Patch Notes v1.4.0 (4/21/16)
LakeStone
Posts: 1,377 Community Moderator
Patch Notes 1.4.0!
First Wave of Battle for Zendikar Cards Released!
New Planeswalkers now available. Level Cap Increased to 60.
All-New gameplay mechanics; Void Gems, Rally, Converge, Awaken, Ingest, Process, Devoid, and Landfall.
New Ability Ranks: Each ability now goes up to Rank 4.
New Story Mode Encounters added.
Duplicate cards can now be sold for Mana Runes.
Many additional Improvements and bug fixes.
New Cards
New cards available in the Vault, under the Battle for Zendikar banner.
You can purchase individual packs, Fat Packs, and Booster boxes.
BFZ packs awarded through daily or Quick Battle rewards.
Free boosters now contain both Origin and BFZ cards.
More cards will be added in the coming weeks.
New Planeswalkers
Gideon, Ally of Zendikar and Ob Nixilis Reignited are now purchasable through special offers! More new Planeswalkers arriving in the coming weeks!
New Battle For Zendikar Content
New gameplay mechanics; Void Gems, Rally, Converge, Awaken, Ingest, Process, Devoid, and Landfall.
New Story Mode: Battle for Zendikar - 30 all-new encounters including new Heroic & Legendary difficulties!
New Features
Cards now show subtypes! Now easier to identify which cards are zombies, elves, etc.
New level cap: Planeswalkers can now reach level 60.
New ability ranks: Planeswalker abilities can now reach Rank 4.
You can now sell card duplicates for Mana Runes.
Improvements & Changes
Origins Planeswalker changes - normalized ability costs and rebalanced some abilities. Planeswalker ability costs no longer increase from one rank to another, but instead can decrease to buff a new rank.
New card keywords: Fetch and Discard. Fetch used for cards taken from the deck instead of drawn. Fetch cards do not trigger abilities that trigger when a card is drawn.
Mizzium Meddler: Now drains 1 mana every time you match colored gems.
Embermaw Hellion: Now gives +3/0 to any Red creatures when they attack.
Tainted Remedy: Fixed card text and now correctly places 5 Trap gems.
Plus many additional bug fixes! For complete notes, please visit - https://d3go.com/forums/viewtopic.php?f=30&t=42864
First Wave of Battle for Zendikar Cards Released!
New Planeswalkers now available. Level Cap Increased to 60.
All-New gameplay mechanics; Void Gems, Rally, Converge, Awaken, Ingest, Process, Devoid, and Landfall.
New Ability Ranks: Each ability now goes up to Rank 4.
New Story Mode Encounters added.
Duplicate cards can now be sold for Mana Runes.
Many additional Improvements and bug fixes.
New Cards
New cards available in the Vault, under the Battle for Zendikar banner.
You can purchase individual packs, Fat Packs, and Booster boxes.
BFZ packs awarded through daily or Quick Battle rewards.
Free boosters now contain both Origin and BFZ cards.
More cards will be added in the coming weeks.
New Planeswalkers
Gideon, Ally of Zendikar and Ob Nixilis Reignited are now purchasable through special offers! More new Planeswalkers arriving in the coming weeks!
New Battle For Zendikar Content
New gameplay mechanics; Void Gems, Rally, Converge, Awaken, Ingest, Process, Devoid, and Landfall.
New Story Mode: Battle for Zendikar - 30 all-new encounters including new Heroic & Legendary difficulties!
New Features
Cards now show subtypes! Now easier to identify which cards are zombies, elves, etc.
New level cap: Planeswalkers can now reach level 60.
New ability ranks: Planeswalker abilities can now reach Rank 4.
You can now sell card duplicates for Mana Runes.
Improvements & Changes
Origins Planeswalker changes - normalized ability costs and rebalanced some abilities. Planeswalker ability costs no longer increase from one rank to another, but instead can decrease to buff a new rank.
New card keywords: Fetch and Discard. Fetch used for cards taken from the deck instead of drawn. Fetch cards do not trigger abilities that trigger when a card is drawn.
Mizzium Meddler: Now drains 1 mana every time you match colored gems.
Embermaw Hellion: Now gives +3/0 to any Red creatures when they attack.
Tainted Remedy: Fixed card text and now correctly places 5 Trap gems.
Plus many additional bug fixes! For complete notes, please visit - https://d3go.com/forums/viewtopic.php?f=30&t=42864
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Comments
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will the new pw be available to purchase like the old pw?0
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EDUSAN wrote:will the new pw be available to purchase like the old pw?
For the moment they are a $14.99 purchase (not sure if prices are different out side of US). Both come with a BFZ booster of the matching color as well as 10,000 runes. Also says both are available for the next 7 days and 15 hours.0 -
Did card packs change cost without being included in patch notes, or has it just been a long time since I looked at costs?0
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I do not see it here and do not know if it has been pointed out elsewhere but they changed the inventory UI.
Now has many filters and can even show cards you do not own.
A great addition
Can only hope paid pwalkers is a temporary thing to get some money from ppl that are not willing to wait a week....0 -
I do not want to scrap my duplicates, but every time I log in it pops up that annoying "take me to the inventory" thing. Also the scrap dupes thing is always at the top of my inventory screen and blocks the names of the top cards.0
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majincob wrote:I do not want to scrap my duplicates, but every time I log in it pops up that annoying "take me to the inventory" thing. Also the scrap dupes thing is always at the top of my inventory screen and blocks the names of the top cards.
Not that bad though cause leveling to 60 costs A LOT of runes...
Last levels are like 5k each :O0 -
Servers back up, and thanks for the 5 card booster!!0
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Am I the only one disappointed that "Devoid" =/= "Colorless"?
I play paper magic too and all Eldrazis have Devoid, which means that even though they need some colored mana to cast, they are actually colorless. I really like playing Eldrazi because the have interesting and unique mechanics, great synergy (mostly because they are all colorless) and they are fun to play.
I was really hyped for the patch, I wanted to make an Eldrazi deck for all my Planeswalkers. I was saving some crystals and immediately bought a Big Box. I opened some cool Eldrazis and immediately made a red Eldrazi deck. I started a game and quickly realized that my deck is not working. Let me give you some examples:
I have "Herald of Kozilek". In paper magic it says that colorless spells cost 1 less mana. It pretty much says the same in PQ. Well, 1 less mana in paper magic is huge, in PQ it's not a big deal, it's actually nothing, but whatever. In paper magic you can cast any Eldrazi for 1 less mana cost which is huge. But I noticed that my other Eldrazi cards are not getting cheaper. OK, I'm missing something.
Then I have "Forerunner of Slaughter". In paper magic it says that for 1 mana you can give Haste to any colorless creature. In PQ it's pretty much the same, when a colorless creature enters it gains Haste. Well, I had it on the battlefield and then I casted another Eldrazi, but it did not gain haste. ****?
Then I have my favorite red Eldrazi card "Vile Aggregate". In paper magic it's power is equal to the number of colorless creatures you control. In PQ it does pretty much the same, but it's +3 per creature instead of +1, because you can only have 2 other creatures on the battlefield. But when I summoned it and I had the previous two on the battlefield it was still 0/5.
Then I realized that Devoid isn't Colorless. So Eldrazis in PQ have absolutely zero synergy, which is annoying. If you want to build a deck around "Vile Aggregate" all other creatures you can use should be colorless, you cannot use other red Eldrazi. The best thing about Eldrazi is that they do not care about color, they are pretty much a sixth color in Magic and that is not represented in PQ in anyway.
Not to mention that the Void mana crystals don't give bonus mana, so there is no reason for me to aim for them instead of red or even black/green crystals, but that's another topic and it's not such a big deal. But Eldrazi cards are very expensive (mana cost) and I though that the reason for that is their synergy, which is obviously not the case.0 -
Barrelrolla wrote:Am I the only one disappointed that "Devoid" =/= "Colorless"?
Seriously, big flavor fail.0 -
yes
these cards are too hard to make work for me. I may have been unlucky and got bad cards from my FP/BB that i bought but i think my "easy-to-play" origin decks are way better. And now they are even better with the bonus mana from same color gem match
I added 1 card from BFZ in my red card which im not sure it will stay and 1 card to my green deck...and thats it0 -
majincob wrote:I do not want to scrap my duplicates, but every time I log in it pops up that annoying "take me to the inventory" thing. Also the scrap dupes thing is always at the top of my inventory screen and blocks the names of the top cards.
I also would like to see my entire inventory without the stupid green button covering the top 2 creatures on every page. I tried to swipe it up like you can messages on iPhone, but nope, it just stays there being obnoxious.0 -
Hate to be a negative Nancy, but these new void/ingest/whatever mechanics are a bit fail. Waaaaaay too much text for things that end up being clunky and frankly, just not that good. I have yet to see a card whose mechanics make you want to use the card over any other card of the same cost, and I have skimmed the whole set.
Landfall was very well done. Rally is a bit weak and hampered by the 3 creature limit. Awaken is OK at best, and also plagued by the 3 creature limit. Converge stuff is over-costed and clunky. Ingest and void are the worst offenders. They do so so little that I actually feel punished for having read through the whole card.
My overall feel from the set is: "A lot of reading of card's text for cards that you won't really ever want to use."0 -
BassMuffinFIve wrote:Rally is a bit weak and hampered by the 3 creature limit.
Rally still triggers when you reinforce a Rally creature so it's not a huge deal. I imagine a good Rally deck will have 4-6 creatures, most of them being Rally creatures, and the rest are things like kill and buff spells.0 -
In response to all the negativity, I think that mostly this is a great release. You guys have been super proactive with your communication and it is super appreciated! Love the game more now than I did two days ago. Way to go!0
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tonric wrote:In response to all the negativity, I think that mostly this is a great release. You guys have been super proactive with your communication and it is super appreciated! Love the game more now than I did two days ago. Way to go!
I want to reiterate after my last post that this is an amazing patch/update/FREE expansion! Very much love everything the devs have done!! However, I do feel like there is so much content that the whole eldrazi/ingest/process stuff could have basically been a whole new expansion to themselves.
Keep up the great work and keep listening ;P0 -
Well, it doesn't help that rally and processor are both "critical mass" mechanics: you wouldn't put a Rally card in a deck until you have enough playable Ally cards in that one colour, and you wouldn't put a Processor in a deck until you have enough playable Ingest cards in that one colour.
So the first several Fat Packs' worth of cards you open, you can basically discount anything that mentions Rally or Processor because you won't have critical mass. Even once you do have, say, 3 black Ingesters, you have the problem that the common ones are appallingly overcosted. (12 mana for "destroy target creature with power 3 or less, Ingest 1", where simply "destroy target creature with power 3 or less" is 3 mana. What the...?)0 -
alextfish wrote:Well, it doesn't help that rally and processor are both "critical mass" mechanics: you wouldn't put a Rally card in a deck until you have enough playable Ally cards in that one colour, and you wouldn't put a Processor in a deck until you have enough playable Ingest cards in that one colour.
So the first several Fat Packs' worth of cards you open, you can basically discount anything that mentions Rally or Processor because you won't have critical mass. Even once you do have, say, 3 black Ingesters, you have the problem that the common ones are appallingly overcosted. (12 mana for "destroy target creature with power 3 or less, Ingest 1", where simply "destroy target creature with power 3 or less" is 3 mana. What the...?)
Rally has the same problem but some rally effects are so good that even in non rally decks are going to work fine.
About the new 12 mana kill ingest you are wrong. IT DOES NOT require 3 or less attack so it is more like cruel revival with no zombie benefit/restriction.
Being a colorless spell it can help giving removal to green and white decks If you have not smite the monstrous yet.0 -
Morphis wrote:alextfish wrote:Well, it doesn't help that rally and processor are both "critical mass" mechanics: you wouldn't put a Rally card in a deck until you have enough playable Ally cards in that one colour, and you wouldn't put a Processor in a deck until you have enough playable Ingest cards in that one colour.
So the first several Fat Packs' worth of cards you open, you can basically discount anything that mentions Rally or Processor because you won't have critical mass. Even once you do have, say, 3 black Ingesters, you have the problem that the common ones are appallingly overcosted. (12 mana for "destroy target creature with power 3 or less, Ingest 1", where simply "destroy target creature with power 3 or less" is 3 mana. What the...?)
Rally has the same problem but some rally effects are so good that even in non rally decks are going to work fine.
About the new 12 mana kill ingest you are wrong. IT DOES NOT require 3 or less attack so it is more like cruel revival with no zombie benefit/restriction.
Being a colorless spell it can help giving removal to green and white decks If you have not smite the monstrous yet.
I'm talking about Complete Disregard. It's a Devoid Spell from BFZ, common, black, with cost 12 mana and text "Destroy target creature with Power of 3 or less and Ingest 1." Compare with Reave Soul from Origins, common, black, cost 3 mana, text "Destroy a creature with a power of 3 or less." Exact same effect (the absence of the word "target" doesn't mean anything in MTGPQ, and nor does the capital/lowercase "P" - they're just bad at templating). Difference in cost: 9 mana. For a net gain of Ingest 1. Like I said, unplayable.0
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