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Patch 1.40 - TORMENT

--NEW CARDS-- Korrrgoth, Tyrant of Gorr’Rakk



Cowardly Imps



--FEATURE UPDATES--
- Massive Mayhem Rework - 6 new Mayhems, rewards updated, Mayhem Leaderboards added.

--BUFFS-- Bazooka Scrat
- Health: 100 -> 120


Idol of Sacrifice
- Mana cost: 5 -> 4


Kurrnath Crystalback
- Spell trigger effect range: 14 -> 18


Pincer of Dread
- Damage: 100 -> 120


Rampant Growth
- Healing: 75 -> 100


Zap Shrine
- Damage: 0 -> 25



--REBALANCE-- Commander Azali
- Mana cost: 9 -> 7
- Health: 800 -> 650
- Damage: 150 -> 125
- Max number of shields: 10
Azali has seen little play outside of premade due to her high mana cost. With lower mana cost you should be able to support her better with swarm cards.

Glenn’s Brew
- Full rework: Give a friendly Minion Frozen. Heal it for 200 over the duration. If it's a Stoutheart, it gains Revelry.
Glenn’s Brew has been very frustrating to deal with due to the instant heal effect when used near the enemy Master tower. This rework should give the spell some new interesting utility while removing the frustrating aspects.

King Puff
- Birthday Cooldown 43 -> 45
- New Gifts:
- Gift of Spirits: Give a nearby friendly minion spirit.
- Gift of Knights: Summon 2 Knight Puffs
- Gift of Spells: Add a random one-use 2-mana spell to your hand.
- Knight Puffs damage: 50 -> 40
King Puff is powerful but doesn’t see a lot of play. Adding more gifts to King Puff’s kit should make him more versatile and more fun to play.

Nyrvir the Fallen
- Health: 2000 -> 1800
- Damage: 320 -> 240
- Attack rate: 8 -> 6
This change should make Nyrvir more consistent. She becomes a little harder to counter as her attack is quicker, but deals slightly less damage and has less health to compensate.

Rimargaal, Scourge of the Summit
- Freezes minions played from the two closest hand slots instead of the entire hand.
- Defrost count: 35 -> 25
This gives player a choice to not play a frozen Minion while defrosting Rimargaal, which should make the card more versatile overall.

--NERFS-- Dragon Nest
- Duration: 30 -> 45
- Spawn rate: 5.8 -> 8.7
This change doesn’t alter the amount of dragons that gets spawned, but gives the player more time to play a spell in-between spawns to get the most out of the card. While also making it easier

Feng the Wanderer
- Mana cost: 5 -> 6

Grenadier
- Damage: 40 -> 30

Lash of Ah’Mun
- Slitherbind: 2 -> 3
- Mana cost: 5 -> 6

Rabid Prowler
- Sacrifice Cost: 1 -> 2

Rimargaal’s Breath
- Damage: 180 -> 150
- Master Damage: 20 -> 15

Shi-Hou monkeys
- Health: 420 -> 400

--FIXES--
- Linked match time estimation to Elo rather than rank.
- Idol of Sacrifice removed from random pool.
- Fixed a couple of issues related to setting and saving resolution in the settings menu.
- Fixed a bug where Zipp’s Zappinator would do more damage than intended.
- Fixed a bug where Jahun would attack multiple times in quick succession.
- Fixed a bug where the Squire Puff relic was spawning puffs in the same position regardless of which bridge was captured.
- Fixed an animation issue where Zealots of the Burning Fist would continue attacking into the air.
- Marked units that get stolen by Ghost will no longer continue being attacked through the marked debuff.
- Fixed issues related to Coax the Diplomancer and the Veilstalker’s avatar’s icons.
- Fixed an issue where an Arcane Ring on a unit stolen by Ghost would change rotation direction visually, but mechanically would continue rotating in the same direction. Leading to a mismatch between the mechanics and the visuals.
- Arcane Golem now properly gets frozen by Rimargaal’s permafrost effect.
- Fixed several issues related to the in-game bug reporting tool.
- It was managing to timeout depending on various factors, including length of the session, speed of the internet connection, as well as whether other reports were submitted earlier in the same session. We did as much as possible to limit these effects, but it’s impossible to be certain that it will work perfectly for everyone. It should be a major improvement though.
- Fixed an issue where Tranquil Shi-Hou would be unable to move after a combination of stuns and roots while healing.
- Fixed model and animation issues with both Feng the Wanderer and Taloc the Vessel.
- Fixed stuns getting cleared when a unit got unfrozen. - Thanks Memfisto
- Fixed Black Hole leaving behind certain visual effects.
- Fixed audio issues with selecting Valorian in the master selection menu.
- Fixed cards occasionally rotating when being promoted.
- Fixed Frostfeathers on a Flyby being able to resist the gravitational pull of a Black Hole.
- Fixed a weird interaction between Frostfeathers and Arcane Ring that would cause the Arcane Ring’s spin animation to break.
- Frostbearer’s Frozen Aura now correctly applies Slow.
- Fixed an issue where Mar’dred’s attack animation would break.
- Barrel Shields now correctly take 50% reduced damage while Frozen.
- Fixed Frostbearer losing his aura when consumed by a Black Hole. - Thanks Jackeaa
- Gor’Rakk Gate now has proper card buff tooltips for all options.
- Fixed many various localization issues, especially with Chinese translations.
- Made both Nyrvir and Rimargaal respect being frozen and stopping their attacks.
- Fixed an issue where A’Zog would shadow dash twice. - Thanks Jackeaa
- Fixed an issue where Frostbearer would freeze itself and friendly units after being stolen by a Ghost.
- Made Coax stop attacking when frozen.
- Fixed an issue where a player could enter a state where he would not be able to create lobbies.
- Fixed the Rarity of the Poltergeist Morellia skin.
- Applied the same restriction to repeatedly getting the same teammate in randoms as the restriction on repeatedly getting the same opponent which was already implemented in all modes.
- Fixed AFK Bot toggle working correctly even in the first match of a session.
- Framerate capped at 60 FPS
- This is an effort to reduce the amount of drain on the GPU from the game for anyone with a higher frequency monitor. The game simply wasn’t built for optimization at these extremes, so the gain in graphics fidelity compared to the increased performance drain isn’t really worth it in our estimation. If there is sufficient demand to bring back higher frame rate play, we may look into it in the future but it requires a not insignificant amount of work so for now we’ll try simply capping it.
- It is still possible to enable V-Sync and lock the game's framerate to whatever the framerate of your monitor is, which can be higher than 60.
- Elo equivalence table rebalanced.
- After additional review of the Elo equilibrium, we have decided to adjust the equivalence table again. Specifically the Elo equivalence change is 100 down across all ranks making it easier for everyone to get to higher ranks.

1.39

Slithery Sacrifices

[h2]NEW CARDS[/h2]
  • [h3]Taloc, the Vessel[/h3]





  • [h3]Idol of Sacrifice[/h3]





[h2]FEATURE UPDATES[/h2]
  • [h3]AFK Bot reintroduced.[/h3]

A bot will take over playing for any player who lost too much mana by being idle while at max mana. When you are back you can click to take back control. This feature can be disabled by a toggle in the general settings menu.

  • [h3]Disconnect Bot introduced[/h3]

A bot will take over playing for any player who disconnects from a game for any reason, they will take back control as soon as they reconnect.

  • [h3]New player’s starting elo down from 1000 to 300[/h3]

This should improve the experience for new players by not having them face off against more experienced players until later.



[h2]BALANCE CHANGES[/h2] [h3]Ravager[/h3]
  • Brutus health: 1000 > 900
  • Terror Brutus HP 2500 > 2300
Ravager has been performing rather well, and a lot of that is on the brutus pushes. We do not want to kill the decks that only work with ravager, so giving him a bit less meatshield should help without killing it.


[h3]Melee Scrat[/h3]
  • Attack Speed: 1 > 1.1
[h3]Skeleton[/h3]
  • Attack Speed: 2 > 2.2
Swarm has been dealing a LOT of damage lately, and lowering the damage per unit a bit should keep the swarm feeling while allowing a bit more team to deal with the hordes.


[h3]Defenso Chopper[/h3]
  • Attack Damage 50 > 35
Defenso chopper should deal most of its damage through its ability, this should help with that.


[h3]Mountainshaper[/h3]
  • Mana cost 7 > 8
Mountainshaper is still performing far too good in 2v2, this should reduce the value you get from it a bit.


[h3]Arcane ring[/h3]
  • Master damage 30 > 15
Arcane ring ideally is a way to trade better and protect slow moving units from ranged, not a face damage spell you throw on a rammer. This should incentivize different uses than that.


[h3]Brothers of Light, Caeleth Dawnhammer, Brother of the Burning Fist[/h3]
  • Attack Damage 150 > 130
The brothers are performing a bit too well, reducing the damage should affect some trades lowering their overall performance.


[h3]Zeppelin Bomber[/h3]
  • Health 80 > 70
Zeppelin Bombers have been absolutely wrecking faces, and this should make them a bit more counterable while still having that dream of them carpetbombing the the enemies face.


[h3]Ritual of Servitude[/h3]
  • Ritual has to be the cheapest card in your deck
Ritual of servitude with a 6 mana deck turned out to be far too flexible and hard to counter and was one of the best performing cards in the game. By increasing the minimum mana for getting 8/9 mana cards the decks should be a bit more unwieldy.


[h3]Feng[/h3]
  • Stoutheart Synergy: Thick Hide > Slow on attack
  • Scrats Synergy: Scrats 2 > 3
  • Slither Synergy: Poison 3 > 3.5
Feng has been performing extremely well, and a big part of that has been the thick hide buff. Removing that buff gives feng a clearer weakness (swarm) while making his 1 on 1 fights a bit stronger. We also buffed 2 buffs that were just not doing much.


[h3]Morellia[/h3]
  • Book Skeletons 3 > 4
  • Upgraded Book Skeletons 6 > 8
Morellia is not performing very well, and with the skeleton nerf she really deserves a buff to her skeletons.


[h3]Rimargaal, Scourge of the Summit [/h3]
  • Attack Damage 420 > 460
Slowly finding the right spot for rimargaal’s damage.


[h3]Rampant Growth[/h3]
  • Shrooms give Giant Growth to Zen-chi minions
  • Healing 50 > 75
  • No longer gives double healing
Rampant Growth has been mostly unseen, and this will make it a bit easier to use and understand.


[h3]Disruptor Puff[/h3]
  • Stuns for 2 sec on target bridge when teleporting to a bridge
Disruptor puff was sad about finding enemies on the other bridge, but now that will be a shocking experience for them!


[h3]Werewolf[/h3]
  • Health 400 > 450
None of the werewolf cards are doing very well, so making the werewolf a bit chunkier should let them go ham a bit more.


[h3]Poison Strike[/h3]
  • Sacrifice +4 sec poison > Double poison duration
Making the poison strike sacrifice more worth it so it might actually be used.


[h3]Woodsman[/h3]
  • Dam 90 > 100
Giving the woodsman variants the 100 damage threshold should allow them to deal with mid-tier units like spearthrowers more without affecting most other fights too much.


[h3]Chief Ice Breaker Bolf[/h3]
  • First attack on a minion Freezes (no longer freezes on every 3rd attack)
  • Removed Revelry
  • Dam 90 > 100
Bolf has been underused and underperforming horribly, with this he should become a very good 1 on 1 fighter.


[h3]Scrap Yard[/h3]
  • Health 400 > 300
Scrap yard is a bit too hard to counter effectively, with lower hp spells are a better option.


[h3]Zipp's Zappinator[/h3]
  • Cardcount 3 > 2
Triple zaptank had a way higher win rate than single or double zaptank, so we removed that option.



[h2]FIXES[/h2]
  • Fixed the AFK Bot taking over control at incorrect times. Re-enabled the AFK Bot feature.
  • Fixed several issues related to changing resolution and framerate settings in the settings menu. Framerate is now controllable again.
  • Fixed an issue where Priestess could stop moving while healing. - Thanks raDies_chen
  • Fixed an issue where Morellia could get stuck in the open book animation, which would prevent her from attacking.
  • Fixed a UI related issue related to reconnecting with Zipp’s Zap Tank.
  • Fixed a visual glitch in the interaction between Feng the Wanderer and Spawn of Fury.
  • Removed Combustion from the High Five adventure bucket. - Thanks me
  • Fixed Rampant Growth stealing enemy shrooms.
  • Fixed a rare issue where Scrat Tunnels would not show up when played.
  • Fixed season 18 and season 19 cards not having the correct season specific search tags.
  • Added R3KT to draft.

1.38

[h2]NEW CARDS[/h2]
  • Feng the Wanderer


  • Rampant Growth



[h2]FEATURE UPDATES[/h2]
  • Players who waste 3 mana in a row by being idle while at 10 mana will have a bot take over playing for them until they return. This is set to 10 mana wasted during mana frenzy. In a future patch we intend to implement similar functionality for players who disconnect or leave.

  • Extended total permitted load time, in an effort to further reduce the chance of timeouts happening when loading into matches


[h2]BUFF[/h2]
[h3]Volco[/h3]
  • While only one unit is affected by Burn the Bridge, damage increases by 100%

[h3]A.I.M. Bot[/h3]
  • Tech cost for both activated abilities: 40 > 30
The secondary activated ability now summons two Gn4ts with marksmanship instead of giving haste.

[h3]Bazooka Scrat[/h3]
  • Damage: 225 > 250

[h3]Chief Ice Breaker Bolf[/h3]
  • Attack Speed: 2.2 > 2.0
  • Damage: 100 > 90
  • Every third attack will Freeze the target.
Making the most boring legendary in the game be less boring.

[h3]Grasping Thorns[/h3]
  • Damage: 200 > 220
  • Duration: 8 > 10

[h3]Mar’Dred, Prince of Nightmares[/h3]
  • Attack Speed: 2.0 > 1.8

[h3]Priestess[/h3]
  • Will now stop to attack whenever there are no healable friendly units within her range.

[h3]Rimargaal, Scourge of the Summit[/h3]
  • Rimefyre is now True Damage.
It really should have always been True Damage, in hindsight this is such an obvious thing.

[h3]Sewer Scrat[/h3]
  • Poison duration: 2.0 > 2.5

[h3]Shroom Puff[/h3]
  • Reduced spawn area for Growthburst Shrooms, making it less likely that Shrooms spawn in a location that units can’t reach.

[h3]Spiritmancer[/h3]
  • Mana Cost: 5 > 4

[h3]Sun Burn[/h3]
  • Damage: 100 > 130

[h3]Wardancers[/h3]
  • Health: 120 > 130


[h2]NERF[/h2]
[h3]Morellia[/h3]
  • Book of the Dead: mana cost 0 > 1
  • Skeletons Page: mana cost 1 > 0
  • Drain Life Page: mana cost 1 > 0
  • Forbidden Knowledge Page: mana cost 1 > 0
The main impetus for this is that spirits were somewhat overused. However it also enables us to make it so that whenever you can afford to play the book you can immediately play a page. Prior to this change it was possible to have to wait to regain mana with the book open, thereby preventing Morellia from attacking.

[h3]Ratbo[/h3]
  • More Dakka now only considers own minions for its scaling damage.

[h3]Blood Pact[/h3]
  • Damage transfer: 75% > 85%

[h3]Dragon Nest[/h3]
  • Spawn interval: 5 sec > 5.8 sec
This removes a spawn from a full duration undamaged Dragon Nest. It also makes it so that Call to Arms no longer adds a spawn with its healing on an undamaged Dragon Nest. Making that combo slightly weaker.

[h3]Gor’Rakk Brutes[/h3]
  • Starts on the side with a Rammer and Illusory Cleaver instead.
This way you pay the cost before you get the benefit. It also is a straight nerf to the card in decks that only try to set up a single push and therefore only really care to play the card once.

[h3]Mountainshaper[/h3]
  • Time required to gain 1 charge: 5 sec > 7 sec
We nerfed the card in the same way last patch, but it clearly wasn’t anywhere near enough.

[h3]Rimargaal’s Breath[/h3]
  • Rimefyre is now True Damage.
  • Damage: 200 > 180


[h3]Sapphire Pebbles[/h3]
  • Range: 12 > 10

[h3]Scrapyard[/h3]
  • Units with tech abilities no longer spawn with those abilities activated.

[h3]Shield-Captain Avea[/h3]
  • Damage: 90 > 70
  • Health: 500 > 450

[h3]Zealots of the Burning Fist[/h3]
  • Damage 90 > 70


[h2]FIXES[/h2]
  • Fixed an issue where Xbox would occasionally fail to save any data, including settings and adventure progress.
  • Fixed Scrapyard spawning units with their tech abilities activated without consuming the appropriate tech. Scrapyard will now no longer spawn units with tech abilities activated.
  • Fixed an issue with spectator puffs behaving weirdly in the streamer arena when both sides of a match have streamers.
  • Fixed Burn the Bridges play animation.
  • Fixed a stun related issue causing Zipp’s Zappinator to reset the powerup stacks.
  • Fixed an issue where illusory units would revive from Tombstone as the normal version. Illusions no longer respawn with the Tombstone.
  • Fixed the issue where Brutus and Terror Brutus would become untargetable after having been the target of a Wizard Puff’s on death effect
  • Tweaked bridge control indicator lights on Sunken Temple to more accurately reflect the actual control area.
  • Reduced number of particles and lights in Magma Court to make performance better at higher graphics settings.
  • Adjusted the way colors are affected by post-processing for Tranquil Estate.
  • Added production speed to the description for Dragon Nest.
  • Fixed Damage calculation for Caged Prowler such that it will now spawn when it’s supposed to.
  • Fixed a broken interaction between Sugilite Shield and Jing Long and Xiao Long’s phase shift ability.
  • Fixed Valorian adventure master’s perk 1 card buff indicators.
  • Fixed an issue where claiming victory chests in old adventures would appear on an incorrect pedestal.
  • Fixed an issue where the retire button would disappear during a continued adventure run.
  • Fixed the wrong arenas being used after a lost adventure run.
  • Fixed a flow issue that allowed players to re-roll selections for the Double Up campfire option.
  • Adjusted the spawn position of the Crystal Archers spawned by the And My Bow relic.

1.37

[h2]NEW CARDS[/h2]
  • Zipp's Zappinator


  • Rocket Scrat


[h2]New Arena in the Battlepass[/h2]
  • Showdown Arena


[h2]Feature Updates[/h2]
  • Arenas Graphics Overhaul
  • Loads of icons updated
  • New card art implemented for Ravenous Swarmers, Rock Rivals, Tantrum Throwers
  • New Adventure, coop and solo
  • Old adventures updated to be playable coop and solo


[h2]Rebalance[/h2]
[h3]Marked[/h3]
  • Bonus damage 25 > 35%
  • No longer affect targeting
Marked was almost exclusively used with bazooka scrat, and that was not the intended main use case. To solve this we are removing that specific interaction while giving marked a bit more damage.


[h3]Clear Skies[/h3]
  • Half healing on Masters
  • Removes Rage and Shield ONLY from opponents
  • Removes Poison and Curse from friendly minions
Clear skies is mostly a game delay card, with the only goal of decks playing it being to get to the late game and get mana frenzy. By reducing the healing, but giving it better utility we hope to bring it to a healthier state.


[h3]Ritual Of Servitude[/h3]
  • Summon a random minion card that costs 7 mana
If this is the cheapest card in your deck, instead summon one that costs 8-9 mana
Ritual of Servitude is used in very unvaried decks. With this change we hope to give the card more flexibility in its decks, allowing it to be used in a healthier variety of decks.


[h3]Dragon Nest[/h3]
  • Summon a flightless dragon every 5 secs. If you cast a spell, the next time it spawns an extra flightless dragon
Dragon nest is a card that is always either completely useless or completely controlling the top ranks, so we want to try this change to solve that problem.


[h3]Arcane Golem[/h3]
  • Dam 30 > 35
  • Gains 5 > 3 damage per spell cast
Milloween always seems to be a problem at top ranks, especially her perk 3, so rebalancing her a bit to make the golem weaker at high ranks should give us a bit more time to work on a rework for her.


[h3]Zealots of the Burning Fist[/h3]
  • Rage + Haste > Berserker's Rage
This should give the zealots a bit more weakness to swarms without touching their dps much.


[h3]Ravager[/h3]
  • BRUTUS and TERROR BRUTUS no longer heals on attacks
  • BRUTUS health 800 > 1000
  • TERROR BRUTUS health 2000 > 2500
Brutus' healing was a very inconsistent power, allowing some masters to just destroy him while other masters could not deal damage to him. With this change it is a bit more consistent, and removes a rather unexplained ability from the game.


[h2]BUFFS[/h2]
[h3]Berserker's Rage [/h3]
  • No longer self-harms


[h3]Piloted (1)[/h3]
  • ScratTank
  • CannonRoller
  • DefensoChopper
  • ZeppelinBomber
  • MissileTank
  • Wreckinator
  • Zap Tank
Piloted spawns 1 Scrat after the Scrat vehicle died. This is mostly intended as a lore/flavor thing, but should be a small buff to these units in most cases.


[h3]Werewolf[/h3]
  • AS 1 > 0.9


[h3]Empowered Soul Stealer[/h3]
  • Gain 2 > 3 souls for each sacrifice


[h3]Rockin' Roller[/h3]
  • Dam 200 > 300


[h3]Frostbearer[/h3]
  • Mana 5 > 4


[h3]Black Hole[/h3]
  • Duration 2 > 3


[h3]Wrecked Walker[/h3]
  • Tech cost 40 > 30


[h3]Sun Burn[/h3]
  • Dam 80 > 100


[h3]Combustion[/h3]
  • Dam 200 > 300


[h3]Dormant Defenders[/h3]
  • No longer goes dormant
  • Mana 7 > 8


[h3]Bazooka scrat[/h3]
  • Hp 65 -> 100
  • Half master damage


[h2]NERFS[/h2]
[h3]Swarmers[/h3]
  • HP 35 > 30
Swarmers and Swarmer totem are both used a lot. With this we are hitting both, and we will look at the other cards that have swarmers after we have a clearer picture of how much this change impacts them.


[h3]Healing Fireball[/h3]
  • Healing 400 > 350
Healing Fireball is used a bit too much, and too high a winrate, so a small nerf to get both to fit the card better.


[h3]Tech generation[/h3]
  • No longer works for Ability cards
Ability cards generating Tech meant you could get “free” tech by drawing cards you did not have to spend mana on to cycle afterwards, as they would go away when their unit died. This takes away that bonus scrap.


[h3]Sapphire Pebbles[/h3]
  • reduce lifetime 15 > 12
Pebbles are used a lot, and often to keep bridge control for long periods of time. With this their uses should be more focussed on when the fight happens, and not too long afterwards.


[h3]Mountainshaper[/h3]
  • charge buildup time 4 > 5
Mountainshaper is dominating 2v2, and its drawback of needing time to power up is barely being felt. Hopefully there will be more openings for pushes now.


[h3]Jolo[/h3]
  • Copies 3 > 1
Jolo’s winrate skyrockets when he is wildcarded, this should stop that.


[h3]Apep Perk 2: Shield Totem[/h3]
  • Redirect all damage to Shield Totem
  • lifetime 7->15
  • Health 250 > 400
Apep’s perk 2 is a too effective tool, blocking damage of entire pushes, and with very few ways to counter it. This version, while being a bit less special, should still have unique ways of defending you, as it can defend against spells and splash damage better than a wall can, but gives decks with big pushes a bit more of a chance against Apep.


[h3]Cannon roller[/h3]
  • AS 1.8 > 2
Cannon roller’s winrate has gone up over time, with its extremely effective handling of mid and high tier units, with very few weaknesses when it's defending. This should allow a bit more units to catch up with it and take it down if it is alone.


[h2]FIXES[/h2]
  • Fixed an issue with revelry animation missing on several revelry cards
  • Fixed an issue with clipping on Slitherbound
  • Fixed an issue with a missing description on Avea's completed quest buff icon
  • Fixed an issue causing absurd amounts of mana freeze in adventures - Thanks me
  • Fixed an issue where Illusory explosion damage would trigger voidborne wound for all players in the match - Thanks fishy
  • Fixed adventure buckets containing cards that did not fit within the bucket theme - Thanks Jackeaa