Red Armchair (-1 HP now uses sitting mechanics), https://files.collective.gg/p/cards/4098bc60-3928-11ed-9878-5f89458acd4f-s.png
Balance Team:
Spike Punishment (This card in its current state irreparably warps deckbuilding by its very existence, let the balance team fix it.)
Legacy Updates
Absolute Return (Removed Exclusivity. Why was this even exclusive in the first place?) https://files.collective.gg/p/cards/64906cd0-3d2e-11ed-b9b2-bb5d5e66a43a-s.png
Clumsy Dealer (Missing cards go to your deck and +1/-1) https://files.collective.gg/p/cards/6e5e2e60-3b4d-11ed-908e-ddeb2647f9ad-s.png
Fermented Mana (-1 cost no longer exclusive and is now a shapeshifter) https://files.collective.gg/p/cards/1e9709e0-3dc5-11ed-b9b2-bb5d5e66a43a-m.png
Cosmetic Updates
Pickled Crab (flavor text added} https://files.collective.gg/p/cards/038f36d0-3e70-11ed-bcfe-1d0d49ee0cb1-s.png
Pangal Truthsayer (Feowyn -> Pangolin the other pangal also has the pangolin tribe so this makes them consistent) https://files.collective.gg/p/cards/bf059410-3ce3-11ed-b9b2-bb5d5e66a43a-s.png
Martyrdom (No longer a Vampire nor an Event as god intended.) https://files.collective.gg/p/cards/b45d67e0-3f4f-11ed-bcfe-1d0d49ee0cb1-s.png
Hero Updates and Reworks
Greetings, members of the Collective!
We will be releasing an update with the hero reworks for Dhat and the Bird Doctors, as well as some balance updates to Heldim and Pearlmaw. Here are the changes:
Reworks
Dhat
Passive - Changed to "Once per turn, when you play a unit with more HP than your highest HP unit, gain +2 EXP."
Level 2 - Bip and Bop: Effect changed to "When an allied unit with 4 or more HP enters play, give the lowest HP unit in your hand +1/+1."
Level 3 - Sezark: Effect changed to "When this deals damage, give a unit in your hand +2/+2."
Level 4 - Great Landwyrm: Effect changed to "Allied units have Overrun and +4 ATK. Allied units also get +4 more ATK for each level you've gained past 4."
Bird Doctors
Their Passive has been changed to "Once per turn, when you play a unit of your main tribe while you control another unit of that tribe, gain +2 EXP."
Their Level 4 - Genesis Strain is now a 5/5 unit with Immortal, Vigilant and Active: "Choose a main tribe unit in your deck. Play it and Ready it. Choose to Play and Ready another for each level you've gained past 4.
Baldwin
Level 2 is unchanged from current live version
Level 3 - Splice: Changed to "Pay 1 mana to destroy an allied unit. Move a random unit of your main tribe that costs 1 more from your deck into play."
Hawkins
Level 2 - Primordial Sequence: Effect changed to "Entomb: Mill the top 3 units of your deck."
Level 3 - Exhume: Effect changed to "Pay 1 mana to revive the bottom unit of your main tribe in your graveyard. Banish it when it leaves play."
Lazaro
Level 2 and Level 3 are unchanged from current live versions.
Hero balance updates:
Heldim
Level 3 - Protector's Zeal: The hero active now costs 1 mana (down from 2) and Cassiel now enters play Ready.
Pearlmaw
Level 2 - Spectral Dragonfire: Now costs 1 mana (down from 2) and returns to your hand after you've created 2 doubloons (down from 3).
Level 3 - Geistwing Raiders: Now returns to your hand after you've created 2 doubloons (down from 3)
Other updates:
Scout and Vigilant are now bolded and have reminder text in game. The implementation of Vigilant as an official keyword in the card creator will come at a later date.
Congratulations to the Weekly Winners! Season 8 - Week 8
Uruziel Wicked Mind (-1 HP cost on all spells wording and animation updates for clarity's sake) https://files.collective.gg/p/cards/5d4e5650-3908-11ed-9878-5f89458acd4f-m.png
Heat Ray (Now damages both players) https://files.collective.gg/p/cards/acaec9f0-3926-11ed-9878-5f89458acd4f-s.png
In addition; here is what the balance team has decided to do with Biosludge after last week's [Balance Team]
Biosludge (+1 Cost and no Ambush) https://files.collective.gg/p/cards/342132b0-39b8-11ed-908e-ddeb2647f9ad-m.png
When looking at Biosludge, we saw two possible avenues; slowing the card down, and weakening the card’s lifegain potential. Ultimately, one was much easier to do than the other while still preserving the identity of the card as an anti-aggro tool. In the end, we decided to hit the card’s speed by raising the cost by 1 and cutting Ambush; this change should maintain Biosludge’s role as a stabilizer against aggro decks, while also providing those aggro decks with a wider margin for which to either deal with the Sludge itself or try to go under it.
Cosmetic Updates:
Clumsy Dealer (+Gambler tribe new art!) https://files.collective.gg/p/cards/a49b2cc0-362b-11ed-9878-5f89458acd4f-s.png
Made Mouse (Whoops no Realm should be Animastra) https://files.collective.gg/p/cards/2558a3d0-3779-11ed-9878-5f89458acd4f-s.png
Spike Punishment (Removed trap tribe from the main card kept it for the token. Potential future trap synergies makes it really messy and weird for a card that isnt shuffled into the opponents deck to have the trap tribe) https://files.collective.gg/p/cards/036e9f10-3623-11ed-9878-5f89458acd4f-m.png
Countess of Darkness (+Penumbra. Got the okay from Chairian themselves for this.) https://files.collective.gg/p/cards/074f53f0-384d-11ed-9878-5f89458acd4f-m.png
New Era of Collective (2023)
Greetings, everyone!
As we approach the end of the year, we've been looking at ways in which to improve the Collective experience for everyone. We feel that a few major changes need to be done in order for both the game and the playerbase to continue growing, and there is no better time for that than this yearly transition period as rotation happens. With that in mind, we would like to announce some of the changes that will be happening to the game itself, as well as to this rotation in particular:
Collective historically has always had an issue where units have to become exponentially stronger and more impactful the higher up you go in the mana curve, due to the fact that units without any immediate effects or units that rely on combat typically have to live through two turns of removal. For higher costed units this becomes a greater issue, since the amount of mana worth of answers that they have to deal with also becomes increasingly higher (for example, a 4 mana combat-focused unit has to live through potentially 9 mana worth of answers, while a 5 mana unit has to live through 11 mana worth of answers). This issue becomes extremely relevant when mana acceleration and ramp comes into play, as playing higher-costed units earlier in the game tends to have a massive impact, making the balancing of those kinds of mana acceleration effects much more difficult (a certain hero comes to mind here). In order to solve this problem, and in an attempt to make unit combat more engaging and to allow more combat-focused units to shine, we will be making two changes to the base game mechanics. Some of you might recognize these changes, as we recently have been attempting to run events to gather some feedback on them:
- All units will now enter play Ready. This includes all units spawned by other cards (such as tokens and the like), and units created by hero reward cards and actives. The Agile and Ambush keywords will no longer be functional.
- Our blocking system will be changed so that multiple units blocking the same attacker will no longer be possible outside of card effects which specifically do that
As these are major changes, we recognize that the cardpool will need big adjustments. Several units that are currently balanced by their ability/inability to act immediately would no longer be balanced, and the current exponential power curve of the game would also quickly become an issue (as it currently is). Taking that into account, we have decided that a much harsher rotation will be necessary this time (and only this time). All cards will rotate into legacy, and standard will be composed only of a new core set that will be made out of cards that have been judged to have a balanced power level in this new system. We will be open for feedback and card suggestions for this core set in coreset-suggestions so that we can create a core set that is enjoyable for our playerbase and a good starting point for this new era of Collective (cards that are suggested to be part of the core set would go through a balancing process, especially in the case of cards that have things such as agile/ambush and readying effects). With these changes to the cardpool, we will also be implementing a few other changes to adjacent systems:
- Official support for a Legacy queue for Versus multiplayer will be implemented so that cards which didn't have much time to shine can still be played in multiplayer without much hassle
- Since during these last months of the year, cards that get in will most likely not remain for the new core set, we will be removing rarity restrictions for cards during the period of October up until rotation. Go wild with your designs!
- Starting from October, cards will go from fresh into standard after only 2 weeks instead of 1 month.
- We will have unlimited update slots for 2 months after rotation happens
- After rotation, there will be adjustments to the voting system, with the weight given to in-game votes being increased compared to subreddit votes.
We understand that you probably have a lot of questions and feedback, and, as always, we are open to answer them here on the discord. We will also be doing a Q&A session this next Sunday (09/17) on Submitted for Your Approval and answering any questions about these changes and the new systems.
Congratulations to the Weekly Winners! Season 8 - Week 7
Congrats to the winners of Week 8 - 7
New Cards:
[Card] Drop of Mana, https://files.collective.gg/p/cards/7d0e67d0-335b-11ed-9878-5f89458acd4f-m.png
[Card] To Seek Freedom, https://files.collective.gg/p/cards/c8c5fd50-2b9a-11ed-992b-9d091b36db20-m.png
[Standard Update] Ruins Relocator (-1 bags shuffled each time now has a Summon that shuffles them. Bags now target at random massively reducing time wasted), https://files.collective.gg/p/cards/d4892c00-3169-11ed-9e0b-456d7040810b-m.png
[Standard Update] Lingering Wire (+1 Cost currently ran in every mind deck and is one of the strongest removals in standard which is probably a bad thing), https://files.collective.gg/p/cards/16ec8ad0-306e-11ed-9e0b-456d7040810b-s.png
Balance Team:
[Balance Team] Biosludge (When the decks this card was run in were good, this was able to singlehandedly lock aggro out of the game. Perhaps weakening this should be a preventative measure for if these decks rise again, oozes are pretty close to that level already.)
[Cosmetic Update] The Hive Mind Queen (+Brallin realm Slight reword to better fit today's standards.), https://files.collective.gg/p/cards/36d377f0-3406-11ed-9878-5f89458acd4f-s.png
[Cosmetic Update] Clumsy Chemist (according to 6 people he's a Dwarf and a Human), https://files.collective.gg/p/cards/7c2266b0-3346-11ed-9878-5f89458acd4f-s.png
Congratulations to the Weekly Winners! Season 8 - Week 6
Congrats to the winners of Week 8 - 6
New Cards:
[Card] Curse of Wandering ( I hecked up the text it was always meant to be permanant), https://files.collective.gg/p/cards/4f998c60-2c8c-11ed-8136-a73a2a8b35f1-s.png
[Card] Dedicated Councillor (recovery tool for jinx decks or gas on a stick), https://files.collective.gg/p/cards/454cd110-2e10-11ed-9e0b-456d7040810b-s.png
[Card] Shady Civil Servant (the crowbacca technique), https://files.collective.gg/p/cards/bc1af960-2c9f-11ed-8136-a73a2a8b35f1-m.png
[Card] Backroom Bearista (2 or MORE version), https://files.collective.gg/p/cards/87ff45d0-2d0a-11ed-9e0b-456d7040810b-m.png
[Card] The Mobfather (Tweaked reworded), https://files.collective.gg/p/cards/a7bf0db0-2d46-11ed-9e0b-456d7040810b-m.png
[Card] One! (This was my first card ever long ago and it had made Midweek back then. Now seems like a good time to try again), https://files.collective.gg/p/cards/c2799d60-2a25-11ed-992b-9d091b36db20-s.png
[Card] Four Affinities, https://files.collective.gg/p/cards/ed4307a0-2f22-11ed-9e0b-456d7040810b-m.png
[Card] Countess of Darkness, https://files.collective.gg/p/cards/3c0a62a0-2a2a-11ed-992b-9d091b36db20-m.png
[Card] Winter Wonderchair (Bless be the chairs. Tuned down 1 mana 0/4 was whack I agree.), https://files.collective.gg/p/cards/4204a4a0-2ad3-11ed-992b-9d091b36db20-m.png
[Standard Update] Unsated Processionary (Sets discounted cards to base cost at EoT stats changed to 2 mana 1/3. Currently the card is extremely polarising doing barely anything in some matchups and instantly winning others. Better stat spread combined with a slightly weaker effect solves that., https://files.collective.gg/p/cards/8ee89730-2b4c-11ed-992b-9d091b36db20-s.png
Cosmetic Updates:
[Cosmetic Update] All Shapes And Sizes (Wording update. "with" now is "to have". This should make it clearer how this works and prevent the misread a lot of people initially had when reading the card.), https://files.collective.gg/p/cards/ad592fb0-2bbd-11ed-992b-9d091b36db20-m.png
[Cosmetic Update] Elder of the Spire (+Edenhold Realm as intended. Used current wording standards rarity down to uncommon), https://files.collective.gg/p/cards/a2850860-2b32-11ed-992b-9d091b36db20-s.png
[Cosmetic Update] Red Armchair (added flavor text), https://files.collective.gg/p/cards/5f7460a0-2ad0-11ed-992b-9d091b36db20-s.png
Congratulations to the Weekly Winners! Season 8 - Week 5
Congrats to the winners of Week 8 - 5
1000 gold and gold card front per card one gets in, enjoy if you can.
New Cards:
[Card] Priest of the Sludge, https://files.collective.gg/p/cards/fa7d5df0-2543-11ed-992b-9d091b36db20-s.png
[Card] All Seeing Wisp (splash!), https://files.collective.gg/p/cards/d123c530-283a-11ed-992b-9d091b36db20-m.png
[Card] Scion of the Sea (when the fish is a horror), https://files.collective.gg/p/cards/05008490-26cb-11ed-992b-9d091b36db20-s.png
[Card] Rose Court Coercion, https://files.collective.gg/p/cards/c1ed8a40-2986-11ed-992b-9d091b36db20-s.png
[DC] To Usher in His Return, https://files.collective.gg/p/cards/88918100-2636-11ed-992b-9d091b36db20-m.png
[DC] Monk of the First Scale, https://files.collective.gg/p/cards/c1ed20a0-297c-11ed-992b-9d091b36db20-m.png
[DC] Red Armchair (Now it's until this card leaves play following Chastity back up to 0/3), https://files.collective.gg/p/cards/dae5f000-2643-11ed-992b-9d091b36db20-s.png
[DC] To Bring an End to Order (reworked plan effect to be weaker and have less overlap with the scour plan), https://files.collective.gg/p/cards/331ac9e0-271a-11ed-992b-9d091b36db20-m.png
Standard Updates:
[Standard Update] Unsated Processionary (Replaced Deadly with Ambush to prevent interaction with Derek Dustwing for cheap hard removals), https://files.collective.gg/p/cards/843821a0-295a-11ed-992b-9d091b36db20-s.png
[Update] Primordial Spring (Now procs on any ally wax instead of just itself so you don't have to stack buffs on a 0/2 vanilla), https://files.collective.gg/p/cards/975ddb70-28ac-11ed-992b-9d091b36db20-m.png
[Standard Update] Body of Ambrosia (now procs on any wax ally being targeted), https://files.collective.gg/p/cards/d3f1f990-28ac-11ed-992b-9d091b36db20-s.png
[Standard Update] Eona the Strategist (now has Ward and Ambush), https://files.collective.gg/p/cards/d8903580-27ca-11ed-992b-9d091b36db20-m.png
Legacy Update:
[Legacy Update] Black Magic Meddler (Now a 4 mana 7/7), https://files.collective.gg/p/cards/30573350-072c-11ed-a2f1-d3ad12a913b8-s.png
Congratulations to the Weekly Winners! Season 8 - Week 4
Congrats to the winners of Season 8 Week 4
Enjoy your 1000 gold and golden card fronts, so long as you got cards in.
New Cards:
[Card] Wary Swamp Shaman (fixed name now works with baldwin now entrancei had to do blocks zinker did but on entrance now -), https://files.collective.gg/p/cards/e2ea6b40-2199-11ed-9c51-b3e8abf9359f-s.png
[Card] Codeblock Propedit (Codeblock 1-drop go brrr), https://files.collective.gg/p/cards/b413c840-1f30-11ed-8f96-dfdbdae30aa0-s.png
[Update] Codeblock Kri-8 (Can now only draw Golems. Currently this card enables a combo that allows you to cheat out any unit into play as early as turn 4. The golem restriction prevents that.), https://files.collective.gg/p/cards/4b264ad0-1b14-11ed-8f96-dfdbdae30aa0-m.png
[Standard Update] Messenger of Light (Summon -> Entrance), https://files.collective.gg/p/cards/bc79f430-1df7-11ed-8f96-dfdbdae30aa0-s.png
[Standard Update] Red Way Guard (now procs whenever you target any allied wax unit), https://files.collective.gg/p/cards/85ee5ff0-1cdf-11ed-8f96-dfdbdae30aa0-s.png
[Standard Update] Duskport Chef (Now discounts only the first food you play each turn. Currently one of the main cards that lead to extreme highroll scenarios in food unanswered usually can win the game by itself as as it turns out making 60% of your deck cost 1 less is pretty damn good), https://files.collective.gg/p/cards/04f87160-1dcf-11ed-8f96-dfdbdae30aa0-m.png
Legacy Updates:
[Legacy Update] Harmonious Fisherman (3 mana 1/1 -> 2 mana 1/2. Card has a fine effect but is currently very undercurve. Also now a Human.), https://files.collective.gg/p/cards/73c2dd60-1e79-11ed-8f96-dfdbdae30aa0-s.png
[Legacy Update] Nature Bound Druid (-1 cost runestones can no longer draw themselves), https://files.collective.gg/p/cards/f89f0d50-1e7a-11ed-8f96-dfdbdae30aa0-m.png
[Legacy Update] Restless Ancient (-1 cost now has Overrun ability now a Passive), https://files.collective.gg/p/cards/f5eb4280-1e7b-11ed-8f96-dfdbdae30aa0-s.png
[Legacy Update] Colorful Fires (3 mana 1/2 -> 2 mana 1/3), https://files.collective.gg/p/cards/68711c00-1e7a-11ed-8f96-dfdbdae30aa0-s.png
Cosmetic Update:
[Mass Cosmetic Update] Emerging Mist (New realm Zunkopolis. Introducing a Hawaii-like island city hit by a Tidal Wave overnight killing all within the city. Mechanical based realm centered around Fading and Ethereal keywords and also Mist Fists. Cards listed below some cards gained Mist tribe), https://files.collective.gg/p/cards/4314d0b0-1aaf-11ed-8f96-dfdbdae30aa0-m.png
Congratulations to the Weekly Winners! Season 7 - Week 8
Congrats on the Weekly Winners of Season 7 - Week 8!
Due to only two people submitting anything for the showcase, it has been cancelled. Now to the cards.
Each new card awards each of its contributors with 1000 Gold and a unique Golden border.
New Cards:
[Card] Copy@Cat (A card that'll work wonders with Codeblocks), https://files.collective.gg/p/cards/f072dd20-1860-11ed-8f33-63fd34094a37-s.png
[Card] Great Pastry Heist (food refill tool), https://files.collective.gg/p/cards/640b2610-16b4-11ed-8f33-63fd34094a37-s.png
Standard Updates:
[Standard Update] Resonant Belle (now gives harmonize when it damages the opponent instead of on attack to reduce the snowball potential of belle), https://files.collective.gg/p/cards/d0b533d0-14d1-11ed-8f33-63fd34094a37-m.png
[Standard Update] Chasmal Crawler (-2 mana -2/-2), https://files.collective.gg/p/cards/c8e50230-17be-11ed-8f33-63fd34094a37-s.png
[Standard Update] Valentina of Hearts (When you play a a Candy -> When a Candy enters your GY), https://files.collective.gg/p/cards/57efaab0-1676-11ed-8f33-63fd34094a37-m.png
[Standard Update] Dantalian Recordkeeper (active now costs 1 and fetches the card preventing it from endlessly triggering the same active over and over. Also triggers actives with cost <= max mana), https://files.collective.gg/p/cards/3eabb6a0-14cf-11ed-8f33-63fd34094a37-m.png
[Cosmetic Update] Forgotten Soldier (Effect is now keyworded), https://files.collective.gg/p/cards/4713fb70-1404-11ed-8f33-63fd34094a37-m.png
[Cosmetic Update] Dire Mosquito (+Brallin Realm. It exists guys. It's the bug realm that are not cowboys. Give it some love.), https://files.collective.gg/p/cards/78b2a420-1525-11ed-8f33-63fd34094a37-s.png
[Cosmetic Update] Jack of All Trades (+Howdier Realm. It exists guys. It's the cowboy realm that are not bugs. Give it some love), https://files.collective.gg/p/cards/aa2f8e50-1525-11ed-8f33-63fd34094a37-m.png
[Cosmetic Update] Fossil Crab (+Ocegarth Realm. I don't know why this wasn't in it to begin with.), https://files.collective.gg/p/cards/1ab6fb90-152b-11ed-8f33-63fd34094a37-m.png