Balance Changes
We're constantly working on improving the cards to make sure you mages are enjoying your duels! Check out these exciting new balance changes:
[h3]Tidal Wave
[/h3]Reduced Mana cost from 3 -> 2
Tidal Wave's damage makes it valuable in the early stages of a duel, and its knockback is useful in later stages of the game. Because of the scaling utility of Tidal Wave, it doesn’t have the raw strength of other damage-dealing spells in the Citadel, such as Fireball and Starfall.
We lowered the Mana cost so mages can continue to find creative ways to harness Tidal Wave's power throughout duels, without spending too much of that hard-earned Mana!
[h3]Heckhound
[/h3]Increased health from 480 -> 550
Heckhound allows mages to easily deal with enemy swarm minions in the late stages of a duel. While Heckhound can deal with the weaker Tier I and Tier II minions with ease, we found that he wasn’t able to go toe-to-toe (or paw-to-paw) with other Tier III heavy hitters.
Giving the Heckhound more health allows him to stick around and deal damage consistently to his enemies.
[h3]Mana Crystal
[/h3]Reduced health from 45 -> 30
Etched Crystal health reduced from 50 -> 35
Mana Crystal is a great way to accelerate your economy without having to use Enchant. Most mages will build their Mana Crystals far away from the danger of the opponent's minions, meaning the main threat to Mana Crystal is spells. Because Structures receive less damage from most spells, your opponent's Mana Crystal can be difficult to overcome.
Lowering Mana Crystal’s health allows more viable, cost-effective counterplay options for mages. But don’t worry, Mana Crystal is still a great way to generate Mana in all stages of a duel, just be careful when and where you play it!
What do you think of these balance changes?
[h3]Tidal Wave
[/h3]Reduced Mana cost from 3 -> 2
Tidal Wave's damage makes it valuable in the early stages of a duel, and its knockback is useful in later stages of the game. Because of the scaling utility of Tidal Wave, it doesn’t have the raw strength of other damage-dealing spells in the Citadel, such as Fireball and Starfall.
We lowered the Mana cost so mages can continue to find creative ways to harness Tidal Wave's power throughout duels, without spending too much of that hard-earned Mana!
[h3]Heckhound
[/h3]Increased health from 480 -> 550
Heckhound allows mages to easily deal with enemy swarm minions in the late stages of a duel. While Heckhound can deal with the weaker Tier I and Tier II minions with ease, we found that he wasn’t able to go toe-to-toe (or paw-to-paw) with other Tier III heavy hitters.
Giving the Heckhound more health allows him to stick around and deal damage consistently to his enemies.
[h3]Mana Crystal
[/h3]Reduced health from 45 -> 30
Etched Crystal health reduced from 50 -> 35
Mana Crystal is a great way to accelerate your economy without having to use Enchant. Most mages will build their Mana Crystals far away from the danger of the opponent's minions, meaning the main threat to Mana Crystal is spells. Because Structures receive less damage from most spells, your opponent's Mana Crystal can be difficult to overcome.
Lowering Mana Crystal’s health allows more viable, cost-effective counterplay options for mages. But don’t worry, Mana Crystal is still a great way to generate Mana in all stages of a duel, just be careful when and where you play it!
What do you think of these balance changes?