v0.9.0-forever
What's new
Changelog
Versions before 1.0 are playtest builds. 0.6 added multiplayer; everything since is a 0.6.x update. (Some older commit messages use the earlier numbers shown in brackets.)
0.9.0
The UI overhaul, a new starter deck for every class (each with its boss, a trap and a full curve), twelve late-game chase legendaries, new Rogue cards, and a long list of balance and rules changes. Rules changed, so friends need 0.9.0 to duel each other: earlier versions cannot duel this one.
Lord Captain Wyrmak now also gives your other Dragons +1 Attack while he is alive ("Your other Dragons have +1 Attack"), so he is no longer a copy of Narillasanz. He is not a Dragon himself, so he never buffs himself or a second Wyrmak. Same 6 mana 6/5 and same Battlecry.
Deepwater Hunter is now a Beast.
Balance: the neutral Charge minions hit a little softer: Rocklance is a 4/3 (was 5/3), Heartrazor a 5/4 (was 6/4), Spawn of Hakkar a 6/5 (was 7/5) and Scalebeard a 6/6 (was 8/6). Cost, Health and Charge are unchanged.
Thunder Lizard is no longer a copy of Barrens Kodo: it is a 5/6 (was 6/7) with "Battlecry: Deal 2 damage to a random enemy minion." Barrens Kodo stays the plain 6/7.
Fix: when a trap makes your hero immune, the label under the hero names the trap that did it (Shield Wall, Ice Block or Bubble Hearth); it used to say "Shield Wall" for all three.
Fix: Archwitch Willow only calls a Demon when your hero takes damage on your own turn (she used to answer your opponent's attacks on theirs too).
Fix: a Choose One minion that grew in your hand (a Druid of the Claw or Saber after Titan Sized) keeps its bonus when you pick a form: a +2/+2 Claw comes down 6/6 Charge or 6/8 Taunt.
Fix: clicking the hero power badge while you are aiming a spell or attack at a hero now targets that hero instead of using the hero power.
Fix: the "+N Armor" note on a hero frame sits just right of the health bar, as big as the bar numbers, instead of spilling over the bar.
Mage starter: it now has two board clears, Arcane Blast and Mass Polymorph, in place of a Deviate Faerie Dragon and a Dalaran Apprentice. If you never changed your old Mage starter deck, it becomes the new one.
Deviate Faerie Dragon now has Shield and Spell Damage +1, and its Battlecry (an enemy minion can't attack next turn) is gone.
Fixes: a card made cheaper while in your hand (a spell after Dalaran Apprentice, a minion after Shadowstep) now shows its cost in green. Call Pet just says it summons a random beast companion: you find out which ones by playing it.
Twelve new legendaries, a late chase for every class: Varok Saurfang (Warrior, 8 mana 7/8: hits the minions next to its target too), Jaina Proudmore (Mage, 8 mana 4/8: whenever you cast a spell, she casts a Frostbolt at a random enemy), Garona Halforcen (Rogue, 7 mana 6/4: Stealth and Poison, and every kill arms her Poison again), Malfurion Stormrage (Druid, 9 mana 5/8: three Treants, or refill your mana), Thrall (Shaman, 8 mana 5/6: two Spirit Wolves, and he zaps two enemy minions at the end of your turn), Rexxar (Hunter, 9 mana 4/5: summons all three Call Pet companions), Tirion Fordring (Paladin, 8 mana 6/6: Shield, and he draws a card whenever he gains Attack, Health or Shield), Prophet Velen (Priest, 7 mana 5/7: your healing is doubled and each heal draws a card) and Gul'dan (Warlock, 9 mana 5/7: destroys every other minion, then an Infernal for each of yours). Class legends unlock at level 40. For everyone, from drops and crafting: Kel'Thuzad (9 mana 6/8: brings back a fallen minion each turn) and the Dragon Malygos (9 mana 6/10, Spell Damage +4); all legendary Dragons are neutral now. The Call Pet companions have names: Misha (the bear), Bellygrub (the boar) and George (the monkey). Rules change: both players need this version to duel.
New starter decks: every class's starter now includes its legendary boss, a trap and a full curve up to the big plays, and no two starters play alike (Rogue is the five-trap Combo deck, Paladin is a one-of-each deck, Hunter is Beast aggro). A starter is yours to keep: when you get a class's starter deck, every card in it is added to your collection, so you can take it apart and build your own. If you never changed your old starter deck, it becomes the new one.
Uther the Lightbringer (the Paladin boss, formerly High Exarch Yrel) now starts in your opening hand if your deck has no duplicates (she takes the place of one card you would have drawn).
Rogue gets four new minions: Ravenholdt Fence (1 mana 2/1, Battlecry: your next Combo card this turn costs 1 less), Gadgetzan Sapper (4 mana 4/4, Battlecry: search your deck for a Gnomish or Goblin Trap and add it to your hand), Shadeweaver (5 mana 4/4, Combo: draw a card for each other card you've played this turn) and Cursed Revenant (7 mana 7/5, Deathrattle: summon a 7/5 Shadow with Stealth). Rules change: both players need this version to duel.
Reworked: Pickpocket now adds a Coin to your hand whenever it attacks, and copying a random card from your opponent's deck is its Combo instead of its Battlecry (play it first and it steals nothing).
Aiming is easier: the line is thicker and brighter (a dot every 14 pixels on a thin dark shadow, with a small triangle for an arrowhead) so it shows on any background, and it snaps to the nearest valid target within 40 pixels of your cursor, in red; a click there lands on it, so you no longer have to hit a small minion exactly.
Duel messages you could not read: the prompt line ("Pick a target...", "Still your move...", "... is thinking") was in the middle of the table where the cards of both boards covered it. It is now in the right-hand column under End Turn and the timer, wrapped, and the big 10-second countdown is drawn above the cards.
Hero frames: the health and mana bars are thicker (equally), so the numbers in them are bigger and easy to read; the mana is back inside its bar as 3 / 6. Fix: in multiplayer, if you were seat 2 your frame was silver, the opponent's gold, and your traps were on the wrong side; the frames are now set up by who you are when the duel starts.
Stealth: a stealthed minion's art is greyed out like a sleeping one (no Zzz unless it is asleep too), instead of the bright white glow.
Creature sounds: every minion now dies with, and is summoned with, the sounds of the creature it shows (an orc dies like an orc, a boar like a boar, a murloc like a murloc), taken from the game's own sound data instead of one shared death cry. A board wipe plays at most two different cries. The full list is in docs/sound-audit.md; /deck sound death <card> and /deck sound summon <card> (with /deck dev on) play a minion's own, and tools/gen_creature_sounds.py rebuilds the table when cards change.
Hero frames: the ring and portrait are a little smaller, and the health and mana bars are longer (the middle of the frame art is stretched).
Inspect: right-click any card in a duel (your hand, either board, a field, either hero power, your own traps) to open it large with its 3D model, rules and keyword explanations; a minion in play shows its current stats, buffs, Sleeping and Frozen. With a card or target picked, right-click still goes back a step.
Screen shake: the board shakes when something hits hard, by how hard: nothing for 1-2 damage, a growing shake for 3-5, a much bigger one for 6-10, and the biggest at 10 or more. /deck shake turns it off and on.
Combat sound: every attack is heard when it lands, and hits get harder with the damage (1-2, 3-4, 5-6, 7-9, and 10 or more, the hardest) instead of a random pick. The "Your turn" sound is gone (the banner stays); drop a Sounds urn.ogg in if you want one back. Sound names hit and bighit are now hit1 to hit5.
Sound pass: the draw sound plays once when you draw a card, your opponent's draws and a card burned by a full hand have sounds of their own, and a killing blow is heard as a hit and then the death cry. New developer command /deck sound (with /deck dev on) lists the sounds, plays a named one, or plays any WoW sound file by id, so replacements can be chosen by ear.
Keyword explainer: hover any card, or open its details in the Collection, and a box beside it says what each keyword on it means (Taunt, Shield, Charge, Windfury, Lifesteal, Poison, Stealth, Battlecry, Deathrattle, Combo, Spell Damage, Healing, Choose One, Enrage, Egg, Freeze, Trap, Field), and whether a minion in play is Sleeping or Frozen. Enemy minions show their full card as before.
Collection search: type a cost to find cards by mana. It completes as you type: 1 alone shows the 1 drops, as do 1 m, 1 mana, 1 cost and 1 drop; 7+ or 7+ mana is 7 and up (a number no card costs, like 6000, is just text). Alongside the existing Type, Rarity, Show (Neutral, your class, tribes) and name/text search.
Toned down: The Barrens now draws a card at the end of every other turn each player takes (their 2nd, 4th, and so on), not every turn. Both players still get the same, whoever owns the field.
Board placement: you choose where a minion goes. With minions already on your board, picking a minion card spreads them apart into green gaps; click a gap to play it there (or click the card again straight away to play it at the right end), then aim its Battlecry if it has one. Right-click goes back a step. Minions slide aside to make room, and you see your opponent's minions slide the same way. A minion's Battlecry summons now stand to its right, and a Deathrattle summons into the slot its minion died in (they used to all go on the right end). Multiplayer moves carry the place, so this is protocol 16: 0.8.2 and this build can't duel each other.
Batch 11 (UI polish): the deck message under Save Deck ("Deck needs 25 cards...", "Switched to...") no longer gets cut off when it is long; it wraps onto a second line.
Minions with no tribe no longer say "Minion" along the bottom of the card; that spot is blank (the tooltip and Collection details still say what the card is).
Cards in your hand that you can play right now pulse green, not just get a green edge.
A hero's portrait pulses red when that hero is at 10 health or less.
Running out of cards is a moment now: the screen edge flares red with a "Fatigue!" banner and a sound before the damage lands. (Drop a Sounds\fatigue.ogg in to change the sound.)
Drawing a card: your cards go straight into your hand (with the draw sound), with no big card shown first. The opponent's draws are a card back crossing from their deck to their hand. A card burned by a full hand is shown with a "Burned!" banner.
Aiming shows: when you pick a card, attacker or hero power that needs a target, a dotted line follows your cursor from it, and the valid targets pulse red. The line turns red and snaps onto a valid target when you hover it, and a right-click anywhere on the table cancels.
Turn timer, Master Duel style: each player has a bank of 5 minutes that runs down on your turn; ending a turn puts 30 seconds back, and an empty bank loses the game. Your bank is the number under End Turn (in multiplayer you see your opponent's on their turn, in orange). It pings at 30 and 15 seconds and counts the last 10 down in a big number. It works against bots too (only your own bank runs). It waits while cards are flying. Fix: the timer never ran in the real game because it was hung on something hidden.
Fix: three glow/sparkle textures were written with a broken file path and never showed (the low-health pulse and fatigue flare above, and the sparkle on a card face that Batch 8 added). They show now.
Hero frames: each hero is now in the game's own dragon-ring unit frame, gold for you and silver for your opponent, with the name on a banner in the hero's class colour, a green health bar and a blue mana bar. The hero power is a small round badge on the ring's lower left, and face-down traps sit beside the frame. Your frame sits centred between your board and your hand with your traps on its left; theirs is centred at the top with their hand of card backs above it and their traps on its right. The board is a few pixels lower to make room. A hero you can target gets a red wash over the portrait, and at 10 health or less the portrait pulses red.
Fix: damage numbers in a spell's tooltip in your hand now include your Spell Damage, shown in green.
Mage touch-up, built around Spell Damage. Phoenix: 5 mana 4/4 Beast, Spell Damage +2, Battlecry: Deal 3 damage (you aim it now), and its Egg has Spell Damage +1. Messenger Raven costs 2. Dragoncaster is 5/5. Lesser Arcane Elemental is 2/2 with Spell Damage +1. Dalaran Archivist: Battlecry: search your deck for a spell and add it to your hand (you pick); Deathrattle: add a random spell from your deck to your hand. New spell Arcane Blast (3 mana, 2 damage to all enemy minions, id 586). Arcane Blast now returns from your graveyard to your hand if it destroys 2 or more minions. The second Mage area spell is Mass Polymorph (6 mana epic, turns all enemy minions into 1/1 Sheep, id 587).
Search effects now use three standard wordings: "Search your deck for X and add it to your hand" (you pick: Messenger Raven, Azure Explorer, Titan Sized), "Add a random X from your deck to your hand" (Dreadmines Parrot, and the Felhound Tracker and Lost One Seer Deathrattles, which can't ask you mid-death) and "Add a random X to your hand" (Call of the Void).
Cenarius costs 8 (was 9). Thora Feathermoon deals 1 damage (with Stealth). King Mosh's excess damage is rules text, not a keyword.
Audit 56: Northshire Cleric is now Cleric of Northshire. The four 7 mana 6/6s are spread out: Baron Geddon 7/5, Highlord Mastrogonde 5/7, Spirestone Lord Magus 6/5 (High General Abbendis stays 6/6). The Battlecry: Deal damage cards got their own jobs: Dalaran Apprentice reduces the cost of a random spell in your hand by 1, Kolkar Stormer has Windfury, Thora Feathermoon has Stealth and deals 1, Narillasanz deals 1 to all enemy minions, High General Abbendis gives your other minions +1/+1 (Defias Pillager keeps her damage). Totem is a tribe now (Mana Tide, Strength of Earth, Searing, Tremor and Healing Stream Totems; it is in the Show filter). King Mosh's rules text: "Any excess damage this minion does goes to the enemy hero" (not a keyword): when it kills a minion by attacking, the extra damage hits that minion's hero. Onyxia now deals 3 damage to all minions (not heroes) and summons a 2/1 Onyxian Whelp (id 585) for each one destroyed. Harvest Watcher, Leper Gnome and Smite are unchanged.
TEST BRANCH, batch 10: field spells now unlock for zones you explored before installing Deckhand, wherever you stand (the old fallback only looked at the zone you were in, so a character in Stormwind never got Elwynn Forest). Stoneclaw Totem is now the Strength of Earth Totem (1 mana 0/3, no Taunt): at the end of your turn it gives a random friendly minion, itself included, +1 Attack. New Shaman spell Hex (4 mana, turns a minion into a 1/1 Frog; unlocks at level 20 for now). Druid of the Claw and Druid of the Saber are Beasts. The card details window (right-click a card, or Craft mode) has + and - buttons to add or remove copies in the deck you are editing, with the same limits as clicking the card. New ids 583 (Hex) and 584 (Frog); the Frog has no 3D model yet.
Highlord Mastrogonde reworked: Battlecry: Give another friendly minion Shield (was all friendly minions). Battlecries that can aim at their own minion are supported by the engine ("friendly minion or self": click the card again to pick itself) but no card uses it yet.
Twisting Nether now destroys all minions, traps and fields (both sides). Grim Patron and Worgen Stalker have their 3D models.
Earthcaller Halmgar is replaced by Bloodlust (5 mana Shaman spell: your minions get Windfury until end of turn), same card id.
Fixes: Spirit of the Shark is now the Deepwater Hunter (Stealth for 2 turns, no longer see-through); Dreadmines Parrot says "random"; Blind Hunter and Ironeye the Invincible are Beasts; cards that grew in your hand show their bigger numbers in green; Grim Patron's copies are tokens and no longer reach the graveyard (a summon can now be marked as a token).
TEST BRANCH, batch 9: giants, traps and Warrior. The old Mountain Giant (12 mana 8/8, cheaper per card in your hand) is now the Sea Giant, and the new Mountain Giant costs 1 less for each minion on the battlefield. New traps: Gnomish Sleep Device (an enemy minion attacks your hero: stop it and summon four 0/1 Taunt Mechanical Squirrels) and Goblin Evacuation Device (your opponent plays a minion: it goes back to their hand before its Battlecry). Warrior gets Grim Patron (5 mana 3/3; whenever it survives damage it summons another, no cap but the board) and Whirlwind (2 mana, 1 damage to all minions). Rogue gets the epic Worgen Stalker (4 mana 3/3 Charge; after it attacks it shuffles back into your deck with +1 Attack). Humar the Pridelord is now 6/5 (was 7/5). Stats and costs of the new cards are provisional (ids 576-582). Rules changed, so friends need the same version to duel.
TEST BRANCH, batch 8: a support wave. 38 class cards (Paladin, Shaman, Priest, Warlock, Warrior, Druid, Mage, Rogue, Hunter; Leeroy Jenkins and Vulgar Homunculus were cut and sit in reserve), several of them bringing back placeholder cards from the reserve list (Mith'rethis, Highlord Mastrogonde, Tamra Stormpike and the rest), and the Spirestone Lord Magus, whose Battlecry transforms a minion into a Sheep. New keywords and rules: Stealth (can't be attacked or aimed at by spells, hero powers or battlecries; area damage still hits it; attacking breaks it; "Stealth for 1 turn" wears off when your turn comes round), Poison is now one-shot (it destroys the first minion it damages, then it's used up), Healing +N, cards that can't be targeted by spells (Blind Hunter, now a 3 mana 4/3), minions that give their Beasts / other minions Attack (Humar the Pridelord, George), "whenever you summon a Beast" (Starving Buzzard), and Battlecries that trigger twice (Spirit of the Shark). Cards in your hand can now grow or get cheaper (Titan Sized, Armored Boar, Shadowstep). Imp is now a 1 mana 3/2 that hurts your hero for 3, and Call Pet is a 3 mana spell that summons a random beast companion. Whoever wins the opening roll now chooses to go first or second, and your hand stays hidden until they have. In a duel with a friend the winner's choice is sent as the first message of the duel. Rules changed, so friends need the same version to duel. New cards use provisional ids from 542 and have no 3D models yet (they show their icon). Not every Warlock minion is a Demon any more: Archwitch Willow (a witch) and the Kobold Librarian (a kobold) have no tribe. Demonic Sacrifice, Demonic Rebirth, Willow's trigger and Call of the Void only see the actual demons.
TEST BRANCH, opening hands: you start with 4 cards (5 and the Lucky Coin going second), up from 3 and 4. A deck can hold only one field spell, and it is guaranteed to be in your opening hand, in place of one random card. Bot decks have at most one. Simulated, going first wins about 53.6% (it was 51.0% before). Rules changed, so friends need the same version to duel.
TEST BRANCH: field spells. A new card type, the zone, that sits in a slot beside your board (one each, a new
one replaces it) and affects both players. Alliance: Elwynn Forest (heal both heroes each turn), Dun Morogh
(Taunt minions +1 Health), Teldrassil (Beasts +1 Health), Darkshire (all minions -1 Attack), Westfall (a Coin
for both every other round). Horde: Durotar (damaged minions +1 Attack), Mulgore (your Beasts heal at the
start of your turn), Tirisfal Glades (1 damage to a random minion each turn), Silverpine Forest (a dying
minion's controller takes 1). Neutral: The Barrens (whoever's turn ends draws).
The board's background takes on the active field's look. Trap removers (Seaforium Charge, Harpy's Feather
Duster, Felhunter) also destroy a field. They unlock when the game says you discovered an area in the zone (Horde and Alliance fields for
their own faction; The Barrens for either). A zone you explored long ago has nothing left to announce, so entering it
checks the world map instead. /deck zone <name> fakes it (developer). Rules changed, so friends
need the same version to duel.
The window remembers where you leave it, and you can resize it by dragging its bottom-right corner (it
scales, from its top-left corner). A ? next to the Collection tab and /deck help list every command.
/deck center brings a lost window back. Card models drop to flat icons while the window is being resized and reload when you let go (they used
to come out stretched), and the big card in the Collection details shows a larger, centred name.
Decks are now 25 cards instead of 20, because too many playtest games ended in fatigue. Every class starter deck grows to 25 with five more cards that suit the class (Squires for the Paladin, Satyrs and Dwarves for the Warlock, Beasts for the Hunter, and so on). Decks you saved at 20 cards no longer pass, so rebuild them up to 25 in the collection. The AI builds 25-card decks too. Rules changed, so friends need the same version to duel.
Every class gets a legendary, unlocked by level: Cenarius (Druid, choose one), Edwin VanCleef (Rogue, Combo), King Mosh (Hunter), Al'Akir the Windlord (Shaman), Grommash Hellscream (Warrior, enrage), High Exarch Yrel (Paladin, highlander), Archmage Antonidas (Mage) with Phoenix as a new epic that hatches from an egg, Calia Menethil (Priest) and Archwitch Willow (Warlock). VanCleef and King Mosh were neutral, so saved decks that used them in other classes no longer pass. New rules: printed Windfury, enrage, and "whenever you cast a spell" and "whenever your hero takes damage" triggers. Fix: a Shield that soaks a hit now also stops its freeze (Frostbolt, Garrote and friends). Phoenix is tinted red with a light colour over its model.
Priest, Paladin, Druid and Shaman get 19 new class cards between them, so every class but Hunter has 10 or 11. Each leans into one thing: Priest heals and the graveyard, Paladin Blessings and Shield, Druid ramp and Treants, Shaman totems and the end of the turn. Like the others, they unlock from a spell a Classic character really learns, or at the level it's learned. Rules changed, so friends need the same version to duel.
- Priest:
- Northshire Cleric (1 mana 1/3, common, unlocks with Lesser Heal): whenever a minion is healed, draw a card. Each minion healed counts (Holy Nova can draw several); a healed hero doesn't
- Shadow Word: Pain (3 mana, rare, unlocks with Shadow Word: Pain): destroy an enemy minion with 4 or more Attack
- Convincing Infiltrator (6 mana 2/5, rare, unlocks with Fade): Taunt. Deathrattle: destroy a random enemy minion
- Mass Revive (10 mana, epic, unlocks with Resurrection): revive minions from your graveyard until your board is full, most expensive first
- Vampiric Embrace (1 mana, rare, unlocks with the Vampiric Embrace talent or at level 30): give a friendly minion Lifesteal
- Paladin:
- Faithful Squire (1 mana 2/2, common, unlocks with Seal of Righteousness): Battlecry: add a Blessing from your graveyard or deck to your hand
- Argent Protector (2 mana 1/2, common, unlocks with Blessing of Protection): Taunt, Shield
- Bubble Hearth (2 mana trap, epic, unlocks with Divine Protection): when your hero would take damage on your opponent's turn, prevent it; your hero takes no damage until your next turn
- Divine Shield (1 mana, common, unlocks with Divine Shield): give a friendly minion Shield
- Druid:
- Druid of the Claw (5 mana, rare, unlocks with Bear Form): Choose one: a 4/4 with Charge, or a 4/6 with Taunt
- Innervate (0 mana, common, unlocks with Innervate): gain 2 Mana this turn
- Treehugger Tauren (4 mana 3/3, rare, unlocks with Thorns): Battlecry: summon two 2/2 Treants
- Infused Earth (3 mana, rare, unlocks with Rejuvenation): give your minions "Deathrattle: Summon a 2/2 Treant."
- Tiger's Fury (3 mana, common, unlocks with Tiger's Fury): give your minions +2 Attack this turn
- Shaman:
- Strength of Earth (5 mana, rare, unlocks with Strength of Earth Totem): give your minions +3 Attack this turn
- Windfury (1 mana, common, unlocks with Windfury Weapon): a friendly minion can attack twice this turn
- Totem Caller (4 mana 2/3, rare, unlocks with Stoneskin Totem): Battlecry: summon two random totems (Searing, Tremor or Healing Stream)
- Earth Elemental (6 mana 5/7 Elemental, epic, unlocks with Healing Stream Totem): Taunt. At the end of your turn, restore 3 Health to your hero
- Fire Elemental (6 mana 5/5 Elemental, epic, unlocks with Magma Totem): at the end of your turn, deal 2 damage to a random enemy
- New rules that come with them:
- Lifesteal: when the minion's attack lands, your hero heals by its Attack, then the minion does if it's still alive. A hit a Shield soaks (or a hero who takes no damage) heals nothing
- Windfury: the minion can attack once more this turn. A spare attack it doesn't use is gone at the end of the turn
- Attack "this turn" comes off at the end of your turn, after the end-of-turn effects; other buffs stay
- A minion can be given more deathrattles (Infused Earth). They happen after its own, in the order it got them, and a minion sent back to the hand loses them
- Choose One minions: Druid of the Claw comes out as the form you pick, and goes to the graveyard (or back to your hand) as Druid of the Claw
- Bubble Hearth is the first trap that springs on damage to your hero: from an attack, a spell or an end-of-turn effect, as long as it's your opponent's turn. Shield Wall still springs first on an attack
- New icons on minions in play: Lifesteal, and Windfury while the minion can still attack again. Given deathrattles light the skull, and the card's tooltip lists them
- Bots know the new cards: they hold the "this turn" buffs and Windfury until something can attack, Mass Revive until a minion has died, and Infused Earth until they have minions; Druid of the Claw comes out as a bear against minions and a cat otherwise; a Windfury minion counts twice toward lethal; and Innervate (like the Lucky Coin) is played when it lets them play a card they couldn't otherwise
Version 0.8.2-test (multiplayer protocol 10, so friends need the same build to duel):
- Class traps: Counterspell is Mage-only now. Warrior gets Shield Bash (3 mana, epic, unlocks with Shield Bash) and Rogue gets Kick (3 mana, epic, unlocks with Kick): the same trap, cancel an enemy spell. Mage also gets Ice Block (2 mana, epic, unlocks at level 30), Bubble Hearth for Mages. Traps spring on their own, like Hearthstone Secrets
- Mountain Giant (12 mana 8/8, epic): costs 1 less for each card in your hand, itself included
- Generated cards fizzle: a token that is bounced, burned from a full hand or discarded vanishes instead of going to the graveyard or back to your hand. Tokens say "Token" on the card
- Card names in the game log are links, shown in [brackets] like WoW item links: hover or click one to read the card
- Click your draw pile to see your deck list (cards already drawn greyed out) and your graveyard, or the opponent's pile for theirs. The graveyard is public
- If nothing happens for 45 seconds on your turn, the hint under the board nudges you (30 to 60 seconds with /deck idle, a developer command). It clears the moment anything changes
- /deck export writes a second line per game, DH2, with both decks and every move in order (traps set face-down, sprung with their real card). The DH1 line is unchanged
- The Duel a bot box keeps its size as you page through opponents, and the window title is centred
- Playing another class (the Class button, /deck class, another class's deck) needs /deck dev
- Keyword rows: a card's rules read one sentence to a row, with Taunt, Shield, Charge, Poison, Lifesteal, Windfury, Battlecry, Deathrattle and Combo each in their own colour, in the tooltip and the Collection
- Buff rows: hover a minion in play and its tooltip lists what it is wearing ("Blessing of Kings (+4/+4)"); "this turn" buffs drop off at the end of the turn
- Removed from play: the minion Polymorph (and Baa!) turns into a Sheep now goes to a hidden pile instead of vanishing without a record. Nothing shows it and nothing brings it back yet
- Starter decks: every class has its own 20-card starter deck that plays like the class (Mage burns, Priest outlasts, Hunter is all Charge). You start on the one for the class you're playing, and each other class gets its own the first time you use it. An older save gets it as one more deck slot (only if there's a free one, nothing replaced). To make them playable at level 1, fifteen class cards unlock at level 1: Shield Bearer, Thunder Clap, Backstab, Pickpocket, Gouge, Frostbolt, Power Word: Shield, Renew, Blessing of Might, Hammer of Justice, Moonfire, Earth Shock, Stoneclaw Totem, Arcane Shot and Call Pet
- Shieldbearer is now spelled Shield Bearer (same card, same id)
- Make New Deck now starts empty (it used to hand you 20 neutral cards), and Reset to starter deck loads your class's starter instead of the old neutral one
- Three neutral traps are renamed to match their flavour (ids unchanged): Infernal Force is now Gnomish Death Ray (picks off the attackers), Neptulon's Tribute is now Goblin Big BOOM! (blows up every minion), and the old Gnomish Death Ray is now Fizzlegear's C4 (both heroes take the minion's Attack). Each has its own icon
- Searing Totem and Tremor Totem are framed a little higher and further back, level with Healing Stream Totem and with their horns in view
- Imp Swarm is now Imp Broodmother, a neutral common anyone can play (it used to be Warlock-only). Her Deathrattle summons two Imp Broodlings (the new Imp Broodling, a neutral 1/1 Demon token). Felweaver Scornn still summons Imps
- New Warlock cards: Felguard (5 mana 5/7 Demon, rare, unlocks at level 40): Charge. Battlecry: Discard 2 random cards. Demonic Rebirth (4 mana, rare, unlocks at level 30): choose a Demon from your graveyard and summon it. Discard Demons, then bring them back
- Priest starter deck: 2 Northshire Clerics and 2 Dark Iron Dwarves replace 2 Kobold Laborers and 2 Mindless Zombies (Priest was winning far too little with the first version)
- Shaman starter deck: 2 Plainstriders and 2 Riverpaw Gnolls replace 2 Kobold Laborers and 2 Mindless Zombies (the first version had too little Attack and won only about 6% against the Druid starter). A Shaman Starter Deck you already have keeps the old list: Reset to starter deck, then Save Deck
- Shaman starter deck, stronger still: 2 Venture Co. Loggers replace the 2 Gnarlpine Mystics (about 53% to 66% against the other starters, and 54% to 76% against the Druid's)
- An unedited "Shaman Starter Deck" slot from an earlier version now takes the current list by itself (no more Reset to starter deck)
- A leftover "<Class> 1" deck that is only a starter list or the old shared deck is removed when the class has another deck. Decks you built or just made stay
- Gnoll Cardsharp's deck holds at most two cards that cost 5 or more (it used to open with up to four, such as two 6/7 Barrens Kodos)
- Keyword rows read as the bare word ("Charge", not "Charge."), and a keyword a minion is granted (a blessing's Shield, Mark of the Wild's Taunt, Instant Poison) gets the same coloured row in its tooltip
- After Continue, a View Board button on the start screen brings the finished game's board back (Results returns), until the next duel starts
- Click your draw pile to open the Graveyard first (the Deck tab is beside it); click anywhere outside to close
- Display models: Mountain Giant, Shield Squire, Northshire Cleric, Convincing Infiltrator, Defias Cutthroat, Argent Protector, Earth Elemental and Fire Elemental
Also in this release, from the 0.8.1 test build: named rares get their own hooks, so there are no more identical cards with different names.
- Panzor the Invincible: 7 mana 5/6 Taunt, Shield (was 6/8 Taunt)
- Skarr the Unbreakable: 7 mana 5/8 Taunt, whenever this takes damage gain +1 Attack (was 6/8 Taunt)
- Monnos the Elder: 7 mana 6/8 Taunt, Deathrattle: deal 2 damage to all enemy minions
- Bruegal Ironknuckle: 4 mana 4/3, Battlecry: summon a 2/1 Defias Prisoner (was a vanilla 5/4)
- Thora Feathermoon: 4 mana 4/3, Battlecry: deal 2 damage (was a vanilla 5/4)
- Gesharahan: 4 mana 3/3, Battlecry: destroy an enemy minion with 2 or less Attack (his deadly poison; was a vanilla 5/4)
- Vile Sting: 4 mana 3/3 Poison (was 5 mana 6/4 Charge, same as Heartrazor)
- Narillasanz: Battlecry: deal 3 damage (Lord Captain Wyrmak keeps the 1 damage to all enemy minions)
- Dustwraith: 6 mana 6/5, Deathrattle: deal 1 damage to all minions (was a vanilla 7/6, same as Emogg)
- Dragonmaw Grunt: 4 mana 3/4 Taunt, Battlecry: give a friendly Dragon +2/+2 (was 3/5 Taunt, same as Night Watch Guard). The first card that cares about a tribe
- The graveyard works like Yu-Gi-Oh's: every card goes to its owner's graveyard once it's used up. A spell after it's cast (or cancelled), a trap when it springs or is destroyed, a discarded card, a card burned from a full hand, and a minion when it dies. Tokens (Imps, the Sheep, Conjured Water, the Lucky Coin) just vanish. Spirit Healer and Thuzadin Necromancer only bring back minions, so Succubus can throw away Lady Hederine and Spirit Healer can bring her back
- New Mage card, Dalaran Archivist (3 mana 2/3, rare, unlocks with Remove Lesser Curse): Deathrattle: return a random spell from your graveyard to your hand. Our Magician of Faith
- New Warrior card, Shield Squire (2 mana 1/3, common, unlocks with Sunder Armor): Battlecry: add a Shield card from your graveyard or deck to your hand. "Shield" cards are any with Shield in the name (Shield Block, Shield Wall, Shield Slam, Shieldbearer), like a Yu-Gi-Oh archetype
- Spirit Healer can pick from every minion in both graveyards (it used to show only the 7 most expensive): two rows of 7, with page arrows when there are more
- Bots take lethal first: with enough attack on the board to win, they swing before playing cards
- Bots never play a card that would kill them (Lady Hederine's 3 damage to your own hero)
- Felweaver Scornn is no longer a Demon (the two Imps he summons still are)
- Minions in play show their tribe too, so you can see what Demonic Sacrifice or Dragonmaw Grunt can pick
- Two-digit attack or health no longer runs into or cuts off the tribe name (Lady Hederine)
- New decks are named after your class ("Warlock 1", "Warlock 2") instead of "Deck 1"; old default names switch over by themselves, names you chose stay
- Collection: the Show menu moved to the left of the filter bar and Type to the middle
0.8.0
The first major update: four class reworks (Warlock Zoo, Elemental Mage, Armor Warrior, Combo Rogue), tribes, a fairer start and a reworked Collection. Rules changed, so friends need 0.8.0 to duel each other.
Going first, you skip your draw on the very first turn (Yu-Gi-Oh's rule). In the sims going first won 62% of games; now it's about 54%. Going second still gets the extra card and the Lucky Coin
Goblin Sapper Charge is now Neptulon's Tribute, our Torrential Tribute: when your opponent plays a minion, destroy all minions (both sides). Still 5 mana, now legendary (one per deck), like Infernal Force
Ironforge Mountaineer (2/2 Taunt, Shield) costs 3, up from 2. It was the strongest card in the sims
Warlock Zoo (Warlock goes from 6 class cards to 10; every Warlock minion counts as a Demon)
- New: Imp Swarm (2 mana 2/1, Deathrattle: summon two 1/1 Imps), unlocks with Summon Imp
- New: Succubus (2 mana 4/3, Battlecry: discard a random card), unlocks with Summon Succubus
- New: Felhunter (3 mana 3/3, Battlecry: destroy an enemy trap), unlocks with Summon Felhunter
- New: Demonic Sacrifice (2 mana: destroy a friendly Demon, restore 4 Health and give your other Demons +1/+1). The sacrificed Demon's deathrattle goes first, so Imps it summons get the buff too
- Summon Voidwalker is now 1/4 Taunt with "Deathrattle: Gain 3 Armor" (was 1/5 Taunt)
- Rain of Fire deals 3 damage to all enemy minions (was 2); Drain Life deals 3 and restores 3 (was 2 and 2)
- Discarded cards are shown briefly so both players see what was thrown away
Elemental Mage (Mage gets its first minions and a new hero power)
- New hero power, Conjure Water (2 mana): add two Conjured Water to your hand (0 mana: gain 1 Mana this turn). Conjure now, drink later for a big turn, like Shade of Aran drinking before a Pyroblast. Replaces Fireball
- New: Aspiring Apprentice (2 mana 3/2, your spells cost 1 less), unlocks at level 20
- New: Lesser Arcane Elemental (2 mana 2/3, Deathrattle: deal 1 damage to all minions), unlocks with Arcane Explosion
- New: Water Elemental (4 mana 4/5, Battlecry: freeze an enemy minion), unlocks with Cone of Cold
- Arcane Intellect costs 2 (was 3); Blizzard costs 5 (was 6)
- Hand cards show their discounted cost in green, and Aspiring Apprentice gets the effect-minion frame
- Mana you gain from cards (Conjured Water, the Lucky Coin) can take you past 10
Armor Warrior (Warrior gets its first minions, and armor finally does something)
- New: Shieldbearer (2 mana 2/3, Battlecry: gain 3 Armor), unlocks with Shield Bash
- New: Ironclad Defender (3 mana 2/5, Taunt, whenever this takes damage gain 2 Armor), unlocks with Taunt
- New: Shield Slam (1 mana: deal damage to a minion equal to your Armor), unlocks at level 30
- New trap: Revenge (1 mana: when an enemy minion attacks your hero, stop it and deal damage to it equal to your Armor), unlocks with Revenge
- Shield Wall is now a trap (2 mana): when an enemy minion attacks, stop it; until your next turn your hero has Taunt and takes no damage. The hero plate shows "Shield Wall" while it's up
- Shield Block costs 2 (was 3)
Combo Rogue (Rogue gets its first minions and the Combo keyword)
- Combo: some cards do more if you've already played a card this turn
- New: Defias Cutthroat (2 mana 2/2, Battlecry: deal 1 damage. Combo: deal 3 instead), unlocks with Cheap Shot
- New: Pickpocket (2 mana 1/2, Battlecry: add a copy of a random card from your opponent's deck to your hand), unlocks with Pick Pocket
- New: Vanish (2 mana: return a minion to its owner's hand), unlocks with Vanish
- Eviscerate: deal 2 damage, Combo: 4 instead (was 3)
- Sprint: 3 mana, draw 2, Combo: draw 3 instead (was 5 mana, draw 3)
- Using your hero power counts toward Combo
Tribes and the Collection
- Minions now have a tribe: Demon, Beast, Dragon or Elemental. Minions without one are labelled "Minion". It shows between the card's stats, in tooltips and in the Collection's card details
- Cards no longer spell out their class at the bottom: the tribe (or "Spell"/"Trap") is coloured in the class colour instead, so a Warlock card says "Demon" in Warlock purple. Neutral cards stay grey. Tooltips and card details still name the class
- Collection filter bar tidied: Type on the left, Show in the middle (Neutral, your class, and the tribes: Beasts, Demons, Dragons, Elementals), Rarity on the right. The Neutral and class buttons moved into Show. The "?" sits next to Craft
- The search box is bigger and sits in the bottom bar next to the page arrows. It finds tribes, types and classes too, so typing "beasts" shows every Beast
- Demons are now the minions tagged Demon: every Warlock minion, plus Lord Kazzak, the satyrs, Felhound Tracker, Lady Hederine and Burning Felguard. Demonic Sacrifice can target any of them
- The window title and minimap tooltip show the version (Deckhand v0.8.0), so screenshots say which build they're from
Fixes and tools
- The victory screen's reward card sometimes showed a plain dark background instead of its type color
- No more icon flicker while 3D models load (playing a card, flipping Collection pages): the art stays empty for a moment and the model pops in. If a model can't load, the icon shows instead
- Dev: /deck model <card> sets a card's 3D model from your current target (or /deck model <card> <id>, /deck model list, /deck model <card> reset), for picking models for new cards
- Minimap button: left-click opens Deckhand, right-click goes straight to the Collection, drag it
around the minimap's edge.
/deck minimaphides or shows it
0.7.9
Bug fixes from a full code review. Rules changed, so friends need 0.7.9 to duel each other.
Look and settings
- Mana cost sits in a blue gem on the card's top-left corner, and card names are centred under the art
/deck tableflips the duel table (dark wood, dragon map, dark stone, black stone) and/deck pageflips the Collection between parchment and the old navy felt. Both are for everyone now
Rules
- A hero at 0 Health stays dead: a heal landing before the win check (Cookie's deathrattle, end-of-turn healing) can no longer undo a lethal blow
- Mind Control can't be played on a full board (it used to spend the card and do nothing), and a stolen Charge minion can attack right away
- Cleave and Multi-Shot hit two different minions, and need an enemy minion to cast
- Minions killed mid-effect no longer take up board space, so Inferno on a full board summons its Infernal
- Infernal Force destroys the attacker and minions that could attack, not sleeping or spent ones
- Freeze, buffs and keywords no longer land on minions that already died (no "can't attack" for a corpse); heals only show what they actually healed
Multiplayer
- No more getting stuck answering "busy" after accepting a challenge the other player had moved on from
- A duel only starts once you click Accept; a challenge with a class or seed we don't understand is refused
- A move lost in transit is asked for again, and a friend who goes offline mid-duel is noticed
- Challenging each other at the same moment works (one challenge wins); clicking Challenge twice doesn't send two
- A challenge that arrives while you're playing a bot gets "busy" instead of throwing your bot game away
- Names with accented letters match whatever case you type them in
Duel screen
- A choose-one window left open closes when the duel ends, and can't play into the next duel
- Before your first duel, redraws no longer wipe the challenge status or replace a name you typed
- A draw is shown and counted as a draw, not a loss; beating Muttons shows your Shards and card again
- Every card a spell draws slides into your hand (Arcane Intellect slid in one of two)
- Projectiles from end-of-turn totems start at the right totem
/deck mutealso silences the loot, craft and challenge chimes, from the moment you log in
Collection and saves
- A saved deck an update made unplayable is kept and flagged in the Collection instead of being silently replaced by the starter deck
- Neutral commons added in updates now reach existing collections (Biletoad, Bloodpetal Lasher)
Bots
- Bots play minions whose battlecry has nothing good to hit, count armor before going for lethal, aim Garrote at the biggest attacker, stop healing a full-health hero, and don't cast Hurricane into an empty board
0.7.8
- The duel board is dark wood from the game's own textures, with a soft vignette around the edges. No bundled table art any more
- The Collection is an old parchment page, with the deck list on a dark leather panel
- Collection filters are tidier: Type and Rarity are dropdowns with tick boxes (right-click an option to show only that one). Neutral and your class stay as quick toggle buttons
- Gnomish Death Ray now springs when your opponent plays a minion (like Ring of Destruction), not when one attacks: it destroys the minion and both heroes take damage equal to its Attack. Cost 4 -> 3
- Hero plates wear their class colour (border and name) instead of spelling the class out, and the mana count beside them is bigger
- Deck slots: up to 6 named decks per class. Click the deck's name in the Collection to switch, make a new deck, rename, reset to the starter deck or delete. The Starter Deck button is gone (too easy to hit by accident), and the Duel screen shows which deck you'll play
- The Reset button is gone from the Collection;
/deck resetis the only way to start over - Dev:
/deck tableflips between dark wood, the achievement dragon map, dark stone and black stone
0.7.7
- Collection filters are toggle chips: Minions, Spells, Traps, Neutral, your class, and each rarity. All start on; click to hide/show, right-click to show only that one (right-click again for all)
- Search box in the Collection: matches card names and card text, live as you type
- Fixed: when a minion attacked, its card lunged but the 3D model stayed behind. Attacks, hit shakes and cards sliding into your hand now move the real card, so the model goes with it
0.7.6
- Card art windows are tinted to the card's type (brown minions, green spells, purple traps) instead of a black box, so cards read as one piece on the felt
0.7.5
- Collection gets the same navy felt, with a darker gold-edged panel behind your deck list
0.7.4
- The duel board is a deep navy felt card table with a soft vignette (Textures\Felt.tga), built as two halves so each player's side can be restyled later for field spells
0.7.3
- Ship's-wood window: the carved wood border and brass corners from WoW's Achievement window, with the name on top. /deck frame switches back to the plain WoW window
0.7.2
- Built for WoW: Forever only: the TOC lists just the Forever interface (16001), so it isn't flagged as retail-compatible
0.7.1
- Fixed: on the victory screen, a minion's 3D model from the board could show through the reward card (a blacked-out croc in front of the kodo). Board and hand models are hidden while the end screen or the choose-a-card picker covers them, and come back with View Board
- TESTING.md points to the real Discord channels (#bug-reports, #deck-talk)
0.7.0: first public playtest build
- Discord invite on the welcome page, in /deck bug and in the /deck export box
- TESTING.md: install steps, what to try, how to report bugs and share balance data
- Everything from 0.6.x: multiplayer, the 10-bot ladder, crafting, class cards, traps, the new board and collection layout, card backs, game logging and export
0.6.36
- Fixed: /deck bug showed "client ?"; it now shows the client version, build and interface number
0.6.35
- Removed /deck tune
- Duskbat back to plain whole-body framing (its camera nudge was the likeliest cause of neighbors shifting)
- Known issue logged in the README: art framing can shift slightly between Collection pages
0.6.34
- Card framing re-applied a third time just after each model settles, so cached models can't keep the previous card's framing when you flip pages
- /deck tune (dev mode): adjust any card's art framing live in game; it prints the numbers to keep
0.6.33
- Fixed: card art could be framed for the previous card in the same slot (e.g. after Duskbat, page 2's Plainstrider came out tiny and low). Each card's framing is now re-applied once its own model loads
0.6.32
- The minion you pick to attack (or a card waiting for its target) lifts toward the enemy and pulses bright white, instead of quietly losing its green border
- Frostmane Headhunter uses a classic troll headhunter model (its old one doesn't exist in Forever)
- Duskbat: bigger and nudged further down
0.6.31
- Duskbat: camera pulled back and the bat nudged down so the whole hovering bat fits the frame
- Cards can now nudge their model up or down (
liftin Cards.lua) for per-card framing fixes
0.6.30
- Frostmane Headhunter's art is framed on the whole body (it showed an empty frame)
0.6.29
- Welcome page mentions challenging friends
0.6.28
- The first-time welcome now lives inside the Deckhand window (on the start panel) as three short lines, with a "Let's play!" button that flips to the opponent picker. No more system popup
- Removed the redundant hint text behind the start panel
0.6.27
- In-deck pips are gold now (green already means "ready")
- Fixed: in-deck pips stayed on screen when you changed pages or filters in the Collection
- /deck reset (and a Reset button in the Collection while /deck dev is on): wipe the save and start over as a new player, after a confirmation
0.6.26
- Collection: bigger cards (the grid now uses the empty space at the bottom); pager, spares and Save/Starter Deck pinned along the bottom edge
- Mana curve under your deck list: cards at each cost from 0 to 7+, updating as you build
0.6.25
- Collection: the in-deck badge is now green pips under the card (one per copy in your deck), so the card faces stay clean
0.6.24
- Elite dragons removed (too busy); legendary minions keep the gold border, epics the silver
- Collection: cards in your deck get a small card-back badge with the number of copies, instead of a white border (which looked like the epic silver)
- Your hero plate and the hint sit a little lower, evening out the space above your hand
0.6.23
- Stability: the 3D card models are released when the window closes, and after the game was frozen for a few seconds (the PC waking from sleep) they're dropped and reloaded a moment later, instead of the client rebuilding dozens of live models while the graphics card resets
0.6.22
- Legendary minions wear WoW's gold elite dragon and a gold border; epic minions get the silver (rare-elite) dragon and a silver border. Ready/selected/target borders still take over when active
- Card back back to the original anchor design (a new one is in the works)
0.6.21
- New card back: watercolor navy with a white border, rope coils and a tan anchor (matches the icon)
0.6.20
- Your opponent's hand is a clean row of card backs across the top, mirroring yours (no more fan)
- Your deck sits in the bottom right corner by your hand; theirs mirrored top left
- Board shifted down to make room, your hero plate moved closer to your hand
- A very full hand overlaps slightly instead of running into your deck
0.6.19
- Your opponent's hand is now held behind their name plate, centered, tops peeking out in a slight arc (hover for the count)
- Bigger decks, Master Duel style: yours on the right beside your minions, theirs mirrored top left
0.6.18
- Card backs: your opponent's hand is a fan of card backs along the top, each deck is a little pile with its count (red when nearly out), and face-down traps show the card back too
- Placeholder anchor card back in Textures\CardBack.tga, ready to swap for final art
0.6.17
Playtest build
- Every duel is saved locally (last 200): class, deck, opponent, first/second, result, turns, cards played. /deck export copies them for pasting into Discord; tools/card_stats.py turns pasted exports into win rates by class, opponent and card
- /deck bug opens a ready-to-paste bug report (version, class, level, current duel, recent log)
- First time you open Deckhand: a short welcome
- /deck card and /deck all are now developer-only (/deck dev to turn them on)
0.6.16
Balance (first pass; more after playtesting)
- Hunter: Arcane Shot now costs 2 mana (was 1). Early removal was too efficient.
- Hunter: Call Pet is now 3/2 Charge (was 2/2).
- Rogue: Garrote now deals 1 damage as well as freezing.
- Rogue: new rare spell Instant Poison (1 mana, unlocks at level 20): give a friendly minion Poison (any minion it damages is destroyed) and draw a card. Poisoned minions show a poison icon.
- Friend duels need both players on this version (protocol bumped)
0.6.15
- Vanilla vs effect minions: plain minions with no text are pale gold, minions with an effect are orange-brown (Yu-Gi-Oh Normal vs Effect monsters)
- Effect icons on minions: Taunt (shield), Shield (gold bubble), Charge, Battlecry (horn), Deathrattle (skull), end of turn (pocket watch). On the board they follow live state (a popped Shield disappears, Battlecry is gone once played). Legend in the Collection's ? tooltip
- These replace the old corner badges and the "Taunt Shield" text on board minions
0.6.14
- The opening high roll plays out in the middle of the board: your number spins and lands, then your opponent's, then the winner lights up with who goes first. Nothing moves until it's done (works in friend duels too)
0.6.13
- Class label moved from the top of the card to the bottom (above Spell/Trap, or between a minion's Attack and Health) so it no longer crowds the cost and copy count
0.6.12
- End screen has a View Board button to look at the final board (hover cards, open the log); Results brings the panel back
- Opponent picker is wider so long names don't run into the arrow
0.6.11
- Ready is green again (border and the attack glow)
- Card type is now the card's background instead of an inner frame: brown minions, green spells, purple traps (blue for hero powers)
0.6.10
UI cleanup
- Bigger duel board and hand cards; End Turn moved to the right edge, level with the middle line
- Battle log is now a pop-out (Log button, top right), Concede is a small button next to it
- Ready is gold now: playable cards get a gold border, minions that can attack also pulse with a gold glow
- Sleeping minions are greyed out with a big Zzz; frozen minions get a blue border and an icy tint
- Spells have a green inner frame, traps purple
- Collection: filters moved up under the header, bottom bar is just paging (plus a spares button when you have spares), stats and help live in a "?" tooltip
- Crafting: new Craft toggle next to your Shards. Click any card for a big detail window with Craft and Break Down buttons (right-click still works too). In Craft mode, gold = you can afford it
/deck scale 1.2to make the whole window bigger- Duskbat's art is framed properly
0.6.9
- Smarter bots (skill 0.5 and up) bait face-down traps with their least valuable minion first
0.6.8
- Recruiters that summon a minion from your deck when they die (Giant Rat, Mystic Tomato and Pyramid Turtle style): Biletoad, Bloodpetal Lasher, Patchwork Horror
- Thuzadin Necromancer: Battlecry: return a random cheap minion from your own graveyard (a small cousin of Spirit Healer)
0.6.7
- Deck searchers, after Sangan and Witch of the Black Forest: Felhound Tracker (finds a minion with 2 or less Attack when it dies) and Lost One Seer (finds a minion with 2 or less Health)
0.6.6
- Harpy's Feather Duster (3 mana rare spell): destroy all of your opponent's face-down traps
- Blastmaster Emi Shortfuse moves to the reserve
0.6.5
- Real WoW sounds: weapon hits (crits for 5+ damage), Fireball impacts, Divine Shield, Frost Nova, Polymorph, Battle Shout, heals, parchment card rustles, spellbook page turns, ready check, PvP fanfare
- Drop your own .ogg into Sounds/ to replace any moment (names in Sounds/README.txt)
0.6.4 [was 0.9]
- About 100 cards per class: 94 neutral (45 common, 27 rare, 15 epic, 7 legendary) plus class cards
- 8 new commons, 12 rare elites back from the reserve, new legendary Lord Kazzak
- Firebolt is a Mage card; the starter deck runs Dalaran Apprentices instead
0.6.3 [was 0.8]
- Trap removal: Seaforium Charge (spell) and Blastmaster Emi Shortfuse (deathrattle)
- Collection filters by type (minions, spells, traps) and rarity
0.6.2 [was 0.7.1]
- Hunter tuning: Multi-Shot 4 mana, 2 damage to two minions; Call Pet 2/2
0.6.1 [was 0.7]
- The bot ladder: ten opponents from the Gnoll Cardsharp to Muttons, each unlocked by the last
- AI skill levels and deck styles
- Win rewards scale with the opponent; Shards and Master Duel-style crafting
0.6
- Multiplayer duels with friends (lockstep, desync detection)
- Opening high roll decides who goes first
0.5.1
- Shield and taunt indicators; lookalike creature cards swapped for unique ones
0.5
- Trimmed to a 126-card set with 20 new commons; GitHub repo and test suite
0.4
- Classes, hero powers, traps, Spirit Healer, Thunderfury, class cards from the spellbook
0.3 / 0.3.1
- Live 3D creature art on cards; fixed end-of-game screen
0.2
- Animations and sound effects
0.1
- First playable build: deck builder, AI duels, card rewards from quests and leveling
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
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