Primal Clash - Patch #130
Patch 130 delivers titanic updates, adjusting Hero abilities and revamping underused cards for better game balance—boosting weaker areas and toning down stronger ones for more fair competition.
Welcome to patch 130 everyone! We've got a somewhat larger one this time, with a few tweaks to some hero abilites, with the aim of toning down one of the stronger abilites and raising up one of the weaker ones. We've also reworked some underused cards to fill more proactive roles in the metagame, buffed some underperformers and tuned down a few overperformers. Read all about these changes and more below!
Laurel Treefolk (187)
Spell:
Anima
→
None
Text:
After any ally gains power, attach Shield to it. (Unless it has
Shield.)
↓
After an ally unit gains power, attach Shield to it. (Unless it has
Shield.)
Fixing some wording and effect inconsistencies it had with Banner by limiting the effect to ally units. We’re also removing Anima, as its baseline was too powerful with Ada’s ability. We considered nerfing its stats, but opted for the removal of Anima as a base stat nerf would make it awful for all other heroes. This also makes it feel better when used with Amaruath’s Will, which it was intended to support.
Weighted Die (12)
Cost:
8
→
6
Text:
Give +1/+1, Armor, and Guard to a random ally unit. Repeat five more
times.
↓
Give +1/+1 and Guard to a random ally unit. Repeat five more times.
Reworking slightly, Weighted Die no longer grants Armor, and we’re reducing its cost to 6. This change is meant to support the new Lapin card in the Skypass, as Die can multi-trigger ‘after power increases’ effects on Strength units. This change should make Die a considerably better card in general.
Dracoimpact (116)
Cost:
7
→
10
Text:
Summon your highest cost unit from hand. Give it Dash.
↓
Draw and summon a unit. Do damage equal to its power to all enemy
units.
Reworking Dracoimpact to fit into the ‘Big Unit’ playstyle we want to reinforce for Strength. The old Dracoimpact was too low-cost and low-impact, so we’ve reworked it to be more expensive with a greater payoff.
Primal Clash (114)
Cost:
6
→
8
Text:
Both players Draw and summon a unit. Give those units Dash.
↓
Draw and summon a unit. It attacks target enemy unit.
Like Dracoimpact, Clash is being reworked to fit in with the ‘Big Unit’ playstyle.
Howling Horn (127)
Text:
Has -5 cost if your hero attacked this turn. Draw and summon a unit of
this spell's cost. Attach Anima to it.
↓
Has -5 cost if your hero attacked this turn. Draw and summon a unit of
this spell's cost.
No longer attaches Anima, in order to fix the overpowered interaction with Trident True.
Stand as One (128)
Text:
Draw and summon a 1 cost, 2 cost, and 3 cost unit. If you control no
other units, give them +1/+1 and Guard.
↓
Draw and summon a 1 cost, 2 cost, and 3 cost unit. If you control no
other units, give them +1 power and Guard.
Stand as One is a very powerful card, so we’ve nerfed it slightly by removing the additional health given.
Head in the Clouds (1014)
Cost:
4
→
3
Reducing the cost of an underperforming card that got hit too hard by its previous nerf.
Uppercut (1018)
Cost:
4
→
3
Reducing the cost of an underperforming card to increase its viability.
Aerigos, the Branded (1153)
Text:
Has -1 cost for each point of power your hero has. Your hero has
+5 power.
↓
Has -1 cost for each point of power your hero has, minimum 5 cost. Your
hero has +5 power.
We’ve capped Aerigos’ cost reduction at 5 to slow down combos involving it and future-proof it somewhat. Ideally, it should remain a useful option for hero-power-based Agility decks.
Etherwail (2034)
Text:
Draw and summon two units. Attach Roots to each.
↓
Draw and summon two units.
Buffing and simplifying an underperformer by removing the Roots clause.
Petrify (2166)
Text:
Set target unit to 0 power. Give it health equal to the power it
lost.
↓
Set target unit to 1 power. Give it health equal to the power it
lost.
Now leaves the target with 1 power, keeping the debuffed unit from being completely useless. This also reduces the amount of health it grants to the unit, making it less effective as an aggressive tool for health-focused Wisdom decks.
Doom Shroom (3010)
Cost:
5
→
4
Health:
6
→
5
Reducing the cost of an underperforming card to increase its viability.
Frigid Blizzard (4004)
Text:
Attach Frostbite to all units, and do 2 damage to them.
↓
Attach Frostbite to all enemy units. Do 1 damage to all units.
Reducing damage to make Blizzard a smaller-scale sweeper, while also making it more one-sided by not Frostbiting ally units.
"Extinction Event" ➞ "Meteor Shower" (4040)
Name:
Extinction Event
→
Meteor Shower
Text:
Do damage to all units equal to the highest cost among units.
↓
Fire six Scorch at random enemy units. Add any extra Scorch to your
hand.
This rework is part of a fix for a trio of odd Fire cards in Intellect to make them fit in better with Intellect's core themes.
Rage Cage (4082)
Health:
2
→
4
Power:
3
→
2
Text:
↓
When this unit takes damage, fire Scorch at the lowest-health
enemy.
Traits:
armor, banner
→
The second Intellect Fire rework, maintaining the core idea of Rage Cage while making it more synergistic and flavorful.
Cinder (4038)
Spell:
Barrier
→
None
Text:
Sunrise: If your hand has a Fire card, attach Fireball.
↓
Death: Fire Scorch at the lowest-health enemy.
Traits:
stealth, wither
→
stealth
A third rework, making Cinder a more generally useful tool for Intellect and more in line with its gameplan.
Scope Out (4156)
Cost:
3
→
2
Reducing the cost of an underperforming card to increase its viability.
Meditation (25008)
Cost:
no
→
1
MaxCharges:
None
→
3
StartCharges:
None
→
3
Text:
Your hero has +2 power if they didn’t attack during your last
turn.
↓
During your next turn, your hero has +2 power and takes no damage when
attacking.
Iris has been underperforming for a long time now, and has one of the weaker hero abilities, so we’re reworking it slightly. Rather than requiring you to skip an attack to gain the benefits, the ability is activated by paying mana, and limited to three uses per game, and also grants damage immunity. However, in keeping with the thoughtful, meticulous design of Wisdom, the ability works the turn after it is activated, requiring forethought to make use of.
Pack Leader (25009)
Cost:
0
→
1
Fox has been dominating the metagame lately, so we’re opting to nerf his hero power directly, rather than taking aim at a larger number of cards. This is a pretty significant nerf, but we’re hoping Fox will remain a part of the meta, albeit a less dominant one.