
Goblin Queen will be the Returning Ruler for Season 10
This video from Clash Roayle confirms is: https://www.youtube.com/shorts/8JcGkbzTM1A

This video from Clash Roayle confirms is: https://www.youtube.com/shorts/8JcGkbzTM1A
Another "Hidden Balance Changes" patch...
I might have missed it, or this is brand new... (I am pretty sure I was checking all traits)
Previously hit speed bonus was given to the invisible one. Also numbers changed:
30% -> 15%
50% -> 30%
100% - > 60%
This is a buff - attack speed given to all troops for all time
More about hidden balance changes here: https://www.mergetactics.gg/updates/season-9-hidden-changes
GK - attack speed and hit points are nerfed
SD - hitpoints and attack nerfed, attack speed buffed 🤔
Forest troops buffed:
FC - attack
MA - attack
BD - hitpoints
BB - hitpoints
more in here: https://www.mergetactics.gg/updates/season-9-hidden-changes
P.S.: eGiant, eWizzard, and orb changes from Season 10 are also live
Merge Tactics New Update – Here's What's Coming!
For more graphical update notes and more details check https://www.mergetactics.gg/updates/season-10-launch
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⚡ 1. NEW CARDS RETURNING
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Electro Giant & Electro Wizard are back with their original Electric trait:
• After 6 seconds, lightning strikes ALL enemies at once and stuns them 3 times.
• ⭐ 1/2: Each strike deals 10% of the target's max HP.
• ⭐⭐ 2/2: Each strike deals 20% of the target's max HP.
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🥷 2. NEW RULER – RONIN (Double Edge)
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A brand-new Ruler enters the arena!
• Ruler Quest: Defeat 1/3/5 enemy troops with Double Edge in a single match.
• Before battle, choose a tile on the battlefield. When an enemy steps onto it, Ronin attacks ALL troops in his path.
• Troops standing on the centre tiles take DOUBLE damage.
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🎁 3. QUEST ORBS – REWARDS CHANGED
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Ruler Quests stay the same, but Quest Orb rewards have been updated.
Quest 1 Orb • 6 Elixir
• Equipment
Quest 2 Orb • 1× 2-Star Troop (Baby Dragon, Giant, Goblin Cage, Royal Giant, or Skeleton Dragon)
• 12 Elixir
Quest 3 Orb • 1× 3-Star Troop (Archer Queen, Boss Bandit, Electro Giant, Electro Wizard, Golden Knight, Mini P.E.K.K.A, Mega Knight, Monk, P.E.K.K.A, or Skeleton King)
• 24 Elixir
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🛠️ 4. NEW EQUIPMENT – COMING MID-SEASON (JULY 31)
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No new equipment on day one—these arrive on July 31:
• 🏹 Archer Queen's Cape – Below 50% HP: becomes invisible and gains bonus Hit Speed.
• 💚 Battle Healer's Blessing – On KO: heals nearby allies.
• ❄️ Controller Enchantment – Combat Start: slows the target's Hit and Movement Speed.
• 🐉 Dragon Scale – Takes reduced damage from and deals bonus damage to melee troops.
• 🪓 Lumberjack's Jar – On KO: grants nearby allies bonus Hit and Movement Speed.
• 🐰 Mage Wand – Combat Start: transforms the strongest enemy into a harmless rabbit for a few seconds.
• ⚔️ P.E.K.K.A's Sword – Combat Start: gains bonus damage and absorbs the targeted enemy's remaining HP.
• 🎯 Thrower Telescope – Combat Start: +1 Range and deals bonus damage based on target distance.
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🔄 5. MODIFIERS – RESHUFFLE + MERGE BONUS RETURNS
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No brand-new modifiers this season, but several are being reshuffled.
✨ Merge Bonus is also returning, so expect some crazy ⭐⭐⭐⭐ 4-star screenshots!
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What are you most excited for?
Will we see balance changes for next season?
In a recent Merge Tactics video, Retaik shared insights from his discussions with the developers. According to him, the team's goal is to make the game easy to learn but hard to master.
One way to do this could be by gradually unlocking mechanics as players climb through trophies and ranks instead of introducing everything at once. In the attached video, MTGG founder Pilgrim also shared how this kind of progression system could work.
Right now, the main mechanics are Modifiers, Rulers, Traits, and Quests. Unlocking them step by step could make the game easier for new players to learn while still keeping plenty of depth for experienced players. It could also make it easier to add new mechanics in the future and help reduce the impact of RNG at higher levels.
What do you think would be the best order for unlocking these mechanics? And what else could Supercell do to make Merge Tactics easy to learn but hard to master?
Musketeer damage was nerfed, but there was no public announcement from supercell
The change wasn't mentioned in the balance notes for either patch.
Was this an intended nerf that was left out of the patch notes, or is it a reporting/data error?
Old - New Damage:
⭐ 149 - 124 (-16.78%)
⭐⭐ 269 - 223 (-17.10%)
⭐⭐⭐ 483 → 401 (-16.98%)
⭐⭐⭐⭐ 869 - 722 (-16.92%)
That's roughly a 17% damage decrease across all star levels.
Do you think it will be possible to get 4 bosses with Orb Galore or Goblin's Treasure modifiers?
You can have maximum 2 different bosses from level 2 and level 3 Orbs.
Modifiers list: https://www.mergetactics.gg/modifiers?season=next
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The latest Merge Tactics update is here, and it changes the game significantly:
· Cards now have only ONE trait (down from two). Each card now focuses on a single, unique trait.
· Base pool reduced to 25 cards – you can find the full pool list in the attached image.
· All other cards must be obtained through orbs – no more random drops outside the base pool.
· New cards added:
• Boss Bandit
• Magical Archer
• Firecracker
• Goblin Cage
More info on https://www.mergetactics.gg/updates/season-9-launch
You can find your win% at - https://www.mergetactics.gg/player-search.
The above stats are of Fj21, who is currently ranked-1 in Merge Tactics.
He has a winrate of 71.3%. What is the maximum % of games a player can win after playing 800+ games?