Patch Notes v0.15.2

7/16/2019 1:51:50 AM

This patch, on Mythgard™ - The players have sent us their energy (or their decks at any rate), giving us all a dose of strategic variety through the featured deck system! In addition to accessing two rotating slots of community deckbuilding goodness, tinker with the latest tuning changes confidently thanks to a revamped action system that’s got your backend.

Features & Bug Fixes

  • Better payment error messages, particularly on Steam.

  • Additional polish to missions screen.

  • New music for matchmaking.

  • Fixed some jankiness in hand card adjustment and selection.

  • Xerxian Saboteur now properly damages all artifacts.

  • Raised coin cap to 50,000.

  • Minion action system has been revised.

    • See below for detailed notes

    • Minions can now have multiple Standard Actions (). (Restore Action abilities have all been changed to grant additional actions.

    • Minion action-granting abilities such as Swift and Frenzy have been standardized

    • Minions and Artifacts without energy can now be given Utility Actions (formerly Energy Actions). Utility Actions (▽) can be used the turn the minion is put into play or on turns when the minion also uses a Standard Action.

  • Fixed various bugs with the in-game deck tracker.

  • Featured Decks

    • Two featured decks, picked at random from a curated pool of decks, are made available to each player

    • A player’s available featured decks change to a different set of decks twice weekly on Monday and Friday at 10am PST

    • The display of featured decks in the deck manager UI can be disabled via an option in the game settings panel.

  • Matchmaking preference toggles now interactable while in queue.

  • Updated deck filter buttons.

  • Updated most of the main menu panel visuals (still work in progress)

  • Total deck essence value and required essence added to deck building tooltip (hover/longpress card count in deck editor).

  • Requeue from the end of game screen now queues with the deck used in the last match instead of the currently ‘equipped’ deck as seen from the main menu.

  • Challenges are no longer auto-cancelled when the challenger is in a single-player match when the other player accepts.

  • Fixed auto-unmake leaving some cards with old count values.

  • Fixed aspect ratio of loading screens.

  • Fixed Tunestar’s “where’s my sidecar” bug. (If you hit end turn to discard cards while cards are being drawn, those cards disappear temporarily).

Known Issues

  • Many UI elements are still placeholder and work is ongoing.

  • The block feature on the Social panel doesn’t work yet

  • Vengeful Heirloom cast on an ally’s minion in 2v2 will not return to your hand

  • Minions with 0 strength will show modified, increased strength (blue text) when they have abilities like Slayer and Focused even though they will not do damage.

Paths & Powers/Tuning

Fires of Creation

  • Forge Elementals are now Forgelings, which are burnable and come in three types (in turn):

    • Tempered Forgeling: Armor 1

    • Molten Forgeling: Regen 2

    • Rotary Forgeling: Blast 2

    • All forgelings are burnable for mana but not gems. Forgelings can be burnt for mana even if you already have 10 gems.

Splitting the names up should help a bit against Seal of Exile.

Impel

  • Once per turn, give a friendly minion a free move action this turn and the next → Once per turn, give a friendly minion a free move action

Infuse

  • Once per turn, give a minion +1/+1 until end of turn → Once per turn, give a minion +1/+0 until end of turn

Journey of Souls

  • Minions returned to your hand are now Ephemeral

Rainbow’s End

  • When you replace an enchantment, gain (1) temporary mana -> gain the replaced enchantment’s mana cost as temporary mana

Cards/Tuning

Baku Bogeyman

  • (7)[P]PP → (7)[P]P

Black Cadejo

  • 3/5 → 3/4

Bob “Banzai” Vaquero

  • ABILITY COST: (4) → (3)

Brísing Necklace

  • (2): Place an enchantment from your hand into the bottom of your deck... → (1): Shuffle an enchantment from your hand into your deck...

Carny Lug

  • ABILITY COST:

Dashing Ringmaster

  • No change yet -- we tried something but reverted it.

Dissonant Drone

  • All minions have -1/-0 during your opponent's turnAll other minions have -1/-0 during your opponent's turn

Dora

  • ABILITY COST:

Fey Plagiarist

  • Breach: Copy one of your opponent’s artifacts and add it to your hand without gems in its casting cost → artifacts or enchantments

Fleeting Thunderbird

  • Breach: Return to owner’s hand → Return to owner’s hand and gets +1/+1 permanently

Gamayun

  • ABILITY COST: (0), Once per turn

Not actually a change in functionality, now that we’ve got non-energy minions using utility actions, the card text is just a bit cleaner.

Garden of Iriy

  • Mana cost increase is now permanent (even if shuffled back into your deck).

Ghūl

  • ABILITY COST: → (1)

Grandma Meng’s Tea House

  • (2)[P] → (1)[P]

Hungry Ghost

  • (4)[P] → (5)[P]P

  • Gains +1/+1 when an enemy minion dies → another

Imperfect Copy (Vessel)

  • (2) → (1)

Jaunt

  • Grant a minion Teleport and a free move action → and Swift

Lamp of Wonders

  • → 3e. -1e: Divination 4. If energy is 0, draw a card, banish this card, and shuffle a (2) cost copy of this into your opponent’s deck.

Lavish Proxy

  • Regen 2

Master of Shadows

  • 2/4 → 2/5

Orbital Jamming Satellite

  • Durability 13 → 11

Peach of Life

  • If there are 8 or more minions in your boneyard… → 7

Pentacle of Flavors

  • (3)[P] → (4)[P]P

Racer in Shadow

  • Ephemeral → Is banished at the end of your turn

Reincarnation

  • (6)[P]P → (5)[P]P

Rogue Vocaloid

  • Blast 4 → Blast 3

Shinobi of Fire

  • 1/3 → 1/4

  • Flame Scroll: Deal 2 damage to your opponent → Deal 3 damage to your opponent

Shinobi of Smoke

  • 3/1 → 3/2

Shinobi of Wind

  • 2/2 → 2/3

Shopworn Bull

  • Activated ability cost:

Stairway to Hades

  • Effect is now permanent (even if shuffled back into your deck).

Stratagem Thirty-Six

  • Mana cost decrease is now permanent (even if shuffled back into your deck).

Temptation

  • Restricted to minions with casting cost 6 or less

  • Mana cost decrease is now permanent (even if shuffled back into your deck).

The Fast Lane

  • (6)RR[P]P → (5)RR[P]P

To Heaven and Back

  • Effect is now permanent (even if shuffled back into your deck).

White Cadejo

  • 3/5 → 3/4

Action System

The action system has been revised. In general, things work like they did before but additional actions interact in more intuitive ways. The most noticeable changes include: the removal of all ‘restore action’ effects (these have been replaced in all cases with ‘grant action’ effects), minions can now have multiple standard actions, and Energy Actions have become Utility Actions, which are now used in a wider variety of places. In addition, abilities that grant specific types of actions (like Swift and Frenzy) have had their functionality standardized. What follows is a detailed description of how all of the actions work and how they are tracked. In general, actions should now work how you expect if you only read the basic tooltips, and feedback on any dissonance between those tooltips and these more detailed action rules would be greatly appreciated. 


Overview

  • Standard Action (▼)

    • Can be used to attack, move, or activate an ability. Usually, minions don’t have one the turn they are summoned, but gain one at the start of their turn.

  • Rush Action

    • Rush actions are like standard actions and are granted by Rush. Only one can be used per turn and they are used before standard actions.

  • Move Action

    • Can be used to move and are used before standard actions.

  • Swift Action

    • Swift actions can also be used to move and are granted by Swift. Only one can be used per turn and they are used before move actions.

  • Frenzy Action

    • Frenzy actions can be used to attack and are granted by Frenzy after attacking. Only one frenzy action can be used per turn and they are used before standard actions.

  • Utility Action (▽)

    • Can be used to activate abilities requiring utility actions. Usually, Minions, Artifacts, and Brands get one per turn including the turn they come under your control.

Action Rules

  • General

    • Minions get a standard action at the start of their turn.

    • Minions, Artifacts, and Brands get a utility action when they come under your control and at the start of their turn.

    • Minions can accumulate and spend multiple actions.

    • Minions lose all of their actions at the end of their turn.

  • Rush

    • When a minion with Rush is created or gains Rush on the turn it was created, it gets a Rush Action. If the minion also has Swift, it gets a Swift Action. If the minion has Frenzy and attacks, it gets a Frenzy Action.

    • Minions can only use one Rush Action per turn.

    • Minions losing Rush also lose their Rush Action.

    • If the minion loses Rush on the turn they came under your control, they also lose their Swift and Frenzy Action from Rush.

  • Swift

    • Minions with Swift get a Swift Action at the start of their turn. A Swift Action can only be used to move.

    • A Minion gaining Swift also gets a Swift Action if it was created on a previous turn.

    • A Minion gaining Swift also gets a Swift Action if it was created on this turn and has Rush. This Swift Action only can be used while the minion has Rush.

    • A Minion can only use one Swift Action per turn.

    • Minions losing Swift also lose their Swift Action.

  • Frenzy

    • When a minion with Frenzy attacks, it gains a Frenzy Action.

    • When a minion gains Frenzy and has used a standard action to attack, it gains a Frenzy Action.

    • When a minion gains Frenzy and has used a Rush Action to attack and has Rush, it gains a Frenzy Action.

    • A Minion can only use one Frenzy Action per turn.

    • Frenzy actions gained from attacking with Rush Actions can only be used if the minion has Rush.

    • Minions losing Frenzy also lose their Frenzy Action.

  • Performing Actions

    • Moving a minion will consume one action. The minion will first consume Swift Actions, then other move actions, Rush Actions, and finally standard actions.

    • Attacking with a minion will consume one of its actions. The minion will first consume Frenzy Actions, then Rush Actions, and finally standard actions.

    • Activating an ability that requires an action will first use Rush Actions, then standard actions.

Art

  • Production art for several purple cards, including Simuzen, Shinobi of Smoke, Insatient, and Cloud Pillar Peak

Permalink: http://www.mythgardgame.com/permalink/patch-notes-v0-15-2

Patch Notes v0.15.1

6/25/2019 5:39:38 PM

Patch 0.15.1 is a minor patch intended primarily to fix critical bugs and address the most salient balance issues after the release of Purple.

Features & Bug Fixes

  • Fixed bug which could leave a stretched-out card covering the screen

  • Fixed bug which caused some cards to appear blurred

  • Stealthed minions are now revealed when control changes

  • Fixed some tells hinting at what unknown minions could be

  • Additional polish to updated missions screen

  • Added option to use a restricted or expanded matching window when queueing

  • Matchmaking options (Allow AI, Expanded queue window) no longer shared between match types

  • Added ability to click ‘In Queue’ notifications while in main menu scene to get back to corresponding matchmaking UI

  • Improved target selection prompts to state the name of the triggering card

  • Fixed a crash when casting Mind Freak while Recursionist is on the board

  • Fixed Misfortune targeting line bug

  • Fixed a bug where Dune Courser could receive its buff from being on a desert more than once

  • Fixed a bug where abilities weren’t being properly applied on change controller (reported as Traitorous Murmur to bring a minion next to a Freki Sidecar wasn’t properly applying rush)

  • Hide tooltip card on game end

  • Reduced volume of stingers when music is muted

Known Issues

  • The block feature on the Social panel doesn’t work yet

  • Vengeful Heirloom cast on an ally’s minion in 2v2 will not return to your hand

Cards/Tuning

Divine Compass (Generated by Sniffer)

  • Divination 4 → Divination 3

Five Spirit Gate

  • [P]P[P]P

Flame Scroll

  • Deal 3 damage to opponent → Deal 2 damage to opponent

Golden FeatherPhoenix Feather (Generated by Zen Archer)

Grandma Meng’s Tea House

  • [P]P[P]

Herald of Conquest

  • [O]P[O]OPP

  • 3/4 → 7/6

  • Awaken: Add three Biting Blade items to your hand → Overrun, All other friendly minions have +2/+2 and Overrun

Herald of War

  • Overrun → Warded

Homeward Crown (Generated by God of Gamers)

  • 🄌

Hungry Ghost

  • 3/5 → 3/4

  • Gets +1/+1 whenever a non-Ephemeral minion dies → Gets +1/+1 whenever an enemy minion dies

  • Gets -0/-1 at the start of your turn → Gets -1/-1 at the start of your turn

Imperative Bell

  • [P]P[P]

Jaded Courtier

  • 1/1 → 0/2

Juiced

  • [P][P]

Master of Shadows

  • 3/3 → 2/4

  • → Deadly

  • 1🗲, Gets +1🗲 at the  start of the turn while in Stealth. After breaking Stealth, deal 1 damage to anyone for every🗲, add 🗲 Flame Scroll  items to your hand, and get Armor until the end of turn equal to 🗲 → Minions you create get Stealth. This ability doesn’t break Stealth

Misfortune

  • [P]P[P]P

Night Market

  • Occupying minion has ‘Breach: You gain temporary mana.’ → Occupying minion has ‘Breach: You gain temporary mana.

Nimbus ArcherZen Archer

Pentacle of Flavors

  • Give a minion Swift, Rush, Frenzy, Overrun, and Piercing → Give a minion Armor 1, Focused 2, Regen 3, Slayer 4, and Blast 5 

Racer in Shadow

  • → Ephemeral

Red Cliffs

  • While this enchantment is occupied, minions in the opposing three lanes have Rush suppressed → While this enchantment is occupied, enemy minions have Rush suppressed

Rogue Vocaloid

  • Blast 10 → Blast 4

Shinobi of Fire

  • 2/4 → 1/3

Shinobi of Smoke

  • 3/2 → 3/1

Shinobi of Wind

  • 2/3 → 2/2

Steam Bun

  • 1/2 → 1/1

  • Gets +1🗲 when you play an item, -2🗲: Draw a card: Sacrifice this, draw a card

Sword Saint

  • 3/1 → 2/1

War Fan

  • Durability: 14 → 6 

  • All player’s cards have their mana costs reduced by → All player’s cards have their mana costs reduced by

Wok Shield (Generated by Battle Chef)

Yojimbo

  • : Lose defender until the end of the turn: Lose defender until the end of the turn

Permalink: http://www.mythgardgame.com/permalink/patch-notes-v0-15-1

Patch Notes v0.15

6/21/2019 8:23:20 PM

This is the Purplest patch we’ve ever done! Purple cards are available to Q-mode testers. Q-mode is a testing-only mode that allows you to build and test decks with cards you do not own. If you were level 15 before this patch deployed, you will automatically be given Q-mode access; you just need to enable it in the Options menu. Other high-level players who have been active in the community can request Q-mode access on Discord from rhino_turbo. Purple cards will be available for all players later this summer.

Features & Bug Fixes

  • Increased price of starter pack to $10 and increased the number of packs to 10 and the amount of mythril to 1500. Players who already bought the smaller starter pack will receive the new larger starter pack after the wipe

  • Added “Next Pack” button to pack opening screen

  • Reduced crafting values for mythic rarity cards to 2400 (make) and 600 (unmake)

  • Revamped the missions screen to show all rewards, including the daily bonus pool, daily singles, and weekly chest

  • Changed the way the daily bonus pool works to make coin rewards more clear. The total end of match coin reward is subtracted from the bonus pool, instead of the previous 2/3. The bonus pools have been increased to 1200 coins to compensate

  • Enabled Gallery in the Collections menu. Use arrow keys or click/touch left and right sides of the screen to advance selected image.

  • Updated Faction section of the Guide

  • Matchmaking: Added ability to leave the matchmaking queue screen while remaining in queue. Your current deck when entering the queue is displayed on the matchmaking screen and will be used for the queued match. Changes to the deck while in queue WILL be reflected in the queued match (deleting or otherwise invalidating the queued deck is not allowed while in queue). A matchmaking status notification will be shown on screen while in queue and clicking the glowing ‘match ready’ notification will bring you back to the appropriate matchmaking screen to begin the match.

  • A ‘Requeue’ button is now shown at the end of the match for all game modes unless the player was added to the match via a challenge (we plan on enabling this for challenges in the future).

  • Increased card art texture quality on Android and Web builds

  • Added turn timer warning tones

  • New music stinger when starting Mythgard

  • Key music stingers, e.g. drums at the start of a match, now play on the sounds effects channel (instead of the music channel)

  • Fixed issue with audio skipping in the story sequences

  • Added ability to sort decks in deck manager by name, last modified, or last played (see icon in the top-right of the deck manager UI)

  • Path icon now visible in 1v1 games

  • New tooltip system shows modifier breakdown, extended tags, and overflow card text

    • Tooltips are now scrollable in full zoom

    • Toggle keyword display from the guide

    • Click on individual modifier lines to see cards

  • Visual History now shows interaction target (combat participants, target of spells, etc)

  • Deck tracker now tracks cards for all players and sports a variety of sorting styles

  • Added a Depletion (AKA fatigue) card to better illustrate fatigue damage. You can now hover over an empty deck to see the current fatigue level

  • Repaired the Virus card type string for display

  • Minions with Bulwark on them now display the Armor ability icon

  • Removed targeting line option (it is now always on)

  • Fixed a few causes of game desync (fade to black reload loop).

  • Fixed issue where Weekly Chest occasionally gave out no rewards.

  • Gauntlet expiration is now displayed in the Gauntlet status window; expiration is also now extended upon playing a match.

  • Fix for card collection count and phantom state not always updating when crafting/uncrafting cards in deck editor.

  • Fixed power drag targeting issue on touch devices.

  • Fixed bug where collection card counts would be incorrect if the crafting panel or auto-unmake ui was closed during the animation.

  • Capped auto-unmake time when a large number of cards are being unmade.

  • Fixed bugs in making/unmaking with wildcards.

  • Fixed wildcard graphics when opened in a pack.

  • Fixed graphic artifacts on card text when zoomed close to the camera.

Known Issues

  • The block feature on the Social panel doesn’t work yet

  • Vengeful Heirloom cast on an ally’s minion in 2v2 will not return to your hand

  • When you Impel a minion, the free move action is not displayed on the second turn of Impel’s effect

Cards/Tuning

Added Purple faction cards. Base player life 25 20.

Dream Weaver

  • ACTIVE COST: → ❶

Insurance Broker

  • ENERGY: 2 → 1

  • PASSIVE: Gets +1🗲 when one of your other minions dies → another minion dies

Insurgent (generated by Xerxian Hideout)

  • COST: 2O → 3O

Orpheum of Horrors

  • NEW: Occupying minion has +1/+0

Soma Oasis

  • REMOVED: and get +1/+1

Given all the creative uses players have found for the windowed safety of the enchantment, it doesn’t need a helping of base stat gravy on top of the main functionality.

Xerxian Saboteur

  • REMOVED: Lurker

Paths & Powers/Tuning

Impel

  • Gives a free move action and Swift until the end of your next turn → Gives a free move action this turn and the next

New Cards

  1. Adamant Pearl

  2. Axe Man

  3. Back Alley Ronin

  4. Baku Bogeyman

  5. Balance

  6. Battle Chef

  7. Biting Blade

  8. Celestial Dragon

  9. Cloud Pillar Peak

  10. Compulsory Curse

  11. Corrupt Prayer Wheel

  12. Daigoju Supreme

  13. Decoy

  14. Defy Death

  15. Depletion

  16. Divine Compass

  17. Electric Sheep

  18. Emperor Koi

  19. Familia Sprite

  20. Feng Shui Master

  21. Five Spirit Gate

  22. Flame Scroll

  23. Ghost in the System

  24. Golden Feather

  25. God of Gamers

  26. Grandma Meng’s Tea House

  27. Healing Potion

  28. Herald of Conquest

  29. Hoarding Hero

  30. Hollow

  31. Homeward Crown

  32. Hotel Barkeep

  33. Hungry Ghost

  34. Immolation Cloak

  35. Imperative Bell

  36. Insatient

  37. Jade Puma

  38. Jaded Courtier

  39. Jin-Sook, Dollmaster

  40. Juiced

  41. Kite Glider

  42. Knives in the Dark

  43. Lantern Colossus

  44. Little Crane Girl

  45. Llort

  46. Log

  47. Master of Shadows

  48. Mind Freak

  49. Misfortune

  50. Muttonmorphosis

  51. Neo-Gangnam

  52. Night Market

  53. Nimbus Archer

  54. Nine-Tailed Vixen

  55. Peach of Life

  56. Pentacle of Flavors

  57. Perfect Grade

  58. Pocket Instance

  59. Powerful Ramen

  60. Pushy Oni

  61. Racer In Shadow

  62. Re:Spawn

  63. Red Cliffs

  64. Reincarnation

  65. Ring of Eternity

  66. Rogue Vocaloid

  67. Shinobi of Fire

  68. Shinobi of Wind

  69. Shinobi of Smoke

  70. Simuzen

  71. Sniffer

  72. Spirit Away

  73. Spiteful Mimic

  74. Squire Pike

  75. Steam Bun

  76. Stratagem Thirty-Six

  77. Stubborn Tengu

  78. Sword Saint

  79. Terragon

  80. The Fast Lane

  81. Thriving Shade

  82. Tong Foot Soldier

  83. War Fan

  84. Waystone Garden

  85. Whitemoon Arena

  86. Wok Shield

  87. Yojimbo

Permalink: http://www.mythgardgame.com/permalink/patch-notes-v0-15

Patch Notes v0.14.2

5/29/2019 1:03:02 AM

Patch 0.14.2 is primarily a balance tuning patch.

Features & Bug Fixes

  • Resizable window on standalone PC clients.

  • Music and ambient sounds are now muted when the game client loses focus.

  • Replay speed controls are now functional. Added controls to jump forward and back 15s.

  • Change replay / spectator point of view.

  • Spectate live ranked games is now accessible from ranked action menu.

  • Removed unintended solutions to puzzles “Needlepoint”, “Hell Hounds”, and “The Wall” ...Let’s see if you can solve them now!

  • ‘Highest Rank’ in player profile is now functional.

  • Fixed an issue where some missions would not remove themselves from the mission list.

  • Fixed a bug where level rewards would sometimes not get credited to your account.

  • Fixed an issue where the AI makes poor choices when killing itself is an option

  • Ongoing updates of various card text.

  • Fixed a bug that would leave a card “stuck” in the air when summoning a minion while an impending divination is being queued.

  • Fixed Yahui and Chort Stag from blocking all overrun damage.

  • Fixed an issue with the Fragile from Turn of Seasons winter not updating when minions changed controllers.

  • Fixed an issue where Root of the World would not draw a minion when returning the last minion back to your deck.

  • Fixed an issue where you couldn’t attack with Panic Raider when on Stairway to Hades if doing so would cause its Breach effect to kill it.

  • Vengeful Heirloom now returns to your hand regardless of who is controlling the target minion.

  • Added a tension music clip when a turn timer has nearly expired. This is still a work in progress.

  • Mythril packages in the store have all been rounded up to multiples of 150.

  • Fixed handling of credit card chargebacks on Steam. If your account has chargebacks, those purchases will now be canceled and the mythril deducted from your account. Accounts with a negative mythril will not be able to earn coin rewards. You can rebuy mythril to bring your account back into good standing. Tsk tsk.

Known Issues

  • The block feature on the Social panel doesn’t work yet

Cards/Tuning

Bald Mountain

  • Occupying minion gets @: Return a spell…’ → ‘@: Return a spell…’

Black Hatter

  • 2/2 → 2/3

  • : Get a free move action : Get a free move action

Blood Moon

  • Give your minions 'Demise: Draw a card' until your next turn → Your minions have Life Tap and ‘Demise: Draw a card’ until your next turn

Brising Necklace

  • Cost: 2[B]B → 2[B]

  • → Durability: 17

Bulwark

  • Give a minion +0/+1 and Armor 1 ... +0/+2 and Armor 1

Dashing Ringmaster

  • Lurker

Detained

  • Give a minion -2/-0 and Immobile … -2/-0 and Immobile until the beginning of your next turn

Dissonant Drone

  • Lurker

Dora

  • @: Look at the top card of a player’s deck … 3 cards of a player’s deck

Draupnir Band

  • → Durability: 15

Eirsdottir

  • 1/3 → 1/5

Enchanteater

  • 1/6 → 2/6

Fey Plagiarist

  • 1/1 → 1/2

Field of Poppies

  • Cost: 2[B] → 1[B]

Foul Harvest

  • Destroy one of your minions to gain 4 life and 2 temporary mana → … 3 temporary mana

Ghūl

  • Cost: 2[O]O → 2[O]

Halcyon Decree

  • Enemy minions in 3 adjacent lanes get -1/-0 and are suppressed until your next turn → ... -2/-0 and are suppressed until your next turn

Ice Spike

  • Give a minion Stunned until your next turn and deal 1 damage to it → … 2 damage to it

Mavka

  • 2/1 → 2/2

Mirage

  • Can be cast to replace a Desert enchantment. If so, when enemy minions attack this lane, your opponent takes 1 damage → 2 damage

Night Hag

  • 2/3 → 2/4

Radiant Vessel

  • 2/2 → 2/3

Reckless Vulcanist

  • 1/1 → 2/1

Sand Scout

  • 2/1 → 2/2

Serendipity Ifreet

  • Awaken: Divination 2 → Awaken: Divination 3

Shadow Trapeze

  • Occupying minion has +1/+0 and Agile → ... has Agile

Storied Martyr

  • Demise: Give all your other minions ... until the end of the turn → … until the end of the  next turn

Strigoi Familiar

  • 2/2 → 3/2

Strigoi Pup

  • 1/2 → 2/1

Triassic Kraken

  • Regen 2 → Regen 3

Ved’ma Flamespar

  • 0/2 → 0/3

Vengeful Heirloom

  • Give a friendly minion +2/+1 and '[Demise]: At the end of your turn, return Vengeful Heirloom to your hand from the boneyard'. → … Return Vengeful Heirloom from the boneyard to its owner's hand’.

Volkov Veteran

  • 3/3 → 3/4

Vulcan Brand

  • Give a minion Piercing and ‘Demise: Deal 2 damage...’ → ... ‘Demise: Deal 3 damage...’

Zmey Hydra

  • 4/4 → 4/5

Paths

Forge Elemental

  • → Armor 1

Journey of Souls

  • Pursuit: Starts with 1 soul → Starts with 2 souls

Rainbow’s End

  • +3 starting life → +7 starting life

Turn of Seasons

  • +2 starting life → +4 starting life

  • Spring: Gain 2 life → Gain 1 life

  • Pursuit: → +2 additional starting life

Powers

Foresight

  • Once per turn, look at the top 3 cards of a player’s deck → ... another player’s deck or pay 1 life and Divination 2

Impel

  • Once per turn, give an allied minion a free move action → and Swift until the end of your next turn

Mend

  • Once per turn, heal all your minions for 1 → and gain 1 life

Reanimate

  • Once per turn, banish the bottom two cards of your boneyard to create... → ... card of your boneyard and pay 1 life to create...

Smite

  • Once per turn, deal 1 damage ... → Deal 2 damage to opposing player if they have more life than you, or 1 otherwise
Permalink: http://www.mythgardgame.com/permalink/patch-notes-v0-14-2

Patch Notes v0.14.1

5/1/2019 6:21:32 PM

0.14.1 is primarily a bug fix patch.

Features & Bug Fixes

  • Added small chance to get wild cards in card packs

  • Added ability to ‘favorite’ card materials and trims to customize the cardback used during card drafts and pack opening and to use as the default for new decks.

  • Another iteration on card layout (still WiP)

  • Tuning adjustments to matchmaking to make it easier to find matches, especially at higher tiers (as a consequence, higher ranked players will occasionally match with players of much lower rank)

  • Fixed a bug with reconnect protocol while matchmaking

  • Fixed match status not being shared to members of 2v2 match queues when they relogin

  • Fix for casual vs ranked games not showing up in match history with casual player greyed (this will not be retroactive)

  • Fixed claiming Maat rewards display on the client

  • Fix display for single card rewards in game mode panels

  • Puzzle mode is no longer applicable for daily missions

  • Minor string fixes and spelling/grammar cleanup

  • Removed non-extended combat preview as an option

  • Added screen shake toggle to options menu

  • When screen shake is enabled, the end game thumbs up button no longer shakes

  • Artifact durability is now displayed properly on divination

  • Fix text not showing up on cards when spectating a match

  • Fixed a bug where suppressed keyword abilities were being shown on the card

  • Moved back player boneyard count tooltip to match back player deck count tooltip

  • Fix inverted hand selection for opponent hand

  • Disk of Circadia should now properly flip sides upon activating a power

  • Pillage should now be castable

  • Fix Bragi Runesinger’s Ultimate interaction with revealed hand

  • Fix Traitorous Murmur / Lavish Proxy interaction (a stolen proxy will no longer protect its former controller)

  • Fix interaction between Hekate’s Wheel and Marching Orders

  • Fix Daeva of the Wastes to send unpicked card to bottom instead of shuffled into deck

  • Fix Fires of Creation card text to reflect that unchosen cards are shuffled instead of sent to the bottom

  • Fixed Godsblud Transfusion tooltip referencing Regen 3 instead of 2

Known Issues

  • The block feature on the Social panel doesn’t work yet

  • Vengeful Heirloom cast on an ally’s minion in 2v2 will not return to your hand

Cards/Tuning

Infuse (power)

  • ACTIVE: Once per turn, give a friendly minion +1/+1 until end of turn → Once per turn, give a minion +1/+1 until end of turn

Undoing this change, which was in anticipation of a stealthy new mechanic... we’ve got it figured out better now though, so feel free to buff your enemies into Gigantomachia range once again!


Kushiel the Unforgiving

  • ABILITY: After killing a minion in combat, gets a free attack action → Gets another action after killing a minion in combat

Converting this into a full action avoids a bug with the way it overlapped with Frenzy, but it also just adds a bit of flexibility.


Lamp of Wonders

  • COST: 3[O] → 2[O]

Art/VFX

  • Updated card art for Detained/Deported and Ingrid Stormdottir
Permalink: http://www.mythgardgame.com/permalink/patch-notes-v0-14-1

Patch Notes v0.14

4/26/2019 10:22:32 PM

Given the size of this patch, it almost feels like it would be faster to tell you what hasn’t changed, but that would be less entertaining to pore over than the stacked list below. Give that scrolling finger a workout by digging into balance changes that refocus the meta on tactical minion combat, crafting and rewards tuning, social features, and more stuff than is reasonable to synopsize!

Revamped Card Layout

  • The new layout has the burn indicator in the top-left corner instead of the middle-right corner in order to make the most relevant information visible in the hand while better matching cardlet slugs in the deck editor

  • A much larger art window and more neutral frame color to conflict less with the wide variation in card art color palette

  • Enlarged and cleaned up info area to make it easier to read the card text

(Note that this is still a work in progress and we expect to iterate on it further as we approach beta)

Features & Bug Fixes

  • Fixed an issue causing reconnecting to the server to occasionally fail

  • Artifact Durability (see independent section below)

  • Added ability to queue 2v2 with a preselected ally or queue with one ally and one opponent or enter a 2v2 match with all four players preselected (2v2 challenges)

  • Added Find Player button to the social panel which allows search for online and offline players by name. Also added a filter for the social panel views using the new filter... text box

  • Improved pack opening experience. Added sound effects and animation. The cards now flip automatically on mouse over except for the rare slot, which requires a click. Note this is still a work in progress

  • Made adjustments to ranked matchmaking and RP rewards. We’ve tightened the matchmaking window and lowered the amount of RP deducted for a loss, especially in the lower tiers. Furthermore, there is now a soft floor on ranks, where a loss will only deduct enough RP to put a player at 0 RP in their current rank -- falling rank will only occur if another loss is incurred

  • Added Maat rewards (see the fourth panel in your player profile). Earn wild cards (see below) and card material/trim by accruing maat. Maat is intended to be an additional reward track for social activities. Note: due to a bug that was discovered only at the last minute, gaining maat has been turned off for the current release. We expect to turn the system on in patch 0.14.1

  • Added a “good game” emote button which appears at the end of the match

  • Added wild cards, which can be used in place of essence to craft cards of a particular set, rarity, and faction. This system allows us to give more specific rewards, in cases where we don’t want to give out large amounts of essence at once. Due to the aforementioned bug, there will be no way to get wild cards until patch 0.14.1, at which point players should be able get wild cards from maat rewards and randomly in packs

  • Unmake value of mythic rarity cards raised from 500 to 625 essence

  • Added about 600 coins to the average value of the weekly chest, while also making its value a bit more random

  • Added a player guide accessible from the escape menu that contains a glossary, rules reference, and basic faction information. This guide will be expanded as necessary to help clarify keyword, ability, and gameplay rules

  • Fixed a bug preventing starter pack items from being displayed upon purchase

  • Story sequences now all have custom music and some additional sound effects

  • Added Puzzle 14: The Wall

  • Game mode panels now give more details about possible rewards

  • Challenge games (all players join from a challenge, none from the matchmaking queue) give half rewards.

  • Added adjustable ‘Ambient’ sound volume level

  • Tooltips now appear for card picks in draft

  • Added tooltips for level-up rewards

  • Added pie and curve details to deck histogram tooltips

  • Card material/trim reward text now specifies whether you received a material or a trim

  • Combat preview now properly hidden after using activatable abilities

  • Fixed 2v2 games not being counted towards multiplayer games achievement

  • Fixed a bug that could cause the hand to lock up

  • Improved selection for cards on the edges of hands that have many cards

  • Clarification pass on some card text (has vs gets)

  • Cards that are not picked during Divination are now shuffled (randomly inserted, not on top) into the deck instead of going on bottom This makes it slightly harder to dig for a specific card, but reduces the somewhat hidden weight of divination choices

  • Burning ephemeral cards banishes them instead of inserting them back into the deck

  • Players can no longer gain life from triggered effects after their life is reduced to zero

  • Minions on life support no longer die when replacing a sustaining enchantment with another one or moving from one sustaining enchantment to another

  • Fixed Desert replacing enchantments triggering off non-Deserts via Rainbow’s End

  • Fixed client crash when using Bragi Runesinger’s ultimate ability immediately after burning a lane enchantment

  • Fixed “divination and draw” not triggering “on draw” effects (specific reported bug was that the second draw from Peri at the Gates wasn’t triggering The Stretcher)

  • Fixed not being able to burn after casting Seal of Exile with a full mana bar

  • Seal of Exile now properly constrained to banish only the owner of the target’s minions in 2v2 and not their ally’s cards

  • Stairway to Hades can no longer revive ephemeral minions

  • The To Heaven and Back buff no longer persists when discarded or removed from play

  • “Permanent” buffs (such as To Heaven and Back and Blood Dolls) no longer fall off when a minion is stolen

  • Allfather’s Horn is now banished even if The Recursionist is in play

  • Playing Herald of War onto a Root of the World no longer leaves the Herald with the Root of the World active ability

  • Twin Junah and Twin Blanque no longer claim to have Overrun and Regen 3 by default

  • Orbital Jamming Satellite’s suppression effect should now properly expire at the start of your next turn as opposed to the end of your opponent’s turn

Known Issues

  • Due to a late-breaking bug, the Maat rewards system has been turned off until 14.1

  • Disk of Circadia is refusing to flip and will require a fix

  • The block feature on the Social panel doesn’t work yet

  • Vengeful Heirloom cast on an ally’s minion in 2v2 will not return to your hand

Artifact Changes

Many artifacts now have durability (shown on the card next to their emblem). When damage is dealt to a player, an equal amount of damage carries over to their artifacts, starting with the “outermost” slot. When the durability of an artifact is reduced to zero, it is destroyed. Excess damage automatically applies to the next artifact in line, and so forth.

Many of the artifacts are now stackable. Artifacts in a stack have independent durability.

High-value artifacts needed systemic counterplay that doesn’t require us to push an unhealthy number of hate cards into core.

Cards/Tuning

Heads Up - Text Changes

This patch we’re updating a lot of card rules text to make effects that work the same way share wordings, cutting down on individual cases where wordings differed for arbitrary or stylistic reasons. These tweaks shouldn’t be very disruptive and the functionality is unchanged, (otherwise they’re listed below!) hence this note rather than an exhaustive list.


Alchemical Key

  • NEW: Stacking

  • DURABILITY: 20


Alkonost

  • ACTIVE: ❷@: Give another minion Agile and ‘Is sacrificed after attacking → ❷: Give another minion ‘Sacrifice at end of turn unless it attacked or was just created’


Allfather’s Horn

  • TYPE: Spirit Spell → Valkyrie Spell

  • SPELL: Restore action to all your minions, refresh your mana, and draw a card → Restore action to all your minions, then refresh your mana and gems

To clarify, Horn has always refreshed your gems in addition to your mana as part of its “take another turn”-like flavor, but the additional card may have been a bit strong.


Blackened Jotun

  • NEW: Overrun


Black Hatter

  • NAME: The Black Hatter → Black Hatter

  • COST: 4[B]B → 3[B]B


Bold Omega

  • BREACH: Empower with +2/+1 and Life Tap → Empower with +2/+1

  • NEW: Life Tap


Bolt From the Blue

  • NAME: Bolt From the Blue → Brainstorm

  • COST: 1[B] → 3[B]B

  • SPELL: Deal 1 damage to a minion and draw a card → Draw 2 cards

One of the persistent tuning problems with blue as a faction has been that in addition to being good at area of effect damage and using enchantments to build threatening minions, containing cheap single target removal also makes Norden king of spell-slinging and card efficiency. Big changes like these have meta shaking impact, but are part of a larger effort to solidify faction identity and balance before beta and the wipe.


Bragi Runesinger

  • ENERGY: 3🗲 → 1🗲

  • ACTIVE: -2🗲: Give another minion Warded → -2🗲: Give another minion Frenzy

  • ULTIMATE: -5🗲: Choose and draw up to two enchantments from your deck → -4🗲: Choose and draw up to three enchantments from your deck


Breath of Wintertide

  • COST: 3[B] → 2[B]


Calliope Muse

  • SIZE: 3/3 → 3/2


Cataclysm

  • COST: 6[B]B → 6[B]BB

  • DAMAGE: 6 → 5

Unpacking the differences between a game like Mythgard and all the more open-fielded card combat systems out there comes with surprising little tuning revelations, and promoting positional, strategic play means that board clearing spells don’t get to be quite as crushingly competitive.


Chort Stag

  • PASSIVE: Reduces damage taken in combat to 2 → 3

  • NEW: Overrun

  • AWAKEN: Return a minion from your boneyard to your hand


Circle of Protection

  • SPELL: Give all your minions Armor 2 and Warded until your next turn → Give all friendly minions Armor 2 and Warded until your next turn

Extending the protection a bit in 2v2.


Crimson Pact

  • COST: 2[R]R → 3[R]R

  • SPELL: Banish a minion and you lose life equal to its strength → Destroy a minion and you lose life equal to its strength

As good a spot as any to talk a little about this big shift in the meta; Removal and deck cycling efficiency have a pretty chilling effect on tactical, board-presence-based play. With shifts like this, it should be a bit easier to make progress by playing minions and making smart trades.


Cyclopean Giant

  • FOCUSED: 4 → 5


Detained

  • SPELL: Stun a minion until your next turn → Give a minion -1/-0 and Immobile


Dragon’s Teeth

  • NEW: Stacking

  • DURABILITY: 10


Draupnir Band

  • NEW: Stacking


Dream Weaver

  • COST: 3[Y]Y → 3[Y]


Eir Healing

  • SPELL: Restore 3 minion health or grant 3 player life. Draw a card → Restore 5 health to a minion and draw a card

Increasing the odds that you’ll actually care for some poor wounded minions while healing your way through the deck using what was always a very stall-oriented spell.


Extract Life

  • COST: X[R]R → X[R]RR


Forge Elemental (created by the Fires of Creation path)

  • DEMISE: Deal 1 damage to your opponent → Restore 3 durability to all of your artifacts


Forked Lightning

  • Deal 2 damage to enemy minions in 3 adjacent lanes → Deal 1 damage to the occupant of an enemy lane and 2 damage to adjacent lanes

Now has a damage profile that’s actually “forked”!


Giant’s Stairway

  • NAME: The Giant’s Stairway → Giant’s Stairway


Godsblud Transfusion

  • SPELL: Give a minion +1/+1 and Regen 3 → Give a minion +2/+2 and Regen 2


Goliath’s Web

  • NAME: The Goliath’s Web → Goliath’s Web


Hacker’s Intuition

  • COST: 2[G]G  → 2[G]


Hekate’s Wheel

  • ENCHANTMENT: Enchantments in the opposing three lanes are Suppressed → While occupied, enchantments in the opposing three lanes are Suppressed

Requiring occupancy reinforces the pattern that board control is more about contesting lanes and less about “fire and forget” effects shutting down parts of the battlefield.


Helm of Conscription

  • DURABILITY: 16


Ice Spike

  • SPELL: Deal 3 damage to a minion → Give a minion [Stunned] until your next turn and deal 1 damage to it


Ichor Feast

  • COST: 3[R]R → 3[R]RR


Infuse (power)

  • ACTIVE: Once per turn, give a minion +1/+1 until end of turn → Once per turn, give a friendly minion +1/+1 until end of turn


The Invisible City

  • SHARE: While occupied, draw an extra card each turn → While occupied, friendly players draw an extra card each turn

In 2v2, control over the center lane enchantment is usually a matter of who is playing into it or taking action at the moment, which unfortunately isn’t clear at the start of your turn, when the “Throne” cycle of enchantments are alternating controllers and handing out cards. This change makes an occupied The Invisible City, Odinthrone, Sacrificial Altar, Temple at Delphi, or Treasury of Petra high value in 2v2 regardless of where it’s sitting or who currently has control.


Ironbelly Wyvern

  • COST: 3[R] → 3[R]R

  • SIZE: 3/4 → 3/2

  • NEW: Rush


Leshy Greene

  • COST: 4[G]G → 3[G]G


The Long Winter

  • All non-occupying minions come into play Stunned until the end of their next turn → While occupied, all minions outside this and the opposite lane come into play Stunned until the end of their next turn

Given the degree to which it’s capable of slowing the game down, intent here is to increase counterplay and make The Long Winter’s position on the board more important and contested.


Matryoshka

  • DURABILITY: 12


Mend (power)

  • REMOVED: ...and gain 1 life

See the Smite change for additional context, would be a little silly for these two powers to negate each other that directly.


Meso Libre

  • COST: 3[Y] → 3[Y]Y


Misanthropia

  • SPELL: Destroy all minions → Give all minions [Blight 3]


Model of Duality

  • DURABILITY: 15


Mothmara

  • SIZE: 2/1 → 1/2

  • ABILITY: Agile → Deal 1 damage to your opponent when you cast a spell


Odinthrone

  • SHARE: While occupied, draw an extra card each turn → While occupied, friendly players draw an extra card each turn

See The Invisible City change for context.


Ollama Ring

  • NEW: Stacking

  • DURABILITY: 12


Orbital Jamming Satellite

  • DURABILITY: 13


Ourania Muse

  • COST: 3[R]R → 3[R]


Panic Raider

  • COST: 3[R]RR → 3[R]R


Pit Fiend

  • ABILITY: Demise: Banish the bottom 4 cards of your opponent's boneyard → Awaken: Banish the top 4 cards of your opponent's boneyard


Quicksand Hourglass

  • NEW: Stacking


Radiant Vessel

  • ACTIVE: Consumes remaining O gems to get +1/+0 for each O until end of turn → your next turn


Raid the Tombs

  • COST: 2[G] → 2[G]G


Sacrificial Altar

  • SHARE: While occupied, draw an extra card each turn → While occupied, friendly players draw an extra card each turn

See The Invisible City change for context.


Sapo, the Devourer

  • AWAKEN: Devour an enemy minion in the opposing lane as well as your minions in adjacent lanes. Is created with 2 more strength and health for each minion destroyed in this way → Destroy an enemy minion in the opposing lane as well as friendly minions in adjacent lanes. Gets +2/+2 for each minion destroyed in this way

In the mind of a godlike amphibian, devour and destroy mean the same thing, but it’s probably better to be clear about things like this (and the way it works in 2v2). Additionally, making dat belly a buff instead of a base size increase means that it can be suppressed.


Samosek, the Living Sword

  • NEW: Stacking

  • DURABILITY: 7

  • ABILITY: After your opponent's minions deal combat damage to a player they take 1 damage → 2 damage


Sandscale Wurm

  • NEW: Overrun


Sea Lord’s Trident

  • DURABILITY: 16


Serpent Den

  • COST: 4[Y] → 3[Y]Y

  • REMOVED: (Temple Snake) Awaken: Gets a free move action

The value-over-time proposition is obviously the point of serpents, but the den self-solves its own potential lane clogging problems too well for interesting options like the Impel power to combo with it.


Shroud of the Pit

  • DURABILITY: 15


Singing Stone

  • NAME: The Singing Stone → Singing Stone

  • NEW: Stacking

  • DURABILITY: 14

  • ARTIFACT: All your enchantments give occupying minions +1/+1 in addition to their other effects → All your minions have +1/+1 while they are occupying enchantments

This doesn’t change the stone’s functionality much, but doing it this way simplifies it somewhat and gets rid of a lot of noisy/redundant text all over your enchantments.


Smite (power)

  • DAMAGE: 2 → 1

Not just a test of the “how much impact can a single number going down by one have?” system, but a necessary change to support a world where player damage erodes artifact durability.


Spear of Destiny

  • NEW: Stacking

  • DURABILITY: 18


Spellflux Cauldron

  • NEW: Stacking

  • DURABILITY: 13


The Stretcher

  • NEW: Stacking

  • DURABILITY: 9


Tailroot Wurm

  • COST: 4[B] → 4[B]B


Temple at Delphi

  • SHARE: While occupied, draw an extra card each turn → While occupied, friendly players draw an extra card each turn

See The Invisible City change for context.


Timberland Troll

  • COST: 4[B]B → 4[B]


Treasury of Petra

  • SHARE: While occupied, draw an extra card each turn → While occupied, friendly players draw an extra card each turn

See The Invisible City change for context.


Triassic Kraken

  • REGEN: 1 → 2


Vilja Windfury

  • COST: 7[G]G → 6[G]G

  • SIZE: 6/6 → 4/5

  • ABILITY: Armor 1 → Swift, Frenzy


Volcanic Risi

  • BLAST: 3 → 4

  • NEW: Awaken: Deal 4 damage to your opponent


Xerxian Saboteur

  • ABILITY: @: Destroy an artifact and disable this ability → Awaken: Deal 6 combat damage to opposing player's artifacts


Yana Virus

  • NAME: The Yana Virus → Yana Virus

Art/VFX

  • New draining visuals for Life Tap

  • Card art updates for Alchemical Key, Lavish Proxy, Matryoshka, Fey Plagiarist, Desertification Engine, and Faceless Construct

  • 24 new wild card designs



Permalink: http://www.mythgardgame.com/permalink/patch-notes-v0-14

Patch Notes v0.13.4

3/26/2019 6:52:42 PM

This small bug-fix patch addresses some visual and audio bugs. We also deployed some server-side adjustments prior to this patch that begin to address some issues with Ranked play awards.

Features & Bug Fixes

  • Removed sound effect for mana increasing or decreasing

  • Fix for card visuals stuck on screen when crafting cards in deck editor on mobile

  • Fix for visual bugs when viewing gallery art while a card is destroyed

  • Option to queue 2v2 with AI temporarily removed (was not yet functional)

  • Fix for minion visuals occasionally being left behind on the board when killed

  • Fix for Gamayun being able to use divination multiple times with Mistwalker Gate

  • Practice mode using a deck with a long name no longer gives error message

  • Fix for Twitch overlay stopping working when encountering a player or AI without a path or power

Known Issues

  • Ranked losses to closely matched opponents remain more severe than we intend. We expect a fix for this in our next patch

  • The Social panel is still a work-in-progress, the search and block features aren’t functional

  • Vengeful Heirloom isn’t correctly returning from boneyards


Permalink: http://www.mythgardgame.com/permalink/patch-notes-v0-13-4

Patch Notes v0.13.3

3/14/2019 10:58:57 PM

The starter pack deal will no longer expire! We’re also boosting the starting coin pool for new and existing accounts so you can hit the ground running, introducing some sleek card backs, and of course squeezing in some bug fixes and quality of life tweaks too.

Features & Bug Fixes

  • Fixed a bug causing spurious network disconnections

  • Fixed twitch overlay allowing mouse over of hidden cards while spectating

  • Removed starter pack deal expiration

  • Display current bonus pool in top bar of main menu

  • All new accounts start with an extra 9200 coin bonus pool (existing accounts get this bonus on first login)

  • Added several new card backs and trim:

    • Black & White variations of existing backs

    • Blue Damask card back

    • Ranked Alpha-Zero trim: unlock through ranked play

    • St. Patrick’s day card back and trim: unlock by opening weekly chest before 4/1 (server time)

    • Rhino Alpha Strike back: Unlock by beating a developer (grey names in-game)

  • Q-Mode

    • We’ve added an invitation-only account badge that allows badged players to queue with phantom decks when enabled

    • They will only match with appropriate-strength players and most rewards are disabled in this mode

  • Increased maximum deck name length

  • 2v2 games no longer require players to hit ‘play’ before starting

  • Reduced base life in 2v2 games to 40

  • Added battery indicator to combat scene

  • Fixed slow scroll wheel speed in game history

  • Draft mode defaults to showing the card histogram

  • Fixed crash in pack opening scene when opening weekly chest

  • Fixed ‘ghost’ card appearing when crafting in deck editor

  • Fixed client hang when saving deck containing path or power and no cards

  • Fix for issue where path and power sometimes cannot be selected after importing deck

  • Fix for touch devices being able to erroneously cancel certain targeting modes

  • Fixed issue which caused the wrong deck to be used in matched games

  • Removed Emote and Mute portrait menu options during spectate and replay modes

  • Fixed End Turn button sometimes being disabled when reloading a game

Known Issues

  • The Social panel is still a work-in-progress, the search and block features aren’t functional

  • Vengeful Heirloom cast on an ally’s minion in 2v2 will not return to your hand

  • Bots that queue up for 2v2 are incapable of thinking or making moves

  • In the process of running mana experiments on etheric wind chimes, some sounds got hooked up to a higher frequency action than is ideal

Cards/Tuning

  • Academy Recruitment

    • SPELL: Create 1/1 Cadets in three of your adjacent unoccupied lanes → Create 1/1 Cadets in three friendly adjacent unoccupied lanes

This change only affects how the spell works in 2v2, allowing you to create Cadets in your partner’s lanes.


  • Samosek, the Living Sword

    • ARTIFACT: After your opponent's minions deal combat damage to a player they take 1 damage → After enemy minions deal combat damage to you they take 1 damage

Finally getting the kinks out of the 2v2 trigger parsing.


Permalink: http://www.mythgardgame.com/permalink/patch-notes-v0-13-3

Patch Notes v0.13.2

3/7/2019 7:34:34 PM

Tweaking of life totals to influence the timeless struggle of rush vs. control aside, this is another light patch to fix small issues that would start to feel big if left alone for a full cycle.

Features & Bug Fixes

  • Increased base player life by 5 (from 20 to 25)

  • Added “enhanced combat preview” option to game options

  • Hide minicard when dragging deck in editor

  • Fixed a bug where the totals bar in the deck histogram wasn’t properly tracking removed cards

  • Fixed a bug causing the AI to act more wonkily than usual

  • Added code to punish AI for trolling with Mistwalker Gate

  • Improved and fixed bugs with targeting line functionality added in patch 13.1

  • Resupply Caravan fixed to interact correctly with Incubation Chamber

  • Dune Courser fixed to no longer stack up buffs when moving from Desert to Desert

  • Fixed Draupnir Band incorrectly triggering on minions created by your opponent’s ally in 2v2

  • Fixed the mana cost increases from Garden of Iriy to stack properly with themselves

  • VO volume slider is now functioning

  • Journey of Souls animation displays proper soul count

  • Fix for store button textures in pack opening scene

  • Removed interaction delay on artifacts and powers

  • Fixed issue with social statuses not updating properly

Known Issues

  • Disk of Circadia HUD was “fixed” in 2v2 to show the opposite side than it’s actually on

  • The Social panel is still a work-in-progress, the search and block features aren’t functional

  • Vengeful Heirloom cast on an ally’s minion in 2v2 will not return to your hand

  • Bots cannot currently queue up with players via the “Match with AI challengers” check box in 2v2

Cards/Tuning

  • Samosek, the Living Sword

    • TRIGGER: After enemy minions deal combat damage to a player they take 1 damage → After your opponent's minions deal combat damage to a player they take 1 damage

This change merely constrains how the artifact works in 2v2, and will need another small future change to fully “flip” the trigger around. For now, this wording is somewhat weird but accurate.

Permalink: http://www.mythgardgame.com/permalink/patch-notes-v0-13-2

Patch Notes v0.13.1

2/22/2019 10:31:18 PM

Features & Bug Fixes

  • Fixed some crash bugs / connectivity issues

  • Added targeting lines to better communicate the target of spells, and you can toggle this feature on/off in game options

  • Tripled experience gained for PvP matches (this was applied as a live server update on Feb 19th)

  • Added hand count and path state indicators to 2v2

  • Added a “totals” bar to deck histogram

  • Puzzle button moves to the far left when all puzzles have been completed

  • Improved draft auto builder handling of 3+ color drafts

  • When you reconnect while playing a gauntlet or arena game, you are now properly presented with the next stage button (if applicable) and are returned to the gauntlet or arena panel when exiting to the main menu

  • Added a couple card back options

  • Updated portrait selection and options UI

  • Optimizations to player profile UI

  • You can now copy the match id to your clipboard by hitting ctrl-c in the escape menu or while your mouse is over a match history entry (native clients only)

  • Fixed a bug where newly created decks would be marked as invalid until edited

  • Fixed a bug where card tooltips would break after transforming a minion

  • Fixed a bug where the game would crash when casting Pride of Place on Bela, Witch Queen

  • Fixed histogram for horizontal deck editor / draft view

  • The “show available cards” filter when editing a draft deck now shows/hides cards that are already in your deck

  • Fixed a bug where match history could appear in reversed order

  • Fixed a bug where the player’s name in their profile details would not be shown at certain resolutions/dpi.

  • Bonus life from paths no longer count towards the Healer daily mission.

  • Fixed a bug that prevented games where Bragi Runesinger or Shopworn Bull activate an ability from replaying on non-web clients.

  • Fixed a bug where the vfx for damage spells wouldn’t play if damage was reduced to zero by armor (specific reported case was Bolt from the Blue cast on an Ironflesh Performer)

  • Fixed a bug preventing the Hand of the Healer daily mission from registering progress and fixed its text to reference the correct power

  • Removed erroneous draw card text on Traitorous Murmur

  • Fixed a bug where warded preview fx initiated during combat preview weren’t being removed after the preview

  • Fixed artist misattribution for Loki’s Veil

  • Stopped death decals from center lane minions from occasionally sliding around

Known Issues

  • Vengeful Heirloom cast on an ally’s minion in 2v2 will not return to your hand

  • The Social panel is currently under heavy development, with lots of placeholder functionality

  • Bots cannot currently queue up with players via the “Match with AI challengers” check box in 2v2

  • Reminder: With builds that change card data we often have to invalidate replays that were made before the patch; this time around, all your old replays were invalidated to address a larger checksum issue

Cards/Tuning

  • Einherjar Berserkr

    • ACTIVE: Cost 3B → 1BB


  • Forked Lightning

    • SPELL: Deal 3 damage to the occupant of an enemy lane and 2 damage to adjacent lanes → Deal 2 damage to enemy minions in 3 adjacent lanes


  • Freki Sidecar

    • SIZE: 1/3 → 1/2


  • The Giant’s Stairway

    • COST: 4[B]B → 5[B]B


  • Pack Trooper

    • SIZE: 1/1 → 1/2


  • Thieves Bazaar

    • TAGS: Rebel Enchantment → Desert Enchantment

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