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 Post subject: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 15:01 
Vanguard
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In-game name: SeeMeScrollin
Scrolls Test Changelog 0.113.5 (client 114)
February 12, 2014

Scrolls
- New: Shadowhands (Energy). Placeholder name and graphics.

Image

- Cay, Royal Envoy (Order): Cost 8 (down from 9), and scroll draw now happens if at least one opponent dies during your combat.
- Ruse (Order): Now gives +1 Armor until end of turn instead of temporary Health.
- Nuru, Flesh-seamstress (Decay): Now summons 2 Husks (down from 3), but gives +2 Attack to Undead on Dominion.
- Morbid Curiosity (Decay): Cost 4 (down from 5).
- Stitcher (Decay): 3 Health (up from 2).
- Wetland Ranger (Growth): 4 Health (up from 3).
- Erode (Growth): Now works on opponent structures as well as yours.
- Replicaton (Energy): Now gets pushed back to hand if current Energy is 2 or more.

Miscellaneous
- Added 11 new trials (5 Hard, 4 Medium and 2 Easy). These are still WIP, and the descriptions are still missing.

--EASY TRIALS--

Defender of the Crown (250 G):
Idols have 6 health.
Your units have haste.
Your opponent starts with a 6 health Gallant Defender.

Downhill (250 G):
Your units have their move increased by 3 (4 move creatures, 3 move structures).

--MEDIUM TRIALS--

Fury (350 G):
You start with a 5 attack / 10 health Kinfolk Jarl.
Your opponent starts with a 3 attack / 7 health Bog Hound.
Your units have Curse 1 and Slayer.

King of Beasts (300 G):
You start with a Waking Stones.
Your opponent starts with a Wetland Ranger.
(Also, your opponent plays Bunnies. I felt like that was interesting enough to be included)

Wings of Immunity (300 G):
Your opponent's units are immune to poison and have "noncombat armor 1". (so all non-combat damage dealt to them is reduced by 1).

Metal Wall (350 G):
Your opponent starts with 3 Metal Wonders.

--HARD TRIALS--

Spikes (500 G):
Your opponent's units have spiky 1.

Shooting Range (500 G):
Your opponent's creatures have piercing.

Slaying Grounds (600 G):
Your opponent's creatures have slayer.

Protected Area (500 G):
Your opponent's units have armor 1 and move increased by 1.

They United (1000 G):
Your opponent starts with 6 of each resource, and has a Waking Stones, an Eternal Statue, a Pillar of Disease and an Ether Pump on the field


Bug Fixes
- Fixed a bug in Judgement rarity row distribution. Now slightly higher percentage of uncommons/rares.

Thanks

The SG Team

Edit: Trials and New Scroll

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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 15:05 
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In-game name: Valhalla
So what does shadowhands do?

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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 15:08 
Infantryman
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Joined: Wed Jul 10, 2013
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Location: Copenhagen, Denmark
In-game name: Flasken
Shadowhands
Creature. Human, Reaver
5E .:. 4/2/5
*Pillage: Immune to damage until beginning of your next turn

Scroll: https://dl.dropboxusercontent.com/u/468142/capture1.png
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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 15:20 
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In-game name: davidslain
Flasken wrote:
Shadowhands
Creature. Human, Reaver
5E .:. 4/2/5
*Pillage: Immune to damage until beginning of your next turn

Scroll: https://dl.dropboxusercontent.com/u/468142/capture1.png

I was wondering if we were ever going to see damage immunity again. Stick machination mindset on this guy.
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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 15:23 
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Screw you Elder, we got a new drop-5 right here, with an immunity to Quake if pillage. The major problem is that is not ranged. Oh well, still playable.

Now Cay is playable if I understand it. I play it, my Skirmiser with 0 Coutndown kills a unit and I got a draw, neat.
And the Erode buff is really really huge. I mean, Cost-1 Growth ramping for Decay, with Curse it's a way that Decay could use to get rid of structures.
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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 15:30 
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davidslain wrote:
Flasken wrote:
Shadowhands
Creature. Human, Reaver
5E .:. 4/2/5
*Pillage: Immune to damage until beginning of your next turn

Scroll: https://dl.dropboxusercontent.com/u/468142/capture1.png

I was wondering if we were ever going to see damage immunity again. Stick machination mindset on this guy.


AND FLEETNESS!

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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 15:33 
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In-game name: Nenananas
Nice scroll :D now I wonder what the last Order scroll is going to be :)

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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 15:35 
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Tengu wrote:
Now Cay is playable if I understand it. I play it, my Skirmisher kills a unit and I got a draw, neat.

It seems like something you will have to play instead of imperial resources to make the most of it without losing the game by having too many high cost draw scrolls. Or you could play imperial resources and this, then overload your deck with cheap 2 health creatures. But in a normal order deck i probably wont use it.

It will probably give draw on the turn you play it (if you kill a creature), which seems strong.
But it is such a win-more scroll... its very expensive and hard to get out. Even if i am winning then i would much much rather play honorable general and speed than risk stalling the game.

Order is still getting a new scroll for this update, right? (14 so far) :cry:

That new scroll is interesting. It looks strong yet also has its counters.
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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 15:38 
Spearman
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OMG!!!

They made the changes I proposed, I wonder if they read them or if it was just commons sense. :D

Cukta wrote:
Morbid Curiosity: It should cost 4, why, because for 5 decay I get something better; Viscera Sage + Uneasy Alliance + Regeniture. In an ideal world it would cost 3, however i think 4 is a good price to pay for use 1 less scroll

Stitcher: I like it, but it should be changed to 2/2/3

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Last edited by Cukta on February 12th, 2014, 17:11, edited 2 times in total.
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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 15:42 
Skirmisher
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In-game name: Tengu
Nicon wrote:
Tengu wrote:
Now Cay is playable if I understand it. I play it, my Skirmisher kills a unit and I got a draw, neat.

It seems like something you will have to play instead of imperial resources to make the most of it without losing the game by having too many high cost draw scrolls. Or you could play imperial resources and this, then overload your deck with cheap 2 health creatures. But in a normal order deck i probably wont use it.

It will probably give draw on the turn you play it (if you kill a creature), which seems strong.
But it is such a win-more scroll... its very expensive and hard to get out. Even if i am winning then i would much much rather play honorable general and speed than risk stalling the game.

Order is still getting a new scroll for this update, right? (14 so far) :cry:

That new scroll is interesting. It looks strong yet also has its counters.

Yes I agree, but before was even more win more and really bad in comparison with the other champions. Now it's way better, still not what order needs now.
Nothing new now, 15 cards for each faction, counting the four already released (Stifled, Piercing, Ancestral and Eclipse). So yeah, Order gets only 2 new playable monsters.
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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 16:10 
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Nicon wrote:
Order is still getting a new scroll for this update, right? (14 so far) :cry:


No - there's 15 Rebellion Scrolls for each faction. My guess is you're forgetting Stifled Advance, which was part of the community design competition and is included in set 5. :)
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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 16:11 
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Cukta wrote:
OMG!!!

They made the changes I proposed, I wonder if they read them or if it was just commons sense. :D

Cukta wrote:
Morbid Curiosity: It should cost 4, why, because for 5 decay I get something better; Viscera Sage + Uneasy Alliance + Regeniture. In an ideal world it would cost 3, however i think 4 is a good price to pay for use 1 less scroll

Stitcher: I like it, but it should be changed to 2/2/3


We read similar feedback from several users, and we thought it was a valid point. :)

EDIT: Sorry for posting twice in a row. :)
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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 16:39 
Spearman
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Posts: 48
In-game name: Vitriol
Would Supercharged make Shadowhands permanently immune to damage as long as it stands in front of an exposed idol? Except for the small gap after it loses immunity and before it fires Supercharged.

Does Supercharged in general trigger pillage? And can you therefore trigger it several times in one turn? Not particularly practical, but it would be hilarious to have a Smuggler/Wetland Ranger in one corner providing endless structures or permanent Crimson Bulls.
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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 16:40 
Spearman
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In-game name: RauweDouwe
Changes are good!

Really hoped the 5 cost energy creature would be ranged though. Now we still only have Gravelock Elder.
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 Post subject: Re: Scrolls Test Changelog 0.113.5 (client 114)
PostPosted: February 12th, 2014, 16:41 
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Location: Dresden, Germany
In-game name: Zylus
Vitriol wrote:
Would Supercharged make Shadowhands permanently immune to damage as long as it stands in front of an exposed idol? Except for the small gap after it loses immunity and before it fires Supercharged.

Does Supercharged in general trigger pillage? And can you therefore trigger it several times in one turn? Not particularly practical, but it would be hilarious to have a Smuggler/Wetland Ranger in one corner providing endless structures or permanent Crimson Bulls.

Good question, I think we once tested if Supercharge damage counted as damage done by the enchanted creature or Supercharged itself, I think it did not work in combination with Slayer

RauweDouwe wrote:
Changes are good!

Really hoped the 5 cost energy creature would be ranged though. Now we still only have Gravelock Elder.


I would definitely run Shadowhands over Elder unless I was playing a Gravelock Deck

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