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Minion Masters News

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

1.36 release!

NEW CARDS


[h2]Rimargaal’s Breath[/h2]


[h2]Frostbearer[/h2]


BUFFS


Bladestar
  • Damage 100 > 110
Bladestar got nerfed a bit too hard, so now we are slowly trying to find the right spot for it.


Rimargaal
  • Damage 400 > 420
Magma Storm
  • Magma Rocks 11 > 12
Impetus Blast
  • Cast delay 1 > 0.5
We really like how some players have used Impetus blast, but by reducing the cast delay we hope to make it a bit easier to use.


Stun Blast
  • Cast delay 1 > 0.5
Rockin roller
  • Cast delay 1 > 0.5
Similar to Impetus Blast, no reason for these spells to have a full second delay, lets make it a bit faster and easier to use.


FrozenWoodsman
  • AS 2.5 > 2.2


NERFS


Kurrrnath
  • Ability range global -> 14
Kurrrnath had been a bit of a menace in the arena this patch, by giving him a range we want to limit his effectiveness a bit while still leaving his ability as impactful.


Skeleton Horde
  • Copies 3 > 2
Skeleton Horde is one of those cards that needs somewhat specific counters because of the fairly high hp swarm it spawns. Stats shows that 3x skeleton horde was MASSIVELY outperforming 1 or 2x skeleton horde, so we are limiting that.


Zealots of the Burning Fist
  • Damage 100 > 90
Zealots are a bit too strong, so limiting their damage output a bit.


ScrapYard
  • Tech per mana 10 > 13
Scrapyard turned out to be one of the best performing cards in the game this patch, so increasing the tech cost a bit to make it a bit less value-generating.


REBALANCE


Shield-Captain Avea
  • Dam 100 > 90
  • Health 450 > 500
For now we want Avea to be in sync with damage with the Zealots, but she needs a bit of a buff if she gets less damage, and more hp fits her ability very well.


Call To Arms
  • Rework:
  • Target a friendly building: heal it for 15% of max health and summon 1 Warrior and 2 Crossbow Dudes by it
Call to arms has been a card we have been looking for a good design for a very long time, so we want to try this version out, and see if it solves the infinite-value-dream problem of previous designs.


Sun Burn
  • Doesnt damage friendly minions
  • Mana 3 > 4
Combustion
  • Rework:
  • Targets 1 minion. After 2.5 secs, deal 200 true damage to self and all enemies in range
  • Tower Damage 50% > 10%



FIXES


  • Fixed various animation issues, mostly related to frozen.
  • Fixed various localization issues
  • Fixed an issue with Azog’s interaction with Morellia’s book causing a spell to be missing from the book. - Thanks Merlin pfp
  • Fixed an issue with Decoy Trap losing taunt after being stunned. - Thanks DeathShoottOneyOoney
  • Fixed a rare issue where Sapphire Pebble would fail to spawn all the Pebbles that was being played. - Thanks sinwa/HEALTHY
  • Fixed Jade Flingers not being affected by damage buffs. - Thanks Jackeaa
  • Fixed some emotes being low resolution.
  • Fixed Poison Strike failing to sacrifice slitherbound - Thanks Jackeaa
  • Fixed an issue with Morellia’s book and ability cards making cards unplayable. - Thanks BadAsAFish80
  • Fixed an issue where the UI for wild cards wouldn’t mention the possibility that the card would be restricted from being wildcardable. - Thanks youresuchanerd
  • Fixed an issue with Prowler losing its ability to jump after being hypnotized.
  • Fixed minions with ability cards spawning frozen if played during permafrost. - Thanks Orestella

1.35



1.35 has been released, bringing with it new cards and balance changes.

Full details can be found here.

1.35

[h2]NEW CARDS[/h2]

Chief Ice Breaker Bolf Snap Freeze


[h2]BUFFS[/h2]
_______________________
Kurrrnath Crystalback
  • Now deals damage with his crystal when ANY player plays a spell.
  • Crystal damage effect can no longer target masters


Daggerfall
  • Mana 4 > 3
  • Damage 80 > 50


Milloween
  • Arcane Missiles Reworked: A one-use copy is now added to your deck every 25 secs.


King Puff
  • Minions with no attack can no longer pick up King Puff’s buffs.


Scrat swarm
  • Reworked: There is now a 5-second grace period after you gain Scrat Swarm where you can get the effect.
  • Scrats required to gain Scrat Swarm 3 > 5


Scrap Yard
  • Reworked: Now summons a 2-5 mana Outlander ground minion every 5 secs. Costs 10 tech per mana spent in this way.
  • No longer gives Tech


Armored Escort
  • Reworked: The next 2 ranged minions you play get escorted by a Crystal Sentry. They also gain Marksmanship and Mana Freeze (2)
  • Mana 9 > 5


Empowered Soul Stealer
  • Souls gained per sacrifice 1 > 2


Sun Burn
  • Reworked: deals 50% damage to friendly minions.


Wrecked Walker
  • Gn4ts spawned 1 > 2


Dormant Defenders
  • Now gains Haste


Bladestar
  • Reworked: Can now bounce off of arena edges.
  • Kill threshold removed, Bladestar will bounce off of everything


Lash Of Ahmun
  • Gains Call Slitherbound (2)


Impatient Statue
  • Call Slitherbound 2 > 3


Shield-captain Avea
  • No longer deals damage to herself on attack
  • Damage 120 > 100


Zealots of the Burning Fist
  • No longer deals damage to herself on attack
  • Damage 120 > 100


Magma Storm
  • Rocks 10 > 11


Rimargaal
  • Improved attack pattern to more consistently freeze and do damage.



[h2]NERFS[/h2]
_______________________

Sapphire Pebble:
  • Copies 2 > 1


Morellia
  • Book page Drain cost 0 > 1
  • Book age Sekeletons cost 0 > 1


Scrat Tunnels
  • Emergency Tunneling start activation cost 0 > 1


Blastmancer
  • Mana 4 > 5


Xiao Long
  • Only triggers when OPPONENT plays a spell


Jing Long
  • Now only triggers when YOU cast a spell



[h2]FIXES[/h2]
_______________________

  • Fixed emote resolution being too low - Thanks BadAsAFish80
  • Fixed various visual and description issues in the newest Adventure
  • Fixed an issue causing xbox players to disconnect from the first match of a session.
  • Fixed old adventure bundles gold costs. - Thanks NMe
  • Fixed A’zog not triggering voidborne wound
  • Fixed Coax’ accursed ascension stacks doubling
  • Fixed Walking Blind Date failing to spawn a minion if killed while frozen
  • Fixed Wrecked Walker description indicating an incorrect tech cost
  • Fixed Armored Escort description - Thanks Jackeea
  • Fixed various ability cards staying in hand after the minion dies - Thanks noran and EpicStoffer
  • Fixed Tantrum Throwers correctly indicating whether they are activated
  • Fixed Jahun failing to attack certain flying units. - Thanks spree
  • Fixed an interaction between Ardera and Caeleth/Divine Warrior where the divine shield would become permanent.

1.34 Release

[h2]NEW FEATURE[/h2]

Coop Adventures are here! See this post for more details.





[h2]BUFFS[/h2]

Shars’Rakk Twins
  • Reworked: Now has a side A and B (like Void Brothers) - alternates between playing Succubus and Incubus.
  • Mana cost 8 > 6
  • Now gives Rage


Gor’Rakk Brutes
  • Reworked: Now has a side A and B (like Void Brothers) - alternates between playing Cleaver and Rammer.
  • Also summons an Illusion of the other side of the card.
  • Mana 8 > 6


High Inquisitor Ardera
  • Damage 27 > 30


Spirit Infusion
  • Mana cost 4 > 3


Puffs
  • Movement speed of Squire Puff, Heal Puff, Shroom Puff and Mana Puff 5 > 6


Gambler's Ball
  • Mana cost 4 > 3
  • Sacrifice cost 2 > 3


Zeppelin Bomber
  • Reworked: Scrat Swarm: instead of Haste, now summons an extra zeppelin bomber
  • Health 100 -> 80


Construct/Guardian
  • Now has Mana Surge


Shen's Storm Stick
  • Now cast 1 > 2 Shock Rocks for each charge.


Wrecked Walker
  • Reworked: Gain 1 Gn4t escort instead of mana reduction
  • Tech cost 60 > 40


Empowered Soul Stealer
  • Now has Rage
  • Reworked: Sacrifice (x): Gain 1 soul for each Sacrificed Slitherbound



[h2]NERFS[/h2]

Armored Escort
  • Mana 8 > 9


Morellia
  • Queen's Dragon Mana cost 9 > 10


Slithering Summons
  • Mana 6 > 5
  • Sacrifice (3): Minion gain Spirit


Stun Lancers
  • Now spawns horizontally


Gor'Rakk Gate
  • Mana 3 > 4
  • Voidborne Wound: Reduce mana cost by 1


Crossbow Dudes
  • AS 2 > 2.2


Ravager
  • Frenzy Threshold 66% > 50%


Ruby
  • Health 1000->900



[h2]FIXES[/h2]

  • Fixed an issue where card trigger activations would not be indicated by the UI.
  • Fixed an issue where xbox players would have issues claiming purchased DLCs.
  • Increased maximally permitted matchmaking range after having been in queue for a while in an effort to reduce queue times for outliers.
  • Fixed an issue with Emergency Tunneling not being removed from hand when Scrat Tunnels died.

Update 1.33 Released!

1.33

The update features both new cards, bug fixes and balance changes.

As an experiment both the new cards are available in the free track of the battle pass!

New cards:

For a full list of the balance changes and bug fixes check out the blog!
https://blog.betadwarf.com/