Mesmerizing Memories - Patch #54
A long time ago, Skyweavers worked tirelessly to remember game data between sessions in order to save bandwidth. However, the data would often be forgotten, which led to longer wait times and connection issues. That all changed when the Honor guards arrived.
New Features ⭐
- This patch includes major improvements to memory management. Now whenever game assets are loaded, the device will be able to recall those assets more quickly, vastly improving speed and connectivity across all network types 🌐
- Players have the option to manually download all the game content in one step via the settings menu. While this process occurs automatically just from playing the game, it is useful for downloading game content on a Wi-Fi connection if you plan to continue playing later without Wi-Fi (e.g. while using your mobile data).
New Art 🎨
- 4 units and 1 community manager Marcelo-- I mean Doom Shroom have had their looks enhanced! Can you guess who's who?
Improvements 🦾
- Conjure now refers to all Outside Of Deck draws (drawing a card that is in your prism(s), from outside your deck)
- This is purely for clarity, all OOD draws and interactions behave the same as before and a message will now display when no cards are left to draw
Bugfixes 🐛
- When ally and opponent units are killed at the same time, Death effects now run for the current player's units first. Previously, this incorrectly would depend on which player went first that game
- Encapsulate can now only draw spells (it was drawing units too)
- Clone Army can now be played with no units on the field
- Fixed inconsistent colors for some damage numbers
Hey everyone! We have a bit of a smaller patch this week, as I’m aiming to make a few less changes on average to let things settle a bit more as we move towards Soft Launch. This week was more focused on polishing and simplifying cards where possible. In particular, a number of play units were simplified. I have also tuned a few aggro and control tools to make the early game a tiny bit easier to survive and encourage aggro decks to use a few more midrange tools. I’ve also buffed up a few underperformers, tuned down some overperformers, and retooled a few cards to better fit prism identities. These changes should help mix up the meta a bit without causing too much of a stir.
Bill (1148)
Cost: 3
➞ 4
Power: 3
➞ 4
Fairly impactful nerf here, moved 1c up the curve and gave him +1atk. Slowing him down by a whole turn should make his handbuff easier to handle.
Starfield (381)
Text: Glory: Gets your top dead spell.
➞ Glory: Gets your top dead 1 cost or more spell.
Keywords: stealth
➞ stealth,lifesteal
Health: 4
➞ 3
Another often requested nerf target. Starfield is pretty potent, but one of the main abuses that could be accomplished with it was recycling mana flasks to ramp super hard, which was extremely goofy and also received a power spike if you went first, since the two mana given mana flask was much better than mana potions one. This shuts down that strategy via preventing recursion of 0c spells, and trades a bit of hp for lifesteal, which should make it a tad easier to clean up.
Glitter (1013)
Spell: Barrier
➞ None
Another particularly irritating barrier unit in the earlygame. She would typically go 2-1 or better since she'd be so likely to get a few hits in, so I’m dropping Barrier to make her easier to clean up with typical removal, which feels fair.
Blaze of Glory (1193)
Cost: 5
➞ 6
Moving up to 6c, to make it a bit harder to employ early and a bit more awkward for aggro builds. Might well make it too weak, so I’ll be watching it and will adjust again if needed.
Book Casey (290)
Spell: None
➞ Barrier
Buff to a flavorful midrange card in WIS to offer it some options to try to take board vs aggro, makes it harder to blast aside.
Scorpio (932)
Power: 6
➞ 5
Health: 1
➞ 2
A thematic HRT tool that was overlooked due to its poor health. Traded 1 power for 1 more armored health. Should help it be more appealing.
Hive (541)
Power: 1
➞ 0
Had been doing really well, so tweaking back down to its more pure 0/5 defensive statline.
Friendly Fawn (818)
Keywords: stealth
➞ stealth,lifesteal
Minor buff, added lifesteal to compensate for its weak statline.
Taunt (1097)
Text: Give target ally unit guard and +3/+3. Give enemies Blind.
➞ Give target ally unit guard, Shield and +3/+3. Give enemies Blind.
Buff to an underperformer, also gives Shield to the target now, should make it a bit more appealing and make for better trades.
Wane Blade (51)
Text: Give target unit Fate wither and +4/+1.
➞ Give target unit Fate wither and +3/+1.
Minor Nerf to damage pushing. Fate, wither and +3/+1 should be strong enough.
Snake Attack ➞ Vyper Ambush (981)
Name: Snake Attack
➞ Vyper Ambush
Text: If the enemy has a unit, summon two Snake.
➞ If the enemy has a unit, summon two Vyper with guard.
Flavor Update, our snakes are now Vypers, also gives the Vyper it summons guard for a little bit of defensive AGY tech.
Windweave (969)
Text: Mulligan spells in your hand. Draw two spells.
➞ Mulligan your hand. Draw two spells.
Simplifying and buffing to an old form, adds a bit more power for mulligan decks and resetting your hand is a good way to dig for answers aggro decks.
Scraggy (287)
Text: Glory: Dust the enemy's top dead card to get Scorch and gain +1/+1.
➞ Glory: Get Scorch and gain +1/+1.
Simplifying this one. Dusting stuff is a good bonus ability, but this already has a few effects to juggle.
Roothog (760)
Cost: 6
➞ 5
Moved an underperformer down 1c since Blaze moved up, should make for a good defensive play in STR decks now.
Mighty Steed (98)
Power: 2
➞ 3
Minor +1pow buff to a midrange card. Should be pretty reasonable as an anti aggro tool.
Manage Memory (873)
Cost: 5
➞ 4
Text: Dust your top two dead spells. Return your top two dead spells to hand.
➞ Return your top two dead spells to hand. Dust this spell.
Simplifying and future-proofing an iconic INT spell, since the text was pretty confusing. Now can more quickly recur what you want it to via just returning your top two dead spells, and at -1c, but also dusts itself after use, preventing any weird edge cases or abuse loops that might occur in the future.
Righteous (1135)
Text: When a non-metal card would enter a grave, dust it instead.
➞ When another card would enter a grave, dust it instead.
Rage Cage (1053)
Keywords: armor,banner,wither
➞ armor,banner
Little tweak, removing wither as it was likely an unneeded buff.
Ragnarok (530)
Text: Give target ally unit lifesteal and +3/+1, or do 6 damage to target dark enemy.
➞ Give target ally unit Shield and +3 power.
Simplify to match up with the rest of the sword gang by giving their enchant or elemental effect. Removed lifesteal since granting lifesteal to units is primarily STR focused, and one of AGY’s weaknesses is meant to be a lack of healing. Should play a good aggressive/trading role via granting shield.
Flame Volley (1058)
Text: Do 1 damage to enemies. Give enemies without attachments Flames.
➞ Give enemies Flames.
Keywords: wither
➞ None
Had a very poor win and usage rate, so buffing to an older design, now simply gives flames to all foes, attachment or not, letting you sear off enemy spells and burn the enemy hero more reliably. Should have its uses but not be too oppressive since it can’t immediately disrupt Guard enemies, etc.
Earth Spike (815)
Cost: 3
➞ 2
Text: Do 3 damage to a target. Dust your bottom dead earth card to give it Roots.
➞ Do 3 damage to target unit. Dust your bottom dead earth card to give it Roots.
Buff to an underperformer while only letting it hit units, should make it better removal and also helps Amaruath out a tiny bit.
Ghost Duster (705)
Text: Summon: Dust the top dead enemy unit to draw your lowest cost spell of its element onto this unit.
➞ Summon: Dust the top dead enemy card to draw a spell of its element onto this unit.
Tweak, now gets a randomly-costed spell, giving it a tad more risk early and helping to differentiate it from other spell seekers like Light Ranger. Also dusts the top enemy Card rather than Unit, so you can just glance at the enemy grave to check the element, and don’t need to be popping their grave open to check for units.
Weighted Die (269)
Text: Distribute +6 power and +6 health randomly among ally units and give them armor.
➞ Give +1/+1, armor, and guard to a random ally unit, six times.
A simplification of the effect for greater clarity while still maintaining its spirit. Also adds guard now in addition to armor, which should make it stronger for constructed.
Eye Spy (1145)
Text: Do 2 damage to target unstealthed enemy. Reveal the enemy's highest cost cards in hand.
➞ Do 2 damage to target enemy. Reveal the enemy's highest cost cards in hand.
“Unstealthed” was a term only used on this, and was super low impact in 99% of cases, so removing it for now for greater simplicity and cleanliness.
Funeral Moon (394)
Cost: 4
➞ 3
Text: Kill 2 power or less units. Draw your lowest cost dark spell onto your hero.
➞ Kill 2 power or less units.
A very spicy change, perhaps too spicy, we’ll have to see. I do like that this is a removal tool that punishes really small units, and is less useful vs larger ones. The change also also removes a bit of spell cycling and serves to buff two defensive cards at once, through both Moon itself in HRT, and Bane She in WIS. Aggro decks also frequently can put their units out of range of this and into the 3pow range via buffs, so it’s not even like this is a 1-stop aggro out, but by allowing it to come down a bit sooner, it should be more appealing.
Volcanic Potion (610)
Text: Dust the top card of both graves. Both players lose 1 max mana. Do 2 damage to each unit.
➞ Both players lose 1 max mana. Do 2 damage to each unit.
Simplify via shaving off the dust part of the effect. we have a good amount of grave-dusting options already.
Glacial Hulk (910)
Cost: 5
➞ 6
Spell: Frozen
➞ None
A notable change here - I really love this unit, but starting with frozen was really problematic since it effectively made it a 6/2 or 6/3, which just wasn’t viable, and making it bigger, like a 6/8-9 would potentially create weird dynamics with overwrite effects, so it felt easier to remove frozen to give it a better chance at life. The flavor was nice, but at the same time, it already has that frozen flavor through the tomb it gives you, so I don’t mind trying to improve a midrange player for HRT like this, so I moved it 1c up the curve and removed frozen - a giant walking glacier isn’t really fragile anyways.
Earth Golem (108)
Cost: 6
➞ 5
Just dropping down 1c. Possibly contentious, but it has had a pretty poor WR lately, and I think its a healthy form of healing to allow, since it can’t be recurred because of its self-dust clause, and even in the case of decks that were “recurring” it, they were usually soul-forging it or making copies of it, which meant its cost didn’t really matter to them. I like having it as a possible bulwark against aggro, a powerful 1-use heal/tempo pushback.
Enfuego (993)
Keywords: armor
➞ armor,wither
Power: 2
➞ 1
Health: 2
➞ 3
An underused card I feel should get a bit more love, gave him wither to help him match his own effect, and also futzed his stats around to the more valuable 1/3 armor statline. Should hopefully help him hold a bit more appeal. Also got a hot new look!
Card Sling (847)
Text: Do 2 damage to a target. Discard your left-most card in hand. Draw two.
➞ Discard your left-most card in hand to do 2 damage to a target and Draw two.
Slight nerf, now requires a discard as a cost again, so cannot be used on an empty hand. The card is already pretty amazing as 2 mana spell that digs deeper into your deck and deals 2dmg while letting you going net neutral in terms of resources, so it doesn’t need to also be able to also go +1 when you have no cards in hand, especially since Blitz now gives AGY decks another option to do that. It's a worse topdeck lategame too but topdecking is a pretty rare occurrence.
Mushka (667)
Health: 3
➞ 4
+1hp buff to an underperformer.
Shockpaw (709)
Keywords: stealth,wither
➞ stealth,lifesteal
Flavor tweak, Zap steals life and so does she.
Snap Trap (798)
Text: Give a target Chains if it has any keywords. Do 3 damage to it.
➞ Give target unit Chains Do 3 damage to it.
Changed to only hit units, largely for easy readability/understanding, but I also don’t mind removing one efficient piece of face burn from AGY since it already has a fair amount. Does also make hero armor a bit better vs AGY, but it has other in-house answers for that like chain Golem and Deep Cut.
Mothermander (694)
Text: Summon: Reveal fire cards in your hand and summon Firemander with stealth for each.
➞ Summon: Reveal fire cards in your hand. Summon Firemander with stealth for each.
Health: 5
➞ 6
+1hp mini-buff, had originally been planning it as a 3/6 but was worried, hasn't done much so It should be ok as a 3/6
Mootichi (670)
Health: 5
➞ 6
+1hp buff to a midrange threat. Spell also got a “buff” with new art!
Overload ➞ Salvage (1187)
Name: Overload
➞ Salvage
Thematic art update, now the getum gang can help you salvage some stuff!
Canopy Archer (395)
Text: Play: Do 1 damage to target unit. Give it Roots.
➞ Play: Do 1 damage to target enemy unit. Give it Roots.
Keywords: wither
➞ stealth,wither
Power: 1
➞ 3
Health: 3
➞ 1
Gave it a more aggressive AGY statline. Is also Part of a series of updates to 8 Play effect units to prevent them from forcing you to hurt your allies or buff your enemies. I realize we lose a bit of diversity here, but most of our spells and effects can target your own allies, which provides plenty of wiggle room, so I think it's worth the loss of some strategic edge cases to make these Play units cleaner as a whole. Additionally this kind of “never force players to make bad decisions” design is pretty standard for targeted “On Play” effects like this.
Bogi Bogi (615)
Text: Play: Move target 1 cost or less unit to your deck. Give it Hex.
➞ Play: Move target 1 cost or less enemy unit to your deck.
Keywords: stealth,wither
➞ stealth
Play unit Simplifying - can only target enemies now. Additionally, it no longer Hexes the enemy that is stolen, but removed its wither, since wither is pretty plentiful.
Great Gusto (453)
Text: Play: Return target unit to hand. Give it Silence.
➞ Play: Return target enemy unit to hand. Give it Silence.
Play unit Simplifying - can only target enemies now.
Huntaro (533)
Text: Play: Give target unit Silence.
➞ Play: Give target enemy unit Silence.
Play unit Simplifying - can only target enemies now.
King Slay (635)
Text: Play: Kill target 3 cost or less unit.
➞ Play: Kill target 3 cost or less enemy unit.
Play unit Simplifying - can only target enemies now.
Pistol Shrimp (899)
Text: Play: Give target unit Dazed.
➞ Play: Give target enemy unit Dazed.
Play unit Simplifying - can only target enemies now.
Vlad (441)
Text: Play: Do 3 damage to a target.
➞ Play: Do 3 damage to target enemy.
Play unit Simplifying - can only target enemies now. Likely less relevant than the others since the enemy hero would need Shroud before this could backfire.
Gemini (985)
Text: Play: Target unit copies this unit's power and health. Give it Lead.
➞ Play: Target ally unit copies this unit's power and health. Give it Lead.
Play unit Simplifying - can only target allies now. Means you can technically play it even if you have no units, and not have to buff an enemy, though it’d be a pretty big waste of its buffing effect.