Cards and castles deck help7/30/2023 ![]() ![]() GUARDIANS: Bonus changed to 20% armor against melee damage.ĬLEAVE, EXPLOSIVE: Damage increased to 65%. WARRIORS: Bonus changed to 20% bonus damage against units. As such, many units will display a lower level than they did previously, but their power level has not been changed. This should make level a much more accurate representation of a unit’s direct combat prowess and approximate damage potential and durability. NOW, level has been changed to instead ONLY represent the unit’s attack and health stats, relative to other units of that class. ![]() The way levels represent unit power has been changed: previously, a unit’s level was a loose approximation of its overall effectiveness, including all of its special abilities in attributes, corresponding to its cost. Several campaign missions in the druid, viking, and pirate campaigns have been made substantially easier. Legendary cards now have a special graphic.Ĭampaigns are no longer unlocked sequentially: players will now start with access to 3 campaigns, with more unlocked via specific circumstances. Overall this will make relevant information more appropriately weighted for the overall playerbase: general information about the card’s relative combat effectiveness is printed directly on the card, and detailed stat information is available in the tooltip for power users to dig into at their own discretion.Įnemy threat display tiles (the red tiles on hover) are no longer disabled for enemies that have already moved. This update corresponds with a game mechanics update detailed below that changes how levels are calculated. Additionally the new layout allows us slightly more room for card text, with room to further tweak for more text room in the future, which was not possible on the previous compressed layout. The new card layout strongly emphasizes level and class by simply displaying the level number and class icon on the card, with additional information available in the card’s tooltip. The intent has always been that for most players, level is a sufficient explanation of a unit’s combat prowess, and both gameplay and UI reworks have been made to now achieve this goal. In our testing we found that attack and health values were drawing too much attention from casual players, confusing their decision making. Previously, the display of all unit stats, explicit class name, and level created a busy looking interface in which it was hard for the player to identify which information was most important. This option defaults to ON.Ĭard layouts for unit and structures cards have been slightly reworked. Consequently, you should only consider a Battle's immediate effect when deciding whether or not it deserves a spot in your deck.Added a new options toggle “Auto-Pass”, which will automatically click the pass button for the player if no actions are possible. These are both common cases that will result in you being unable to access the backsides of your Battle cards. There's no guarantee that you'll be able to flip a Battle in a given game as it's quite easy for your opponent to gum up the board with creatures.Īlternatively, you could have a low life total and need your creatures to play defense, preventing you from attacking Battles you play. The best way to rate these cards is to consider only what they do upon being initially played. ![]() Once a Battle's loyalty counters are reduced to zero, you can flip the Battle and cast its other side for no additional cost. These cards produce an effect upon being cast and then become a card under your opponent's control that you can choose to attack. ![]() First of all, it's important to understand the value offered by Magic's newest card type: Battles. ![]()
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