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Cards and Castles Ultimate›Events›July Season Balance Patch
Game update

July Season Balance Patch

Cards and Castles Ultimate · published 2 months ago

All eventsPlayers around this dateRead on Steam

    PATCH NOTES
  • Added a new generic wild card type, which can be used to craft cards from any set. All sources of wildcards now drop generic wild cards. Effectiveness of the bonus wildcard meter from pack opening has been reduced due to this change.
  • The battle pass has been reformulated for 1 month intervals instead of 2 month intervals, and the rewards and price have been proportionally reduced. Rewards now have a much greater emphasis on Ingots and latest expansion packs and cards.
  • Lobby draft and sealed deck modes now have a free play feature, allowing players to organize their own challenges in place of the pre-determined format.
  • Ranked system progress has been adjusted in various aspects.GAMEPLAY
  • Response simplification: Responses have been renamed to TRAPS. A set trap is now visible to the opponent, but its identity and gold spent remain hidden. Traps now count as a play card event immediately when set, instead of when activated. These changes should make Traps much more understandable and more similar to normal cards.
  • Activations based on a spell cast have now been standardized to use the “cast a spell” terminology and functionality.
  • Spell cards that directly cause a unit to deal damage on its behalf, such as Synchronized Strike, now benefit from spell damage modifiers. Note this does not apply when the damage is triggered by an event other than the card directly being played, such as with Kunai or Blazing Claws.
  • All warlock units with an effect based on fire spells have been expanded to use any red spell instead. Spell synergies should generally use the card’s color instead of a spell school going forward, except for Lightning and Frost synergies.
  • Most effects that summon a random unit can no longer summon stealthed units. This was done so the outcome of the random effect is clear to the opponent.
  • Yaarhym Giant: Now counts any blue spell.
  • Flame Knight: Ability no longer gives +1 Attack. Instead, it gains +1 Attack whenever you cast a red spell. This slight rework avoids confusion around which effects activate if his spell is recast or duplicated.
  • Field of Screams: 4g -> 5g.
  • Army of the Dead: 9g -> 11g.
  • Valkyrie: 6g -> 7g.
  • Beastmaster: 5g -> 6g.
  • Dwarven Mecha Golem: Stats reduced 7/7 -> 6/6.
  • Inquisition: 4g -> 5g.
  • Knight of Flowers: No longer has Shield.
  • Living Vines: 5g -> 3g. Stats reduced 3/3 -> 1/3.
  • Root Drake: Now also a Treefolk.
  • Cull the Weak: 5g -> 6g.
  • Icewalker Giant: 5g -> 6g. Stats increased 2/6 -> 2/7.
  • Magmasaur: 1/3 -> 1/2. Cost reduction now only counts one other Dinosaur.
  • Cambrian Explosion: Damage changed to a 3x3 area instead of full board.
  • Kaiju God: Surge cost increased 1g -> 2g.
  • Soul Burn: Castle damage increased 3 -> 5.
  • Essence of Hatred: Redesigned.
  • Exhaustion: Redesigned.
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