A new year? A new KARDS dev blog!
Hello friends!
A new year and a new dev blog, what more could you ask for? This dev blog is short and sweet, covering a few changes and fixes coming in a patch later this week.

The main purpose of the patch is to officially kill off Christmas, so no more snow for you my friend ☃️. We’ll also use the opportunity to restore our proper main menu background image, that fell victim to the vicious Y2K bug when the new year struck.
We’ll also include several bug fixes, such as to the annoying targeting bug and some UI improvements. Many fixes to card errors can also be found, refer to the full patch notes (when released) for all the details.
One improvement you’ll find is the ability to go above 40 cards (and 12 cards for Ally) when creating/editing decks. Of course, if you submit a deck with more than 40 cards it will be invalid to use. The benefit is that you can now drag in everything you might want to include in your deck and then cull down to 40/12 as part of the deck creation process.
We’re also fixing a rarity error on a card from the new set:

This was an unfortunate oversight on our part, due to late reshuffling of some card rarities. As many of you have noted, the stats on the new Tiger are Elite worthy, and that is because it was intended to be Elite all along (hence why Germany only has 3 Elites in the set). We decided that for balance reasons it was best to fix this error, even if it means that some decks will become corrupted (too many copies or ally elite can now make some decks invalid). On the plus side, if you own this card, you can at least be happy you got an Elite card on the cheap.
Anyway, a few more cards are seeing some slight balance adjustments based on the data we’re seeing and your feedback.

While order damage decks are not taking the meta by storm by any means, they can still be frustrating to play against when they get the right draw. Imperial Decree is a super swingy card, ranging from completely dead to absolutely busted, based on the rest of your hand. We want to reduce that swinginess (and reduce the ceiling potential), while still keeping the damage-order theme of the card.

Juggernaut is another card that has been making some waves, for a good reason. We’re not too worried about this card, as any huge surge in the popularity of this card can easily be answered by adding more pin effects to your deck, amongst other answers. However, it is still a bit too strong on its own, so we’re nerfing it slightly.

The final nerf is to the 12th Infantry Regiment. This nerf is mainly due to draft, where this card is extremely powerful. You will still be able to put out a huge unit late game, but at least the unit will be less efficient as an early play.

Finally, we have a few cards that are a bit underwhelming right now. First of those is this Italian bomber. The idea with the bomber (and this ability it has) is to emphasize the theme the Italians have of being powerful when everything is going really well. So the SM.79 can be quite powerful on an empty board, but can quickly become inferior when the game is reduced to a slugfest. The extra damage both gives it a higher uptake, plus makes it relevant for longer.

The original version of Mud stopped all attacks. It was later changed to only affect ground attacks, as it was more thematic. The cost should have been changed at the same time, but wasn’t. So now we are giving it the “correct” cost. A quick note, as some players don’t see the benefit of this over something that pins all (like Naval Operation) - just remember that Mud also stops Blitz units and units that cannot be pinned.

This is the only change to a card from the base set this time around. There are a couple of reasons for this small buff. One is that we want to emphasize this ability as part of the US repertoire moving forward, and the best way for people to learn that is by having it on a card that sees some amount of play. Secondly, as we nerfed one solid US draft card, we are boosting another solid US draft card instead.
That’s it for now.
Make sure to keep your eyes out for the full patch notes when they are published. Please continue to give us your excellent feedback either in the comments here, on KARDS Discord or on our other social media channels!
See you on the battlefield, commanders!
A new year and a new dev blog, what more could you ask for? This dev blog is short and sweet, covering a few changes and fixes coming in a patch later this week.

The main purpose of the patch is to officially kill off Christmas, so no more snow for you my friend ☃️. We’ll also use the opportunity to restore our proper main menu background image, that fell victim to the vicious Y2K bug when the new year struck.
Bug Fixes and Improvements
We’ll also include several bug fixes, such as to the annoying targeting bug and some UI improvements. Many fixes to card errors can also be found, refer to the full patch notes (when released) for all the details.
One improvement you’ll find is the ability to go above 40 cards (and 12 cards for Ally) when creating/editing decks. Of course, if you submit a deck with more than 40 cards it will be invalid to use. The benefit is that you can now drag in everything you might want to include in your deck and then cull down to 40/12 as part of the deck creation process.
Card Changes
We’re also fixing a rarity error on a card from the new set:

This was an unfortunate oversight on our part, due to late reshuffling of some card rarities. As many of you have noted, the stats on the new Tiger are Elite worthy, and that is because it was intended to be Elite all along (hence why Germany only has 3 Elites in the set). We decided that for balance reasons it was best to fix this error, even if it means that some decks will become corrupted (too many copies or ally elite can now make some decks invalid). On the plus side, if you own this card, you can at least be happy you got an Elite card on the cheap.
Anyway, a few more cards are seeing some slight balance adjustments based on the data we’re seeing and your feedback.

While order damage decks are not taking the meta by storm by any means, they can still be frustrating to play against when they get the right draw. Imperial Decree is a super swingy card, ranging from completely dead to absolutely busted, based on the rest of your hand. We want to reduce that swinginess (and reduce the ceiling potential), while still keeping the damage-order theme of the card.

Juggernaut is another card that has been making some waves, for a good reason. We’re not too worried about this card, as any huge surge in the popularity of this card can easily be answered by adding more pin effects to your deck, amongst other answers. However, it is still a bit too strong on its own, so we’re nerfing it slightly.

The final nerf is to the 12th Infantry Regiment. This nerf is mainly due to draft, where this card is extremely powerful. You will still be able to put out a huge unit late game, but at least the unit will be less efficient as an early play.

Finally, we have a few cards that are a bit underwhelming right now. First of those is this Italian bomber. The idea with the bomber (and this ability it has) is to emphasize the theme the Italians have of being powerful when everything is going really well. So the SM.79 can be quite powerful on an empty board, but can quickly become inferior when the game is reduced to a slugfest. The extra damage both gives it a higher uptake, plus makes it relevant for longer.

The original version of Mud stopped all attacks. It was later changed to only affect ground attacks, as it was more thematic. The cost should have been changed at the same time, but wasn’t. So now we are giving it the “correct” cost. A quick note, as some players don’t see the benefit of this over something that pins all (like Naval Operation) - just remember that Mud also stops Blitz units and units that cannot be pinned.

This is the only change to a card from the base set this time around. There are a couple of reasons for this small buff. One is that we want to emphasize this ability as part of the US repertoire moving forward, and the best way for people to learn that is by having it on a card that sees some amount of play. Secondly, as we nerfed one solid US draft card, we are boosting another solid US draft card instead.
That’s it for now.
Make sure to keep your eyes out for the full patch notes when they are published. Please continue to give us your excellent feedback either in the comments here, on KARDS Discord or on our other social media channels!
See you on the battlefield, commanders!