tag:blogger.com,1999:blog-18203625454038374142024-03-13T14:21:09.355-07:00Kingdoms CCG Dev BlogThis is the developer blog for Kingdoms CCG. We'll update with upcoming news and balance tweaks.Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.comBlogger275125tag:blogger.com,1999:blog-1820362545403837414.post-52796801525684681692016-08-17T09:13:00.001-07:002016-08-17T09:13:22.628-07:00Season One: Pack Available Now! - August 16 Release NotesThe release is complete and the new cards are available now! They are now available as both a pack of 13 fixed cards, or as singles in the market. You can see all 13 cards in their released glory below.<br />
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<b>Additional Changes</b><br />
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1. Summoner's Gambit and Wealthy Benefactor have been rewritten so that they will always be up to date with the latest release, and have no chance to grant you unreleased cards.<br />
2. Arena Seasons will no longer award promo cards for the time being. We haven't been able to keep up with the 25 day cycles. To compensate, the Standard Arena will now award additional Gems.<br />
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<b>Upcoming Contest</b><br />
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We're going to be running a contest soon to design a NEW Legendary creature. This will be your chance to get in on the design process and influence the future of the game! We will be running the contest on our official Facebook page, so if you're not following us yet, <a href="https://www.facebook.com/KingdomsCCG">go there now and hit "Like"</a>.<br />
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Here are the new cards (click to see them full sized)!<br />
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<br />Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-58118646759850591062016-08-12T12:57:00.001-07:002016-08-12T12:57:48.622-07:00Season One Preview: Feel the RageFor the title of "Best Two-Mana Creature" there is definitely a lot of competition. Top choices include amazing cards like Erratic Werewolf, Shrieker, Firesworn Elf and Raging Vines.<div>
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<a href="https://2.bp.blogspot.com/-Y42CrqQo9X4/V64fnDEAIFI/AAAAAAAAAoM/HgPewrPX_owrlX7PP1ihuEE6f4q6XNxMwCLcB/s1600/ascend_card_41.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://2.bp.blogspot.com/-Y42CrqQo9X4/V64fnDEAIFI/AAAAAAAAAoM/HgPewrPX_owrlX7PP1ihuEE6f4q6XNxMwCLcB/s200/ascend_card_41.jpg" width="142" /></a><a href="https://1.bp.blogspot.com/-WtTwJK2zXeM/V64gKbKBntI/AAAAAAAAAoU/Z2wXyzZgezYzSYqQTF-JIKPXArMnfa3ZwCLcB/s1600/promo_card_525.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://1.bp.blogspot.com/-WtTwJK2zXeM/V64gKbKBntI/AAAAAAAAAoU/Z2wXyzZgezYzSYqQTF-JIKPXArMnfa3ZwCLcB/s200/promo_card_525.jpg" width="142" /></a><a href="https://1.bp.blogspot.com/-TJ-yOGzHXJw/V64gNMT6iwI/AAAAAAAAAoY/TDizyYamSp8QDCE-Bb693mUexaBMTGejwCLcB/s1600/tribes_card_732.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://1.bp.blogspot.com/-TJ-yOGzHXJw/V64gNMT6iwI/AAAAAAAAAoY/TDizyYamSp8QDCE-Bb693mUexaBMTGejwCLcB/s200/tribes_card_732.jpg" width="142" /></a></div>
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<span style="font-size: x-small;"><i>Who is the best?</i></span></div>
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In Season One: Pack One we are introducing a new creature that could very well take the top spot. A creature that can get even larger than Raging Vines without worrying about your discard pile.</div>
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<a href="https://1.bp.blogspot.com/-uU0jlNnD5Xc/V64lwRk_oNI/AAAAAAAAAoo/JicSl_AlgcMjfQiB0KMJXnvXAKyXVeH_wCLcB/s1600/sopo_card_10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://1.bp.blogspot.com/-uU0jlNnD5Xc/V64lwRk_oNI/AAAAAAAAAoo/JicSl_AlgcMjfQiB0KMJXnvXAKyXVeH_wCLcB/s400/sopo_card_10.jpg" width="285" /></a></div>
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Feral Rager is a simple 2/1 for 2 until you read his powerful text. Every time a creature dies - whether yours or your opponent's - Feral Rager's anger grows along with his stats. Drop him in an empty slot when you have a creature lined up to trade into an opposing creature and at the end of combat he'll be a 4/3. Attack into a smaller creature? It dies, Rager grows.</div>
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And this rage is red hot and uncontrollable. The Feral Rager has Invoked which lets his sword burn through Armor and shields, and he can't be Pacified. RAGE!</div>
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One of the decks we tested Feral Rager in is this aggro Arcanos build:</div>
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<a href="https://1.bp.blogspot.com/-pxi-G7SdSAA/V64lwcmYK3I/AAAAAAAAAo4/XDpvg31CwsMB8T1XpKeNfR94Nxv9rRLMACEw/s1600/feral_rager_deck.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://1.bp.blogspot.com/-pxi-G7SdSAA/V64lwcmYK3I/AAAAAAAAAo4/XDpvg31CwsMB8T1XpKeNfR94Nxv9rRLMACEw/s400/feral_rager_deck.jpg" width="400" /></a></div>
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<span style="font-size: x-small;"><i>(click to see full size)</i></span></div>
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Here is how Feral Rager fared in one, not-so-uncommon game:</div>
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<a href="https://2.bp.blogspot.com/-ofLCavErGJI/V64lwe9wldI/AAAAAAAAAo4/pTBA9jsuJgAlWYZxtIOu8gx9ZW7nouVBQCEw/s1600/feral_rager_battle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="480" src="https://2.bp.blogspot.com/-ofLCavErGJI/V64lwe9wldI/AAAAAAAAAo4/pTBA9jsuJgAlWYZxtIOu8gx9ZW7nouVBQCEw/s640/feral_rager_battle.jpg" width="640" /></a></div>
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No pump spells. No tricks. Just kill, kill, kill and let the Ragers reap the benefits!</div>
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<b>RELEASE UPDATE:</b></div>
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Season One; Pack One has been submitted to Apple! While we are waiting for their go ahead, watch our <a href="https://www.facebook.com/KingdomsCCG">official Facebook page</a> for additional previews. If all goes well we will be live next week!</div>
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Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-51780439121934776172016-08-05T13:37:00.000-07:002016-08-05T13:37:02.895-07:00Season One Preview: Feeling InvulnerableHit points.<br />
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When it comes to Kingdoms CCG, your Hit Points mean everything. It doesn't matter what cards you have in hand, or how well you're positioned, if your opponent can deal those last few points of damage to you, the game is over and you're done.<br />
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So the idea of a card that says "Your hero does not take damage" is pretty exciting. No Lightning Blast to the face. No Immolate worries. No Scavenging Goblins taking your charges. No damage. Period.<br />
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Well we've made that card and here it is:<br />
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<a href="https://2.bp.blogspot.com/-2lSkwzdlu_Y/V6T0WAIZWDI/AAAAAAAAAn4/_nHpKYwxz8s7UQ7XtkEu-TQi2gwRWBuBQCLcB/s1600/sopo_card_4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://2.bp.blogspot.com/-2lSkwzdlu_Y/V6T0WAIZWDI/AAAAAAAAAn4/_nHpKYwxz8s7UQ7XtkEu-TQi2gwRWBuBQCLcB/s400/sopo_card_4.jpg" width="285" /></a></div>
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If you haven't considered the Holy kingdom in the past, Guardian Angel is definitely a creature that could pull you there in the future. While the Angel herself isn't invulnerable, you will definitely feel that way while she is around.</div>
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At 2/5 for 5, the Angel is definitely a good bargain. Flight help her get in for damage, while Puresoul keeps your opponent honest. Kill her or don't - no fancy stuff allowed.</div>
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Of course while the Guardian Angel is putting her life on the line for you, she expects something in return. While on the board, your Hero can not gain life either. Any life you would gain, heals the Angel.</div>
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The Angel will be particularly interesting in Belnir, who can grant her Indestructible, Armor and Regen. With enough time and the right buffs, she could truly become invincible.</div>
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Another way to keep her around is to make sure you always have one in hand. And we have another card, this time Mystical, that can help you do just that:</div>
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<a href="https://3.bp.blogspot.com/-g1s6KuvpeIY/V6T0WHVQXqI/AAAAAAAAAoA/w19BPfwrhlkV_0BzZ6m_Gc-_NyLUQFbkwCEw/s1600/sopo_card_6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://3.bp.blogspot.com/-g1s6KuvpeIY/V6T0WHVQXqI/AAAAAAAAAoA/w19BPfwrhlkV_0BzZ6m_Gc-_NyLUQFbkwCEw/s400/sopo_card_6.jpg" width="285" /></a></div>
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Here are Guardian Angels copies 5 through 8. </div>
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Spirit Claim is another simple, yet powerful card. Target any creature - yours or your opponent's - and put a copy of that creature's card into your hand. You can then play it at any time just as you would any other card.</div>
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The possibilities with this card are endless. Think of it as Ravinova's Prototype for creatures with no limitations.</div>
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One of the best lines of play we've seen with Spirit Claim is in response to Kral, Harbinger of a New Age. You let them get their next Legendary and play it. You then play Spirit Claim on Kral, and drop him immediately, banishing both Legendaries and setting yourself up to start drawing your own.</div>
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Beyond this, almost any creature with a strong On Enter ability or static ability makes a particularly good target for Spirit Claim.</div>
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What decks will these cards see the most play in? That's up to you. Start brewing and let us know your favorite new deck ideas.</div>
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<br />Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-35137030962099681932016-07-27T09:00:00.000-07:002016-07-27T09:00:03.403-07:00Card Previews: Raising a New Type of DeadFollowing the cue of their Alchemy allies, the Undead Kingdom brings two very exciting new cards to the battlefield in Season One: Pack One.<br />
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The first card is this simple, yet powerful design:</div>
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<a href="https://2.bp.blogspot.com/-fCgFacrcEmo/V5WXZUM3c_I/AAAAAAAAAnE/t-o7oTJQsXghDKghP5rJoPbqD_mS9KQ8ACEw/s1600/sopo_card_11.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://2.bp.blogspot.com/-fCgFacrcEmo/V5WXZUM3c_I/AAAAAAAAAnE/t-o7oTJQsXghDKghP5rJoPbqD_mS9KQ8ACEw/s400/sopo_card_11.jpg" width="285" /></a></div>
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<span style="font-size: x-small;">(Final Sketch Art. Colour art being implemented now.)</span></div>
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That's two cards, two mana, no drawbacks. Sure those creatures have to get into your discard pile in the first place, but the over the course of a game, that's going to happen quite often. Ichor takes the card to a different level, with his heavy self-mill strategy feeding Reap the Graves with targets in the early game.</div>
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In testing this card have proven surprisingly effective. Recurring sweet Reanimate creatures like this little lady can be very frustrating, as suddenly your opponent has way more copies than you have Disintegrates.</div>
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<a href="https://4.bp.blogspot.com/-tNL1D1lafC0/V5WZIn6aU4I/AAAAAAAAAnU/bonbssejKVgz54jxfz83R0NR6A25Mv32gCLcB/s1600/did_card_43.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://4.bp.blogspot.com/-tNL1D1lafC0/V5WZIn6aU4I/AAAAAAAAAnU/bonbssejKVgz54jxfz83R0NR6A25Mv32gCLcB/s200/did_card_43.jpg" width="142" /></a></div>
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But my favorite target to recur over and over is a different dead lady:</div>
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<a href="https://1.bp.blogspot.com/-dL2gRWfFltc/V5WZNkXNzTI/AAAAAAAAAnY/nbrkXb5kOjUC1_mFm2BEkxXsVpEn6vFOQCLcB/s1600/did_card_46.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://1.bp.blogspot.com/-dL2gRWfFltc/V5WZNkXNzTI/AAAAAAAAAnY/nbrkXb5kOjUC1_mFm2BEkxXsVpEn6vFOQCLcB/s200/did_card_46.jpg" width="142" /></a></div>
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With Corpsecraft on one kicking the other to the discard pile, you can create a fast and effective chain of cards that are difficult to deal with and a wrecking ball for your hand.</div>
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The second card for the Undead brings a new weapon in the war on life-gain to the table, following in the footsteps of Undead Doomsayer and The Rack, but with the potential for some truly new deck designs.</div>
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<a href="https://1.bp.blogspot.com/-P8cqbSkQPc4/V5WXd2mrflI/AAAAAAAAAnQ/l0QNsKlb7SYjQ2464dtQhMaGtiYMI1-wwCEw/s1600/sopo_card_12.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://1.bp.blogspot.com/-P8cqbSkQPc4/V5WXd2mrflI/AAAAAAAAAnQ/l0QNsKlb7SYjQ2464dtQhMaGtiYMI1-wwCEw/s400/sopo_card_12.jpg" width="285" /></a></div>
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The first part of his ability we've seen before. Players cannot gain life. Simple, effective. It is the second part of the ability that is new and unique. The Unliving does not lose health to Poison. None. Even with Poison 1,000 he's just fine. And better yet, while Poisoned, he's a 4/3.</div>
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The most obvious combo is to pair The Unliving with Spilled Vial, which was conveniently moved to the Core set (Poison Bomb works as well).</div>
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<a href="https://3.bp.blogspot.com/-VUixewDFOUo/V5WjCK9HobI/AAAAAAAAAno/TY0sxcttGGsXfkZmWn8e0X7Vk_1vaJMxACLcB/s1600/tribes_card_716.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://3.bp.blogspot.com/-VUixewDFOUo/V5WjCK9HobI/AAAAAAAAAno/TY0sxcttGGsXfkZmWn8e0X7Vk_1vaJMxACLcB/s200/tribes_card_716.jpg" width="142" /></a></div>
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The Unliving also works particularly well against Ravinova and her Blessed Chalices. Ravinova relies on her second ability to act as permanent removal for problematic creatures. She'll have no such luck here, as her poison will only enrage the Unliving and lead to a quicker death.</div>
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Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-56197664514953397332016-07-21T10:48:00.001-07:002016-07-21T10:48:39.143-07:00Tinkering Around with New CardsWelcome to the first card preview from our first Season One pack. Over the next two weeks we will be revealing all of the cards from this new pack so stay tuned!<br />
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Today we're going to take a look at the cards of those crazy dwarf tinkerers of the Alchemy kingdom. Since the upheaval caused by R'Grom's arrival, the dwarfs, fearing that this new age of magic will render their machines obsolete, have looked to their Dark Alliance brothers for a new direction. Some dwarfs have followed the cat people into the desserts of Euna, seeking to plunder the wastelands. While others chase power through the bridging of engineering and the Undead's dark arts.<br />
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It is in this world that gives rise to our two preview cards. And let's face it, Alchemy was hit pretty hard with the loss of two extremely powerful (aka "format warping") cards from Standard:<br />
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<a href="https://4.bp.blogspot.com/-RLB74hmGXPU/V4_hNVQraMI/AAAAAAAAAl0/a3Yl_Z4X7Rs3r7-8ZaGNPPygx5zC0EJWwCLcB/s1600/tribestwo_goblin.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://4.bp.blogspot.com/-RLB74hmGXPU/V4_hNVQraMI/AAAAAAAAAl0/a3Yl_Z4X7Rs3r7-8ZaGNPPygx5zC0EJWwCLcB/s200/tribestwo_goblin.jpg" width="142" /></a><a href="https://4.bp.blogspot.com/-tzXM6gzDUXI/VY22Se-G4yI/AAAAAAAAAPM/-h1uO_gTV-wTqvP6aFuroczpbnBz7go9ACKgB/s1600/alpha_card_140.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://4.bp.blogspot.com/-tzXM6gzDUXI/VY22Se-G4yI/AAAAAAAAAPM/-h1uO_gTV-wTqvP6aFuroczpbnBz7go9ACKgB/s200/alpha_card_140.jpg" width="142" /></a></div>
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Both of these cards accented Alchemy's mastery of Hero Charges. We knew that we wanted to bring some of this back to the Kingdom, so we looked at another Alchemy card that while good, rarely saw play in either Standard or Limited:</div>
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<a href="https://3.bp.blogspot.com/-px3UGkx8d74/V4_ipBJUHZI/AAAAAAAAAmA/EjRySJT5H6UMQF-r8758STAtchrK3mq1wCLcB/s1600/alpha_card_89.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://3.bp.blogspot.com/-px3UGkx8d74/V4_ipBJUHZI/AAAAAAAAAmA/EjRySJT5H6UMQF-r8758STAtchrK3mq1wCLcB/s320/alpha_card_89.jpg" width="228" /></a></div>
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This original Core card was clearly the inspiration for the Scavenging Goblin, but was taken too far in getting from Common up to Epic. In Season One: Pack One we find a happy medium with this streamlined design:</div>
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<a href="https://2.bp.blogspot.com/-c6uJ5KZQNdQ/V4_joPL6yiI/AAAAAAAAAmM/i-UKnkxIhq0uHti3OCIVa9Szu6BU9mWJwCLcB/s1600/sopo_card_8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://2.bp.blogspot.com/-c6uJ5KZQNdQ/V4_joPL6yiI/AAAAAAAAAmM/i-UKnkxIhq0uHti3OCIVa9Szu6BU9mWJwCLcB/s400/sopo_card_8.jpg" width="285" /></a></div>
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<span style="font-size: x-small;">(Approved sketch art. Final Art is on its way)</span></div>
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Yep. This scrappy dwarf is Siphon-on-a-Bear, and is useful in all points in a game: holding off powerful ultimates while charging yours, acting as a quick blocker, or as a tinker target. Ravinova can copy him all day long for added advantage. Rust Scavenger is a simple design, but finally brings the great effect of Siphon to competitive play.</div>
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Next we have a completely new design that does something never before tried in Kingdoms CCG. It must be seen to be believed:</div>
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<a href="https://3.bp.blogspot.com/-8nks8ks5xoc/V4_joIVxKHI/AAAAAAAAAmU/AHfiWhRN2DI0Q08bAnYcV9c5bhyTs5S2wCEw/s1600/sopo_card_7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://3.bp.blogspot.com/-8nks8ks5xoc/V4_joIVxKHI/AAAAAAAAAmU/AHfiWhRN2DI0Q08bAnYcV9c5bhyTs5S2wCEw/s400/sopo_card_7.jpg" width="285" /></a></div>
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<span style="font-size: x-small;">(Approved Sketch Art)</span></div>
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At first this card might seem like an inexpensive, yet limited version of Dravkas' Tinker ability, but in reality it works very differently.</div>
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First, the creature targeted becomes a random creature with a mana cost 1 greater. Not "from your deck" but randomly from all options in the game, <b>including those not in the format or in the opposing Kingdom</b>! Get really lucky and your 2 drop could become that Goblin Scavenger you miss so dearly (though it could just as likely become a Stench Ghoul). This gives the card the chance to really change the board when least expected.</div>
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Second, the creature "becomes" the new creature. This is new. Unlike Tinker and Swap no creature is destroyed or removed from play, and no creature is put into play. It simply becomes something new. From a game play perspective this means that On Enter and On Death effects do not occur, but the creature also doesn't gain summoning sickness either. That's right - if the targeted creature has already been in play for a turn, its new form can attack immediately. This makes it amazing with creatures with low stats but great On Enter effects, like this one:</div>
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<a href="https://4.bp.blogspot.com/-Wq_dZgntPRo/V5BSnZbb8iI/AAAAAAAAAmk/f-PXyt_J9WwaXhcQf3lxp5BcrtG08W76ACLcB/s1600/alpha_card_56.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://4.bp.blogspot.com/-Wq_dZgntPRo/V5BSnZbb8iI/AAAAAAAAAmk/f-PXyt_J9WwaXhcQf3lxp5BcrtG08W76ACLcB/s200/alpha_card_56.jpg" width="142" /></a></div>
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Obviously no one like paying 3 mana for a 1/1, but the Assassin's effect is extremely powerful. With Forbidden Tinkering you can play the Assassin, kill the opposing creature, then if not removed, on your next turn play the spell and attack with the new found 4 drop. Get lucky and you're now attacking with a Dwarven Battle Rig or Libracider.</div>
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Finally, note that it doesn't say "target <b>ally </b>creature." That's right, you can tinker your opponent's creatures as well. Why would you do this? Say your opponent has just played Elara and you don't have the direct damage to kill her. Forbidden Tinker to the rescue! You has a 1 in 3 chance that Elara will become a Realm Crusher that missed its On Enter - an expensive 2/2, easily removed.</div>
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Forbidden Tinkering is a powerful card that brings both chaos and excitement to the table, and has the potential to become an Alchemy staple.</div>
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Perhaps in a deck like this:</div>
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<a href="https://4.bp.blogspot.com/-WNHTalGIZ0c/V5EGjKyQnCI/AAAAAAAAAm0/TLIoUVmVw-I-EKlx7EibFBGfb3-rKJovwCLcB/s1600/deck_tinkering.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="170" src="https://4.bp.blogspot.com/-WNHTalGIZ0c/V5EGjKyQnCI/AAAAAAAAAm0/TLIoUVmVw-I-EKlx7EibFBGfb3-rKJovwCLcB/s400/deck_tinkering.jpg" width="400" /></a></div>
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(click to see full sized)</div>
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This Standard-legal deck packs a ton of utility creatures that can be run up Dravkas' own Tinker chain, or transformed with Forbidden Tinkering. Summoner's Gambit adds to the chaos, but really works here as hitting a four or five drop on turn 1, then using Forbidden Tinkering on Turn 2 to ramp up even more is quite the deal for 4 mana across two turns.</div>
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I used this deck to record some test battles against the A.I., including a battle against an Epic tier Legacy Guild Wars defence deck. Here are some highlights. Enjoy!</div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/wn1MoDcNers/0.jpg" frameborder="0" height="270" src="https://www.youtube.com/embed/wn1MoDcNers?feature=player_embedded" width="480"></iframe></div>
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Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-12098763201107082202016-07-06T12:56:00.000-07:002016-07-06T12:56:00.070-07:00Early Preview of our New SetAs mentioned back in June, our next set will be a 13 card fixed-pack set, with 3 Epics, 6 Rares and 4 Uncommons.<br />
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The cards are now being painted, but as we're received and approved the early sketches, we thought you might like to get an early look at the art you'll be seeing across the table.<br />
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But before we preview the amazing art, here are a few teasers for the card effects (and no we're not saying if any of the art below are for these cards):<br />
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<ul>
<li>A main deck playable anti-life gain card that you might even build around.</li>
<li>A card with the text "Your hero does not take damage."</li>
<li>A one mana spell that can put huge creatures into play and ISN'T broken</li>
<li>A fixed version of one of the most controversial cards in Kingdoms CCG history</li>
<li>A creature that might just break the Dragons tribe wide open</li>
<li>A mana spell that is uniquely Holy</li>
<li>A card that has been requested <i>many </i>times</li>
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And with that... here is the art:</div>
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Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-40549821353609615512016-06-22T10:41:00.000-07:002016-06-22T10:41:40.310-07:00Release Notes and Game Update: June 22, 2016Today we've fixed a number of bugs, many of which were a result of the switch to the 8 gear cap.<br />
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<b>BUG FIXES</b><br />
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1) Creatures like Raging Vines and Rotfeeder now receive their ability modifiers before "On Enter" effects occur. Now playing a Rotfeeder into a Shard Caltrops or Vial of Fire while there are 10 creatures in your graveyard will result in a damaged 5/5, not a dead Rotfeeder.<br />
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2) Steelbane Overwatch will no longer take damage from Shard Caltrops.<br />
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3) If you use Dravkas' Manufacture on a gear while you have 8 gear, nothing will happen (this will still use the charges).<br />
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4) Acquire can no longer be played if you already have 8 gear. It now has casting requirement of having at least one gear slot open. (No longer causes an error)<br />
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5) If you play Relic Hunter while you have 8 gear she will not steal a gear. (No longer causes an error)<br />
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CHANGES<br />
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1) The Advanced Tutorials now properly award 10 card, new Core packs.<br />
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2) Legacy Constructed tournaments are now properly labelled.<br />
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3) Acquiring Wilirus now awards Hexlifter Cleric instead of Thoughtful Cleric. The change from Thoughtful to Hexlifter in Core happened late in development and we missed this when the change was made.<br />
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<b>WHAT'S NEXT</b><br />
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A lot of people have been wondering what is next for Kingdoms CCG. We have two announcements to make on this topic:<br />
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MARKETING<br />
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For the next few months we are going to focusing on marketing Kingdoms CCG to try to increase the user base. With the new Core making getting into the game much easier, it's time to get the word out that now is the best time to be playing the game.<br />
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We will be doing this with more advertising, more promotions and more "official" game play videos to get the word out.<br />
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You can help as well. Continue making your own Kingdoms game play videos and support your fellow players by checking out those videos on YouTube. If you've got a video that you're particularly proud of, drop us a note at kingdomsccgsupport@ganz.com and if we like the video, we'll feature it on our Facebook page.<br />
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How will be making these game play videos? Over the next couple of weeks, watch for <b>GANZ_Karl</b> to appear online. He'll announce which tournament he'll be joining and then jump in with him! Those tournaments will be recorded and highlights posted to YouTube and Facebook. The best part? Everyone who plays a match against Karl, win or lose, will receive 10 Gems per match (quick conceding, byes, match ups after you've left obviously won't count). Karl will be playing to win so bring your A game!<br />
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NEXT SET<br />
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While we will be focusing on marketing, we still want to give you new toys to play with. On this point we've gone back and forth as to our best next step.<br />
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The question came down to a debate over which model is better: randomized booster packs or fixed sets. This question is something that physical games have been wrestling with as well. While a few games, like Magic, Yu-Gi-Oh and Pokemon have stuck to the randomized model, many newer games including Game of Thrones LCG, Netrunner, and the reboots of Doomtown and VS. System have gone with fixed packs.<br />
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In the end we've decided to move to fixed set model for now. Our plan currently is to release our next 3 sets this way, combined to make a single "Season One" expansion.<br />
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Each set will feature 13 cards, 2 for each Kingdoms plus 1 Unaligned. The rarities will be 4 Uncommon, 6 Rare and 3 Epics.<br />
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Now we learned a ton from the Meta Pack. Feedback was pretty resounding that the cards in the Meta Pack were too narrow to make a big difference to the game. In other words, while they were solutions to specific problems, players didn't want to be solving those problems. What players like to do is <i>cause </i>problems for their opponents, and the Meta Pack cards didn't do that.<br />
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We also understand that not all players will want to pay for our fixed sets. We do want all of our players to be able to get these new cards, so we'll be addressing these needs as well.<br />
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Here are the changes we're making:<br />
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1) The cards in these new sets will be much more "active". Many will be cards that you can build around to win games in grand fashion. There will still be utility cards, but these will be of universal value.<br />
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2) All of the cards in new sets will be available as Gem singles the day that they are released. We're making sure that buying the full set is an amazing value, but for playing that like to pick and choose, we won't be standing in your way.<br />
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We will posting more information on the first of these sets in the weeks to come.<br />
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Enjoy, and we'll see you on the battlefield!Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-16009990429371495222016-06-01T06:48:00.002-07:002016-06-01T10:00:23.089-07:00Site Down for Arena Deck FixThe game is currently down to run the script that will unlock all decks currently set to the "Beginner's Arena" and remove all illegal decks from the Limited and Standard arenas.<br />
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All decks by all players will be removed from all arenas as part of this fix. When you get back into the game, you will need to reselect your Arena decks before battling.<br />
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We expect this downtime to be completed by 11:30 am EST.<br />
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UPDATE: The script was running too slowly in the live environment, so we have decided to stop it, make some changes and run it again on another day. The game now open.<br />
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In the meantime, if you want to unlock the deck slot that is set to Beginner's Arena, you can do so by doing the following:<br />
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1) Go to the Training Grounds<br />
2) Select any Hero Challenge, like the Amorya Challenge in the first area.<br />
3) Click on the deck to edit it.<br />
4) You will receive a message saying that this will remove your deck from the arena. Click "YES"<br />
5) Your deck has now been removed from the Beginner's Arena. You can edit if you like or you can just close back out of the deck editor.<br />
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<br />Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-29871772338533784792016-05-17T12:32:00.002-07:002016-05-17T12:32:54.376-07:00Release Notes: May 18thAs one of the most significant changes made to Kingdoms CCG, this release impacts most areas of the game. Most significantly, the early sets of Eve, Rise and Tribes are no longer available. Some of the cards from these sets have been moved to our new "Core" set, while the rest (and any cards removed from the old Core) now make up a new set called "Legacy". Please refer to our previous blog posts for more information on this change.<br />
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<b>Important Note</b>: Decks that had been in the Beginner's Arena are still currently listed as being in that Arena. We are working on a fix for this and to remove any deck that is not Standard/Limited legal from the AI side of these arenas. We decided not to hold back the release any longer to fix this issue. We will have this fixed as soon as possible.<br />
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<b>RELEASE NOTES: May 18, 2016</b><br />
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CARD BUFFS<br />
Rak'Mul is now 3/5 and deals 1` damage to enemy creatures on attack.<br />
Hose Down has been reduced in cost from 3 to 2 mana.<br />
Beastmaster now has the subtype Beast, but will not tutor for other copies of itself.<br />
Birth of a New God has been reduced in cost from 3 to 2.<br />
Return to Elements reduced in cost from 5 to 4.<br />
Cursed Reanimation has been reduced in cost from 4 to 3.<br />
Rotfeeder now has Corpsecraft.<br />
Vulgrath's Staff of Repression now triggers on Enter as well.<br />
Regen is now "Holy Armor" and grants both Regeneration and Armor<br />
Recoil has been reduced in cost from 3 to 2.<br />
Firespout Dragon's health has been increased from 3 to 4<br />
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GAME CHANGES<br />
<b>Gear cap implemented</b>. Heroes can have a maximum of 8 gear in play at any time.<br />
Standard and Limited formats are now only made of Core, Light Ascending, Descent into Darkness, Gods Reborn, and all Arsenal, Guild, Promo and Premium (aka Holiday) cards.<br />
All cards from Eve, Rise, Tribes and the old Core that are not in the new core are now in the Legacy expansion, and are only legal for Legacy play.<br />
NOTE: Alternate Art promo cards of cards that are in Legacy are NOT Standard legal. The expansion of the original version takes precedent.<br />
Tribes Two has been split. 2 rares from each Kingdom have been moved to Premium, and will remain Limited/Standard Legal. The Epic and Essence card from each Kingdom will remain in Tribes Two and will only be legal in Legacy.<br />
New Player decks have been updated to be Standard/Limited legal.<br />
New Player icons have been added at the 2000 and 5000 win levels.<br />
Player Profile pop up now shows cards collected from LA, DiD, Reborn and Legacy.<br />
The Volume of all of the Battle Music has been reduced to a more pleasing level. Try it out, you might even leave it on now ;).<br />
<br />
STORE CHANGES<br />
"Holiday" cards are now called "Premium"<br />
Meta Pack cards now added to Premium section<br />
Beachball is available now in Promo Singles. It unlocks when you have 10 wins.<br />
Core Packs have been updated. Basic packs have 10 cards, including a guaranteed rare, Epic, or Legendary. Core Premium packs have a better chance at Epic and Legendary cards PLUS may include multiple rares.<br />
Eve, Rise, Tribes packs have been removed from the store.<br />
Starter Decks updated to only include cards in the new Core.<br />
"Featured" Kingdom-specific packs are now 10 cards and include cards from Light Ascending and Descent into Darkness<br />
Descent into Darkness and Light Ascending cards will now appear in the hourly gold Singles sale<br />
<br />
ARENA CHANGES<br />
Legacy Arena added, Beginner Arena removed. Arena prizes adjusted for all Arenas.<br />
Beachball is now the Top 50 Promo card for the Standard arena. Nimble Fae is now the top 100 Promo card for Limited and Legacy arenas.<br />
Arena Prize levels have been adjusted.<br />
NOTE: Limited and Legacy arenas are showing the Standard prizing in their Leaderboards. Limited and Legacy prizes award fewer gems and the Alt Art uncommon rather than the Premium Promo.<br />
<br />
BUG FIXES<br />
Grovenhold's War March triumph bug has been fixed. Thanks to Mordoc for pointing this issue out to us.<br />
<br />
TOURNAMENT CHANGES<br />
The Tournament Schedule has received a full overhaul. Constructed Tournaments are now just Limited, Standard, and Legacy. Sealed and Draft are just Core and New Age. Yes, we now have New Age draft. Enjoy.<br />
<br />
CRAFTING UPDATE<br />
Max Essence has been increased based on your crafting level. Level 10 can now use up to 350 Essence for a better chance at getting an Epic.<br />
The Elara's War crafting stone has been added to the game. Use it to craft any card from Light Ascending and Descent into Darkness<br />
Basic stones: Creatures, Spells, and Gear can now craft any card from Legacy, Core, Light Ascending or Descent into Darkness. The Rune Word stone will no longer be created in the game. Existing stones have not been adjusted.<br />
Eve, Rise and Tribes stones will now craft any card from the Legacy set.<br />
<br />
CAMPAIGN CHANGES<br />
Single Card reward packs now only reward cards from Core, Ascend, Descent and Reborn<br />
Full rework of the prizes/vendors in the campaign to align with New Core/Standard<br />
<div>
<br /></div>
Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-42135219999605124682016-05-12T13:21:00.001-07:002016-05-12T13:21:55.963-07:00New Core: Full Card ListAnd here it is! We had been hoping to tell you that "we're live" at the same time, but issues with the iOS build have delayed our release. We will keep you posted with when the release will be.<br />
<br />
In the meantime, the list you are all waiting to see. Introducing the full 229 cards that make up the new Core. We will be running numerous Sealed (now 6 packs) and Draft (now 4 packs) tournaments for both Core and New Age when the release it out.<br />
<br />
At the end of the list we will show you FIVE additional card buffs included in this release.<br />
<br />
<table border="0" cellpadding="0" cellspacing="0" style="border-collapse: collapse; width: 450px;">
<colgroup><col span="3" style="mso-width-alt: 5319; mso-width-source: userset; width: 112pt;" width="150"></col>
</colgroup><tbody>
<tr height="19" style="height: 14.4pt;">
<td class="xl65" height="19" style="height: 14.4pt; width: 112pt;" width="150"><b>Holy</b></td>
<td class="xl66" style="width: 112pt;" width="150"><b>Ancient</b></td>
<td class="xl67" style="width: 112pt;" width="150"><b>Mystical</b></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl65" height="19" style="height: 14.4pt; text-align: left;"> </td>
<td class="xl66" style="text-align: left;"><b>Epics</b></td>
<td class="xl67"> </td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl68" height="19" style="height: 14.4pt;">Master Tutor</td>
<td>Eternal Dragon</td>
<td>Pegasus</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Blessed Champion</td>
<td>Skybreaker Giant</td>
<td>Dryad of the Mist</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Seraphim Guardian</td>
<td class="xl68">Echo Blast</td>
<td>Fae Trickster</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Divine Expulsion</td>
<td>Ancient's Will</td>
<td class="xl68">Mass Polymorph</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;"> </td>
<td class="xl71"><b>Rares</b></td>
<td class="xl68"> </td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Cladded Cavalier</td>
<td class="xl68">Priestess of War</td>
<td>Dryad of the Watch</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Captain of the Guard</td>
<td>Ground Shatterer</td>
<td>Mana Sprite</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Slayer of the Damned</td>
<td class="xl69">Titan General</td>
<td>Fae Protector</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">King's Herald</td>
<td>Vengeful Titan</td>
<td>Chronomancer</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Call to Arms</td>
<td class="xl68">Command Creature</td>
<td>Illusionist</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Arrow Volley</td>
<td>Titan's Might</td>
<td>Deep Thought</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl70" height="19" style="height: 14.4pt;">Raise the Banner</td>
<td class="xl69">Crush the Meek</td>
<td class="xl68">Essence Shift</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl68" height="19" style="height: 14.4pt;">Divine Wrath</td>
<td>Horde of Wyrms</td>
<td>Reclaim</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Exalted Enforcements</td>
<td class="xl69">Firespout Dragon</td>
<td class="xl68">Fae's Charm</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;"></td>
<td class="xl69"><b>Uncommons</b></td>
<td class="xl68"> </td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl68" height="19" style="height: 14.4pt;">Holy Knight</td>
<td>Ancient Priestess</td>
<td>Nimble Fae</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Armorsmith</td>
<td>Steel Crusher</td>
<td class="xl69">Fairy Mage</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Squad Commander</td>
<td>Steel Titan</td>
<td>Dream Conjuror</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Hexlifter Cleric</td>
<td>War Mammoth</td>
<td>Forest Scout</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Virtuous Light</td>
<td>Relinquish</td>
<td>Spirit Soul Dryad</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Allegiant Warrior</td>
<td class="xl68">Oust</td>
<td class="xl69">Spiritual Gathering</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl68" height="19" style="height: 14.4pt;">Cease Fire</td>
<td class="xl69">Frightwing Drake</td>
<td>Dwindle</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl68" height="19" style="height: 14.4pt;">Pacify</td>
<td>Smother</td>
<td>Rebound</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Angel's Feather</td>
<td>Temple Stone</td>
<td>Time Bolt</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;"></td>
<td><b>Commons</b></td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Blessed Peacock</td>
<td>Dragon Worshipper</td>
<td>Hauntless Ghost</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Village Guard</td>
<td>Wood Chopper</td>
<td class="xl69">Round Harvest</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Field Recruiter</td>
<td class="xl69">Whelp</td>
<td>Diviner</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Weathered Knight</td>
<td>Dragon</td>
<td>Knowledge Seeker</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Devote Abettor</td>
<td>Fissure Wyrm</td>
<td>Spirit Drifter</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Militia Training</td>
<td>Mountain Giant</td>
<td>Roaming Spirit</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Holy Bolt</td>
<td>Shrivel</td>
<td>Clear Thought</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Cleanse</td>
<td>Titan's Stomp</td>
<td class="xl69">Wonder</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Holy Armor</td>
<td>Smack</td>
<td>Disarm</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Soldier's Kit</td>
<td>Brawl</td>
<td>Spirit Sceptre</td>
</tr>
</tbody></table>
<b><br /></b><div>
<table border="0" cellpadding="0" cellspacing="0" style="border-collapse: collapse; width: 450px;">
<colgroup><col span="3" style="mso-width-alt: 5319; mso-width-source: userset; width: 112pt;" width="150"></col>
</colgroup><tbody>
<tr height="19" style="height: 14.4pt;">
<td class="xl67" height="19" style="height: 14.4pt; width: 112pt;" width="150"><b>Undead</b></td>
<td class="xl65" style="width: 112pt;" width="150"><b>Alchemy</b></td>
<td class="xl66" style="width: 112pt;" width="150"><b>Elemental</b></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl67" height="19" style="height: 14.4pt;"> </td>
<td class="xl65"><b>Epics</b></td>
<td class="xl66"> </td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Soul Grinder</td>
<td>Gnomish Infiltrator</td>
<td class="xl68">Rolling Fires</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl68" height="19" style="height: 14.4pt;">Undead Doomsayer</td>
<td class="xl68">Scrapheap of War</td>
<td>Maelstrom Champion</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Dark Spectre</td>
<td>Gob Hog Blazer</td>
<td class="xl68">Maelstrom</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Soul Drain</td>
<td>Goblin Cannon</td>
<td class="xl68">Lava Blade</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;"></td>
<td class="xl70"><b>Rares</b></td>
<td class="xl68"> </td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Hell Hound</td>
<td>Perpetual Machine</td>
<td>Shuttershock Elf</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl68" height="19" style="height: 14.4pt;">Spiteful Demon</td>
<td class="xl68">Toxic Immobilizer</td>
<td>Sylph Assassin</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Undying Acolyte</td>
<td>Anti-Air Cannon</td>
<td class="xl69">Firestorm Shaman</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Grave Chanter</td>
<td>Dwarven Battle Rig</td>
<td>Rage Invoker</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Looming Dread</td>
<td>Explosives Expert</td>
<td class="xl68">Thunder Cat</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl68" height="19" style="height: 14.4pt;">Woeful Misery</td>
<td>Study Gear</td>
<td>Channel</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Wicked Blasphemor</td>
<td>Mechanize</td>
<td>Fireball</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Unholy Rampage</td>
<td class="xl69">Master Forger</td>
<td>Lightning Blitz</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Cursed Reanimation</td>
<td class="xl68">Hose Down</td>
<td>Flamespire Dagger</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;"> </td>
<td class="xl69"><b>Uncommons</b></td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Plague Beetle</td>
<td>Charge Orb</td>
<td>Air Elemental</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Swift Ghoul</td>
<td>Splosive Gnome</td>
<td class="xl69">Elvish Shanker</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Undead Knight</td>
<td>Big Game Hunter</td>
<td>Warpath Elf</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Reeking Fleshbag</td>
<td>Demolition Golem</td>
<td>Shaman of the Earth</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Gravedigger</td>
<td>Pub Crawler</td>
<td>Lightning Elemental</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Demonic Thoughts</td>
<td class="xl69">Dirty Fuel</td>
<td class="xl68">Disintegrate</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Whispering Geist</td>
<td>Smelt</td>
<td>Flashfires</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Soulless Crown</td>
<td>Golemnify</td>
<td class="xl69">Return to the Elements</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Spiked Bludgeon</td>
<td>Keg of Ale</td>
<td>Elemental Totem</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;"></td>
<td><b>Commons</b></td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Rotted Remains</td>
<td>Gnomish Brute</td>
<td>Bolt Blaze</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Zombie Thug</td>
<td class="xl69">Bomb Strapper</td>
<td class="xl69">Invoked Elf</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Warrior Remnants</td>
<td>Inefficient Contraption</td>
<td>Elvish Battler</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Flesh Seeker</td>
<td>Learning Construct</td>
<td>Fireshot Archer</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Graverobber</td>
<td>Dwarven Sot</td>
<td>Hellion</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Fester Vermin</td>
<td>Mana Flask</td>
<td>Burning Desire</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Baleful Mist</td>
<td>Charge Potion</td>
<td>Puncture Blast</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Dark Missile</td>
<td>Pillage</td>
<td class="xl68">Lightning Bolt</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl69" height="19" style="height: 14.4pt;">Dark Apparition</td>
<td>Spilled vial</td>
<td class="xl69">Enraged Elf</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Cursed Arsenal</td>
<td>Dwarven Battle Stein</td>
<td>Elvish Armaments</td>
</tr>
</tbody></table>
<br /></div>
<div>
<table border="0" cellpadding="0" cellspacing="0" style="border-collapse: collapse; width: 264px;">
<colgroup><col style="mso-width-alt: 5319; mso-width-source: userset; width: 112pt;" width="150"></col>
<col style="mso-width-alt: 4067; mso-width-source: userset; width: 86pt;" width="114"></col>
</colgroup><tbody>
<tr height="19" style="height: 14.4pt;">
<td class="xl65" height="19" style="height: 14.4pt; width: 112pt;" width="150"><b>Unaligned</b></td>
<td class="xl65" style="width: 86pt;" width="114"><b>Legendaries</b></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl65" height="19" style="height: 14.4pt;"><b>Epics</b></td>
<td class="xl65"></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Epic Battle Axe</td>
<td class="xl66">Diryam</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl68" height="19" style="height: 14.4pt;">Omni Cloak</td>
<td class="xl69">Army of the Abyss</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Recoil</td>
<td class="xl66">Caindra</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl67" height="19" style="height: 14.4pt;">Atomic Smasher</td>
<td class="xl69">Rak Mul</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl67" height="19" style="height: 14.4pt;"><b>Rares</b></td>
<td class="xl69">Vulgrath's Staff of Repression</td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Charge Thief</td><td class="xl70"><br /></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Raging Vines</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Doppelganger</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Giant Slime</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Hero Ring</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Living Sword</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl68" height="19" style="height: 14.4pt;">Sanity Tapper</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl67" height="19" style="height: 14.4pt;">Silence</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Torture</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;"><b>Uncommons</b></td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Dire Wolf</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Scrapper Troll</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Steel Beak</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Hired Shield</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td class="xl68" height="19" style="height: 14.4pt;">Concealed Dagger</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Essence Mantle</td>
<td></td>
</tr>
<tr height="19" style="height: 14.4pt;">
<td height="19" style="height: 14.4pt;">Mage's Mantle</td>
<td></td>
</tr>
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<td height="19" style="height: 14.4pt;">Poverty</td>
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<td height="19" style="height: 14.4pt;">Powerless</td>
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<td height="19" style="height: 14.4pt;"><b>Commons</b></td>
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<td height="19" style="height: 14.4pt;">Black Bear</td>
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<td height="19" style="height: 14.4pt;">Puzzle Mage</td>
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<td height="19" style="height: 14.4pt;">Mindpierce Ranger</td>
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<td height="19" style="height: 14.4pt;">Rabid Wolf</td>
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<td height="19" style="height: 14.4pt;">Long Sword</td>
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<td height="19" style="height: 14.4pt;">Delay</td>
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<td height="19" style="height: 14.4pt;">Mindfly</td>
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<b>BUFFS</b></div>
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Over the last few sets we have been working to make gear removal more efficient. This mana buff makes Return to Elements more in line with our current costing, taking out two random gear for just 1 more mana than removing a gear of your choice.</div>
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<a href="https://3.bp.blogspot.com/-APIg4cWMer8/VzTep9x_YaI/AAAAAAAAAlM/yBymmBmLjrAR84ScnmXUkcVTXiHLA1uxQCKgB/s1600/firespout_buff.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://3.bp.blogspot.com/-APIg4cWMer8/VzTep9x_YaI/AAAAAAAAAlM/yBymmBmLjrAR84ScnmXUkcVTXiHLA1uxQCKgB/s320/firespout_buff.jpg" width="228" /></a></div>
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We knew we needed a rare Dragon to appear in Core as dragons are a key element of the Ancient Kingdom. Firespout is more exciting that Deathless, but the 3/3 stat line made it less than impressive in the modern environment. We've improved this by giving Firespout an extra point of health.</div>
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<a href="https://3.bp.blogspot.com/-oHn4hrd8Gr0/VzTepyvfaDI/AAAAAAAAAlY/1ypglW9I2kEZ-vW147v9vU2id7Q12KZ5wCKgB/s1600/recoil_buff.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://3.bp.blogspot.com/-oHn4hrd8Gr0/VzTepyvfaDI/AAAAAAAAAlY/1ypglW9I2kEZ-vW147v9vU2id7Q12KZ5wCKgB/s320/recoil_buff.jpg" width="228" /></a></div>
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With our push for more creature interaction Recoil might be an odd choice, but the fact that it can be played both offensively and defensively in creature battles, and its role wasn't solely to fuel oppressive combo decks, Recoil was the clear choice. That said, it needed a boost, so its mana cost was reduced from 3 to 2.</div>
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<a href="https://1.bp.blogspot.com/-rGSUXXvhn7c/VzTeqEGf52I/AAAAAAAAAlY/EWC8n1p3H0wc-3nX2RrTfnoQb6RDShAvQCKgB/s1600/rotfeeder_buff.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/-rGSUXXvhn7c/VzTeqEGf52I/AAAAAAAAAlY/EWC8n1p3H0wc-3nX2RrTfnoQb6RDShAvQCKgB/s320/rotfeeder_buff.jpg" width="228" /></a></div>
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A minor, but important change. Rotfeeder has been given Corpsecraft. First off, it just makes sense (he's eating the dead in his picture) and second, by playing him on a corpse he immediately puts another creature into his discard pile getting you closer to that magic number 10.</div>
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<a href="https://1.bp.blogspot.com/-bYkyVnK3Sn4/VzTep8nBcrI/AAAAAAAAAlY/kxT3kzc8DlweSf01wQ5l-cEif9nzNud_gCKgB/s1600/BoaNG_buff.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/-bYkyVnK3Sn4/VzTep8nBcrI/AAAAAAAAAlY/kxT3kzc8DlweSf01wQ5l-cEif9nzNud_gCKgB/s320/BoaNG_buff.jpg" width="228" /></a></div>
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And last but not least, we've dropped the base cost of BoaNG to 2. We recognized that our previous nerf went too far, but knew that having a scaling cost was still the way to go. That one mana can make a big difference. Paying 9 mana for a 7/7 with 7 abilities is <b><i>really </i></b>good. And you might now... you know... want to play with some Scroll Makers in your Birth deck.</div>
Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-13442888180106163872016-05-05T12:49:00.000-07:002016-05-05T12:58:25.755-07:00New Core: The Difficult DecisionsReducing almost 700 cards down to 229 cards was no easy task. Each Kingdom had to considered separately and together. How well did the Kingdom's cards work together? How well did they play in Sealed deck? Where was their power in Constructed?<br />
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Beyond this there was the overall power level of Constructed to consider. If the goal was to create more strategic, interactive battles, what should the role of gear be? Removal? How powerful should combo decks be?<br />
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All of these questions led to some very difficult decisions that needed to be made. For every card added in, 2 had to leave, so the cards added had to result in an exciting, fun environment. Here is a look at a few of these decisions and the reasoning behind them.<br />
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<b>Rolling Fires </b>vs. <b>Maelstrom Phoenix</b></div>
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<a href="https://4.bp.blogspot.com/-PC28TCuLIUc/VypcOusuS4I/AAAAAAAAAjw/4RfhmfhDJnYp_xq7Ff-J5j_WZrLKOy7ywCLcB/s1600/decision_elemental.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="164" src="https://4.bp.blogspot.com/-PC28TCuLIUc/VypcOusuS4I/AAAAAAAAAjw/4RfhmfhDJnYp_xq7Ff-J5j_WZrLKOy7ywCLcB/s320/decision_elemental.png" width="320" /></a></div>
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One of the goals in New Core was to tone down the aggressive, haste based builds. Haste is by far the most powerful creature ability, and as the number of creatures with Haste grew, the deck became more and more difficult to handle. Even with four anti-haste cards in the game, haste-based decks regularly won both Limited and Standard tournaments.</div>
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One of the best ways to beat haste is with a board of blockers. Sure they'll die, but at least the creature doesn't hit your face. Except Maelstrom Phoenix. Combining flying with haste, and throwing in the ability to resurrect for free, turned the Phoenix into a constantly repeatable source of damage that laughed off creature combat and most removal. It was time for Phoenix to go.</div>
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Rolling Fires on the other hand is a popular, powerful haster that has found its way into many top decks over the years. With Phoenix out, we suspect that it will quickly become the replacement of choice.</div>
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<b>IN!</b></div>
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<a href="https://1.bp.blogspot.com/-RKD6F2v189U/Vypb_-hd0tI/AAAAAAAAAkM/EfAjP4-e56wtf6flZpOZ-qlLLmjnA_6tACKgB/s1600/tribes_card_611.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/-RKD6F2v189U/Vypb_-hd0tI/AAAAAAAAAkM/EfAjP4-e56wtf6flZpOZ-qlLLmjnA_6tACKgB/s320/tribes_card_611.jpg" width="228" /></a></div>
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<b>Firestorm Shaman</b> vs. <b>Lord of Flames</b></div>
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<a href="https://2.bp.blogspot.com/-lr9kVSQ6nbY/VyuXUtdadbI/AAAAAAAAAkc/avElGM25E2Is0AkTjVlQzo2gNGyctWWegCLcB/s1600/decision_ele_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="164" src="https://2.bp.blogspot.com/-lr9kVSQ6nbY/VyuXUtdadbI/AAAAAAAAAkc/avElGM25E2Is0AkTjVlQzo2gNGyctWWegCLcB/s320/decision_ele_2.png" width="320" /></a></div>
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Staying with Elemental, which by far had the most "good" options to choose from, came this dilemma. Undead and Holy already had their "lords" in the set, so Lord of Flames was the obvious choice to include. Obvious, though a little boring.</div>
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The other "Four Mana 2/3 Rare" choice was the very powerful Firestorm Shaman. At points in KCCG's history Shaman decks dominated like few others. Those days have changed though. Now we have tougher creatures overall, significant options with Resist, and the core problem deck - Dravkas turning Manacycle Wizards into Shamans - is impossible to build outside of Legacy.</div>
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So we've put the Shaman into Core. Combined with the other changes to Elemental, we felt that she will remain a very powerful option, but be no stronger than other top rares. Let the Shaman brews begin!</div>
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<b> IN!</b></div>
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<a href="https://1.bp.blogspot.com/-Hme3-o8b8Dw/VyuXeQGY7mI/AAAAAAAAAkg/lAjfo-ZhwTsGK6fn2LAghfvwtcCKGAWbgCLcB/s1600/tribes_card_608.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/-Hme3-o8b8Dw/VyuXeQGY7mI/AAAAAAAAAkg/lAjfo-ZhwTsGK6fn2LAghfvwtcCKGAWbgCLcB/s320/tribes_card_608.jpg" width="228" /></a></div>
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<b>Cursed Reanimation </b>vs. <b>Dreadful Return</b></div>
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<a href="https://4.bp.blogspot.com/-JiSL4G4m07Y/VypcO20x-4I/AAAAAAAAAkU/lBx7RnhswJUFvecAzwWdDIOJRppRy7ZVgCKgB/s1600/decision_undead.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="164" src="https://4.bp.blogspot.com/-JiSL4G4m07Y/VypcO20x-4I/AAAAAAAAAkU/lBx7RnhswJUFvecAzwWdDIOJRppRy7ZVgCKgB/s320/decision_undead.png" width="320" /></a></div>
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Reanimation is a core tenet of the Undead arsenal, and I knew that I wanted the effect as part of the new Core. The issue was which rare should it be? Dreadful Return still saw play since hitting 3 mana, but was solely used for cheating milled big creatures into play on the dead backs of little creatures (like turning rats into legendary demons). Cursed Reanimation was actually closer to what Undead is meant to achieve, but it was largely unplayed. In the end we decided that cheating mana costs was something that we were moving away from, so Cursed Reanimation was the choice, but we needed to make it better. The effect was fine, so a quick mana cost buff and we had our card.</div>
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<b>IN!</b></div>
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<b>Realm Crusher</b> vs. <b>Epic Battle Axe</b></div>
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<a href="https://4.bp.blogspot.com/-6e1fuvHozlU/VypcOxV0BDI/AAAAAAAAAkU/ERyuBWqJMHMUdThLT7zJ4vePiSl4qI9NACKgB/s1600/decision_unaligned.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="164" src="https://4.bp.blogspot.com/-6e1fuvHozlU/VypcOxV0BDI/AAAAAAAAAkU/ERyuBWqJMHMUdThLT7zJ4vePiSl4qI9NACKgB/s320/decision_unaligned.png" width="320" /></a></div>
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This was the most difficult decision of the whole set. Both of these cards are loved by those who play them, and hated by those who have to play opposed to it. Both are huge threats, but Realm Crusher isn't just a threat, he's also a solution.</div>
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In a CCG cards generally are either a threat, or a solution. Mindshocker is a threat. Disintegrate is a solution. Threats are more powerful overall than Solutions. That Mindshocker will win you the game if left unchecked. That Disintegrate does nothing until your opponent plays something to kill. Realm Crusher combines both of these attributes into a single card. It clears nearly any board state, and leaves behind a massive threat that isn't easy to deal with. Essentially, it does too much.</div>
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Additionally its place in the environment overrides every other mass kill card in the game. Why play Divine Wrath or Stone Barrage when for 2 or 3 more mana, you can have a 5/5 monster ready to attack back?</div>
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For these reasons, Epic Battle Axe was the final decision. Removing Realm Crusher takes pressure off creature based strategies, and EBA does best in those environments.</div>
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<b>IN!</b></div>
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<a href="https://3.bp.blogspot.com/-OTeWQOFBxkg/Vypb_-fK22I/AAAAAAAAAkM/R8btSmPyFfEAIHBkBDwtMq1pA1SHo-fkQCKgB/s1600/tribes_card_739.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://3.bp.blogspot.com/-OTeWQOFBxkg/Vypb_-fK22I/AAAAAAAAAkM/R8btSmPyFfEAIHBkBDwtMq1pA1SHo-fkQCKgB/s320/tribes_card_739.jpg" width="228" /></a></div>
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<b>Vulgrath's Staff of Repression </b>vs. <b>Beckoning</b></div>
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<a href="https://3.bp.blogspot.com/-nJzBQA5XXcs/VypcOo4kyLI/AAAAAAAAAkU/4rIfzrydXiYaHSmSqX31SZkLx5Thux5pwCKgB/s1600/decision_legends.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="164" src="https://3.bp.blogspot.com/-nJzBQA5XXcs/VypcOo4kyLI/AAAAAAAAAkU/4rIfzrydXiYaHSmSqX31SZkLx5Thux5pwCKgB/s320/decision_legends.png" width="320" /></a></div>
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This was another tough decision. Beckoning started on the list, but as we refined our goals, it began to lose its luster. Beckoning is the kind of card that is perfect for the top tiers of Guild play, but that has little value to players who are just starting out with their collections. As well, it is the very definition of cheating mana costs. It became clear that this was a perfect Legacy card.</div>
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On the other hand, Vul'Grath's Staff wasn't quite up to the level that we wanted in New Core. I have a soft spot for the card as it was the very first Legendary that I opened when I was a new player. Even then I realized that the card was a little underpowered, as it had no impact when it was first played. We've fixed this long standing issue by adding an "On Enter" to its effect. Now it's a Legendary worth a spot on the list.</div>
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<b>IN!</b></div>
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<a href="https://4.bp.blogspot.com/-9YkSOBwvRSU/VypcILb5TWI/AAAAAAAAAkU/WszrnvG40LQQmO4ffuXQ2s1dLVO2hmiHgCKgB/s1600/VulGraths_Staff_new.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://4.bp.blogspot.com/-9YkSOBwvRSU/VypcILb5TWI/AAAAAAAAAkU/WszrnvG40LQQmO4ffuXQ2s1dLVO2hmiHgCKgB/s320/VulGraths_Staff_new.jpg" width="228" /></a></div>
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<b>Divine Ascension</b> vs. <b>Divine Expulsion</b></div>
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To be honest, this wasn't that difficult, but it was changed during development based on <b>your </b>feedback. Divine Ascension was the pick, as it is an iconic Kingdoms CCG card. I wasn't 100% happy with the pick though as since it was nerfed back in 2013, the card has rarely seen competitive play. When players started posting their picks for Holy Epics in the forums, one of the most consistent choices was <b>Divine Expulsion</b>. So I listened to the community and Ascension became Expulsion.</div>
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<b>IN!</b></div>
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<b>Rejuve Potion</b>: In or Out</div>
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And finally, the card you're all wondering about. It doesn't need to compete with anything else, as it is in a league of its own. The "best card in Kingdoms" has long been a four of in any deck that could play it, and often pulled playing to Alchemy just so that they'd have access to its free, powerful effect.</div>
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The answer...</div>
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It's time to try a Standard that operates without this staple card. Rejuve will remain a powerful part of Legacy and Guild Wars though - a must have for anyone who plays in these formats. So much so that we've left it as the grand prize for defeating Nemesis once and for all.</div>
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<b>The Final Legendary</b></div>
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I doubt this will be a surprise to anyone. Since being buffed out of Lightning Bolt range, Caindra has seen play in both the Arena and in Tournament play. Just an incredible presence on the battlefield, Caindra can completely change the course of a battle. She makes for a powerful Legend that new players will be excited to open.</div>
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To recap, the five Legendary cards in Core are:</div>
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<ol>
<li>Diryam, the Dementor</li>
<li>Army of the Abyss</li>
<li>Rak'Mul (buffed)</li>
<li>Vul'Grath's Staff of Repression</li>
<li>Caindra, Exiled War Strategist</li>
</ol>
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Stay tuned for the full card list reveal, coming shortly!</div>
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<br />Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-44537824013526173772016-04-28T13:38:00.001-07:002016-05-20T11:45:12.049-07:00Discover the Formats of Kingdoms CCGKingdoms CCG is a highly competitive collectable strategy game. To make the game enjoyable for players of all skill levels, we have created three formats for you to choose from when building decks. Check out our video, and find out more details below.<br />
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<b>Limited</b><br />
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The Limited format is a great way for new players to get into the competitive side of Kingdoms CCG. Limited decks have a number of restrictions that make them easier to build for players with small collections. These restrictions are:<br />
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<ol>
<li><b>A maximum of 8 rare cards, 2 Epic rarity cards, and no Legendaries</b>. This is the core of Limited. These restrictions force Limited decks to be primarily built around good commons and uncommons, with the rares and epics providing the heavy hitters of the deck. If you are just starting out, your new player decks and a single Starter from the store will give you more than enough to build your first Limited Deck.</li>
<li><b>Standard Format sets only</b>. These include Core, Light Ascending, Descent into Darkness, Gods Reborn, and the promotional sets of Promo, Arsenal, Premium and Guild (Tribes Two and Legacy are excluded).</li>
<li><b>Maximum of 2 Kingdoms</b>. Your deck can only contain cards from the Kingdom of your chosen Hero, another Kingdom of your choice, and unaligned cards. The Kingdom you choose must not be the enemy Kingdom of your hero (i.e. Holy and Undead). Unaligned Heros can choose any two Kingdoms, including enemy Kingdoms.</li>
<li><b>No Banned cards</b>. Right now there is only one banned card in Limited: Deploy Cannons, but there may be others in the future. This card can not be played in Limited, but can be played in Standard and Legacy. Sometimes cards unbalance one format, but are fine in another. Having the ability to ban cards allows us to leave such format issues without nerfing the offending card.</li>
</ol>
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Now don't misinterpret these rules as suggesting that Limited play is easy. Many of our top players enjoy Limited for its deck building challenge. But if you do go up against a top Limited deck that you really like, you can know that building the deck for yourself will be much less difficult.</div>
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<b>Standard</b><br />
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This is our core format for competitive play. Decks here are filled with the most powerful cards of your Hero's kingdom. Standard has deck building rules, but they are far less restrictive that Limited. These restrictions are:<br />
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<ol>
<li><b>A maximum of 4 Legendaries</b>. You may play any number of rares and Epics (maximum 4 of any one card), and you may include the incredibly powerful Legendary cards in your deck. Each Legendary is unique though. Only one of each in your deck, and a maximum of 4 total.</li>
<li><b>Standard Format sets only</b>. As with Limited, Standard removes Tribes Two and Legacy cards.</li>
<li><b>Maximum of 2 Kingdoms</b>. Standard uses the same rule as Limited here.</li>
</ol>
<div>
Standard play has powerful spells, devastating creatures and game changing gear. While daunting for newer players, Standard is what competitive players strive to become the best at.</div>
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<b>Legacy</b><br />
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For those players who want a format that allows everything, and does away with restrictions, we have the Legacy format. Here players are not limited to the "2 Kingdom" rule, and may play any card ever created for Kingdoms CCG, from the meekest Mana Moth to the back-breaking Realm Crusher to the "what just happened" demigod Justice.<br />
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The only limits? 4 Legendaries max, and again your Hero cannot play cards of its enemy hero. Decks can contain enemy Kingdoms though, for example, an Alchemy deck could have both Mystical and Elemental cards; it just couldn't contain Ancient cards.<br />
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Note that currently Guild Wars uses the Legacy format. When you join a guild, be ready for some fearsome decks.<br />
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<b>Sealed Deck/Draft Decks</b><br />
<b><br /></b>
Last but not least we have Sealed and Draft. These formats are special in that you cannot choose your Hero. All players are given a special version of Amorya for balanced play. Your deck only needs 25 cards, rather than 40, and you can play any card that you open or draft. Draft 6 Whelps? Feel free to play them all! There are no restrictions.Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-83345855933427585742016-04-27T15:21:00.000-07:002016-04-27T15:21:35.028-07:00Update on the UpdateWe are currently putting the final touches on the new release and wanted to give you an update as to some of the changes you will be seeing shortly.<br />
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<b>New Core</b><br />
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While we've been revealing cards in New Core since the big announcement, the number one question we get asked is "How much will it cost?" In an early reply we stated that the price might go up, but we weren't sure by how much. We are finally ready to reveal the new pricing:<br />
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<b>We didn't raise the price after all</b>. The new Core Basic pack contains 10 cards with a guaranteed Rare or higher, and stays at just 5000 Gold. The Core Premium packs take a cue from what we've done with our recent packs and now have a chance to open up to 3 rares in a single pack, plus a better chance at getting an Epic or Legendary card than the Basic pack.<br />
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<b>Card Buffs</b><br />
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We previously announced that there would be three buffs happening with this release. Well we didn't stop there and we're now up to <b>9</b> buffs.<br />
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One of these buffs required us to attack the problem from a new direction. While some Kingdoms (like Elemental) are so chock full of good cards it was difficult to decide what was in or out, Holy was a particularly difficult Kingdom to build. Holy's commons from these four sets were so bad that we couldn't find the 10 we needed. We had to decide between the spells Regen and Armor, both of which aren't worth the 1 mana-and-a-card investment. So in the end we did this:<br />
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This is the only "new" card in Core, and it will replace all of the Regens in your current collection. No, it isn't going to have any impact in constructed, but you now have a card that is worth drafting or adding to your sealed deck.</div>
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<b>Limited Update</b></div>
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After much consideration, we've decided not to change the name of Limited after all. Some players rightly pointed out that while the format does require a smaller card pool, it is just as competitive and cut-throat as Standard, so calling it Apprentice might suggest that only new players are involved.</div>
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The second change is much more significant. <b>Legendary cards will no longer be allowed in Limited play. </b>This has been a topic of discussion for months within the community, and as we're making such major changes to the game, we decided that it was time to make rule a reality.</div>
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This change will help new players ease into competitive play through the Limited format. There are still numerous "bombs" in Limited that will be able to swing a match, and it will remain highly competitive, but as those bombs will be in the Rare and Epic slots, they will be much easier to acquire.</div>
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<b>Tribes Two Update</b></div>
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The discussion on whether to include Tribes Two in the new Standard format or not was truly split. Many lamented that some good, key cards would be lost - like Deny - while others recognized that perhaps it was time to see the threat of Manacycle Wizards and Scavenging Goblins leave the environment.</div>
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We agree with both sides. <b>Tribes Two will not be included in Standard</b>, but we will be keeping those key cards in Standard.</div>
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Emm... Say what?</div>
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We have decided to split Tribes Two in half. The Epics and Essences will remain in the Tribes Two mini-expansion, while the other two rares in each Kingdom will move to the new Premium (formerly Holiday) expansion.</div>
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The 14 cards now included in Premium (so stay in Standard/Limited):</div>
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<ul>
<li>Warrior of the Cloth</li>
<li>Hero's Calling</li>
<li>Prophet of the Void</li>
<li>Turn to Wyrm</li>
<li>Fae Combatant</li>
<li>Spell Link</li>
<li>Bar Owner</li>
<li>Engine Oil</li>
<li>Harvester of Souls</li>
<li>Blood Contract</li>
<li>Burning Fury</li>
<li>Flaming Retribution</li>
<li>Deny</li>
<li>Shadowed Rogue</li>
</ul>
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This decision keeps some great cards in Standard without using up any of the slots in New Core.</div>
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<b>Crafting Update</b></div>
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The other question we've regularly heard since the New Core announcement is "what is happening with the crafting stones?"</div>
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Before we get into the details, we'll just show you this:</div>
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The new Elara's War stone will appear in both Light Ascending and Descent into Darkness premium packs, plus can be found through scrapping cards from these sets. The stone can craft any non-Legendary card in these sets.</div>
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Why start with this information? Because you'll also be able to find these cards with other stones. Here are all of the changes coming up:</div>
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<ul>
<li>The basic Creature, Gear, and Spell stones will be able to craft any card from Core, Legacy, Light Ascending or Descent into Darkness. Legacy will include all of the cards from old Core, Eve, Rise and Tribes that didn't make it into the new Core.</li>
<li>The Rune Word stone is being phased out. It will no longer drop and has not been updated.</li>
<li>Eve, Rise and Tribes stones are being phased out. As there will no longer be cards in these expansions from the system's perspective, they will all be able to craft any card from the Legacy set.</li>
<li>The Core stone will craft any card from the New Core set</li>
</ul>
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<b>Legendary Reveal</b></div>
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It wouldn't be an update without another Legendary reveal so without further ado:</div>
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'Nuff' said.</div>
Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-50916925417233289342016-04-19T11:23:00.001-07:002016-04-19T11:23:14.175-07:00New Core: Outta My Way!When trying to find the edge in tense creature battles, removal spells are the key to victory. Currently in Kingdoms CCG, the best removal is spread out across the expansions, making it sometimes hard to collect all of the key spells you need for all of your decks. With the creation of New Core, we are bringing many of these top spells into a single, one-stop-shopping option.<br />
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Today we're going to spotlight seven pieces of great removal that you'll find in New Core. We've already spoiled that Echo Blast and Maelstrom are in - so let's check out what else is in store!<br />
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Much to the surprise of no one, Pacify is in New Core. It's one of the defining cards of Holy, and has proven to be both popular and balanced. A hallmark of stall strategies, the card is extremely powerful against expensive or buffed creatures, yet weak against smaller creatures. Add to that it is a great pick in both Sealed Deck and Draft and the card should continue to have an impact for years to come.<br />
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Let the misery reign! Woeful Misery is one of the best cards in Tribes for good reason. At just 1 mana and having the ability to ignore both resist and armor, Woeful Misery just kills creatures dead. yes, the loss of the extra card (chosen randomly) can hurt in some games, most of the time you just want to clear an opposing slot to win the game directly, at which point that lost card doesn't matter at all.<br />
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As we've already spoiled Elemental's premier removal spell, and Lightning Bolt isn't very exciting (yes it's in), here is removal and game-winning all rolled into one. One of the most popular gears due to its unrelenting damage Lava Blade is a perfect addition to the New Core roster.<br />
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Mystical does not get direct damage, so it must find ways to subvert the opposing forces while progressing its board presence. Essence Shift does just that - it removes an opposing creature while making your creature more resilient in the process. Iconically Mystical, Essence Shift is in.<br />
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Small creatures (and gear) can be very annoying. Turn after turn they drop, while you try to collect your mana together.Oust just says "Go away". Rotted Remains pumped with 5 Reassemble? Go away. 4/5 Raging Vines? Go away. Oust is a great card to control a weenie based metagame and for that reason finds a home in New Core.</div>
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While Alchemy's removal spell might be situational, it is very good in those situations. No other rare card can take down Elara for a mere two mana, not to mention being able to efficiently deal with cards like Manacycle Wizard and... What's that? Ah yes, Hose Down is now 2 mana. This has been discussed many times, and with the release of New Core we're finally pulling the trigger.<br />
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Unaligned doesn't get many spells, but they do get some very good gear. Like this one. While not currently a force in the meta, its power is undeniable and could easily find a place in the new Standard. Every turn just smash something small and run them over while they try to recover. Speak softly and carry a big hammer!<br />
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And as we spoiled one of the 5 Legendary cards in New Core last week, how about another... with a twist!<br />
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You asked for a buff. You get a buff. Rak'Mul has carried that axe for a long time, now let's see him use it! When attacking, Rak'Mul how deals 1 physical damage to each opposing creature. If that kills an opposing creature... his second ability triggers. Attack into a wall of 1/1s and he gains 3 abilities before hitting the opponent in the face! He can also now attack into a 4/4 and come out unscathed! Long due for a buff, we think that this new version is more than worthy of that orange frame!<br />
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Stay tuned for more spoilers and news!Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-1806099295362561292016-04-14T14:04:00.000-07:002016-04-14T14:04:22.710-07:00New Core, Old FriendsToday we're going to look at a number of the rare cards that will be a part of the new meta when New Core is released later this month.<br />
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As announced in our last blog post, there will be 9 rares in each of the seven Kingdoms, for 63 rares in the set. These cards have been pruned down from a list of 185 options, so basically we're removing 2/3's of the rares from the current environment to make a more streamlined and more easily accessible game.<br />
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Removing the dregs was relatively easy. There was no way that Nethergods Will had any chance of making it into New Core, and there were many cards like Goblin Strip Miner and Nature's Retribution that while not completely ineffective, didn't live up to the standard we were trying to build.<br />
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The more difficult decision was to pick which of the "tournament tier" cards would make it into the new set. New Core has also been planned as a chance to adjust the meta in a positive way, with the hope of expanding the range of cards that see play. To do this, some strategies needed to be strengthened, others needed to be weakened.<br />
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In the future we'll look at some of the top cards that didn't make it into New Core, but today we'll look at some of the great rare cards that ARE in New Core, and why they made it.<br />
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Holy's "Board Clear with a Bonus" is one of Holy's best and most unique spells. At its worst it resets the ground game when you fall behind, at its best it clears your opponent's board while leaving your Blessed or Indestructible creatures unscathed and ready to attack. Long considered one of the weakest Kingdoms, Holy stands to gain the most from the set rotation and this powerful spell may be the backbone of that resurgence.<br />
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The original set card that helped define the Mystical kingdom, Fae's Charm will keep on stealing the hearts of enemy creatures in the upcoming meta. In a game where 2-3 mana cost creatures can have so much impact at all stages of a game, the Charm helps to keep these decks honest. Just killed my Scroll Maker with a Nightstalker and given it +2 Attack? Thank you, I'll take that. You're so kind.</div>
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Command Creature is a surprisingly powerful spell that feels perfectly Ancient. Play it on any larger creature and it's opposing creature will crumple into a corpse while you rush across unimpeded. Add in the tribal bonus and the amazing artwork and Command Creature was a no brainer to add to the set.</div>
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If Spiteful Demon didn't have it's On Turn penalty, it would be a 4-of in every deck, as every Kingdom would pair with Undead just to play it. While its penalty is steep, the card will likely form the cornerstone of future all-in aggro decks of all flavours (and yes, Undead got some very good spells as well).<br />
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Board kill and face damage, all rolled into a nice, balanced package. In many ways a Fireball that can kill you if left unchecked, Thunder Cat provides great value in a simply designed card. Haste decks <b>will </b>be losing some of their cards, but Thunder Cat is too iconic to let go.<br />
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Hi Ravinova. When you stop making Chalice copies, perhaps you can lend a Goblin a hand a make a few more of me? Alchemy's role as the poison kings of Euna is being played up in New Core, and the poster child for this strategy is the Immobilizer. Combined with Alchemy Charm, our toxic friend can lock and inevitably remove all of your opponent's key creatures. Combine with Noran or the mystical spell Aether Walk to keep Toxic Immobilizer poisoning as your opponent tries to replace their fallen.</div>
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One of the best sideboard cards in the game, that has even seen main deck play in the arena, Silence will be in New Core to provide added protection against the many powerful spells remaining in the game.<br />
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And finally, as an added bonus, as the first revealed Legendary card that you will be able to find in the new set...<br />
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That's right. Army is in. Back when Dirty Fuel's "downside" was 99% upside, the Army found its way into every deck - whether it was combo, control or aggro. Rushing a 5/5 Overrun creature out of the blue closed out a large number of games. While weakened by Dirty Fuel's new card text, the Army remains a powerful late game threat, and hard to kill early drop if you need it.<br />
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Stay tuned for more reveals!Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-67485880965033532942016-04-05T11:38:00.002-07:002016-04-05T11:38:28.116-07:00More About the (new) CoreSince the announcement of New Core, we've answered a number of questions that have come up on our Facebook page and official forums. Today we'll break down this Q&A so that everyone is up to date with the latest information.<br />
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1) <b>When is New Core planned to be released?</b><br />
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We are aiming to have New Core available to everyone at the end of April. This is a large update so the only hitch could be getting through Apple's testing, but we've learned from our last submission and will try to get this update to Apple with time to spare.<br />
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2) <b>What is the breakdown of New Core?</b><br />
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New Core is 229 cards made up of 4 Epics, 9 Rares, 9 Uncommons and 10 Commons for each Kingdom (including Unaligned) plus 5 Legendary cards (all Unaligned).<br />
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3) <b>Will there be any balancing changes in New Core?</b><br />
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Yes, but only a few. We're looking at buffing three cards to help them out. We will not be nerfing any of the cards going into New Core.<br />
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4) <b>What is the goal/point of the gear cap? Why 8? Why not 4? Or 20?</b><br />
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This is a fair question. Kingdoms is a game of limits. 3 creature slots. 5 cards in hand. 1 rune word in play. 60 card maximum deck size. Yet not gear. This was clearly an oversight in design, and our goal is to make this right. Core clearly set out that Gear wasn't only for support. Two of the original gear - Quickdraw Cannon and Shadow Dagger - were intended to have the ability to win games when used in multiples.<br />
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Our goal is not to eliminate gear-focused decks from the environment. Epic Battle Axe has a place in the game, not just Archer's Parapet and Mage's Mantle.<br />
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8 is a number that allows players to build these decks, yet not let them get out of control. The cap also forces gear based decks to make decisions about which gear to play when. If you just throw out 8 gears quickly, you may not have any space for that key card, or only have room for 1 turret off that Deploy Cannons. This adds a layer of skill to the game that isn't there now, and will improve the game.<br />
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5) <b>Will EVE/Rise/Tribes still be purchasable with the release of New Core</b>?<br />
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Yes, just not in sealed packs. The only sealed packs available will be New Core, Light Ascending, Descent into Darkness and Gods Reborn. All cards will still be available in the Dynamic Market, even the bad ones.<br />
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6) <b>Will the Advanced Tutorials give out packs of New Core?</b><br />
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Yes.<br />
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7) <b>Will the campaign rewards be changed?</b><br />
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Yes. All of the cards awarded during the campaign will be Standard playable. This includes the random cards available by the single-card prize packs.<br />
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8) <b>Will there be any new cards in New Core?</b><br />
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No. They will all be existing cards.<br />
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9) <b>Could the contents of New Core change in the future?</b><br />
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Yes! This is one of the benefits of running a digital collectable card game. We could add cards, replace cards, or remove cards without having to change the system.<br />
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We know that many of you will have a favourite card that won't make the cut into New Core. It's bound to happen. Just know that any card that has been removed could return to Standard in the future.<br />
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And how about we look at a few of the cards that ARE in New Core? Here are six of the Epic cards that made the cut:<br />
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Master Tutor is one of the few Holy Epics that has seen tournament play on a regular basis. Able to turn smaller creatures into more significant threats, while keeping you alive with points of Blessed, Master Tutor could help see rise of Soldier decks in the new environment.</div>
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Mass Polymorph is often described as a solution to many of the game more difficult to remove creatures, and is a defining Mystical ability. For these reasons the sheep will continue to be a fixture in the new meta.</div>
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The best (albeit expensive) removal in the game, and a key reason to play an Ancient hero. Echo Blast is in!</div>
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Released in Tribes, Scrapheap has never really had a chance to shine. It saw some play in MEK, but that was soon abandoned for the Shrapnel Cannon direction, because with no limit on gear and no way to block it, the Cannon was a faster win. With gear now restricted, the Scrapheap could easily move into gear decks as an alternate win condition and a great blocker.</div>
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As the best current anti-life gain option in the game, the Doomsayer was a no-brainer to include in New Core. It's unique ability and decent stat line make Doomsayer a defining card in the Undead Kingdom.</div>
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And finally, Maelstrom. One of the top Epics in the game, Maelstrom is the very definition of the Elemental kingdom - violent, chaotic, deadly. While not all of Elemental's direct damage suite has made the cut, their showcase spell lives to burn another day.<br />
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Stay tuned for more card reveals and a look at the three card buffs!Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-83652744480242064592016-03-24T14:05:00.001-07:002016-03-24T14:05:57.686-07:00Kingdoms CCG: The Road ForwardIt's finally time to reveal what we've been working on since the start of the year. We have taken a hard look at Kingdoms CCG to see what's working and what's not. What will improve the experience? What will improve competitive play? What will make the game more inviting to new players? Like with the release of 2K sometimes you need to think outside the box to find success.<br />
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What is in store for Kingdoms CCG? Read on.<br />
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<b><span style="font-size: large;">A New Beginning</span></b><br />
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What is wrong with this Core Booster?<br />
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Answer: None of the cards are competitively playable. Okay, maybe Siphon in Limited, but that's it.<br />
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This isn't a "bad" core booster. It's a pretty regular one. Of the 164 cards in Core, less than 20 cards have seen play in either Limited or Standard in years.<br />
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This is a huge problem for new players. As Core packs are the cheapest to buy, new players are going to get a ton of these sub-standard cards, and will still have a difficult time building a good deck.<br />
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Some players have suggested lowering the cost of expansions like Eve and Rise to Core levels to help get new players the better cards they need. There are a number of problems with this idea:<br />
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<li>New players would still have three sets to choose from, and it wouldn't be clear at all which pack to get first.</li>
<li>It doesn't make getting the "good" cards any easier. Cheaper, yes, but the "good" to "unplayable" ratio remains very high.</li>
<li>It doesn't help the game overall. There are still a ton of packs to choose from, too many sealed deck options, it doesn't make crafting easier and affords no opportunity to deal with problem cards.</li>
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This last point is important. Any change needs to make the game better from as many angles as possible.<br />
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There is also game balance to think about. We currently have over 1000 cards to choose from when building a deck. These cards were created and released over a four year period. Over that time we've learned a lot about what makes a card constructed playable, and now strive to make playable cards across all rarities, not just Rare and Epic. As a simple example, Clay Golem just wouldn't be a card any more. A three mana 2/2 would need a pretty significant upside - look at Frost Wielder or Ruthless Bloodsucker - or it would just be 2 mana, like Dunestorm Raider. A good Core Set should reflect this new reality. It should be a clear starting point for new players and should have a high percentage of cards that you wouldn't be embarrassed playing against a random opponent.<br />
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So without further ado, introducing...<br />
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Yes. We are redoing our Core set. The new Core set will include 229 cards from the original Core set, EVE, Rise and Tribes. Every card in Core has been hand picked to be a relevant, playable card. Kingdom synergies and abilities have been brought into focus, their play styles made clear.</div>
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When the new Core is released the older sets will be removed from the pack shop forever. The full set of cards will remain in the singles market for purchase, but will no longer be available through packs.</div>
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<b><span style="font-size: large;">Well Formatted</span></b></div>
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The question will be, of course, what happens to the cards from the old sets that aren't in the new Core?</div>
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As happens in the life of most CCGs, we have decided that it is time to <b>reduce the number of cards in our Standard format</b>. </div>
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With the release of new Core set, all cards from the original Core, EVE, Rise and Tribes that are NOT included in the new Core will be removed from Standard and Limited play. All Arsenal/Guild Wars cards and Promos will remain in the environment. Tribes Two is currently slated to stay in the environment, but this may change.</div>
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The benefit of this will be to reduce the number of cards from over 1000 to <b>under 600</b>.</div>
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Not only will this create an environment without Garden Gnomes, but also give our player base a break from cards like this:</div>
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<a href="https://4.bp.blogspot.com/-0ur0jNAcTeo/VvQ_o70DJqI/AAAAAAAAAgI/ibu4p15TXqczcldUBVaVKer8jtuRTA0Rg/s1600/alpha_card_133.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://4.bp.blogspot.com/-0ur0jNAcTeo/VvQ_o70DJqI/AAAAAAAAAgI/ibu4p15TXqczcldUBVaVKer8jtuRTA0Rg/s320/alpha_card_133.jpg" width="228" /></a></div>
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Players can debate whether or not a card like this is "broken" forever, but regardless of that discussion, Duplicate is a card that has allowed players to play 8 of a specific gear since the launch of the game. It has always been a concern when creating new Gear and has allowed numerous abusive situations. It's time to make powerful Gear to exist on their own accord (Dravkas not withstanding).</div>
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One of our goals for the environment is to encourage a more interactive game with more creature vs. creature tactics, where tribal and Kingdom synergies can truly shine. To do this, a few of the game's most omnipresent and/or degenerate cards will need to leave, but by doing so, they will open up space for new strategies to emerge.</div>
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<b><span style="font-size: large;">A Lasting Legacy</span></b></div>
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Of course if you like making your 5th copy of Inverted Hourglass, all of the cards ever to have been made will continue to be playable in our Legacy format. We created Legacy last year with the release of the Two Kingdoms (2K) rule, but beyond allowing Guild Wars to remain in this format, we haven't really used it.</div>
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With the upcoming Rotation, Legacy will be truly supported Kingdoms CCG format.</div>
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<li>Legacy will be added to the Arena. This will be discussed below.</li>
<li>Constructed Tournaments will be streamlined to our three key formats. While our more "out there" formats can be fun to play, they have not been popular enough to support.</li>
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To make room for Legacy in the Arena, and to clarify the differences between the formats, Limited will be officially renamed "<b>Apprentice</b>" and will replace the current, AI-only Beginner's arena. "Limited" is a term long used in CCGs to denote Sealed Deck/Draft play, so it has been confusing to new players.<br />
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Prizing will be available for all three arenas, but we will keep the best prizing for the Standard arena. It is "Standard" for a reason, and play there will be encouraged.</div>
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<b><span style="font-size: large;">Getting a Grip on Gear</span></b></div>
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Finally, it is time to deal with one of the key issues with Kingdoms CCG once and for all. We are currently working on putting a <b>hard cap on the number of gear</b> that a player can have in play at one time.</div>
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It has never made sense that gear have no limit - not even when they no longer appear on screen - and creatures be limited to just three slots, but this has been one of the sacred cows of Kingdoms despite the many issues it has caused over the years. Now is our chance to fix it.</div>
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We are currently using a cap of <b>8</b> gear. This allows a deck to focus around 4 copies of two key gear, or one key gear and some support pieces. Like creatures, you will not be able to remove your gear without a card effect, but you can expect to see more card like "Recycle" in future sets.</div>
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<b><span style="font-size: large;">Have Your Voice Heard</span></b></div>
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We expect that many of you will have a lot of opinions on what you've read today, and we want to hear them. In particular we'd love your input on the following:</div>
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<li>The Gear Cap: Is 8 the right number?</li>
<li>Tribes Two: Stay in Standard or go?</li>
<li>Guild Wars: Move to new Standard or stay in Legacy?</li>
<li>New Core: What are the cards you most want to stay? Most want to go?</li>
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Join the conversation on our <b><a href="https://www.facebook.com/KingdomsCCG/">official Facebook page</a></b>. We will be regularly joining the discussion to address your questions, comments and concerns.</div>
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Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-2734369256879497372016-03-17T07:15:00.003-07:002016-03-17T07:15:56.977-07:00Special Announcement for Yahoo PlayersYahoo Games has announced that on May 13, 2016 it will be closing down.<br />
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Since launching Kingdoms CCG on Yahoo Games in early 2015, we have had thousands of Yahoo players try the game and we want you to know that we are not going to let the closing of Yahoo Games prevent you from enjoying your accounts.<br />
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Early next week we will be updating the Yahoo client. When you log into the game from Yahoo you will be asked to provide an email address and password. These will be applied to your existing account - all of your progress, cards and decks are yours to keep.<br />
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When complete you will be redirected to kingdomsccg.com, where you can continue to play. Note that this account can also be used on Steam and our Android and iOS apps.<br />
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We will post a follow up notice when the Yahoo changes have been made. At that time we ask that you clear your browser's cache to ensure that you get the updated version of the game.<br />
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Remember that you must convert your account over before May 13th. After that time, access to unconverted accounts will not be possible.<br />
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This feature will made available to Yahoo Games players only. Our agreements will other portals such as Kongregate or Facebook do not allow transferring accounts to dotcom.Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-15805852550474222712016-03-16T08:09:00.000-07:002016-03-16T10:00:40.996-07:00Site Update - March 16, 2016Quick update today with just a few fixes:<br />
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1) Titan Arbiter no longer prevents creatures from gaining abilities while it is a corpse.<br />
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2) An exploit that would allow cards from opposite Kingdoms to be used in decks (i.e. Elemental cards in a Mystical hero deck) has been fixed. Decks can no longer be saved with illegal cards in them and both the Arena and Guild Wars will now reject such decks, even if they meet all other deck building requirements.<br />
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3) We've also added some new code to allow for some new creature abilities in future releases (this has no impact in the current game).Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-6251060644791831422016-03-04T13:25:00.002-08:002016-03-04T13:25:18.039-08:00Monday Downtime and Next Release InfoJust a quick message to let players know that Kingdoms CCG will be down on Monday, March 7 from approximately 7:30 am to 9:00 am EST. We're doing network maintenance on our load balancers.<br />
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We have also submitted a new build to Apple and expect to have it live early next week. We have fixed the bug with Titan Arbiter and a deck building issue that was raised on the forums.<br />
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We're also pleased to say that we haven't had any reports of Guild Wars AI crashing since the fix in our last release (usually happening with complex, multi-Inverted Hourglass situations). If you do see this happening, please make a post on our forum, or let us know at kingdomsccgsupport@ganz.com. We are hoping that we've solved the issue once and for all, but Kingdoms is complicated code so there may still be fixes to go.Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com1tag:blogger.com,1999:blog-1820362545403837414.post-17349352358447833132016-02-25T10:38:00.002-08:002016-02-25T10:38:22.695-08:00Balancing Notes and New PromosWith our new release, we will be changing a few key cards in the game to continue to enhance game balance. As always, when reducing a card's power level we focus our efforts on making small changes that do not change the core of the card's concept. When boosting a card, we are looking at why the card isn't played and trying to push it slightly into being competitive.<div>
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<b>The Legends</b></div>
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There has been a lot of conversation about some of the Legendary cards that we have released over the past year, that they are too powerful, and too far above the power level of Legendaries established in the early days of the game.</div>
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We've been watching the use of these cards closely and have decided to make some small changes.</div>
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<b>Elara: ATK dropped from 4 to 3</b></div>
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Elara was created for one reason - to gain life and to be very hard to kill. This has not changed. It is the core of who she is. By toning down her attack we retain this, but give opponents a little more time to deal with her or win the game before she can.</div>
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<b>T'rror: No longer reduces damage by 1</b></div>
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T'rror is just that - a terror that can clear the board and must be dealt with quickly or overrun the battlefield. The issue is that by adding the damage reduction, we made T'rror a little too difficult to get rid of. Again, T'rror core concept - destroying the board and creating a tide of demons - has not been changed. T'rror will remain a top Legend choice in both Limited and Standard.</div>
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<b>Birth of a New God: Mana cost changed to 3 + X where X is the current turn number</b></div>
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<a href="https://4.bp.blogspot.com/-Pc97SeLUmhE/Vs8_DH6rkPI/AAAAAAAAAfI/6WfA-HJVSZ8/s1600/reborn_card_85_update.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://4.bp.blogspot.com/-Pc97SeLUmhE/Vs8_DH6rkPI/AAAAAAAAAfI/6WfA-HJVSZ8/s320/reborn_card_85_update.jpg" width="228" /></a></div>
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While players have called for all sorts of changes to this card, from limited which abilities it can get, to put caps on how big the creature can get, none of these suggestions really dealt with the core issue: 7 mana for a Legendary 6/6 creature with 6 random abilities is probably fine, but 7 Mana for a Legendary 20/20 creature with 20 random abilities is definitely not.</div>
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What we knew we had to do is scale the mana with the card. Now you can still unleash a 20/20 "Chuck Norris", but only if you've been able to hold the game and gain 23 extra mana while doing so.</div>
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You now have to plan your mana carefully to be able to play the card. By doing this the card has a clear position - as part of a mana-generation combo deck (which has clear counters), or as a counter to stall decks where you're often forced to sit gathering mana instead of interacting with the board.</div>
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<b>Olfaan Slows Down - Scattershot moved from 6 charges to 7</b></div>
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Since Olfaan was given a boost last year he has rules both the Limited and Standard arenas, with top usage and a very solid win ratio. While slowing down Deploy Cannon has had a great balancing effect - there are now 7 heroes seeing significant play instead of 2 - we felt that Olfaan was a little too high up. We decided not to touch Loot Corpse - arguably his best ability - and moved back his ultimate 1 charge. This takes it more in line with Arcanos' ultimate that has a similar AOE damage effect (but that doesn't hit face).</div>
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<b>Nourish Gets a Boost - Mana Cost reduced from 3 to 2</b></div>
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Nourish was originally costed at 2, but in Beta there were concerns about a spell that granted 3 Health for just 2 mana. Having been through the days of Ancient's Will and Divine Ascension ruling the meta, this concern seemed valid. Time has shown us that those concerns were unfounded, and it's time to get Nourish back to its original cost.</div>
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<b>New Promos - Available Now!</b></div>
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For this Arena season we've done something new - we're releasing a competitive level card as the prize AND releasing it to everyone (who has completed a minimum of 100 battles) for purchase.</div>
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Let that sink in for a little while. In testing we were able to make a number of decks that made great use of the Helm, even at the cost of 5. We expect this card to create all new archetypes, and will definitely be worth battling for.</div>
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Can't place in the top ranks of the Arena? No worries, you can find in the card in the "Rewards" section of the shop.</div>
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We also have a brand new variant art card for Arena participation:</div>
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With these changes and the release of the all-new Meta Pack, we're in for some exciting times in Euna!</div>
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Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-15258638048247132362016-02-18T10:53:00.000-08:002016-02-18T12:00:52.120-08:00The Secret SevenHey Kingdoms Fans<br />
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Back in January we teased the release of a new mini-set and we are finally ready to reveal all of the new cards!<br />
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We are calling these seven cards "<b>The Meta Pack</b>" as they have been specifically designed to help out the Kingdoms in competitive play.<br />
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On to the cards!<br />
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Regulars of the official forums may recognize this card as I discussed it as a way to give the Holy Kingdom a unique spin on a direct damage spell, of which it is sorely lacking. Here we have a potential 1-mana targeted Lightning Bolt, and as it does physical damage, it laughs at Resist. Of course you do need to work for it. To get the most out of the card you'll need to have a full board - either riding the great Holy weenies, or a mass token generator like Exalted Enforcements or Queen of Dragons, or even the under-rated Sound the Alarm. Will Flurry of Swords be the card that gives Devroth and Belnir the opportunity to shine? Time will tell.<br />
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That is a big block of text, but let it sink in for a moment. This is negative status removal for Undead with a big upside. Tired of being Pacified? Sick of stacking Immolate? Release your anger and throw those effects back at your opponent. With the amount of negative status effects swirling around these days - Poison in Alchemy decks, Pacify in Stall decks, Weakness in Wilirus and Immolate in aggressive strategies - Share the Pain has the potential to be main deck worthy and is definitely worth slots in the sideboard.<br />
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By decree I declare that your elves will not have Haste, your zombies will not have Reassemble, and that New God you just summoned will arrive naked.<br />
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Titan Arbiter does something truly new in Kingdoms, it shuts down abilities on a global scale. Previously we've only had the unplayed Rune Word "Mundane" to help us against the many abilities in the game, but even that card didn't also prevent existing creatures from gaining abilities. Titan Arbiter works great alongside Skullcrusher Giant and Ancient Priestess - cards with powerful effects but no abilities. I'm also sure that Truesworn Titan won't even mind losing Splash if it means Fae Paragon arrives with no flight and Mindshocker becomes an exceptionally expensive Grizzly Bear.<br />
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As we all know, two mana creatures and spells and effectively "free". There will never be a turn that you don't have the mana to play them. Hence there are numerous decks that run solely on these cheap cards. But what if those small cards cost 3 or 4? That's the potential of Forge of the Maker. And when combined with Elemental's Mana Denial cards, Forge opens up the opportunity for a true "prison" deck that oppresses opponents while you move forward with your own plans.<br />
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The second line is new for gear and has a double edge. No you will not be able to Duplicate this card for fast copies, but you also won't lose the Forge to cards like this:<br />
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Oh yes. Why destroy gear when you can just take it? Acquire is gear removal with a particularly Mystical flavour. Inverted Hourglass? Thanks I'll take that. Lava Blade? Sounds like fun. Even a simple Mechana War Banner - better I have it than you, and I'll take the free War Drums effect. In many ways it's a surprise that this card took this long to make, and we expect that it will have an immediate impact.<br />
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Sometimes haste decks run into decks with big creatures that aren't easily removed by a Lightning Blast, or that try to slow down your assault with blockers. While small in size, Fireseeker is big in flexibility. Blocker? Just run around it. Scary big creature in another lane? Turn your Fireseeker into a guided missile for 3 damage and take it out. Note that Fireseeker is both a Goblin and an Element to help with Tribal strategies. (*This card is ELEMENTAL* It is being fixed)<br />
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Finally, we have a key card for the 2K era - targeted gear removal for everyone. Sabotage is not a subtle card, but it does what it needs to do effectively. Sabotage also has been designed as the spiritual completion of the Charm cycle from Ascend and Descent, granting Unaligned heroes with a bonus ability of their own.<br />
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And there you have it, seven powerful cards that will change the game forever.<br />
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The Meta Pack will be releasing very soon, and for the low cost of just $10 USD (100 Kreds) will include *TWO* copies of each of these seven cards. That's 14 cards - over 350 Gems worth at standard promo prices.<br />
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The Meta Pack will be available until the end of April, when the cards will be moved to singles section and sold separately for gems.<br />
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And that's not all we have in store for our next release. Tune in tomorrow to get all of the details.<br />
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NOTE: Due to the delay in preparing this release, this Arena's season will be awarding older promo cards that newer players may have missed. We will be announcing the new promos in tomorrow's post.Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com1tag:blogger.com,1999:blog-1820362545403837414.post-51450712046110051032016-01-20T14:02:00.001-08:002016-01-20T14:02:20.181-08:00January 20 Release NotesAfter a two day delay we've finally released our new update with the following fixes and changes:<br />
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1) Screen resolution on widescreen Android phones has been improved. You will now always use the full height of your phone.<br />
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2) Deploy Cannons has had its cost raised from 3 to 4, and is now banned from use in Limited. For a more detailed discussion of this change, please read: <a href="http://blog.kingdomsccg.com/2016/01/kingdoms-update-deploy-nerfgun.html">Kingdoms Update: Deploy Nerfgun</a>.<br />
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3) The promo version of Queen of Dragons has been fixed.<br />
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4) A bug that showed Steelbane Overwatch having a cost of less than 4 while in play has been fixed.<br />
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5) We have deployed all of the necessary code for release on iPad. We will be launching the game on iTunes shortly!Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0tag:blogger.com,1999:blog-1820362545403837414.post-28347858154217283432016-01-15T12:49:00.000-08:002016-03-24T13:04:48.520-07:00Kingdoms Update: Deploy Nerfgun<div class="separator" style="clear: both; text-align: center;">
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Hello all. I hope everyone is enjoying 2016 so far.</div>
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The focus of this blog post will be to update you as to where we are with Kingdoms and deal with the key problem card in the game right now.</div>
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First things first: Deploy Cannons is being nerfed. When first released it was quickly determined to be a powerful card, and founds its way into numerous decks, but definitely wasn't dominant. With the release of MEK it saw even more play combined with Shrapnel Cannon, but the strength of MEK's nemesis Bothar kept it in check. 2K saw its range limited, but also reduced the number of answers that many decks had. The recent upgrade to Olfaan was the final straw, with Deploy Cannons becoming a defacto part of decks at levels not seen since the original Manacycle Wizard.</div>
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On Monday (possibly Tuesday) we will be releasing a small patch to fix some bugs and Android issues, as well as prepare for the iPad release.</div>
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As part of this release we will be making the following changes to Deploy Cannons:</div>
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1) Deploy Cannons will be banned in Limited. Limited decks have far fewer answers to multiple gear, and hence spamming two or three copies of Deploy puts the opponent in a near unwinnable position.</div>
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2) Deploy Cannons cost will be raised from 3 to 4. This is a fairer cost for a card that offers repeatable damage and requires no set up. </div>
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This change should have the added benefit of slowing down Olfaan who, as anyone who has been playing regularly will know, has moved from the least played, poorest win % hero, to the most played, best win % hero in one very big jump. It is amazing that simply removing the randomness from his abilities would have this great of an effect, and we will be continuing to watch this hero closely.<br />
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<b>2016 Update</b><br />
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Here are some updates as to what we're working on for 2016:<br />
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1) Apple has begun reviewing the iPad version of Kingdoms CCG today. Our first submission has changes requested, and we submitted those last week. We expect to hear from Apple early next week and if this version is approved we'll be live soon after!<br />
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2) In February we will be releasing a special 7-card fixed "Meta Pack". This set includes one new card for each Kingdom (including Unaligned) designed to plug a number of holes in the 2K environment. Here is an early sketch of one of these cards:<br />
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3) We're finalizing our plan for the year right now and when complete we will be able to you all a more clear vision of what will be coming out when throughout the year. We've heard your request for more transparency as to release dates, marketplace changes and prizing changes and it is our plan to provide you with this information in 2016.<br />
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Cheers!<br />
<br />Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com2tag:blogger.com,1999:blog-1820362545403837414.post-39341271223038183662015-12-23T10:50:00.000-08:002015-12-23T10:50:57.308-08:00Merry Christmas!Just want to wish all of our Kingdoms CCG players a merry Christmas and a happy holidays!<br />
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Remember to play Kingdoms on Christmas Day to get your FREE copy of Santy Claws:<br />
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Here are the two cards this festive beast creates:</div>
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<a href="http://2.bp.blogspot.com/-I5c0-frMibA/VnrkRoCujlI/AAAAAAAAAdY/p27QBU4RXFI/s1600/good_gift_card.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-I5c0-frMibA/VnrkRoCujlI/AAAAAAAAAdY/p27QBU4RXFI/s320/good_gift_card.jpg" width="228" /></a><a href="http://2.bp.blogspot.com/-EzV66SpC1qY/VnrkRgahMOI/AAAAAAAAAdU/z5kUi0Fdnbs/s1600/naughty_gift_card.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-EzV66SpC1qY/VnrkRgahMOI/AAAAAAAAAdU/z5kUi0Fdnbs/s320/naughty_gift_card.jpg" width="228" /></a></div>
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When you open (aka "cast") these gifts, a good card from your Alliance will be created in your hand. Every card is Rare or Epic and they all are useful in multiple situations regardless of deck, so no Backfires or Magnum Opus of Light. Yeah, it's random, but who doesn't like getting presents?</div>
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And if you missed the announcement on Facebook, Kingdoms CCG is available NOW on <a href="https://play.google.com/store/apps/details?id=air.com.ganz.kingdoms">Android phones and tablets</a>! The iPad version is in the hands of Apple, so we'll have it available as soon as Apple gives us the go-ahead.</div>
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Just a reminder that our mobile versions can only connect to accounts made on the device itself, dotcom, or Steam.</div>
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And if you haven't done so yet, definite check out the <a href="http://www.kccgdecks.com/alpha/#cards/all">best Kingdoms CCG card viewer and deck builder</a> out there. xankludan has done a killer job on this, and I've (finally) sent him the rendered cards from Gods Reborn so that it can be updated.</div>
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So again, have an amazing holiday, and we'll see you all in the new year!Anonymoushttp://www.blogger.com/profile/17696976873084946300noreply@blogger.com0