wide variety of minor effects that will keep opponents guessing. Playing into Wisdom’s focus on accruing value and Intellect’s focus on spells, Mercurial gives players access to a range of unpredictable abilities that shift each turn, requiring them to think carefully about how to leverage Banjo’s mirthful, Mercurial powers to achieve victory.
Mercurial helps support Banjo’s slower paced, value oriented playstyle, allowing him to accrue small amounts of value turn over turn through its incremental effects, adding up to a sizable advantage over the course of the game. Mercurial is an activated ability with a cost of 1 mana, and can be used any number of times per game. Let the good times roll!
Horik - Strength & Heart
Hero Ability - Vengeance
“Even if fate itself rises against me, I will defy it until my last breath.”
Horik’s quest to reclaim what death took from him has driven him to places of grief and sorrow few souls could bear, from which he draws furious determination and strength. Playing into Strength’s focus on both Unit buffing and removal, Horik’s Hero Ability serves as a means to both empower his allies and annihilate his foes.
Mechanically, Vengeance supports Horik’s Unit-driven gameplan by providing him additional removal for problematic enemies, or further strength for his allies, scaling up in power based on the number of his allies that have fallen in battle this turn. Vengeance is an activated ability with a cost of 1 mana, can be used three times per game, and is best served cold.
Our focus for Strength was buffing a few underperforming cards to push a more midrange, Unit-focused metagame, in particular those which have historically been very underrepresented in the meta, as well as reducing the amount of Guard units in the Prism slightly, and focusing on stats instead.
Browl (28)
Text:
Summon: Mulligan 5 cost and higher cards in your hand.
↓
Play: Attach Silence to target enemy unit.
Power:
3
→
4
Spell:
Hush
→
None
Rework while keeping the core theme - dropping the useless Summon effect and spell for +1 power and attaching Silence as a Play effect.
Polar Bear (38)
Text:
Death: Attach Seek to your hero.
↓
Death: Attach Ice Bolt to your hero.
Traits:
guard
→
None
Power:
5
→
6
Now attaches Ice Bolt to the Hero, rather than Seek, gains +1 power and drops Guard. Reworked to be more appropriate for Strength’s stats and removal-focused playstyle.
Grunk (76)
Traits:
guard
→
None
Health:
3
→
4
Dropping Guard for +1 health. A small buff.
Treefolk Stomper (145)
Traits:
guard
→
None
Power:
4
→
5
Health:
4
→
6
Dropping Guard for +1/+2. The card was a pretty major underperformer.
Overgrowth (162)
Cost:
6
→
5
Text:
This game, all your Earth and Metal units have +1/+1. Draw an Earth or
Metal unit.
↓
This game, your Earth and Metal units have +1/+1. Draw an Earth or
Metal unit.
A -1 cost buff. The elemental buffing cycle hasn’t had much of a Constructed impact so we’d like to improve it to give elemental decks a bit more focus.
For Agility, we're focusing on buffing a few elemental cards, and removing an effect that is likely to present some concerning design limitations moving forwards.
Trailblazer (1033)
Cost:
3
→
2
Text:
Glory: Give the left and right-most Fire cards in your hand
-1 cost.
↓
Glory: Give a random Fire card in your hand -1 cost.
Traits:
stealth,lifesteal
→
None
Health:
3
→
4
Slight rework and streamlining, reducing Trailblazer to 2 cost, dropping Lifesteal and Stealth, and giving it +1 health. Its Glory effect now only discounts 1 Fire card in hand, lowering the ceiling and raising the floor.
Sky Keeper (1090)
Text:
Sunrise and sunset effects don't trigger.
↓
None
Power:
3
→
4
We’re doing some future-proofing here by cutting Sky Keeper’s ability. With Hero Abilities starting to use Sunrise and Sunset more, this ability presented a bit of a design limitation, as disabling such a fundamental mechanic is something that could limit Hero Ability designs moving forward. We’ve opted to remove the ability and give Sky Keeper +1 power instead.
Raze the Banners (1105)
Cost:
3
→
2
Traits:
banner
→
None
Dropping Banner and giving -1 cost, with the goal of making an elemental synergy card more playable, ideally supporting new deck types.
Storm's Fury (1135)
Cost:
6
→
5
Same -1 cost buff as the other elemental cycle members.
Our focus for Wisdom this patch was to buff a few defensive options, as well as reworking an odd, outdated design. Nothing too radical, just aiming to give Wisdom a few new tools to work with.
Mr. Whiskers (2012)
Health:
6
→
7
Buffing with +1 health to provide a better defensive pivot for Wisdom.
Seal of Doom (2036)
Cost:
5
→
4
-1 cost buff to an underperformer, trying to offer Wisdom some better defensive tools.
Frost Adept (2081)
Text:
Sunset: If you have no mana, attach Frostbite with -2 cost to
enemies.
↓
Summon: All enemies have -2 power until your next turn.
Traits:
wither
→
guard,wither
Power:
2
→
3
Spell:
Icy Touch
→
None
Reworking a bizarre damage-focused Wisdom card to be a defensive tool, Adept always felt oddly out of place in Wisdom.
Sky United (2157)
Cost:
6
→
5
Same -1 cost buff as the other elemental cycle members.
Our focus for Heart this patch was to improve the ‘health gain’ subtheme heart has had for some time now, in hopes of pushing it as a package that decks can make use of. We’ve also buffed a few underperformers, and made an adjustment to a card to remove some unintended interactions.
Bard Rock (3034)
Traits:
banner
→
None
Power:
4
→
5
Health:
4
→
6
Streamlining the design by dropping Banner and giving it +1/+2.
Second Chance (3043)
Cost:
5
→
4
Buffing an underperforming revival spell with -1 cost.
Cosmicon (3071)
Cost:
5
→
4
Text:
When your hero gains health, they gain +1 health more.
↓
If an ally would gain health, it gains 1 additional health.
Traits:
lifesteal,banner
→
lifesteal
Spell:
Sanctuary
→
None
Part of a series of buffs to health boosting Heart cards. Grants +1 health whenever any ally gains health, rather than just the hero, while reducing the cost and dropping banner.
Hexed Surit (3124)
Health:
4
→
5
Spell:
Hexfection
→
None
Removing the attachment and granting +1 health.
Dawndelver (3133)
Text:
After a unit's death effect triggers, attach Shield to this unit, and
that unit (if it's not dead).
↓
After your unit's death effect triggers, attach Shield to this unit,
and that unit (if it's not dead).
A small ‘nerf’ in the form of fixing the unintended effect of Dawndelver triggering off of enemy Units’ Death effects.
Cycle of Life (3162)
Cost:
6
→
5
Same -1 cost buff as the other elemental cycle members.
For Intellect, we’re nerfing a few cards in the service of toning down a powerful metagame deck and future-proofing a problematic design that could lead to infinite loops. Beyond that, we’re looking to buff a defensive option for Intellect, and streamline a design that was being held back by another card.
Frigid Blizzard (4004)
Text:
Attach Frostbite to all units, and do 1 damage to them.
↓
Attach Frostbite to all units, and do 2 damage to them.
Buffing a weak boardclear, it now does 2 damage, rather than 1 to all Units.
Leonitus (4090)
Text:
After another ally unit is summoned, attach Zap to it.
↓
After you play a unit, attach Zap to it.
Power:
2
→
3
Future-Proofing. Leonitus’ ability to attach Zap to all summoned units was a design limitation since it could create infinite loops with some Unit compositions, so we’re making this nerf to remove that issue.
Torques (4108)
Text:
Inspire Spell: Summon Micron Drone with Lead.
↓
Inspire Spell: Summon Micron Drone.
With Leonitus being adjusted, Torques no longer needs to put Lead on the Drones it summons, since the two cards can no longer produce an infinite loop.
See Beyond (4162)
Cost:
6
→
5
Same -1 cost buff as the other elemental cycle members.
Unophobia (20040)
Cost:
10
→
11
Small nerf here. Unophobia, especially in Mai decks, has been noted as a dominant strategy, so we’re giving it +1 cost to slow it down slightly.
Gadgeteer (25010)
Text:
Every four spells you play, summon Micron Drone.
↓
After every fourth spell you play, summon Micron Drone.
A minor adjustment to an inconsistency. Mai's ability now triggers after every fourth spell you play resolves, rather than as you play the fourth spell, keeping it consistent with other effects, like Inspire.
Psychomancy (25012)
Text:
Destroy target ally unit. Draw a spell and give it -1 cost.
↓
Destroy target ally unit. Draw a spell.
Rebalancing Sitti's Ability to not give -1 cost to the spell it draws. We have received a lot of feedback that the ability is leading to an imbalance in the metagame, and the stats support that Sitti is powerful at high levels of play, so we're making this change in service of protecting metagame health.