Update October 1, 2020


UI

  1. Added wording on A Thousand Cuts to specify that the unit damages itself to clarify the interaction with heroes like Venomancer.
  2. Fixed wording on Silver Edge that said it disabled passive abilities when in fact it disables native abilities.
  3. Fixed a typo in Plague Hex.
  4. Removed some unnecessary words in Mjollnir’s text.
  5. Removed built-in "STARTER" decks from the deck loader. They were from a world where you gradually unlock cards for constructed. Replaced them with "PLAYTEST" decks -- decks built to playtest recent changes.

Bug fixes

  1. Team Fight works now.

Gameplay

  1. Untested Grunt mana cost reduced 2 > 1.
  2. Stonehall Elite health increased 2 > 3.
  3. Red Mist Pillager cost reduced 5 > 4.
  4. Wingfall hammer Attack and Regeneration increased 3 > 4.
  5. Infernal Ally cost increased 2 > 3.
  6. Phantom Lancer health increased 3 > 4.
  7. Astral Imprisonment cost reduced 4 > 2.
  8. Ring of Basilius now also gives your creeps -1 Bounty.
  9. Vanguard Health and Regeneration increased 3 > 4, Armor reduced 5 > 4.
  10. No Hesitation cost increased 2 > 3.
  11. Kanna now triggers before your turn, rather than immediately when creeps are played.
  12. Golden Ticket deleted.
  13. Greevil Egg has returned.

Multicolor Kicker Cards

  1. Added a series of cards that have a bonus effect when you have a second color hero in the lane. In Hero Draft, these cards only show up in decks that have both colors.

Unearthed Secrets

  1. Spell.
  2. Green 3.
  3. Encant Tower.
  4. When you play another non-item card from this lane, it has Mulch. If you have a black hero, gain 5 gold.
  5. 1 round cooldown.

Gold-Plated Golem

  1. Creep - 1/4.
  2. Blue 3.
  3. You gain Gold-Plated Golem’s bounty instead of your opponent.
  4. Gold-Plated Golem has +4 Bounty. If you have a black hero, it has an additional +5 Bounty.

Pincer

  1. Spell.
  2. Red 4.
  3. Caster battles an adjacent enemy.
  4. A random allied black hero attacks that enemy.

Spirit Guardian

  1. Creep - 2/2.
  2. Red 3.
  3. Armor 1, Retaliate 1.
  4. Play Effect: Taunt.
  5. Death Effect: If you have a green hero, Spirit Guardian becomes a tower enchantment.

Fungal Horror

  1. Creep - 3/2.
  2. Black 4.
  3. Devour.
  4. If you have a green hero, Fungal Horror has +2 Attack and its adjacent enemies have rooted.

Corpse Horde

  1. Spell.
  2. Blue 3.
  3. Enchant Caster.
  4. Round Start: Summon a <Zombie>. If the lane is full, it devours a random allied creep with the lowest health.
  5. If you have a green hero, allies have trample.

Shock Trooper

  1. Creep - 2/2.
  2. Red 2.
  3. Quickcast.
  4. Play Effect: If you have a blue hero, deal 2 damage to unit blocking Shock Trooper.

Burning Lesions

  1. Spell.
  2. Black 2.
  3. Give enemies +2 Decay.
  4. If you have a blue hero, deal piercing damage to each enemy equal to their Decay.

Birds of Paradox

  1. Creep - 0/1.
  2. Green 2.
  3. Round Start: +1 Max Mana.
  4. Play Effect: If you have a blue hero, trigger allied Round Start effects.

Captured Thunderhide

  1. Creep - 6/6.
  2. Green 6.
  3. Play Effect: If you have a red hero, Captured Thunderhide battles its adjacent enemies.

Raid

  1. Spell.
  2. Black 4.
  3. Give allies Pillager and +1 Siege.
  4. If you have a red hero, proceed to the combat phase.

Archer’s Parapet

  1. Spell.
  2. Blue 3.
  3. Enchant Tower.
  4. Round Start: Each ally deals 1 damage to the unit blocking it.
  5. If you have a red hero, allied units have +1 Armor.