Frogs in Space - Patch #129
It's Patch 129! We're addressing Fox's dominance by adjusting some of his tools and making key Sitti cards less oppressive. We've also improved underperforming cards to diversify the metagame.
Changes ⚙️
- Legacy Hero skins can no longer be minted on demand. Initially we had planned to halt this feature with the release of Song of Scales, but the change to USDC had us make some compromises.
Looks like it's time for Patch 129 already! We've almost made it to 130! Fox has been very dominant in the metagame, so we're tweaking some of his tools to make them less effective. Sitti is another deck that we've been keeping an eye on, so we're adjusting a few of her important cards to make them less oppressive. Beyond those central changes we've also made some tweaks to underperforming cards to let them occupy more meaningful roles in the metagame, and potentially address issues therein.
Unikron (41)
Health:
4
→
3
Power:
0
→
1
Nerfing Unikron a little bit by moving 1 of its health to its power, making it a tad easier to remove.
Stink Eye (43)
Text:
Summon: Give the enemy's right-most card in hand +2 cost and reveal
it.
↓
Play: Give +2 cost to the highest-cost card in the enemy hand and
reveal it.
Tweaking Stink Eye’s effect to hit the opponent's highest-cost card. This is a minor change, but it's intended to make Stink Eye a better option to combat decks relying on one high-cost card to win or swing the game in their favor, like Grave Roil and Unophobia.
Beatle (73)
Health:
3
→
4
Traits:
guard, armor, wither, lifesteal
→
guard, wither, lifesteal, dash
Tweaking a card to reduce the presence of Armor in the game, giving Beatle Dash instead to let it be more proactive.
Squiddy (75)
Text:
Glory: Conjure a 1 cost enemy unit.
↓
Play & Glory: Draw a Blade spell.
Updating an underused card to blend into the new ‘Blade’ archetype and offer Squiddy some new life as a true swashbuckler ‘Arrrr!’.
Blade of Armis (124)
Health:
2
→
4
Power:
3
→
4
Traits:
armor, dash
→
dash, stealth
Reducing Armor a bit more and streamlining the keywords and attachment to make the design a bit cleaner.
Blademaster (1083)
Cost:
5
→
6
Power:
4
→
5
Text:
Has -1 cost for each 1 power your hero has.
↓
Has -1 cost for each point of power your hero has.
Nerf to a problematic tool, giving +1 cost and +1 pow to compensate slightly. We like that Blademaster has been more useful lately, but it was coming down a bit too fast to be healthy. We’ve also tweaked the wording of the effect to match Aerigos’, for consistency.
Flurry (1085)
Cost:
3
→
4
Nerfing another of Fox’s tools. Moving to 4 cost without any other benefit is a harsh nerf, but we want to ensure Fox was effectively ‘defanged’ in the short term. We will look into re-buffing the card in the future if the metagame becomes less Fox-centric.
Croakus Pocus (2112)
Cost:
3
→
2
Making an underperforming card a bit cheaper.
Infinite Infinities (2134)
Cost:
8
→
7
Text:
Gain a Max Mana. Repeat for each other time you have cast Infinite
Infinities this game. Return this to deck at end of turn.
↓
Gain 1 Max Mana. Repeat for each other Infinite Infinities you played
this game. Return this to your deck at end of turn.
Fixing Infinities and giving it a small cost decrease to compensate. Infinities was bugged and still drew a card when played, so we’ve fixed this issue and reduced its cost, since it was doing poorly even with the card draw. We’re hoping we can reduce the cost further in the future, as without the card draw, there’s an actual cost to playing Infinites in terms of card economy.
"Swamp Walker" ➞ "Exiled Revenant" (3009)
Spell:
Foul Stench
→
Offering
Name:
Swamp Walker
→
Exiled Revenant
Text:
When an ally unit dies, do 1 damage to a random enemy unit without
Armor.
↓
When another ally unit dies, do damage equal to its power to a random
enemy unit.
Traits:
wither
→
Reworking an underperforming card. Revenant now does damage based on the power of the units that die, letting it hold more value with larger units, rather than incentivising go wide strategies. We’ve also updated its attachment to let it destroy an ally unit, and create an additional higher-power unit to synergize with its buffed effect.
Grubbs (3065)
Health:
3
→
4
Buffing an underperformer with +1 health.
Maw Worm (3079)
Text:
Summon: Dust your dead units. Give your hero +1 health for each.
↓
Summon: Dust your highest-health dead unit. Give its health to your
hero.
Traits:
→
lifesteal
Making a late game healing tool more generally useful, Maw Worm now eats just 1 dead unit on Summon, but gives all that unit’s health to your hero, making it far less all-in. We've also given it Lifesteal. We’re hoping this will allow it to be a more useful healing option for Heart decks.
Toadstool (3164)
Spell:
None
→
Barrier
Power:
2
→
3
Cost:
2
→
3
In an effort to slow down Sitti decks, we’re raising Toadstool’s cost to 3 and giving Barrier and +1 power to compensate.
Anti Mago (4008)
Spell:
Manaburn
→
Barrier
Health:
3
→
4
Power:
2
→
4
Text:
Glory: Gain +1 power and attach Flames to the enemy hero.
↓
Play: Until your next turn, all 5 cost and higher enemy spells have
+5 cost.
Traits:
stealth, armor
→
Reworking a very underused card that served little purpose to provide counterplay to decks relying on high-cost spells. Alongside the tweak to Stink Eye, this should offer more decks ways to fight back against high-cost spells like Unophobia.
Electric Eel (4033)
Health:
2
→
3
+1 health buff to an underperformer in this metagame, Electric Eel really has no business being a 3/2.
Frog King (4045)
Cost:
6
→
5
Health:
3
→
4
Power:
2
→
4
Traits:
guard, armor, banner
→
Buffing and streamlining Frog King, giving better stats and a lower cost in exchange for removing its traits.
Timber (4069)
Power:
3
→
4
Traits:
guard, lifesteal
→
guard
Removing Lifesteal from Timber to reduce the immense sustain it offers and make Sitti decks more manageable, and giving +1 power as a small compensation.
Doomlighter (4133)
Spell:
Barrier
→
None
Dropping Barrier from Doomlighter to make it easier to remove.
Hoplite (20025)
Power:
2
→
3
Text:
Sunrise: Return to hand, unless your hand is full.
↓
Sunrise: Return to hand, unless your hand is full, and attach
Silence.
Traits:
guard, armor
→
guard
We’re re-tooling Hoplite to be a 3/3 without Armor, as this made it very frustrating to deal with. We’re also working to make it more useful by letting it Silence itself after returning to hand, letting it be more aggressive after hopping once. We’re hoping to use Hoplites more in the future, so these changes are a step towards that.