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Minion Masters News

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/

Version 1.32

Minion Masters!


Patch 1.32 is coming in hot and with it two awesome cards and a ton of Balance changes to go with it!

Minion Masters Invasion - Season 2

[h3]Introducing 2 new cards[/h3]

A'zog, Voidfiend of Shars'Rakk

Impetus Blast

[h2]Balance Changes[/h2]

[h3]Buffs[/h3]

Mordar Dev comments: As we promised a couple updates ago, mordar would get a buff after we swapped his perks. By making stuns a less consistent trigger-blocker, countering the resurrections becomes more skill-based, and if they are more consistent, we can balance them a lot better than in the extremely binary, “Do you have a stunning spell?” scenario. We had to be a bit careful with the buff, as Mordar also had a bug where his perk 2 did not work until perk 3 was gained, so that is fixed now as well, which should help him a lot as well.
  • Stuns no longer reset timer on tombstones (but cant ress while stunned)
  • activation delay 10->15
Demon Warrior Dev comments: Demon warrior can use a bit of a buff, but we want to take it slow.
  • AS 2 > 1.9
Spawn of Fury Dev comments: Just a small buff to make the card a bit more usable.
  • Reduces max health/damage by 33% > 25%
Crystal Construct/Guardian Dev comments: All the construct variants are underperforming, so we make them all a bit better at tanking.
  • HP 800 > 850
Spirit Infusion Dev comments:Spirit infusion is one of the least played cards, and performing badly when it is. Historically we have seen some balance issues with it though, so we want to see if we can push it a bit more into accursed ascension, to make up for the potential strength of lots of spirits.
  • Accursed Ascension count 1 > 2
Gor'Rakk Gate Dev comments: Gor’Rakk Gate comes with a great cost in health and is not played a lot, and with the set cycle, we are not too afraid of 3 mana being too good. We limited the number of copies to 1 to prevent you from quickly playing 3x the best option in a row.
  • Mana cost 4 > 3
  • Copies 3 > 1
Mana Puff Madness Dev comments: While Mana Puff Madness is not a card we would ever want to be in the actual meta, we do want it to be played by some players. This should give it a bit more viability, without making it too strong.
  • Mana 3 > 1
  • Add mana freeze (2)
Mountainshaper Dev comments: Mountainshaper was mostly played by wildcarding it, now that you can’t do that anymore, a buff is in order.
  • Dam 100 > 125
Bridge Shrine Dev comments: Bridge shrine is both underplayed and underperforming, so by giving it a decent buff, but not in xp generation we hope to make it more consistent, but not strengthening Its peak usage.
  • HP 400 > 500
Sapphire Pebble Dev comments: Pebbles were a very weak released card and have not found a place yet. By increasing their damage and lowering their myriad we hope to make a 2 pebble play worth it, but with the CardCount up to 2 a 4 Pebble play is possible, and we would love to see what you can do with that!
  • Myriad 2 > 1
  • Dam 40 > 50
  • Count 1 > 2
Bats Bats Bats Dev comments: At high level Bats Bats Bats is both the card with the lowest playrate AND the lowest winrate, so while this buff might not be enough, this is a card, similar to mana puff madness, that should never really be meta, but does deserve some play!
  • Mana 5 > 4
QuestingKnight Dev comments: Avea has not been performing great, with very low playrates and winrates, so we decided on a decently big buff, and we will keep an eye out to see if we overdid it.
  • HP 350 > 450
Thunder Shrine Dev comments: Thunder shrine has been a bit frustrating with massive spawn stun, stunning even the masters! So we decided to reduce the cost, but lower the range, no longer allwing the Thunder shrine to hit the base.
  • Range 25 > 20
  • Mana 4 > 3
Gambler's Ball Dev comments: Gamblers ball has not performed well, so making its ability to active easier should help.
  • Sacrifice 3 > 2

NERFS
Burn the bridges: Dev comments: Burn the bridges is a spell with extreme potential, most effectively used in 2v2, and the rage of volco is most effective used in premades. The result of this is that volco has a pretty bad winrate in 1v1, but very high winrates in 2v2. We will be looking into ways to make volco better in 1v1, but we could not have a master be this dominating in 2v2.
  • Renamed to Burn the Bridge
  • Burn 1 of the 2 bridges (whichever is closest)
Harmful souls Dev comments: We wanted to give more counterplay against harmful souls, by delaying the souls a bit you have more time to play minions in the area.
  • Starts at +0.5s and between souls at +0.1s
Dragon nest Dev comments: Dragon nest is the main reason Milloween has been dominating at the top level in 1v1, so by nerfing dragon nests duration we hope to solve the 1 master that stood out in 1v1.
  • Lifetime 35 >25s
Scott Dev comments: Scott has been performing really well for a long time, and has pretty insane dps, so by lowering it a bit he should be a bit more in line with other cards
  • Damage 65 >60
Incubus Dev Comments: Now that incubus can’t jump to the base anymore he deserves a little bit off love, and succubus is too busy with the enemy's minions ;)
  • Damage 60 >65
Scrap yard Dev comments: Since Ruby was added to the game scrap yard has been popping off, with the possibility to get a lot of scraps from such an expensive outlander card, that has even more scrap generation potential through the ability card. By removing the base, but also fixing the stun bug that caused it to reset to 0 scraps spent, we hope to get it balanced, but because of the bug, it was hard to see what the actual strength was, so we will keep an eye out.
  • Remove base 60
  • Fixed the stun bug
Ruby Dev comments: Ruby has been a staple of the meta this patch, and despite that we like seeing new cards being used, she is definitely being used a bit too much. While her winrates are pretty average, we feel like she has no clear counters, so we wanted to give her a more clear weakness by making her side cannons not hit flying units.

We have heard your complaints about her ability, and will keep a close eye to her in the upcoming patch!
  • Can't hit flying
Stormbringer Dev comments: More of a bug-fix than a balance change, but there was a bit of frustration with Stormbringer, where he would waste arrows more often than death prediction should allow. This might mean he needs a nerf next patch, but we want to see how much of an effect it actually has first.
  • Added Stormbringer Death Prediction

[h2]Bug Fixes[/h2]
  • Fixed an issue with the King Puff tips being outdated - Thanks Badasafish80
  • Fixed an issue with stuns resetting scrarpyard’s scraps
  • Fixed an issue with tombstones not giving haste
  • Fixed an issue with tombstones not glowing again after they’ve been stunned - Thanks Matt
  • Fixed an issue with Scrat tunnels ability card
  • Fixed an issue with Death prediction not accounting for Stonebjorn’s damage reduction
  • Fixed an issue with shield guard of light getting triggered when shielded by Sugilite shield - Thanks Me
  • Fixed an issue with TTT not stopping its attacks when being stunned - Thanks Doc_Banane
  • Fixed an issue with achievements not being synced correctly
  • Added the Description to the Mecha suit of Volco
  • Fixed an issue with Spawn of Fury and rounding errors - Thanks Jackeea
  • Fixed an issue with that searing light using the Valorian skin equipped by your own Valorian
  • Fixed an issue with Avea causing FPS drops while in hand after completing a quest
  • Fixed an issue with Chain Gang causing FPS drops while in hand