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1.49

[h2]NEW CONTENT[/h2]
Prime Sergeant Raddick









Rapid Response Reserves







[h2]BUFFS[/h2]

Milloween
  • Arcane Golem Health: 250 > 300
  • Arcane Missiles: Uses old targeting if nothing is in the are
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Shroomama Shumi
  • Copy health and damage: 65% > 70%
  • HP: 500 > 600
  • Dam: 60 > 70


Shroomer
  • Copy health and damage: 80% > 100%




[h2]REWORKS[/h2]

Armored Escort
  • Mana: 5 > 2
  • Rework: Give 2 friendly Minions in AoE Shield (4.5 range, targets closest to the center)
  • If you have 6+ mana, gain mana freeze (4) and the next ranged Minion you play is escorted by a Crystal Sentry with shield.


Bladestar
  • Damage: 120 > 130
  • Max damage instances: 10


Bounce Berry Flingers
  • Mana: 4 > 2
  • Count: 2 > 1
  • Remove Myriad bonus effect
  • Gain Growthburst Shroom


Future Past
  • Changes to a new card with each play, minimum 1 mana


Future Present
  • Mana: 10 > 9
  • Changes to a new card with each play, minimum 2 mana


Jade Flingers
  • No longer spawns a Shroom
  • Damage: 20 > 25
  • Attack Cooldown: 2.0 > 1.9


Jungle Jumble
  • Mana: 4 > 3
  • Can't gain cards that already exist in your deck


Once Bitten
  • Count: 2 > 1
  • Mana: 4 > 3
  • Werewolf has Rage


Valorian
  • Add Searing light to the deck every 25 secs




[h2]NERFS[/h2]

Apep
  • Totem cooldown: 25 > 30


Diona xbow trap
  • Half face damage


Elite Swarmer/Kurrrnath/Morgrul
  • Attack Cooldown: 1.1 > 1.2


Morgrul's Mark
  • Count: 6 > 5


Rocket Scrat
  • Damage: 90 > 80


Ruby
  • HP: 900 > 850


S.T.INT
  • Attack Cooldown: 1.2 > 1.3


Zipp’s Zappinator
  • Cooldown on More Zap!: 0 > 2 seconds




[h2]FIXES[/h2]
  • Fixed players experiencing more than usual matches against Bots.
  • Fixed Jade Flingers Death Prediction.
  • Fixed Milloween losing Arcane Charges when stunned.
  • Fixed Arcane Golem text issue.
  • Fixed Valorian Perk 3 healing too little.

1.48

New Cards

[h3]Shroomama Shumi[/h3]






[h3]Shroomer[/h3]






BUFFS
Cowardly Imps
  • Attack Cooldown 3.5 > 3



Ghast
  • Resurrection animation duration -40%
  • Resurrection cooldown 3 sec -> 2.6 sec
  • Health 500 -> 550



Hypnotize
  • Slitherbind 1 > 2



Incubus
  • Teleport distance 10 -> 12



King Puff
  • Trick Swap cooldown 40 > 35



Magnetic Bombs
  • Blow delay 3 -> 2
  • Damage 90 -> 100



Net Blaster
  • Damage 50 > 60



Sanctum of the Cleansing Fire
  • Mana 4 > 3
  • No longer has Emp Army trigger



Spirit
  • Min health 50 > 75



Stormy
  • Delinked Zen-Chi flow from attack delay, reducing Zen-Chi flow effect delay to similar to monkey and shrine


Sun Burn
  • Damage 60 > 80



Jez'Ra the Voidmother
  • Health 675 -> 750



Zap Shrine
  • Stuns the closest 2 targets
  • Duration 16 > 12



REBALANCE
Demon Warrior
  • Activated from the 6th time it’s played > 4th time
  • Triple stats > double stats
  • Damage 100 -> 75



NERFS
Apep
  • Perk 1 cooldown 30 -> 33s



Ardera
  • Doesn't affect other Arderas
  • No longer Mythic



Blood imps
  • Attack Cooldown 0.9 -> 1



Harmful Souls
  • Damage 80 -> 70



Jing Long
  • Jump on cooldown when used with zen-chi flow (rather than instantly being able to jump away when used with zen-chi flow)



Musketeer
  • Attack cooldown 1 -> 1.1
  • Musketeer has been overperforming, this is primarily intended to make it less good against swarm



Prowler
  • Card Count limit 3 -> 2


Undying Skeleton
  • Damage 60 -> 50


Unholy ground
  • No longer roots ground units



Werewolf
  • Health 450 > 400



Zealots
  • Mana 6 -> 7
  • Berzerker Rage -> Haste + Rage

1.47

[h2]New Content[/h2]
  • Jez'Ra the Voidmother





  • Morgrul's Mark




  • New Emote



[h2]Buffs[/h2]
All of these are underperforming and need some help

[h3]Cannon Roller[/h3]
  • Attack cooldown: 2 > 1.8


[h3]Crystal Sentry[/h3]
  • Attack cooldown: 1.5 > 1.4


[h3]Ghast[/h3]
  • Attack cooldown: 3.3 > 3
  • Cooldown: 3.3 > 3


[h3]Rimargaal's Breath[/h3]
  • Damage: 150 > 180


[h3]Spelldancer[/h3]
  • Mana Freeze: 3 > 2


[h3]Stormy[/h3]
  • HP: 175 > 200
  • This card has been nerfed by changes to the chain lightning, this should help bring it back to viability.


[h3]Vuk's Clutchcooker[/h3]
  • Instant flamethrower after grappling hook
  • Stuns minions while they are being moved with Grappling Hook
  • Attempting to make Vuk less clunky to actually use.



[h2]Rebalance[/h2]
[h3]Harbinger[/h3]
  • Range 14 > 12
  • Speed 4 > 5
  • Damage 250 > 275
  • The highest health flyer is also the super high damage and the longest range flyer, and has knockback... This combination makes it a noob stomper and while it has been reasonably balanced we need to get it to a different place to try to reduce its impact on the lower skill levels of the ladder. This change makes him get closer to the enemy thereby exposing himself to more counterplay, and makes him get there faster, potentially outrunning his support.


[h3]Milloween[/h3]
  • Arcane Golem - Can not hit flying
  • Arcane Golem - Range 8 > 4
  • Arcane Golem - Timer starts on death
  • Arcane Golem - No longer mythic
  • Basic Attack - Damage 9 > 10
  • Basic Attack - Gain an Arcane Charge for each spell you play (max 5)
  • Basic Attack - Each charge increases basic attack sparks by 1
  • Arcane Golem - Consume all Arcane Charges and gain 1 level for each
  • Arcane Golem - Damage bonus per charge 3 > 5
  • Arcane Golem - No longer gets bonuses when you play spells
  • Perk 1 Cooldown 30 > 25
  • Perk 3 - Arcane Golem gains 2 levels from each Spark (60 hp and 10 damage)
  • Perk 3 - Reduce cooldown of perks 1 and 2 by 5 secs
  • This borders on a complete redesign. This changes the Arcane Golem from the best ranged support to a tank that itself needs support. Also changes the dynamic of how it increases in power.


[h3]Volco[/h3]
  • Swap Perks 1 and 2
  • His core deck building mechanic is his ability to give rage to minions, not having that available until halfway through a match somewhat disincentivizes people from deck building around it.



[h2]Nerfs[/h2]
[h3]Apep[/h3]
  • Attack cooldown 2 > 2.2


[h3]Caged Prowler[/h3]
  • Releases after 16 > 20
  • Duration 24 > 30
  • HP 400 > 360
  • It's everywhere, and a very powerful value tool. This does effectively revert buffs it got in the past, but the game changed drastically since then.


[h3]Chain Lightning[/h3]
  • 6 jumps > 5 jumps
  • Still feels somewhat overtuned at 4 mana.


[h3]Crakgul Doomcleaver[/h3]
  • Copies 3 > 2
  • Everyone will have seen this one coming. A single wild card isn't actually doing that well, so we aren't going all the way on this restriction.


[h3]Future Past[/h3]
  • Mana 3 > 4


[h3]Future Present[/h3]
  • Mana 8 > 10
  • Both the future cards are simply too good value generators and frankly probably too simple designs. This is something of a placeholder until we find time to do a better rework. They should still be playable for anyone who wants to have fun with this kind of deck.

[h3]Mordar[/h3]
  • Tombstone delay 30 > 35
  • Giving people more of a window where Tombstone isn't around should allow for more opportunity to exploit Mordar's "all my perks are this based around this one thing" weakness.


[h3]Ritual of Servitude[/h3]
  • Can no longer summon 7 mana minion cards
  • Can no longer summon 9 mana minion cards when triggered
  • 8 mana minions are strong enough that it will likely still be playable activated. This frankly isn't an elegant solution, but something has to be done.


[h3]Rocket Scrat[/h3]
  • Range 8 > 6
  • Less likely that it will get double jumps off, might not be enough to actually bring it under control, but it should be a good start.


[h3]Walking Blind Date[/h3]
  • Alternates between 3 and 4 mana cards
  • This card has too few ways in which we can adjust the balance and frankly it has way too many use cases. Hopefully this brings it down to a reasonable level.

1.46

Arise!
[h3]Rendrath the Deathless[/h3]






[h3]Ghast[/h3]







[h2]NEW ADVENTURE[/h2]
  • [h3]Crystal Consortium[/h3]



[h2]BUFFS[/h2]

[h3]Valorian[/h3]
  • No longer heals team mate Minions
  • Perk 2 healing 15 > 20
There is a major discrepancy between how Valorian performs in 1v1 and 2v2 this is trying to address that.



[h3]Arcane Bolt[/h3]
  • Kill threshold: 400 > 450



[h3]Bazooka Scrat[/h3]
  • HP 120 > 140



[h3]Bounce Berry Flingers[/h3]
  • Attack Cooldown 2 > 1.9



[h3]Frozen[/h3]
  • Duration 3 > 4
Most cards using the Frozen mechanic are underperforming, and at 3 seconds the mechanic seems a little underwhelming and uninteresting.



[h3]Idol of Sacrifice[/h3]
  • Gains Haste instead of Rage



[h3]Gor'Rakk Gate[/h3]
  • Elite Swarmer > Flightless Dragon
It is now less punishing in terms of health lost when you get this option and their offensive output is significantly higher, so this should result in a sizable buff. However, whether it’s actually easier to gain the needed value from playing the card remains to be seen.



[h3]Grasping Thorns[/h3]
  • Damage 220 > 240



[h3]Korrrgoth[/h3]
  • Seal Mana 5 > 4



[h3]Net Blaster[/h3]
  • HP 120 > 140



[h3]S1ege Br3aker[/h3]
  • HP 550 > 625



[h3]Spelldancer[/h3]
  • Arcane Spheres 2 > 4
  • Mark an area and fire sparks 1 at a time at the area
Already underperforming while also being changed to align with the Arcane Barrage nerf.




[h2]REBALANCE[/h2] [h3]City Watch[/h3]
  • Mana 5 > 6
  • Leggo count 0 > 1
  • Xbow Dude count 3 > 2
This card is still just too strong.



[h3]Magnetic Bombs[/h3]
  • Moves faster over time, starts at 4 > 16 (hits max speed at opponent tower)
  • Damage 80 > 90
This is intended to both buff the card a little and make it more offensive. Moving slower in the beginning means they will be easier to kill when used defensively.



[h3]Toll of the Dead[/h3]
  • Mana 6 > 5
  • Copies 3 > 1
Removing the wildcard option makes it less strong as a win condition where you have to stop multiple waves of multiple skeletons, so we feel it’s appropriate to bring it back to 5 mana where it is a strong ascension card.



[h3]Unholy Ground[/h3]
  • Spawns 5 Skeletons over the duration
  • First Skeleton spawns immediately
  • Only Spawns skeletons when there is an enemy in the area
  • Also immobilize ground Minions
  • Duration 10 > 7
  • Accursed Ascension: +3 seconds, +3 skeletons
This card was never really used for its intended purpose of being a control tool, instead being used as a skeleton spawner.



[h2]NERFS[/h2]

[h3]Arcane Barrage[/h3]
  • Mark an area and fire sparks 1 at a time at the area.
Actually making the card do a barrage instead of a volley. Makes counterplay easier, also makes it less straightforward to get full value by reducing sniping potential generally.



[h3]Avea[/h3]
  • No longer shields flyers
This does help with the Mana Chaser situation, but it's also a good change generally since artificially inflating flyer health has frequently been a problem.



[h3]Bannerman[/h3]
  • No longer shields flyers



[h3]Guardian[/h3]
  • No longer shields flyers



[h3]Chain Lightning[/h3]
  • Jump Distance 7 > 5
Most played card in the game which is much easier to get full value out of than other spells, so we're upping the skill floor. We also don’t want to touch the mana or damage right now.



[h3]Dormant Defenders[/h3]
  • Copies allowed 3 > 1



[h3]Jolo[/h3]
  • Dodge chance lost per hit: 10% > 15%
Still able to serve his main function but less able to do so over any kind of long term. He’s both overperforming and played a lot.



[h3]Mana Chaser[/h3]
  • Range 8 > 6



[h3]Scrat Tank[/h3]
  • HP 650 > 600




[h2]FIXES[/h2]
  • Fixed Flightless Dragons occasionally not gaining rage when behind on health.
  • Fixed units spawned from Blind Date occasionally trying to ascend to a higher plane of existence
  • Fixed ground melee minions affected by Net Blaster suddenly being able to attack flyers.
  • Fixed Bearvalanche bears running in the wrong direction.
  • Fixed R3KT perk 3 description stating the wrong damage.
  • Removed Slitherbind from Living Statue description.
  • Removed Mana Surge visuals where appropriate.
  • Fixed Mana Chaser's occasionally glowing.
  • Made Spelldancer’s barrage area indicator only appear when she would activate.
  • Removed Apep’s swirling projectiles.

1.45

[h2]NEW CARDS[/h2]

  • [h3]Mana Chaser[/h3]




  • [h3]Spelldancer[/h3]




[h2]BUFFS[/h2]
[h3]Morellia[/h3]
  • Book of the Dead Cost 1 > 0
  • Forbidden Knowledge perk 2 now reduces the cost of 3 different 4-mana+ spells by 1 (instead of 2 by 2).


[h3]Valorian[/h3]
  • Searing Light attacks 4 > 5


[h3]R3-KT[/h3]
  • One Punch Blast changed:
  • It is now a line nuke dealing 300 total damage. Every unit killed reduces remaining total damage by the health they lost.
  • One Punch Blast: Deals True damage
One Punch Blast is hard to pull off. This allows him to kill a congo line of 20 scrats, never doing overkill damage, or help with clearing out a warrior, or a combination of the two. Making it so that it won't get blocked by a scrat or a shield should make the ability feel substantially more impactful.


[h3]Ravager[/h3]
  • Terror Brutus health 2300 > 2500


[h3]Mordar[/h3]
  • Tombstone changed:
  • Tombstone is no longer added to the deck but on a 25sec cooldown timer that starts when the Tombstone dies.
  • Tombstone activation delay: 15 > 10
  • When ready the Tombstone will resurrect the next unit that dies. This will no longer destroy the Tombstone but will instead restart the activation delay. Effectively putting the Tombstone on cooldown.
  • The Minion resurrected by Tombstone deals damage to Tombstone equal to half its max health. Resurrects with health equal to twice the amount of health lost by the Tombstone.
  • Tombstone health: 400 > 500
  • Lifetime: 40 > 60
  • Perk 3: Tombstone health becomes 1500. No longer adds a second Tombstone.
  • Stunning the Tombstone disables the Tombstone and restarts the activation delay.
Essentially this means Tombstone is now using its own health as a resource for resurrecting units and allows it to resurrect multiple times. The intent is to make it more interesting to build a deck around Tombstone by making deck building less restricted.


[h3]Milloween[/h3]
  • Arcane Missiles changed:
  • Missiles now targets a random unit in the area and is homing towards the target. Still impacts first enemy unit encountered. Moves slightly slower.
  • Master damage 100% > 10%
This change should make Arcane Missiles significantly harder to misuse or miss with entirely, while also making it a little easier to counter.


[h3]Cowardly Imps[/h3]
  • Attack Speed 4 > 3.5


[h3]Pincer of Dread[/h3]
  • Damage 120 > 140


[h3]Rocket Scrat[/h3]
  • Damage 100 > 90


[h3]Sanctum of the Cleansing Fire[/h3]
  • CD 7 > 5
  • Duration 30 > 25
Giving it limited range completely killed the card, so we want to bring the power level back up to compensate.


[h3]Scrat Pack[/h3]
  • Scrat Count: 4 > 5


[h3]Slitherbind[/h3]
  • Cap 3 > none
  • Distribute Slitherbound to random Slither cards instead of all on the same card


[h3]Stormy[/h3]
  • Attack Speed 4 > 3.5


[h3]Sun Burn[/h3]
  • Removes Frozen and Slow from targets
More utility for a hybrid spell that's having a hard time finding it's niche.


[h3]Taloc the Vessel[/h3]
  • Attack Speed 2 > 1.8



[h2]REBALANCE[/h2]
[h3]King Puff[/h3]
  • Knight Puffs health 50 > 2
  • Knight Puffs spawns with shields.
King Puff heard somewhere that his knights were supposed to have a shield, so he decided to give them one.

[h3]Crystal Sentry[/h3]
  • Remove Mana Surge
  • AS 1.7 > 1.5
We want to put Sentry in the starter deck, but don't want to confuse new players with Mana Surge. Therefore we are introducing a new rule that male crystal elves do not have Mana Surge.


[h3]Fanriel[/h3]
  • Remove Mana Surge
  • Damage 130 > 140
Male crystal elf that no longer has mana surge. Lets him lean more into his unique mechanic, makes him less of a threat when he sits and beats at enemy master tower.


[h3]Thelec[/h3]
  • Remove Mana Surge
  • AS 1.3 > 1.1
  • Damage 55 > 50
Male crystal elf that no longer has mana surge. Increased damage output when below 6 mana, reduced when above. Let him be more useful as a reactive play and get more value right away, which is useful for a 10 drop to be viable.


[h3]Puff[/h3]
  • No longer dies when defeated.
This is specifically to preempt shenanigans with the new Tombstone design.


[h3]Walking Blind Date[/h3]
  • Now Transforms instead of dying.
This is specifically to preempt shenanigans with the new Tombstone design.



[h2]NERFS[/h2]
[h3]Apep[/h3]
  • Perk 3 cooldown: 28 > 33
  • Base Attack damage: 40 > 30


[h3]A.I.M Bot[/h3]
  • Damage: 45 > 40


[h3]Bearvalanche[/h3]
  • Damage: 160 > 140


[h3]Blue Golem[/h3]
  • Attack Cooldown: 2 > 2.2


[h3]Caber Tosser[/h3]
  • Caber Damage: 200 > 150


[h3]Colossus[/h3]
  • Damage: 275 > 250


[h3]Crystal Construct[/h3]
  • No longer has Mana Surge


[h3]Dormant Defenders[/h3]
  • No longer has Mana Surge


[h3]Drone Walker[/h3]
  • Damage 45 > 40


[h3]Guardian[/h3]
  • No longer has Mana Surge


[h3]Living Statue[/h3]
  • Health: 1000 > 900


[h3]Rammer[/h3]
  • Damage 180 > 160


[h3]Red Golem[/h3]
  • Attack Cooldown: 2 > 2.2


[h3]Vulture Prime A83[/h3]
  • Attack Speed 0.9 > 1.0


[h3]S.T.INT[/h3]
  • Attack Speed 1.1 > 1.2
S.T.INT is already everywhere, and the game field changes are going to make it stronger compared to other 2-drops, as well as making the ability more useful.


[h3]Troubadour[/h3]
  • Health: 1500 > 1400



[h2]FIXES[/h2]
  • Fixed yet another interaction between Apep, Simulacrum and Ability cards.
  • Using /cd or /sd while in deck collection view no longer crashes the game.
  • Frozen now correctly lasts 3 seconds.
    It's possible that this amounts to a nerf that is too big for what is warranted, we will be keeping an eye on Frozen.
  • Fixed A'Zog's description.
  • Fixed Lash of Ah'Mun's description to correctly state master damage.
  • Fixed Bearvalanche bears internal compasses again.
  • Added a discount label to the always available 10 token bundle in the token section of the shop.
  • Adjusted Mayhem start time to Thursday coincide with patch releases.