Spice & Maldon - Patch #74
Aug 25, 2021
Spite & Malice. What binds this dangerous duo? Familiarly? A shared goal? Wen lore... (it's coming, its coming). For now, we'll just have to speculate. But at least we don't have to guess what's in this patch! New card inspections screen, new Conquest flow! All the details are waiting for your eyes 👁️
📺 Check out the enhanced card inspection!
New Features ⭐
- Enhanced the user interface for 🔍 card inspection. Tap a card and swipe or scroll through to see all related cards!
- Added pebbles and flint particles when tapping different parts of the island.
- Added sound variations to island taps, fireworks, card summons, and card deaths.
- New Conquest mode Play screen! You can easily view the amount of Gold cards minted during the week now! We think this iteration will better serve users in conveying what Conquest is all about ⚒️
Question: What is the difference between the STOCK number in the Skyweaver Market and the MINTED number on the Conquest page?
Answer: The STOCK of a card reflects the amount available to be purchased on the Skyweaver Market. The MINTED count reflects how many cards of that type have been awarded via Conquest (i.e. the maximum supply that could exist in the world).
- Card text will no longer word-wrap in the middle of phrases like "0 mana" or "+1 power". This should increase legibility on all cards 😃
- The end-turn button is now visible and clickable through the deck sidebar. Thanks Eamon Hope Ross for the suggestion!
- Fixed a bug that disabled the “Get Tickets” button in the Conquest Play screen.
- Fixed a number of bugs related to reconnects, including the one that manifested as "expected 0 emissions."
- Fixed a bug where the emote popup could open to the side too early.
- Fixed multiple bugs causing the wrong ranked badges to be displayed.
Welcome to patch 74, we've got a few more tweaks and tune ups to a few underperforming and underused cards. We've also worked on cleaning up a few other confusing or overly complex effects to make them simpler and cleaner for new and old users alike.
Rubble Devil (44)
Death: You lose
1 max mana. ➞
Summon: You lose
1 mana next turn.
A tweak to an underperforming card. Devil now triggers on summon, but only drains 1 mana from your following turn, rather than destroying a max mana, and also drops Wither to compensate for the effect becoming less detrimental.
A small buff to an Agility underperformer, making it carry a bit more value if it survives, and adding a bit more Fury to the game. It’s still fragile but making it more durable would be a bit spooky.
A tweak/berf to another underperforming card, swapping 1 Power for Stealth. It should make Tox a bit more appealing and less likely to get cleaned up by Banner or small units.
Summon: The enemy draws a spell. ➞
Summon: The enemy draws a card.
Simplifying Psyche a bit it now gives your opponent a standard draw, rather than drawing them a spell.
Dust your hand. Draw a spell for each card in the enemy hand. ➞
Dust your hand. Draw a card for each card in the enemy hand.
Buffing/streamlining this spell alongside Psyche, now gives you standard draws, rather than only drawing spells, which should make it more appealing for aggro decks to help them maintain unit presence.
Vyper Ambush (1068)
If the enemy has a
unit, summon two
Vyper with guard. ➞
Summon Vyper with guard. If the enemy has a unit, summon two instead.
Buffed and simplified for new users. It will now summon one Vyper even if your opponent has no units, or two if they have a unit.
Spite & Malice (2023)
A tweak/buff here, making the statline more extreme and vulnerable to wither and hero attacks, but adding Barrier, which should make it more appealing and unique.
Griff Scout (3019)
Glory: If Armored Guard isn't an ally, summon Armored Guard. ➞
Glory: Summon Armored Guard.
A bit of a rework, the effect was particularly complex and ugly, so I compromised by making the Scout easier to attack by dropping stealth, and making the effect and health a bit better - could be potent and snowbally, but this card was also pretty low in the usage and win rates so it should be fine.
Buffing up his attack a bit as he’d basically dropped out of usage, seems like a decent option for swarm-based Heart decks.
Buff to Orion again, as he was still underperforming. Having three keywords fits in with his focus on ‘3-centric’ effects.
Puppet Strings (1086)
Draw and summon a
1 cost enemy unit. Reveal a random card in the enemy hand. ➞
Draw and summon a
1 cost enemy unit. Reveal two random cards in the enemy hand.
A small buff as this was still underperforming. Allows it to reveal 2 cards, bringing it more in line with cards like Alight, See Shore, etc.
Aqua Sword (82)
Give target unit +3/+1.
If you have no mana, attach this spell to your hero with +1 cost. ➞
Give target unit +3/+2.
If you have no mana, attach this spell to your hero with +1 cost.
Buff to an underperforming card that the community had been discussing. Other options were considered but as it's a Strength card I erred on the side keeping it simple.
Throne Blade (2041)
A small buff/design tweak - Guard makes it feel more like a Wisdom card and lets it fill a more defensive role.
Take Flight (3030)
Return target unit
to hand. Give it +1/+1,
-2 cost, and attach Shroud. ➞
Return target unit
to hand. Give it +2/+2,
-2 cost, and attach Shroud.
Another small buff to an underperforming card, gives +2/+2 to the returned unit, making it worse Vs enemies but even more appealing as a weird buff/recycling tool on allies.
Summon: Attach Fate to other ally units. ➞
Summon: Attach Fate to ally units.
A revert to a change that was made back when we were in some very grindy metagame. However, the meta has since become more midrangely & tempo driven, with grinder games being more of an outlier. So it feels safe to allow it to once more apply fate to itself on summon, making it more efficient at drawing.