Cut the Turkey - Patch #127

Team Horizon

Nov 22, 2023

header
Patch will be live Thursday, Nov 23rd around 6:00pm EST!

The development team has been keeping busy working on some of the amazing new features for all our current and future players coming soon. So for this week it's a smaller patch with only 10 card changes, as we have observed the metagame to be relatively healthy recently.

Changes ⚙️

  • We are reducing the amount of Gold cards on offer via Conquest starting next week (Monday Nov 27th) from 3 cards down to 2. The reason for this change is to ensure plenty of cards remain to pull from for a longer period of time. This reduction will increase the current Gold card supply runway by a third.
  • Next patch—which is approximately 4 weeks from now—we will stop supporting the convertibility of the old tradable Conquest Tickets.

On August 3rd 2022 before our milestone patch #100, we explained any new Conquest Tickets purchased from Horizon will no longer be tradable. Players that still have tradable Tickets will be able to convert them at no cost into non-tradable ones. Initially we had planned to halt support for tradable Tickets up until the new year (Dec 31st 2022). However, after some delays it was later confirmed in patch #114 on May 10th that we would halt this support within the next several months.

Cards

Welcome to Patch 127 everyone! We’ve opted for a smaller patch this week, as the metagame has been relatively healthy recently. Furthermore, the development team has been really busy working on amazing new features for all our current and future players, so we’ve prioritized a smaller number of targeted changes to help those features arrive to all of you sooner.



Armis Guard (20001)

Armis Guard -

Health:

1 2

Power:

1 2

Traits:

guard, armor guard

Dropping Armor for +1/+1, making counterplay to Armis Guard more versatile while letting them have higher stats in the early game. We’d like to expand the Armis subtheme but the presence of so much armor within it makes this difficult and limits design space, so we’re making this change in service of opening up design space.


Armis Medic (121)

Armis Medic - Sunset: Add Armis Guard to your hand. This game, your Armis Guard have Lifesteal.

Health:

1 3

Traits:

armor, lifesteal lifesteal

Dropping Armor for +2 health, in keeping with Armis Guard, reducing the presence of Armor slightly.


Strikestorm (1042)

Strikestorm - Your hero cannot take damage while attacking this turn. Your hero attacks each enemy unit.

Text:

Your hero cannot take damage this turn. Your hero attacks each enemy unit.

Your hero cannot take damage while attacking this turn. Your hero attacks each enemy unit.

Adjusting an overperformer to make its damage prevention effect more targeted. We’ve received a fair amount of feedback about Strikestorm’s “synergy” with Vile Vial being frustrating. To combat this, we’ve changed Strikestorm to only protect your hero from damage while attacking.


Vyper Charmer (1067)

Vyper Charmer - Slay & Death: Summon Vyper.

Spell:

Vyper Ambush None

Power:

2 3

Text:

Death: Summon Vyper.

Slay & Death: Summon Vyper.

A buff to an underperformer, granting +1 power and expanding its Death effect to be a Death and Slay effect, at the cost of its attached spell. We’ve received feedback that Zoey could use a boost in the current metagame, and this was a proposed improvement to her kit of units.


Blademaster (1083)

Blademaster - Has -1 cost for each  1 power your hero has.

Health:

3 5

Power:

5 4

Traits:

lifesteal

Buff to a thematic but underused card, removing Lifesteal and dropping a little power in exchange for greater health, making it a sturdier threat.


Spirit of Sleep (2025)

Spirit of Sleep - Death: Put enemies to sleep.

Cost:

2 3

Text:

Death: Put enemies to sleep. Attach Hush to your hero.

Death: Put enemies to sleep.

Streamlining and nerfing a defensive tool, as it has been noted as frustrating. The cost effectiveness and security Spirit of Sleep gives control decks can be a bit hard to surmount, so we’ve raised its cost and made the effect a bit simpler to let it hold less value.


Nomad (2079)

Nomad - Summon: Draw a unit that has 6 health or more.

Spell:

Fury None

Health:

4 6

Power:

3 2

Text:

Summon: Draw a card that has Lifesteal.

Summon: Draw a unit that has 6 health or more.

Reworking a somewhat odd Wisdom design. Drawing a Lifesteal card and having Fury didn’t really benefit Wisdom’s general playstyle, so we’ve tweaked its effect to tie into Wisdom’s focus on high-health units.


Overdraft (2113)

Overdraft - Give a random enemy unit -1 health. Repeat for each card in your hand.

Cost:

4 5

Text:

Attach Chains to the lowest-health unit. Do 1 damage to it. Repeat for each card in your hand.

Give a random enemy unit -1 health. Repeat for each card in your hand.

An adjustment to a removal tool to make it a bit slower and more reliable. Overdraft now only hits enemy units, but is 1 cost higher to compensate, and no longer attaches Chains, instead draining health from enemies it targets.


Krystal (3094)

Krystal - Death: Attach Vapors to your hero.

Text:

Death: If you have no mana, attach Vapors to your hero.

Death: Attach Vapors to your hero.

Small buff to a popular but underperforming card, allowing Krystal to always attach Vapors to the hero, rather than relying on having empty mana.


Starfield (4015)

Starfield - Slay: Return your top dead 1 cost or higher spell to hand.

Spell:

Barrier None

Health:

3 4

Text:

Glory: Attach your top dead 1 cost or higher spell.

Slay: Return your top dead 1 cost or higher spell to hand.

Traits:

stealth, lifesteal stealth, dash

Buffing and reworking an iconic card while staying true to its core purpose. Trading Lifesteal and Glory for Dash and Slay, and dropping its attachment to streamline the design. It also returns a spell to hand, meaning you won’t lose it as easily. This could lead to some interesting synergies with cards like Second Chance and Jar of Souls, so we’ll keep an eye on that.


Recent Posts

Recent Posts