[img=http://forced2.com/mm/MMupdate_29.png]
What a show!
We were truly on the edge of our seats as Team Brainy almost beat Brawny for the ultimate prize!
Ok, fine, it was pretty much decided from the beginning, but a few loyal Masters out there really gave it their best. Team Brainy and Bloody can rightfully be proud of their attempts!
Glory be to Team Brawny, the best of the best, the Masters of Minion Masters, and winners of the Tri-Team Tourney.
This will be remembered for eons to come - or at least until the next big thing happens - and it will affect future events.
With the Tri-Team Tourney finished, the two cards included in the prize chest are now available to all through the spins, and we’re looking forward to seeing them played again and again and again..
NEW Cards
- S.T.INT The Single-Track Interceptor - or S.T.INT - is fast, agile and packs quite a punch for its size. Can’t take much punishment though
- Guardian This hunk of health guards nearby allies, absorbing any damage they take.
Balance
- Soul Stealer - Mana cost down from 6 to 5 --- Developer comments --- The Soul Stealer hasn’t seen much play because it’s a rather niche card. It’s not particularly good at countering anything for a defense, rather it “counters” swarm decks by using their strength to create a strong push of its own. However, due to his low health, he was easily removed even when he got the stacks needed to pose a threat to the enemy Master. With this change, he should be easier to get value out of, meaning he can be played in more situations, and has a greater reason to be included in a deck.
- Scrat Horde - Mana cost down from 5 to 4 --- Developer comments --- The Scrat Horde was balanced a lot around Ratbo’s Showoff perk before the rework to More Dakka! It was one of many reasons we wanted to change him, and now that it’s been done, we’re willing to experiment with a cheaper Scrat Horde, hopefully making it more viable for all Masters in the game. Ultimately the card was intended as a one button swarm, which would handle things like the Cleaver and bigger units very well, but the high mana cost and vulnerability to shock rock made it weak, but like the Soul Stealer, a lower mana cost will make the card easier to gain value from.
- Stun Lancers - Health up from 70 to 120 --- Developer comments --- Stun Lancers is a severely underused card at higher levels of play, and we believe it’s in part due to their highly specialized nature. 4 Mana for a card that stuns an enemy was a counter to the Cleaver, but not good in a lot of other situations. Giving them a lot more health will give them a role besides stunning, as they can now form a decent frontline, and even have a chance to get to the enemy Master.
Cheers from BetaDwarf!
