Summer Vibes - Patch #70
Well, it's still technically summer in Antarctica, the banner image fits! Actually we have just learned that this is false, summer begins on Dec 22 for that state. Actually we’ve just learned Antarctica is not a state. We also have some cool art updates and flavor-tweaks to cards that we hope everyone will enjoy!
📺 Now when you're previewing playing a unit with a modified cost, we no longer display the cost resetting to its default.
New Features ⭐
- The supply of each card in the Skyweaver marketplace is now shown on each card's details page.
New Art 🎨
- A few tweaks to some familiar favorites as well as complete redesign for Frozen. As for the old art, you'll have to let it go ✨
Improvements 🦾
- When you're previewing playing a unit with a modified cost, we no longer display the cost resetting to its default.
- The audio volume sliders are now logarithmic, which should make adjusting volume more intuitive. Logarithmic is a fancy word for bendy line.
Bugfixes 🐛
- Fixed a variety of game bugs caused by tabbing away from Skyweaver.
- Bone Mask will now always reattach itself to your Hero, even if cast without a unit in your graveyard.
- Fixed action previews being broken in multiplayer games.
- Fixed Breacher from always gaining guard, even if you had mana.
- Fixed a variety of rare game freeze bugs.
- Fixed Grandweaver being called Grandmaster on the rank progress bar in the client.
- Fixed a bug when trying to buy & convert Silver cards to Conquest Tickets without enough Test Dai in your wallet.
- Conquest games will now properly consume XP Boosts.
- Bugs related to the deck & graveyard sidebars going out of sync with what's actually happening in game have been fixed.
Welcome to patch #70 everyone! We've got a bit of a smaller one this time, largely focusing on improving some underperformers and tuning down some overperformers. The meta has looked pretty great recently, though still quite STR/AGY centric, so this patch aims to provide a few new options to some other prisms, while retooling a few other cards to add more diversity to the meta. We also have some super cool art updates and flavor-tweaks to a few cards that I hope everyone will enjoy.
Frozen ➞ Frostbite (20009)
Name: Frozen
➞ Frostbite
Not a mechanical charge, but a very important flavorful one in the effort of increasing effect clarity. The art and name of Frozen have been updated to better reflect the fact that it causes additional pain to the unit it's attached to, rather than immobilizing it, reflecting the unique way Skyweaver uses its “Ice” status effect.
Riptide (1057)
Text: Glory: Steal the
enemy's mana.
➞ Glory: Add Mana Flask to your hand.
A buff to a major underperformer, allowing it to provide more consistent rewards in the midgame.
Queen of Jacks (1049)
Traits: stealth,wither
➞ wither
Nerfing the Queen a bit by removing stealth, she's been doing really well in the stats lately so this should ideally bring her down a little bit.
Brimstone (19)
Traits: None
➞ wither
Power: 2
➞ 3
Health: 3
➞ 2
Was both the most used card in STR, and highest winrate card in STR, so trying a bit of a nerf here by making it more fragile but also giving it Wither. Hopefully this doesn’t bring it down too much - even if it gets hero-punched it still replaces itself, but at the same time the loss of tempo may be too harsh.
Stink Eye (43)
Text: Summon: Give the enemy's right-most card in hand +3 cost and reveal it.
➞ Summon: Give the enemy's right-most card in hand +2 cost and reveal it.
Small nerf to a card that was doing well and was annoying at times.
Zoomie (1055)
Traits: guard
➞ None
Small nerf, Zoomie is doing very well and the guard was more of an artifact of the time when it had 2hp, to make it do something if you left the Flames on it, but now that it can survive the flames if left alone, that will force your opponent to react to it anyways, so guard feels fine to drop here.
Sea Mage (2020)
Power: 4
➞ 3
Health: 3
➞ 4
Still wasn’t really doing much so I’m upping her health, rather than her power.
Inspirator (2027)
Health: 2
➞ 3
A pretty scary buff, but a 3c 2/2 really doesn’t cut it anymore, so perhaps this can revive some cool attachment focused decks!
Dirge (3028)
Cost: 5
➞ 4
Traits: banner
➞ None
Another callback to days past, the metagame has powered up to the point where a 5c Dirge was basically unplayable, so trying it back at 4c without banner. This was a real midgame powerhouse in the past so it’ll be exciting to see if it can reprise that role again.
Gus (3032)
Health: 2
➞ 3
Spell: Shroud
➞ None
Last week’s buff was likely too small, so swapping shroud for +1hp. Like Dirge, 1/3 Gus used to be very scary, but the meta has shifted, so it seems like she could work without being too oppressive.
Angelo (3042)
Health: 5
➞ 6
Another buff to an iconic but basically unplayed card, making him a bit burlier.
Cosmicon (3071)
Cost: 4
➞ 5
Traits: lifesteal
➞ lifesteal,banner
Health: 6
➞ 8
Moving this up the curve to swap with Dirge, but giving banner and +2hp to make it more cloud-sloth-esque in terms of hp, adding to the damage it will absorb as your opponent tries to remove it.
Bill (3088)
Cost: 4
➞ 5
Text: Summon: Give units in your hand +1/+1.
➞ Summon: Give ally units and units in your hand +1/+1.
Power: 4
➞ 3
Health: 4
➞ 3
A pretty interesting and exciting role-shift for Bill. He gets +1c and -1/-1, but now buffs all your in-play units on summon, (including himself) as well as those in your hand, making him more useful as a tempo/board-pushing tool when revived/recurred, helping bolster a more midrangey HRT playstyle with board buffs.
Chief Justice (3073)
Cost: 5
➞ 4
Health: 4
➞ 3
Moving down the curve as Bill moves up, should make him more valuable as an on curve play, and later on to have 1 mana more to Smite with.
Mushka (36)
Power: 2
➞ 3
Health: 4
➞ 3
A tweak here, more futureproofing, Mushka not needing to eat earth cards to buff herself is spooky, so moving her statline to 3/3 just to be safe.
Sunder (91)
Text: Do 2 damage to a target, or 6 damage if it has armor or guard. It loses armor and guard.
➞ Do 2 damage to a target, or 5 damage if it has armor or guard. It loses armor and guard.
Was a surprisingly high power card in STR, so tweaking its upper damage yield down 1, which makes its breakpoints vs some guard units like doom shroom worse - shouldn’t kill the card but should make it just a tad weaker.
Huntaro (1028)
Cost: 1
➞ 2
Power: 1
➞ 3
Moving up the curve but giving +2 pow to compensate. I really enjoyed the flavor of Huntaro actually shooting the thing it silenced, but at 1c coupled with its Silence it wasn’t really possible to balance outside of dropping its iconic spell, so it moved up to 2c instead. This makes it awkward with cards like Run Wild and Teleport, but forcing those kinds of deckbuilding decisions is honestly good as it helps give more variance to decks, and honestly, paying 3c to summon a 4/1 and ready it still isn’t too bad when compared to stuff like Zoomie, which is also quite strong, so it seems fine.
Canopy Archer (1016)
Cost: 2
➞ 1
Power: 3
➞ 1
The change to Huntaro had it bullying Canopy Archer’s role at 2c, so I’ve moved archer down into the role of a 1c ping unit, and with wither + Roots, I imagine she’ll be quite popular here.
Dawn Blade (1027)
Text: Give target ally unit +3 power and attach Shield.
➞ Give target unit +3 power and attach Shield.
Small consistency tweak for the sake of text formatting, can now target enemies, shouldn’t make much difference to it in practice.
Spirit of Sleep (2025)
Power: 2
➞ 3
Another small buff to a WIS underperformer. Remembering the past when it was annoying as a 2/3 I opted to give it +1pow instead, so it trades with enemy units a bit better, but still makes for a pretty abysmal curve play, keeping the focus on its role as a ‘fog’ effect.
Ill Will (2038)
Text: Attach Hex to enemy units. Give cards in the enemy hand +1 cost.
➞ Attach Hex to enemy units. Reveal the enemy hand, and give cards in the enemy hand +1 cost.
Another massive WIS underperformer. Trying a buff via providing a second source of full hand reveal, since Overmind still isn’t really played much. IMO shouldn’t really break anything but it does make the card more interesting as an option, especially lategame to serve as a way to help break stall wars.
Spiderella (2056)
Cost: 5
➞ 3
Traits: stealth,lifesteal
➞ stealth
Power: 4
➞ 2
Health: 4
➞ 3
A role shift here. Dropping the WIS curve down a bit more, as it has the smallest amount of 2-3c cards of any prism. Spiderella wasn’t really played at all either, so now she adopts a more ‘void-knight’-esque role of being a proactive midgame ‘removal unit’ should be a good get for wis in Disc as well, though that wasn’t the focus.
Luna (2089)
Cost: 3
➞ 2
Power: 2
➞ 1
Moving down to 2c as Spiderella moves down into the 3c slot. Makes playing + Twisting her immediately more reasonable at 7c, and makes her a bit better as a curve play. Playing her T2 to threaten a t3 twist off of your mana potion also seems like an option.
Jar of Souls (3054)
Text: Summon your top three dead units as 1/1 with guard. Attach Dazed to them.
➞ Summon your top three dead units as 2/2 with guard. Attach Dazed to them.
Was really sad to see how far this had fallen in usage, so I’m buffing the stats of the units it summons, making them less useless. Feels like it could be quite useful and makes removing dazed more meaningful.
Mass Confuse (4007)
Text: Do damage to each enemy unit equal to its power. Give all units Dazed.
➞ Do damage to each enemy unit equal to its power. Attach Dazed to enemy units.
Buff + simplification here - I was worried about making it totally one-sided before, but since it really hasn’t seen much of a boost in the stats since, it feels safe to try this IMO. INT is meant to have potent removal and have more 1-sided removal, so this seems fine.
Ghost Duster (4028)
Spell: Shield
➞ None
Another change to int’s spell seekers, just simplifying.
Cobalt (4061)
Traits: armor
➞ guard,armor
Small buff to Cobalt by returning guard.
Angler (4088)
Health: 2
➞ 3
Small +1hp buff to Angler. Keeps it less aggressive, since INT isn’t really meant to specialize in aggression.
Castus ➞ Enigma Golem (4064)
Name: Castus
➞ Enigma Golem
A final change that may be a bit controversial, shifting out an outdated piece of art for a really cool new one, though I know people did like Castus, we want to emphasize each prism as having 1 iconic dragon, and the art for Castus was actually a spinoff of Cryogen’s art, which made things a tad more confusing. This isn’t to say we can’t ever have some other dragons, but if we do there shouldn’t be any doubt who the Primary Dragon of each element is (Gusto/Norsudovest confusion aside) so any dragons will be smaller like Sapphire/Scraggy, so as not conflict with each element’s main dragon.