1. KARDS - The WWII Card Game
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Improvement



Hello everyone!

It’s time for another balance patch. Since the release of Battle of Bulge and the last balance patch, the meta has been changing. The new star is obviously the combined arms deck. There are a few different versions on the ladder and the Britain ally version seems to be the most popular. Britain Air, Japan aggro and Ramp decks all remain strong.

In previous dev blogs, we usually only discuss the upcoming changes. This time, we would like to elaborate on what the team has been thinking about and the reasons for those changes. In general, we are always checking our internal statistics and the feedback from the community. Some cards are especially monitored. Even though only a few changes are released each time, much more changes are tested.

Sometimes, the community will react accordingly and the meta will be different. Sometimes, we have to tune down some cards so that such decks are a bit less powerful. SPITFIRE MK IIA is a very good example. Sometimes, we need to make some strategic changes so that the game can be improved in the long term. Reducing the amount of cards that send units back to hand directly from the frontline is one of those strategic changes. So was nerfing draw denial that happened last year. We are still monitoring the performance of such decks and may want to shift draw denial towards discard a bit more.

It is expected that the combined arms will become a T1 deck. We have tested a few versions already to adjust the combined arms deck, but decided not to change anything to the deck this time.

2ND CALIFORNIA was on the top of our change list for a long time. With the first nerf, it was performing decently as its attack was reduced quickly. With the buff of a few ramp cards, it is much easier and quicker for this unit to enter the frontline. In some cases, it ends up being a road blocker, which is not fun. As such, we are limiting its ability to combat damage only.

We are also constantly checking what cards are not being played and trying to come up with interesting changes. The community has requested some buffs for Soviet air units for a long time. Those medium USA bombers are not played at all. Therefore, we are changing the HAVOC. These changes are probably not enough to make great decks. But the community is always very creative. We believe some interesting decks will appear after those changes.

When a balance patch is released, we always check the feedback from the community. Some changes are welcome and some are not, especially nerfs. However, changes have to be made for fresh and different gaming experiences. We really hope you can understand that. Balance changes will go on, based on the statistics and your feedback. Our ultimate goal is making KARDS the most interesting and exciting card game with the theme of World War II.

[h2]Adjusted down in power[/h2]

[h3]2ND CALIFORNIA[/h3]



Old: When this unit is damaged, give it -2-1 instead.
New: Combat damage dealt to this unit is reduced to 1.

This bad boy had a lot of fun on the battlefield. Now it is time to give him a bit of a slap. The unit will still be very potent for exchange in combat, as its attack will not be reduced and it can be repaired. However, it will be very vulnerable to damages from orders. Now, it can also be destroyed by 83RD NAVAL BRIGADE and other cards that have the same ability.

[h3]SPITFIRE MK IIA[/h3]



Old: Deployment: +1+2 if the enemy controls an air unit.
New: Deployment: +2+2 if your enemy controls an air unit. Gains Fury if not.

This Spitfire is a huge threat once deployed, being capable of dealing a lot of damage. The new version will still be powerful. Buff or Fury, which one is better? The enemy can also try to affect which one you will get. It requires more strategic thinking for both players.

[h3]UNDERGROUND STATE[/h3]



Old: Send target enemy unit to owner's hand. Add a LEGIONS to your support line.
New: Target enemy unit Retreats. Add a LEGIONS to your support line.

As mentioned in previous dev blogs, we want to reduce the amount of cards that can send units back to hand directly from the frontline. The potential value from this card is huge. In case of targeting a unit in the supportline, the value of this new version remains the same, which means capturing the frontline is important!

[h2]Strategic Changes[/h2]

[h3]A-20 HAVOC[/h3]



Old: Deployment: Random enemy unit has +2 operation cost.
New: Deployment: Your bombers operate for 2 less this turn.

The statistics have proved that increasing the operation cost of a single enemy unit is not working very well. As such, we would like to try this new ability, in hope of seeing a middle range bomber deck.

[h3]P-61 BLACK WIDOW[/h3]



Old: When BLACK WIDOW attacks, your air units operate for free this turn.
New: At the start of your turn, give a random friendly air unit immune for this turn.

This card is one of the least used Elite cards, almost as low as the old Skytrain. While the new HAVOC will reduce the operation cost, we need to change this card. BLACK WIDOW, such a cool name, deserves a very cool ability. It’s not a big threat on deployment, but it will be if it stays on the battlefield.

[h2]Adjusted up in power[/h2]

[h3]222ND GUARD RIFLES[/h3]



Old: Pincer: At the start of your turn, fully repair this unit.
New: Pincer: At the end of your turn, fully repair this unit.

High cost infantry units usually don’t see much play unless they have very strong deployment effects. With Guard, it can at least protect your HQ. If it is deployed late in the game, the Pincer-ed unit can exchange for free. It can also enter the battlefield earlier by Machines of War. In addition, it can be a very good combo card with URAL FACTORIES, on the condition that your HQ doesn’t need to be Guarded.

[h3]LA-5[/h3]



As promised, we will make Soviet air units better. With the defense increased by 1, LA-5 is still a bit worse than its counterparts from other nations. However, Soviet does have BLOOD RED SKY and the recently changed VETERAN PILOTS. We really look forward to seeing a decent Soviet air deck created by the community.

[h3]YAK 9[/h3]



Old: Destruction: Draw a Soviet card from your deck.
New: Destruction: Draw a random Soviet card.

Hopefully, this +1 attack change can improve the Soviet air deck and make it a bit better bit.The ability stays the same. We have decided to keep the texts as concise as possible. Drawing cards, by default, means drawing from your own deck. It is unlikely that you can draw cards from the enemy’s deck in any card game.

[h3]MACCHI C.202[/h3]



Old: At the end of your turn, if your HQ has less defense than the enemy HQ, destroy this unit.
New: Takes 2 damage at the end of your turn, if your HQ has less defense than the enemy

This fighter has the best body as a 2-cost fighter. However, it can be stuck in hand for the whole game due to its drawback. With this new version, it will always have a chance of affecting the battlefield.

[h3]FIAT C.R.42[/h3]



Old: Can only be deployed if you control more units than the enemy.
New: Deployment: Gets +1 attack if you control more units than the enemy.

This fighter is in a very similar situation to MACCHI C.202. It can be very good if you control more units than the enemy. However, it can also be a dead card in hand in most cases. The new version is based on the same direction. It gains a buff and becomes a better fighter, if you control more units. Otherwise, you can still use it.

That is all, these changes will be live soon. Please continue giving us your feedback, which is very valuable to us. We are checking your feedback, as always.

Thanks and see you on the battlefield, commanders!