General Bladelord - Patch #128

Team Horizon

Dec 20, 2023

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Patch will be live Thursday, Dec 21st around 6:00pm EST!

Patch 128 is here, marking an eventful year's end on a high note! We're introducing key changes to tackle metagame issues, enhance new cards from this season's Skypass, and boost some underperforming cards. Also, please take note of our changes to the Market in-game.

IMPROVEMENTS 🦾

  • We're replacing USDC.e with USDC. You can read more about it here.

USDC UPDATE, LIQUIDITY MIGRATION

CHANGES ⚙️

  • The aggregated in-game Market fee has been reduced to 7.5% (down from 8.75%). Players can view a breakdown of this fee via the checkout flow by tapping on the (i) symbol next to fees.
  • Ended the convertibility of old tradable Conquest Tickets. You can read more about it here.

Cards

Looks like it's time for Patch 128 already! It's been a wild year so we’ve endeavored to leave it on a good note! We’ve got a number of changes this time, focused on addressing metagame issues and supporting some of the new cards we introduced in this season’s Skypass, and also breathing some new life into a number of underperformers.



"Khan" ➞ "Kurtar Khan" (72)

Kurtar Khan - Play: Do 3 damage to target enemy unit. Slay: Give other ally units +1/+1.

Spell:

Catch! Shield

Name:

Khan Kurtar Khan

Power:

3 4

Text:

Inspire Banner: Gain +1/+1.

Play: Do 3 damage to target enemy unit. Slay: Give other ally units +1/+1.

Traits:

armor, banner

Khan was always a bit of an odd card, so we’ve reworked him based on feedback. This new design should feel more at home in Strength, trading the odd Banner design for a more straightforward damage/buff focused one. The Play trigger will also activate the Slay effect if it gets a kill, making for a powerful one-two punch.


Aqua Blade (82)

Aqua Blade - Give target ally unit +2/+2 and attach Vapors.

Cost:

3 2

Text:

Give target ally unit +3/+2. If you have no mana, attach this spell to your hero with +1 cost.

Give target ally unit +2/+2 and attach Vapors.

We’ve reworked and buffed Aqua Blade to fit in better with the other Blade spells and better support the new ‘Blade’ archetype.


Hexed Sentinel (122)

Hexed Sentinel - Death: Summon Armis Guard. This game, your Armis Guard have Wither.

Cost:

3 4

Health:

3 4

Power:

2 3

We received feedback that Hexed Sentinel was overperforming in the current meta, specifically as an early tempo play, thanks to the recent Armis Guard change. To combat this, we’ve raised its cost to 4, and given it +1/+1 to compensate.


King Slay (1034)

King Slay - Slay: Fire a Strige Strike at the lowest-health enemy unit.

Spell:

Strige Strike None

Health:

3 4

Text:

Play: Destroy target 3 cost or less enemy unit.

Slay: Fire a Strige Strike at the lowest-health enemy unit.

Traits:

wither wither, dash

A rework alongside Khan, these redesigns strived to form a kind of thematic link between the two, and we’ve also adjusted Khan’s name to highlight this. This change should make King Slay significantly stronger and more viable in the current metagame.


Vishiva (3066)

Vishiva - When an ally unit dies, give your hero +1 health.

Cost:

3 2

A card that was underpowered in the current metagame. We’re giving her -1 cost to offer Heart a more useful defensive tool.


Crystal Restorer (3109)

Crystal Restorer - When an ally unit dies, give the lowest health unit in your hand +2/+1.

Health:

5 6

Power:

4 5

Traits:

stealth

Another underperformer we’re buffing to support death-focused Heart decks, giving +1/+1 while dropping Stealth to streamline the design.


Gerry the Goon (3122)

Gerry the Goon - Death: This game, your Zomboid have +1 power and their death effect does 2 damage.

Power:

9 7

Text:

Play: This game, your Zomboid have +1 power and their death effect does 2 damage.

Death: This game, your Zomboid have +1 power and their death effect does 2 damage.

Gerry is a card that has been causing issues for some time now, being at the helm of powerful strategies that were hard to meaningfully disrupt. In service of this, we’ve changed Gerry’s trigger to ‘Death’ rather than ‘Play’, making it less reliable and opening it up to more counterplay. Players will now have to either destroy their own Gerry, or trigger him with an additional effect like Rot Hound, or else their opponent will have the opportunity to counter Gerry with an effect like Silence or Dusting.


Rags the Returned (3132)

Rags the Returned - When a unit moves from your grave to your field or hand, Rags follows it (if he's dead).

Spell:

Barrier

Health:

1 2

Rags is a really unique card that has not seen as much viability as we would like, largely due to his low initial impact and vulnerability to dusting. We’ve given him +1hp and Barrier to let him stick around a bit better.


Seal of Doom (2036)

Seal of Doom - Give all units -3 health.

Text:

Give all units -3/-3.

Give all units -3 health.

Seal of Doom has been giving Wisdom more breathing room than we would like, so we’ve changed it to give all units -3 health, rather than -3/-3. This should make it a far less safe play, as any units that survive Seal will no longer lose power, allowing them to remain a threat.


Vengeful Revenant (2165)

Vengeful Revenant - When this unit loses health, it does that much damage to the lowest-health enemy.

Text:

When this unit takes damage, it does that much damage to the lowest-health enemy.

When this unit loses health, it does that much damage to the lowest-health enemy.

This was a design we intentionally pushed a bit. However its vengeance proved a bit too powerful, so we’ve made a subtle but important tweak. Vengeful Revenant now cares about how much health was lost, rather than how much damage was done, so its maximum damage cannot exceed the health it has. This should preserve the card’s theme while resolving its more problematic applications.


Mask's Boon (4131)

Mask's Boon - Give target ally unit +1/+1. Repeat for each other spell you played this turn.

Cost:

4 3

Text:

Give target ally unit +1/+1 for each spell you played this turn.

Give target ally unit +1/+1. Repeat for each other spell you played this turn.

A potentially powerful card that hasn’t really materialized in the metagame, we’re looking to improve Mask by reducing its cost to 3. We’ve also reworded it slightly. The effect is the same as before, but now specifies that it gives +1/+1 by default, and repeats for “each other spell.” This removes the ambiguity over whether or not Mask’s Boon would count itself, which was a question that came up frequently.


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