Balance changes list 07.04.2016

neut_u_SoulCollectorCard and Module changes:


Module: Nergal’s Gift

Change: Cost, Mechanics

Before: 9 Energy, Choose a pacified unit and deal its HP randomly split among all enemy characters

Now: 12 Energy, Choose a pacified unit and deal DMG equal to its HP randomly split among all enemy characters. The damage is capped by your max SUPPLY

Module: Visions of Glory

Change: Cost

Before: 7 Energy

Now: 9 Energy

 

Module: Draw Essense

Change: Mechanics

Before: If there are two or more pacified units on board, you gain 1 PSYCHIC CHARGE at the start of your turn

Now: If there are two or more pacified units on board, you gain PSYCHIC CHARGE equal to their number at the start of your turn

 

Module: Trance Projector

Change: Cost

Before: 8 Energy

Now: 9 Energy

 

Module: Efficiency

Change: Cost

Before: 6 Energy

Now: 9 Energy

 

Module: Propaganda War

Change: Cost

Before: 7 Energy

Now: 11 Energy

 

Module: Traitor in the Ranks

Change: Cost

Before: 6 Energy

Now: 8 Energy

 

Module: Spike Growths

Change: Cost

Before: 7 Energy

Now: 9 Energy

 

Module: Raiding Parties

Change: Mechanics

Before: Every time you deal damage to a MASSIVE unit, gain an upgrade card. You start with -5 HP

Now: Every time you deal damage to a MASSIVE unit, gain an upgrade card.

 

Module: Duplicate

Change: Cost

Before: 8 Energy

Now: 12 Energy

 

Module: Auto-Repair Protocols

Change: Mechanics

Before: If there are only CYBORG units on the board, they RESTORE 1 HP at the end of your turn

Now: If there are only CYBORG units on the board, they RESTORE 2 HP at the end of your turn

 

Module: Damage Control Protocols

Change: Mechanics

Before: If you target a textless or nullified unit with a Tactic, restores 2 HP to that unit

Now: If you target a textless or nullified unit with a Tactic, it gains +1/+1

 

Module: Overclock Targeting Servos

Change: Cost

Before: 6 Energy

Now: 8 Energy

Card: Baseline Artificer

Change: Mechanics, Type

Before: IMPACT: Gain 2 ENERGY every time a unit is RESTORED, Support

Now: IMPACT: Gain 3 ENERGY every time a unit is RESTORED, no type

 

Module: Viromorphic Spores

Change: Cost

Before: 8 Energy

Now: 12 Energy

 

Module: Active Genome

Change: Cost

Before: 9 Energy

Now: 10 Energy

 

Module: Spontaneous Replication

Change: Cost

Before: 6 Energy

Now: 9 Energy

 

Module: Plague Nexus

Change: Cost

Before: 5 Energy

Now: 6 Energy

 

Module: Combined Arms

Change: Mechanics

Before: DEPLOY 1/1 Guardsman with text “+1 FIREPOWER”

Now: DEPLOY 1/1 Guardsman with an effect “+1 FIREPOWER till the end uf turn”

 

Module: Mad Minute

Change: Cost

Before: 8 Energy

Now: 12 Energy

 

Module: Tactical Flexibility  

Change: Healing exploit fixed

 

Card: Energized Fractal

Change: Mechanics

Before: ACTIVATE: Gain 1 HP for every 3 Energy you have

Now: ACTIVATE: Gain 1 HP for every 4 Energy you have

 

Card: Vraxxian Packmaster

Change: Type, no type

 

Card: Conclave Stalker

Change: Type, Aberration

 

Card: Rend

Change: Text: Replaces your left Module with “Deal 2 DMG”. Next time: add 1 damage

Card: Treachery

Change: Cost

Before: 2 Supply

Now: 2 Supply, 1 Credit

 

Card: Mobilize

Change: Cost

Before: 1 Supply

Now: 2 Supply