
Hello everyone!
It’s time for a new balance patch.
In all games, players always have to learn something new when they start playing. KARDS, as a free-to-play World War II-themed CCG, is very easy for players to understand due to its close connection with the history. However, there are still some ambiguous cards, mainly because of the length limit of card texts. We also need to keep a reasonable balance between being attractive and being complicated. Through this patch, we hope to reduce the amount of such cards, before they become too many. As usual, some nerfs and buffs are also included.
To be specific, we are focusing on cost reduction this time. This ability provides interesting strategies, by making cards much more flexible. For example, the cost of 34th Guards is reduced if your HQ takes damage from a friendly card. The cost of Wellington is reduced if you give an order. Nevertheless, they also function a bit differently. The cost of 34th Guards is reset, if the card is returned to hand, while Wellington is not. In addition, it is not explicit for players that the cost reduction also works while the card is in the deck. After a lot of debate, we have decided to simplify these cards. Meanwhile, their stats are also adjusted according to their respective performances. What is more, the costs of all such units will always be reset if they are sent to hand or deck.
Let’s take a look at these cards and other balance cards.
[h2]Strategic Changes[/h2]
[h3]WELLINGTON[/h3]

Old: Costs 1 less to deploy for each order you’ve given this battle.
New: If in your hand, this unit costs 2 less each time you give an order.
This bomber has been performing very well since its previous change. The attack and the defense are swapped so that it fits the role of a powerful bomber better. Reducing its cost will not be as easy as it was. The increased operation cost will also keep this unit checked.
[h3]34th GUARDS[/h3]

Old: Reduce cost by 1 each time a friendly card damages your HQ.
New: If in your hand, this unit costs 2 less each time your HQ takes friendly damage.
This big boy got a lot of likes for a short while when the ability was introduced. However, it did not really shatter the battlefield and slowly faded into part of a meme deck. With this new version, the cost can be reduced faster, but it will only work while in your hand. As compensation, the operation cost is also reduced. We expect a slightly better performance for this card.
[h3]MIG 3[/h3]

Old: Costs 2 kredits to deploy if an enemy countermeasure triggered this battle.
New: If in your hand, this unit costs 2 less each time an enemy countermeasure triggers.
This fighter was designed to be a good counter card against countermeasures. The role will remain the same. The basic stats are adjusted a bit in hope that it can find a place in a Soviet control or air deck. The cost can be reduced to 0 if you trigger two or more countermeasures with this unit in your hand.
[h3]39th BOLOGNA REGIMENT[/h3]

Old: Costs 1 more to deploy if you have lost a unit this battle.
New: If in your hand, this unit costs 1 more each time you lose a unit.
This unit has a fixed spot in any control deck with Italy as the ally. The new ability looks a bit similar to its earlier version, where the cost can be increased to 10 or even higher. However, it only triggers if the card is in your hand. Aa a Guard unit in a control deck, this unit is often played as early as possible once in hand, without seeing many friendly units being destroyed. As such, this unit is actually expected to be played at the cost of 3 in most cases. Its defense is reduced to 6, based on its overwhelming performance.
[h2]Adjusted down in power[/h2]
[h3]2nd PARA C[/h3]

This parachute unit has been the most popular and powerful card since it was released, also the most troublesome one. The Pincer effect can turn any friendly unit into a very efficient removal. We would like to keep its efficiency and amplify its weakness. The defense is reduced to 2 so that breaking the pincer effect is much easier. It also makes more sense for a parachute unit to have a low defense, as airborne operations are always very risky.
[h3]HENSCHEL HS 126[/h3]

Old: Deployment: Give a friendly tank +1+1 for each unit type in the same line.
New: Deployment: Give a friendly tank +1+1 for each other unit type in the same line.
As mentioned in our previous balance blog, we are closely monitoring the combined arms deck. In general, it is a very fun deck, with various types of units but focusing on tanks. However, the ladder is a bit swamped with this deck, especially for middle and lower ranks. We hope this deck will remain strong and popular, while it does require a small break. Different versions of this card and other related cards were tested. In the end, this new version is deemed to be the most suitable break for the deck. The new equation will not count the tank itself. In other words, this fighter won’t give any buff to a tank in the frontline, if you only have tanks at that line.
[h3]UNITED WE STAND[/h3]

Old: Deal 2 damage to a unit. If this destroys it, gain 1 extra kredit slot.
New: Deal 2 damage to a unit. If this destroys it, all players gain 1 extra kredit slot.
This card was the least used card and ascended as the most used one since its change in March. Improving ramp and control decks was its initial intention. Midrange aggro decks also became better, such as Brit Air deck and US frontline deck. Many versions were tested with the same initial intention. Increasing the cost would surely work as a nerf, but ramp and control deck will likely suffer more. Dealing 2 damage with only 1 cost is very efficient. However, the ability is a double edge sword, which is much less harmful for ramp and control decks.
[h2]Adjusted up in power[/h2]
[h3]SORTIE[/h3]

Old: Target unit with Mobilize gets Fury this turn. At end of turn, fully repair the unit.
New: Choose one - Give a friendly unit Mobilize OR add a FRAPPE to your hand.
The version of this card was tested some time ago. When 2E RIMA was introduced, the current version was expected to be seen in more battles. Nevertheless, it is simply not happening, based on our internal statistics for this card. As such, we would like to proceed with this entirely new direction, which gives more versatility for Mobilize decks, instead of only low cost Mobilize units and Potez.
[h3]D4Y SUISEI[/h3]

Old: Destruction: Pin all enemy ground units.
New: Deployment: Pin target enemy unit and its adjacent units.
We have been pondering on how to improve Pin decks and Japan control decks for a long time. This version of D4Y SUISEI could be the solution. The positions of units will matter more, with the advent of more cards affecting adjacent cards. So will the number of units in the support line. For example, you probably want to move more units into the frontline if possible, instead of fulfilling the whole support line.
[h3]ZHUKOV[/h3]

Old: Draw a random Soviet infantry from your deck. It costs 3 less this turn.
New: Draw a random Soviet infantry. It gets +1+1 and Blitz when deployed.
ZHUKOV is a very powerful order. However, it is mostly used in the combo with 4TH KUBAN COSSACKS, with the unit being the only infantry in the deck. Otherwise, it is much less reliable, not even in the T34 deck with the purpose of drawing 214TH AMUR. This new version is expected to be more diverse, as players can include different infantry units into the deck and get to choose when to deploy the drawn infantry to maximize its value.
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!