Changes to cards from end of beta to start of s1
Stopped playing around the end of the beta, I saw the changes on the changelog, but it was hard to understand and memorize them, these are the changes i could track down by comparing old and new card effects, which I tracked down doing my card filter tool. Note that some changes might of happened during several iterations, and I might of noted it like it's a single change.
main changes are: -the cards that were drawing were limited to 1, including hero, blue moon, early bird -reflecting cards were limited to 1 a turn, like incisor, kingfisher, scaly spoon and indian star. these cards were also nerfed a bit when using together with others (still can use two similar ones for the armor), but stronger using them solo. -the cards that were scaling up were limited to 90 maximum bonus (topaz to 120) there are a few differences: nut and owl has 3 cards so the 3x nut or 3x owl only applies to the axie using it trump, bamboo and feather spear was giving 20 bonus a turn, this wasn't really viable when you had 18 cards to pull from a double or triple, so now they stack all their own category this used to be the same for these cards even in s2, but it was more useful back then to draw them in a group, now it's quite hard, so it makes more sense. feather spear and scaly spear work across class, so basically two axies can be bird and reptile and still be pure and build a bonus up. sorry if i missed any other, will do another post about combos later topaz gives 10 damage for each banished card up to 120 now, whereas it had no limit before. since its hard to have more than 18 of it, even 2-3 banished card per axie, the main source of banish is dead axies and their cards that you wont use if you got any better, or curses shuffled into your deck, which can be burns, confuse or other things. some teams use watering can or timber which give pure water/wooden shield, which is also banished once used. but technically you can get rid of curses with dawns via a rune, so using cards that curse yourself like dice or goda become viable. -most shield cards were buffed from 60 to 70, few exceptions are that got another type of buff, like the reflect ones -reflect cards got a limit so you cant reflect 50%-75% and 85 on top multiple times -the 'risky' cards got nerfed, and reworked. these card are high value attack, but in exchange of a self debuff, like bleed to self, hp loss, disarm self (cactus, risky fish, risky bird, risky beast). the differences were now made more clear with different debuffs. -the cleansers got a bit more reliable, with bidens having retain and seaslug having 2, higher damage, these also counter the above mentioned risky effects, even hp loss by the looks of it -the dmg boosts got toned down a bit -kestrel and double talk are 2 turns only instead of 4 (one turn is when your opponent plays, so technically 2 attack turns was too much), tiny turtle stun now affects the attacker too so unless he has a cleanser, cant attack anymore, these 3 cards are providing utility in the end game, sometimes shutting down attacks and energy use, so having many turns or no consequences on your own side were too strong. its still strong with stamps (targeting middle or back, or rosa which is random to front) or having 3 in a team, since these are the only cards that can affect the energy usage and opponents hand (and goda but it has a side effect of ruining your own draw and its quite low dmg), ofc curse cards are also annoying but they are more random and can be counteracted somewhat, and probably too slow if they already losing, cant be played, as its losing tempo -2 energy cost attack cards were raised to 120, so 60 average, unless it has some effects, so the 2 aqua nerfs are an exception, oranda removing rune effects was a bug, and koi wasnt supposed to be working without allies, but still quite weird and targeted nerfs (maybe jihoz lost to aqua teams again) -some poison cards were slightly nerfed and got a single strong counter card in silence whisper which turns poison into healing (by my experience you still can die without 2-3 heals but its pretty strong against poison, like 2 whisper cards would make you win each time) -some heal cards were nerfed and limited, probably because the 3x plant comps that do nothing but heal (still strong if they got good cards), scarab is actually blocking heal not just apply 'doubt' which reduced healing slowly. -some cards were added an effect, like silence whisper, lotus and shrimp, which i find quite good -the old v2 targeting cards were changed, some of them made no sense, like shrimp, toothless bite or gerbil, in v2 they changed the targeting permanently, which here is no longer a case (except now for pocky and shrimp) so these changes made the cards better. toothless received a buff, and no longer needs to be first. other flavour and text changes like 'restore' instead of 'heal' which isn't really a change in mechanics, only in text, did not include these, were quite a few with different text. -most energy and card draw had some changes. generally cards giving energy for free (nimo and cottontail) got 'unstable, meaning it adds a confuse into your discard pile, so you trading energy for a further punishment in draw quality. will there be other changes? probably yes, maybe the curse cards will get further damage nerfs, rage cards slight adjustments. shields still dont make sense compared to attack cards, which is somewhat understandable, when you want a game to end, but not in the context of runes, where they go to 15-20% and shields can only be 15% and sometimes require classes to match with cards or teammates. energy cards can still break the game by extending damage over the cap then lucking out on the draw over and over. curse cards seem to stack on top or bottom of the discard pile sticking together, resulting in really bad turns. random cards, aren't really random, I had hits of 4 ear breathing to the same axie, without a taunt, which is 4 times 33%, shouldn't really be possible. 0 cost cleanse for beasts giving rage is quite strong compared to other cleansing options. the permanent buffs from bumpy and sakura were strong, but chaotic, now they are first by default but exiled on use. both were reduced from 10 to 7 which might change. these cards can be strong when more mechs or specific plants are created. the whole detailed list down here, not by patch, but by class. this doesn't include how much it was changed, how many times, but like what changed from the end of beta, to the start of s1. -the cards that replaced themselves and drawn, were changed to put the card on top of draw pile (they are free, so no reason not to use it, unless you got retained cards already or hoping for other cards) but you cannot chain draws into infinite draws, clearing your deck or applying bonuses one example of this was tiny fan for aquas, which applied 4 bonus dmg and draw a card, this combined with 1-2 banish cards on other parts (clear, nimo) meant that the axie could draw the same card with the same card infinitely, applying bonuses infinitely. this resulted into bonuses like 150+ (time is still not infinite nor lag), but was easy enough to click it over and over, then last 10 seconds tap an attack card, like 'perch' which hits 4 times, applying this bonus 4 times, with a card that has a base 120 dmg this only needed around 50 dmg boost to hit for 320. the perch animation was playing even if the target died, so that was a bit annoying. now there are several problems with their fix: the card was build defining, a draw card, that gave bonus damage over time, cheap, but in most cases you could only use it while recycling the whole deck once, which takes 7 turns, and probably your frontline is dead. to make this process any better, you had to really build around it with more draw or banish. so i think its a really harsh nerf to remove the draw and make it banish, which turned it into a deck thinning card with a single boost. its the same principle for rage or poison comps. people need specific axies, that have the specific cards on all parts, this makes an insane synergy and its overhelming, but probably you shouldnt complain when you throw together a team with all attack cards, no correlation and no game plan other than aggro each turn. they created the 'limit keyword' but this card doesnt use it, which is weird because it would literally stop this chain. raising the card energy to 1 (and adding some buff) would seriously limit the reusability, even if you could use 3 or 4 times, it does nothing else (now they added 35 heal which cannot be targeted and the card is clearly a backline damage dealer card so healing has no use in regular front to back comps, and damage boost has no value for frontline which wont use it too much anyway). sorry for the rant, i personally own an axie with this card and a banish which is quite a low chance, like 10%, if you dont look at it in v2, only for the purity, you kind of got random cards, gero and nimo being more common. clear and tiny fan is quite rare combination. especially with a multi attack card that would benefit more from this boost.
Aquas: blue moon limit added sponge 3 boost instead of 5 lam -5 damage risky fishy-only gets bonus if initial, 20 less dmg than before but same if initial sponge 60->70 shield goldfish 65->70 oranda 120->110 shoal star executing condition120->90 teal shell has to be last, changed from skill to secret koi 120->110 bonus only for alive teammates navaga instead of initial bonus dmg 15 apply stealth on target nimo tail no more draw, banish swapped with unstable, 5 heal added ranchu 50->40 shrimp 70->40 but it's targetable, adds taunt for the turn (or extends existing one like eggshell) tadpole 65->60 bubblemaker 50->70 shield nimo eye 25->40 heal, no energy if full seaslug 110->120 tiny fan no more draw, 3->4 attack buff, heals 35, BANISH. totally ruined. should just be draw limit 1 telescope not in hand but in top of draw pile
Beasts: hero draw is limited to 1 risky beast damage reduced, but same as before if initial, applies death mark to self not fear (similarly to risky fish but now different self debuff) timber 60->70 shield nut cracker cards (mouth, tail, ears): cap at 90 arco removes 2 secrets, was ignoring them imp 70->60 merry 65->80 'if initial shield all team for 50%' added (based on red ear) pocky 65->70 luna (cottontail) 25->5 heal banish changed to unstable gerbil: removed the 'if initial' requirement Hare: removed the 'if initial' requirement, now it has to be 'the only attack card in hand' shiba: used to be 3 rage below 50%, now is 4 rage below 75% (ALL TEAM), was 3 for a while rice: added banish puppy eyes: gets a card on top of draw pile from discard pile, not into hand puppy ears: no need to be initial anymore zeal: gets a card on top of draw pile from your draw pile, not into your hand goda is unstable now timber: gives shields per each hit, not sure if it was nto like this or the text was unclare ronin: applies for base damage now cottontail: unstable
Birds: kingfisher -limit:1 (same as incisor) tri feather: apply doubt added to the aoe(50% heal block) double talk: sleep down from 4 to 2 turns hungry bird: 65->60 If Initial, Steal 20 HP and apply Heal Block to self for 2 turns. (used to be 15 and no heal block) little owl mouth, eye and ear: cap at 90 from bonus (same as nut cards) cuckoo: 50->65 bonus dmg feather spear : damage 60->65, bonus dmg 20->6 dmg but now is per battle, not per turn (similar to reptile spear, bambo, trump)- not per axie like nut or owl cards trump: damage 60->65, bonus dmg 20->6 dmg but now is per battle, not per turn (similar to reptile/bird spear, bambo)- not per axie like nut or owl cards kestrel: has to be initial now, 4->2 turns wing horn: 65->35 but hits twice so overall 70 (plus buff), changed from targeting second axie to give 2 feathers cloud: 70->60 changed to give silence, from skipping summons and attack frontline unit granma's fan 25->20 not innate anymore post fight: 100->80 and loses 20 instead of 35 swallow: 70->65 but now destroys up to 120 shield (also you take 20 dmg) the last one: changed to 'only attack card' from 'only card' lucas: takes a card and puts into top of draw, not in hand (same as blossom, scar, etc) robin and mavis: it might have changed some values in effects curly: deals pure dmg instead of '25% more to shields' early bird: 65->60 and has a limit of 1 risky bird: 90->70 but if initial 20 bonus dmg, instead of taking dmg, has bleed to self
Bugs: leaf bug ear: 45->55 shield bookworm: draws to top of pile, not in hand larva: added banish tassels 10->20 heal garish worm: 2 poison added per base (and 2 for each attack card this turn) scarab: 30->60 attack 30->0 shield, targetable, heal block, not doubt, 4->2 turns sandal 100->105 spiky wing: pure dmg instead of '25% more to shield' square teeth: no longer initial, consumes shields, deals bonuse damage for it, as before, capped at 100 antenna: 0->50 shield leafbug: 45->55 shield parasite 60->70 dmg pliers: pure dmg instead of '25% more to shields' ant 40->70 shield fish snack 60->70 shield gravel ant 60->70 shield pupae 60->70 shield, instead of the target getting 2 dmg boost, the other allies get 1 each thorny catepillar 110->105 dmg twin tail: 35->40 attack (2 hits)
Plants: clover: possible effect changes leafy: dmg 10->20, hits 2->3, bonus dmg per leaf 5->10, energy 0->1 lotus: had no effect, now removes a curse, 30->0 heal (still has a shield, and it was the most high value card for the rise and ruin epic rune, formerly mystic rune effect which is now the old aqua) rosa: not 'innate' anymore, 40->45 dmg, 0->1 energy sakura: 2->1 energy, heal 10->7 per card, added 'innate' (bug with the revenge card still costing two, it gives 13 attack for the first attack per lost teammate, but since it costs two, its really not viable to use if you are behind, its an odd case to have that card, as its innate and usually you will use it unless you are stunned) same for bumpy I think blossom: puts a card to top of draw pile, not in hand cucumber slice: heal 50->40, healing boost 5->2, added banish after use bidens: now is retained mint: shield 20->30 pumpkin: shield 60->70 shiitake: possible change to the mushroom effects watering can: shield 60->70, text change an->any, probably works the same way, on any hit you get pure water not just the targeted axie that has this shield serious: damage 90->70, still 20 bonus if initial, disarm self instead of discarding a random card silence whisper: heal 65->50 but now poison stacks heal that axie for 6 turns bamboo shot: 65->60 dmg, instead of gaining bonus per turn, gains 6 bonus per battle, each time used (similar to spear, trump, nut cards), added limit 90 bonus max cactus: added side effect of taunting self for 2 turns rose bud: heal 70->60 but now can target anyone (had no effect before and self use only) strawberry shortcake: potential change to strawberries carrot: 60->40 damage, added banish on it cattail: 50->60 dmg hatsune: 60->70 shield hotbutt: 3->2 burns, potential change to burn effect too (8 dmg now), added 25 shield to self effect potato leaf: 70->65 dmg, added rule of 2 turns not infinite (or just clarification), and wont work if another unit is stealth. now this is 2 nerfs, since navaga offensively applies stealth (kind of like old unko stench worked), also kind of a letdown that revenge cards still work against it (not random hits) but for a card that was historically bad for so long, its quite bad they nerf stats (forever stealth and duo stealth would be an abuse). one bug: if the other axie dies from poison, blood moon or using cards on bleed, the axie won't come out of stealth and basically un-targettable for a turn without any sign, it's frustratign because you can't use any card, even random hits against this. quite rare, but can happen, can be forced too. yam: 5->20 attack
Reptiles: curved spine: shield 60->70 swirl: heal 30 to self, but only 2 instead of 3 'confused' shuffle scar: put a card on top of draw pile not in hand topaz: cap at 120 bonus dmg bone sail: 60->70 shield croc: 60->70 shield green thorns: 6->5 poison applications red ear: 65->80, added effect to shield all for half of the value in case of initial card (same as merry) indian star: 60 ->65 shield, reflect value 25%->40%, limit 1 added. in case of single card is a buff, but a lot of pure reptiles got spoon, for 2x reflect or multiple reptiles for adding more, and even if their shield is counted, the value is less for more cards of the same effect tiny turtle: dmg 50->60, has to be initial, does not have to hit trough shield, stuns itself not just the target toothless bite: 65->70 dmg, does not have to be initial anymore bumpy: energy 2->1, shield per card 10->7 (same as sakura for both, of course this gives shield not hp, which is worse for any other than mechs with the vault builder), cannot stack now. exile, so disappears after usage (weird if it wasnt before but it seems so, well, oranda could remove it before, not anymore) cerastes: limit 1. (reflects 85) scaly spear: dmg 65->60, bonus applies for each spear card played during battle, not turn (bird feather spear included), has a cap of 90 now (similar to nut, owl, trump, bamboo) scaly spoon: 60 ->65 shield, reflect value 25%->40%, limit 1 added, see indian star grass snake: 70->65 dmg iguana: 70->60 dmg snake jar: not sure if the interaction is worse with the changed bird runes wall gecko: 30%->25% but stacks by turn, not sure if it did before, looks like it didnt, so its 25+50=75 which is 37.5% overall, usually people combine it with gecko mask which applies taunt, and it doesn't have to be frontline, so higher second turn value is actually better overall
Sorry if I missed anything, sorry for the errors, was just a sketch for my tool, but then I thought maybe others are interested in this.
I got an error with this links, and they look really messed up, also quite hard to find if I missed any other link, in the forest of spam that is the axie discord. I add pictures of it of what i see right now, maybe these links will be removed or inactive.