Additions
+ Metrics has been added, currently it doesn't track anything custom.
Fixes
+ Hovertext is now working again for played cards!
+ Fixed a long standing issue with paper preventing the plugin from working on many paper server configurations.
Changes
+ This build only works on 1.21.4!
Notes
+ This update was long overdue! I'm sorry for the delay!
+ This year for M&H I want to work a lot on polish and QoL improvements.
+ I will also be doing balancing for M&H as well, this is why I'm not starting to track some metrics. I should be able to use this to see what cards are being used globally across all servers and give me some insights on the player base of M&H.
Cheers to M&H 2025!

This is a simple update to bring M&H to 1.21! Hover text has been disabled for now while I come up with a proper solution. This build will ONLY work in 1.21! Use older builds for older versions of Minecraft.
Additions
+ New Config Option! Disable Tooltip Hover, this by default is disabled. This can fix an issue for specific servers where games start immediately. This is meant to be a temporary fix.
Changes
+ Player decks are now stored to the player. This will eliminate decks being lost.
+ Updated to most recent version of 1.20.4
Notes
This build is a mixed bag. I lost a lot of my personal data recently due to a hard drive failure. Thankfully I was able to decompile and rebuild M&H after quite the amount of bug fixing as decompiling is never a clean process. However this means that this build is very unstable. I fixed nearly 800+ errors on decompiling and some code was straight up removed so
please use this build with caution! The silver lining is since I've released the last build for M&H, my other projects have come along too and I have ported a useful feature for item serialization. This has basically allowed me to now stored players decks to their player files instead of giving the deck back to them when the leave the server. This can actually fix a few logical errors with certain server setups.
Also if you haven't backed up any of your treasured data I highly recommend it! I just got a second personal drive to but data on for cold storage for projects like this to prevent this from happening again! And it will be on a github for myself too. You will be happier you did rather then waiting! Cheers!
Fixes
+ Fixed an issue with dealer dan's inventory closing shortly after opening it.
Balance Change
+ Allies now spawn randomly in the build area rather then on top of you. This also means when they respawn they dont respawn at their death location, rather randomly across the map. This can help with them respawning on top of you in your base or when you in the middle of fighting mobs or out in the wilderness and the respawn in the middle of nowhere. I will likely add cards to allow you to change how this mechanic works.
Additions
+ New Config Option - Boss Win Commands, this list of commands will fire off when a boss is beaten.
Changes
+ You can now spectate a game without having a deck in the editor.
+ All game modes now warn you if you don't have a deck or enough cards to play in them now. This use to be done at matchmaking button.
+ Win Commands in the config will now only fire for any game mode besides boss games.
Fixes
+ Players now teleport into a world first and then have their game mode switched when spectating a game. This will help some world issues with game modes.
You can now clone maps by using the /mh clone target-map-name command!
This will help cut map creation time in half for maps that are identical! This was a feature that I am surprised that I did not add sooner!
Fixes
+ Fixed a paper issue causing unsafe park errors to be thrown on enable instead the chunk gathering is done on a async thread now which prevents this from happening.
Changes
+ When creating a map, the map editor opens immediately.
Additions
+ Using /mh maps map-name, this command will open said map, using - as a space and this is case sensitive.
Just an update to bring the version up to 1.20.4!
Additions
+ New config option, "Force Basic Version", when using this option you can skip version checking and force the basic version to be used. This allows you to use whatever version of minecraft your using but to force the basic version in case for some reason the most recent build isnt working with the version of the plugin your using.
Fixed an issue that would throw some errors on paper when creating the map borders.
Just a quick update to 1.20.2!
Fixes
+ Dealer Dan now despawns and spawns based on player distance, this fixes issues with him not respawning and is now performant.
Balance Changes
+ Minion's with custom names will no longer be visible until they are closer to the player. This prevents nametag spam with certain decks.
Additions
+ Updated to 1.20.1!
+ A new "Basic Version" now runs if an unsupported server version is running. This allows the plugin to work on ANY version of MC at a limited capacity.
+ Basic Version runs without mob pathfinding and without Chat Card Hover Text. The pathfinding is a big hit to gameplayer, but very small maps will actually work fine.
Fixes
+ ChatInput for map creation now removes any coloring on input. This fixes map saving / loading issues for plugins that change chat message color.
+ ChatInput changes also applied to the collection view and to matchmaking.
+ Player inventorys will now work with miltiverse inventories.
+ MH Player objects can now load when being used automatically which should resolve some issues accross the plugin when the server is reloaded or a player doesnt register they file somehow.
Changes
+ All *Veins* cards updated with the amount of nodes they spawn, their description was also updated.
Summary
This update brings the plugin to 1.20 with some other fixes and a new fallback version of the plugin called *Basic*, this allows the plugin to fallback to a working version that isn't yet supported. So lets say 1.21 comes out, this will allow server owners to update to 1.21 right away and not have M&H running, instead when they update the plugin will enter basic mode, this basically turns off our mob pathing and Chat hover text for cards. The AI being disabled is a big deal as it will make mobs dumb and use vanilla pathing, so this obviously wouldnt be a permanent solution rather a temporary thing until the plugin is updated. However its worth noting that in really small maps the AI will still be able to path find using vanilla pathing and vanilla activation distances so if your server changes this they will essentially act just like your other mobs. This gives M&H some future proofing and lets people continue to use it even when I have yet to update it!

Fixes
+ Fixed a bug with shared pain causing NPE errors.
+ Fixed a onSecond issue with Mason.
Balance Changes
+ Merchant Signal is now considered a "Merchant" card.
+ Fletcher now trades emeralds for 3 less emeralds. 6 -> 3
+ Enchanter Elise now sells experience bottles for emeralds
+ Roaming Merchant recipe amount changed. Generally more value now.
+ Emerald & Gold Veins mana changed from 2 -> to 1
Changes
+ Updated Mason description to show everything they do.
+ Ancient Protector & Dogmeat description updated with them always following you.
+ All Merchants updated description with what they take for Emeralds.
Additions
+ New Card! Trade Escorts, an Epic card that allows your merchants to stay 60 seconds longer! (Stacks as well)
Balance Changes
+ The Holy Books passive has been buffed from a 33% chance max to dodge damage to 33%+(5%*peons) maxing at 80.
+ Missionary Merchant now sells the Missionary Merchant for 3 Emeralds.
+ The Hooded Figure now buys raw beef and raw porkchop for emeralds.
+ Dealer Dan, Missionary, Trading Guild Leader & Roaming Merchant will now buy a small amount of gold for emeralds.
+ The Mercenary Leader will now buy a small amount of emeralds for gold.
Changes
+ Mercenaries now take upkeep based on when they were summoned, apposed to the start of a round.
Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19.4 (Backwards compatibility is disabled)
+ Bosses will not play Merchant and Ally cards, they have been disabled for bosses for now.
Summary
This update I wanted to make sure all the merchants had a way to get their trading material so you could have a way to trade with them always. I also wanted to focus a little more on The Holy Book play style. Its now possible to go infinite with it to some extent and it is generally stronger now. I also did some changes to Mercenaries so that they take upkeep based on when they were spawned as apposed to taking it at the start of a round, Because playing one at the end of the round would make it immediately leave or take upkeep.
Additions
+ MHAPI has a new method for getting all ongoing games. Should make things a little easier for devs.
+ NEW Card! Holy Skirmisher, which is a ranged Varient of the Inquisitor, it is purchased from the Missionary in game.
+ NEW Card! Peon, Ally you can get from the Missionary. Similar to a Mercanery, but takes faith each round.
+ New sounds added to map editor
Fixes
+ Players no longer have the freeze effect upon joining the server.
+ Fixed a major issue with map startup, this should fix an issue causing the plugin to not enable properly.
+ Fail safe added for maps that could not load, allowing the rest to load rather then stopping the plugin entirely.
+ Ranged Allies will now target mobs again
+ Mercaneries no longer respawn after leaving due to no gold.
Balance Changes
+ Minions no longer take magma block damage.
+ Dogmeat rarity change from Epic to Legendary.
+ Minions will now target Allies if they are nearby and a player isnt nearby to attack.
+ Ranged allies have double damage then their vanilla counter parts.
+ Stationary ranged allies will now stay in place and not run, they still can return to their spawn though.
+ The Miner, Mason & Shepherd now have slowness 2. This prevents them from running all over the place. Protect them!
+ All Merchants also have slowness 2 now. They cannot be used perfectly as bait now for minions & beasts
+ Enchanter Elise now always sells brewing stands and nether wart.
Changes
+ Maps are now loaded 1 second after the plugin has enabled. This makes custom worlds on other plugins work with this better.
Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19.4 (Backwards combatability is disabled)
+ Bosses will not play Merchant and Ally cards, they have been disabled for bosses for now.
Summary
This update is a big update for M&H. The first stable build of Merchants & Allies is out! Theres a new tutorial video thatll be up soon to! The focus of this update was to iron out major issue with startup and fix some issue with cards and Allies AI. Of course balance changes were made and more will come after some testing so expect some more minor bug fixing and balance changes in the coming days! After that I will be focusing on another resource for some time and then I'll be back to M&H.
While making the M&A trailer, it hit me that the plugin was released over 4 years ago. And in development for almost 5. Crazy how much time I've put into this. I love this project and love hearing people playing it. If you have a server running it or need help let me know! Stay tuned!
Just a simple update to bring M&H up to version 1.19.4.
This build is still experimental however, updates will be coming shortly to the Merchant & Allies expansion soon!
WARNING: This version is fairly untested! Do to the amount of cards added and new mechanics im certain there is many more bugs that have not been caught during my testing! Please report any bugs you find!
Additions
+ When getting cold the screen freezing effect will now occur when your is at 35 heat or lower.
+ New config option! Start commands! These commands will run at the start of the game for each player! (By default all players are given a piece of dirt for example purposes.)
+ Map icons can now be set in the map editor! All maps can now have an icon set. However it is not required!
Fixes
+ When spectating if you leave the border you are instead teleported to the person you selected to spectate.
Balance Changes
+ The freezing effects from normal minecraft apply now starting at 35 heat, this slows you down and can eventually damage you.
Changes
+ Updated to 1.19.3
+ The tip setting is ignored after a player has played 3 games. However the tempature warning tip will always be there unless the tips setting is disabled.
+ When setting a maps linked map it will now reopen the edit screen.
Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19.3 (Backwards combatability is disabled)
+ Bosses will not play Merchant and Ally cards, they have been disabled for bosses for now.
Summary
This is just a small update to bring the plugin up to date, I wanted to add in some smaller things that have been requested and some things i've wanted to do for some time. Feel free to make suggestions as I do check them when it comes time to update the plugin!
WARNING: This version is fairly untested! Do to the amount of cards added and new mechanics im certain
there is many more bugs that have not been caught during my testing! Please report any bugs you find!
Fixes
+ Chest can now be broken and not dupe items forever.
+ Fixed NPE error in console for mason.
+ Mana can no longer go over 10 from the round starting, however it can still
go over 10 from cards like blood pact.
+ Ancient Protetector will now spawn at full HP. (Was spawning with 4 lol)
+ Netherrack and other corruption blocks cannot be gathered by the Miner Ally anymore.
+ Treason name display fixed for converted allies.
+ Treason only converts one Ally now not all of them.
+ Treason should actually work now.
+ The Holy Book will now generate faith and no longer throws a NPE error in console.
Changes
+ Loot Crates should no longer spawn ontop of barrier blocks.
Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19.2 (Backwards combatability is disabled)
+ Bosses will not play Merchant and Ally cards, they have been disabled for bosses for now.
WARNING: This version is fairly untested! Do to the amount of cards added and new mechanics im certain there is many more bugs that have not been caught during my testing! Please report any bugs you find!
Additions
+ New Set, Merchants & Allies! Includes 50 new cards for premium!
+ Updated to 1.19.2
+ New keyword Ally
+ New keyword Merchant
+ You can search a set name in the search by text field to filter cards by Set.
+ When a player has debug mode enabled with an OP in the game start timer is reduced to 3 seconds.
+ Minions now *rise* from underneath the ground when spawned from normal summons.
+ Minions will not suffocate when *rising*
+ New API event, MHGameSecondEvent, this fires for every game every second, it returns the game object MHGame related to the tick.
Fixes
+ Return button for admin panel now works properly.
+ Rigged keyword added to Erosion, Redstone veins & Rift portal. (Was working just not showing on cards)
+ Block hps now apply for supplied start.
+ Commands ran from on win or on lose are not sent from the console, this was an over site sorry!
+ Resources gathered changed to Ores gathered at the win screen tags.
+ Husks! Now works as intended.
Balance Changes
+ Chest items are now dropped when broken.
+ Furnace items are now dropped when broken.
Changes
+ Minions pathiing has been updated, minions have their pathing done evenly over a second rather then randomly. This should result in a smoother performence.
+ Siege Minions now have their movement delayed over the second as well. This could prevent alot of tps in late games with a lot of minions.
Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19.2 (Backwards combatability is disabled)
+ Bosses will not play Merchant and Ally cards, they have been disabled for bosses for now.
Summary
Its been a minute since we've had any updates, but this is a big one! The first expansion! Granted, this is and early release, so its not going to be perfect nor balanced! The base set took over 4 years to get to a fairly
balanced state were decks and archtypes are so close in performence that there is no obvious outliers in balance anymore. With this being said, there are 50 new cards being brought to the table! Merchants! These cards let you summon a merchant for a short time that you can trade with. They can trade items and even cards. Then we have Allies! These cards are friends that you can summon onto the battlefield to protect you and your base! They can also do cool things like gather resources for you!
There will be alot of patches coming out soon to balance things out and some other features will be getting some long overdue love like spectating. But for now this is a nice early release for everyone to check out! Thanks for your patience! Happy summoning!
Fixes
+ Deck Info will no populate at 10 cards and not 11.
+ Deck Info will now populate at 10 of any cards including duplicates, before it wasnt.
+ Deck Info should now properly account for duplicates.
+ Deck Info now updates immediatly after a change.
Changes
+ Dated decks will now give a list of changed cards that were in the deck previously.
Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19!!!
Summary
This update just brings the plugin up to date with a couple of nic nak changes. Its always bothered players not knowing what cards were changed in their decks so i took some time to give some indication of what cards where changed and how in chat. This is limited still as if a cards name was changed there is no way to know what the card became so i cannot replace those cards in decks yet. It is possible to have the cards that were changed in data other then its name to be added back into the deck but i need to implement this carefully so thatll come in the future. Otherwise I knew Deck Info didnt work properly for awhile, and finally i got around to fixing it up!
This feature is important as it helps figure out what your decks strengths and weaknesses are just with some numbers. Which is really useful for building your deck the first time. Stay tuned for more!
Additions
+ You can now teleport to a map spawn point, build corners and map corners using the map editor. Im not sure why i didnt add this sooner!
+ Card Effect system / keyword System, cards can have effects represented by one keyword which is used by many cards.
+ New card effect & keyword, RECYCLE! Any card played with this will have a copy placed in your deck at double the price.
+ New keyword, RIGGED. These cards are drawn at the start of the game if your hand has space.
+ New keyword, ONSET. These cards are played at the start of the game.
+ A new admin panel has been added to the /mh command, this is only visible to operators and should be useful for admins!
+ Command book added to the admin panel, this allows admins to view commands in a much cleaner way then relying on chat.
+ Config Editor added to the admin panel, this allows admins to manage SOME config options in the editor. Its great for basics!
+ The search text function in filters now works with card effects / keywords. Recycle, will show cards with Recycle as an effect.
+ Cards will now show their respective tribe if they have one on the card now.
+ A new culling feature has been added to remove old game records over 7 days old. This will only enable once a user has more then 10 records being loaded.
+ New config option, Disable Unique Corruption Blocks, default is false, this turns off magma blocks and soul sand. This is a preventetive option added in case these blocks are still not reseting admins can simply disable it.
+ Metrics System! Admins can now access the metrics system in the admin panel. This first system builds metrics based on whos online at the moment. It will give a good idea of what cards are being played, winning and losing when played and their win ratios.
Fixes
+ While holding shears, hps will be hidden when you are to close to occluding objects, this means things like torche & slabs for example.
+ Achievements now have a scrolling sound.
+ Passive mobs will no longer spawn on top of a logs, glass, bedrock and barriers.
+ Boss maps no longer show an unlinked map as a warning in the editor.
+ Corruption beast spawn with some spacing when summoned from portals
Balance Changes
+ Recycle has been added to the following cards, Zombie, Spider, Husk, Famine, Blizzard, Venom Strike, Starve, Feast, Collapse, Form Skin & Skeleton Squire.
+ Blizzard now additionally applies a heat loss for the next round only towards your opponent.
+ Zerg Rush mana changed from 10 to 16.
+ Zerg Rush when played no longer doubles your minion wave for ONLY the next round, instead the doubled minions are kept
+ Invasive Portal now gives a speed buff potion effect to the caster.
+ The lantern fuel gained from coal was reduced from 5 to 4, and redstone from 10 to 8.
+ Maggots now summon 2-3 silverfish and maggot chance was reduced from 30% to 20%
+ Horde now cost 6 mana instead of 4.
+ Corpse Climb maggot chance reduced by 2% per level. Maxed went from 40% to 32%
+ Corpse Climb at max copies no longer summons 4-8 maggots, it is now 2-4 max.
+ Cave spiders from cards like brood mother no longer have 15 second poison timers. Instead it is 4 seconds.
+ Witch poison length nerfed slightly, should be around 5-6 second on average now rather then 7-8.
+ The first round now has an additional 30 seconds instead of 20.
Changes
+ RIGGED keyword added to Tool Cache, Building Cache, Written Prophecy, Divine Divination & Supply Signal.
+ ONSET keyword added to Laborer Start, Chained Start, Supplied Start & Torched Start!
+ Handbook icon changed to green knowledge book to make it stand out more.
+ Reworked the helpbook, along with adding some new entries to it!
Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This should be fixed but if not an option has been added to disabled the extra corruption blocks thats were sticking around.
Summary
This update really was quality of life, cleaning up and general changes. Though many key changes are done to gameplay through balance changes and the introduction to *keywords* adds a lot to the future. I wanted to further add a way to get an idea of how balanced cards are, for this ive been working on this first metric system which is open to admins now, currently itll build a dataset out of whoever is online at the moment from their recent games to give you cool stats like what cards are played and which have high win and loss ratios. The addition of a in game config editor and an in game admin menu also was something i wish i would have put in sooner but better late then never haha! There was alot added in this update of course but in general this is the finished version, some things will be added to the general plugin itself like the admin menu and the help book but the core of the plugin is in now. This does mean polish, bug fixing, balance changes and new cards are the new content to be expected! I would expect the next patch to be some of those things and hopefully the following update will be Merchants & Allies!
This update just brings the version of the plugin up to MC's newest version 1.18.2
I also just wanted to give a small update to inform admins that update will be coming to this plugin again! You can expect a normal patch here soon with traditional things like fixes and balance changing etc. Then shortly after I will be working on the first ever card expansion!

Known Issues
+ Middle clicking is still not working thanks 1.18!
Additions
+ /mh resolveb card-name command added, allows admins to force a boss player to play a card. Useful for debug testing in solo games.
+ When holding shears, you will be able to see your placed block HPS represented by colors, green, yellow, orange and red. Note that stronger blocks are needed to view the full color scale, planks for example only have two hp so they show up as orange when at 50% hp even though they can be one shot. This will be very useful in the base building meta ive been pushing.
+ While holding shears, you can left click damaged blocks to heal them by 2 at the cost of a plank, this can repair any type of material stone or wood. This will take some durability from the shears though.
+ LANTERN BUFFS. Holding a lantern in your off hand slot will now consume, redstone, redstone blocks, coal, charcoal and coal blocks from your inventory to fuel it. While the lantern has fuel it will maintain your heat level outside of a heat source. This means your heat will not go down or up but will stay the same. Redstone is 2x more effecient at refueling lanterns and will always be taken first. When outside of your base area your lantern will also burn 40% more fuel. When you have fuel loaded into the lantern it will be glowing in your off hand slot. Lantern fuel is only burned when its needed so if you would lose heat and you have it ready it will pause the heat loss instead. But if you would be heated by a torch the lanterns heat will not be used.
+ Pistons will now do crush damage to mobs when the pistons are clipping into their heads.
+ Breaking any node block except ore will now have a 33% chance to drop 1-2 flint.
Fixes
+ Using /butcher when minions are in game will now consider the mob killed so new ones may spawn.
+ During boss games only the boss team will be spreading corruption in the game. (Your corruption to the boss is virtualized)
+ MASSIVE performence gains for corruption spreading. When corruption has grown to very large sizes the corruption has about 100x less performence usage then it use to have. This was noticable in corruption decks where the corruption would grow to insane sizes. This would cause 2 major issues, a big lag spike every so often causing mobs to freeze and second it would cause a rubberband effect. Both issues have been eliminated. Now the plugins only performence issue is minecrafts poor AI pathfinding.
+ Blocks when destroyed will no longer leave a ghost block to be hit by minions.
+ Dark Conversion, Pigmen & Pigmen Horde will now glow when they are ready to be considered played.
+ Corruption Beasts spawned from rifts will no longer be strength 1 but will have strength equal to their corruption strength. In general this is a very large buff to rift portal and rift surge as long as its played towards mit to late game.
+ You will no longer get notifications for cards that have requirements to be considered played if the requirements have not been met yet.
+ Opening your hand will no longer double open it, reducing the sound effect to just one so it isnt so rough on the ears.
+ Major bug fixed to cards that are drawn at the start of the game, if you played multiple you would draw one and burn the rest. This is now fixed. The rest are either drawn or added to the deck if there is no space left.
+ Possible fix for Full Corrupted blocks from not being removed at the end of games.
+ Border visual bug fixed with blocks rotation being incorrect.
+ Boss games and games with no players left in the lobby will no longer wait 20 seconds to end they will end and cleanup immediatly.
+ Redstone ore can actually be collected now and wont dissapear when touched.
+ Fixed an error from reanimation after a game was over.
+ You can no longer Hit F to swap your hand out of slot 1 into your off hand slot. This would cause you to be unable to play cards. You can no longer swap your hand into your off hand anymore, this was fixed awhile ago but somehow cropped back up again.
+ Block states will now persist! So this mean log orientation, slab direction etc!
+ Hanging blocks like, torches, rails etc should reset now after their supporting block is destroyed!
+ Trap Door spider will no longer spawn directly on top of the player, instead it spawns where it was buried at.
Balance Changes
+ Cows now drop 4x the amount of leather. This will allow players to use leather armor in the very early game.
+ Redstone Veins, Rift Portal & Erosion was changed to, Drawing one copy at the start of the game. While the rest are placed in the deck. Sort of like Building Cache except you only draw one.
+ Starve mana changed from 4 to 3.
+ Rift Surge mana changed from 2 mana to 3.
+ Collapse now does 1 to 2 damage for every block.
+ Erosion now removes 12 ores instead of 6.
+ Siege Engine mana changed from 9 mana to 10. This card is a base ender.
+ Demolition now has a 25% chance to explode on death. When this death occurs, the explosion can damage up to 6 blocks at 1 to 4 damage per block.
+ Dispenser HP changed to 10.
+ String can now spawn in any loot crate, in addition to normal loot spawns at a 33% drop rate and it can spawn 1-8 in one chest.
+ Chickens now drop 6x the amount of feathers, in vanilla is 0-2, so if its 0 you still get zero. But if its 1 you get 6 etc.
+ Starting round 8, minions without names above their heads have a chance to be converted into siege minions, they will do their block normal damage, they simply wont seak out players.
+ If a minion has been alive longer then the round it was summoned on, at the start of every round it has a 33% chance to convert to siege. RIP RUN META.
+ Trap Door spider will now favor burying itself in low light in the build area, however it wont always do this.
+ Blaze fire now goes away after some time.
+ Fully corrupted blocks should reset properly now.
Changes
+ Minions will not suffocate if they are standing on corruption.
+ When starting the game your draw on start cards are drawn first. You will always draw 5 cards at the start of the game, but if you have more then 3 on start cards you would normally discard that card, now at the start of the game you can draw up to 5 cards. If your hand is full you will simply not draw anymore instead. This is ONLY for the starting hand of the game!
+ Feed changed to Feast! And is now an epic, it also costs 5 mana.
+ Feast gives 6 hunger instead of 3.
+ There is no longer a cap on your max mana. This means cards like hunger pact and blood pact can now put you over 10 mana.
Summary
The main goal of this update was to get some of the loose mechanics in the game properly. There was also some long overdue ideas added with this patch like the lantern additions. Which the lantern will 100% be nerfed in the following patch. Early tests show it to be a bit to broken haha but I want to test it more myself before doing any further changes on it. A huge goal of this build was to also destroy run meta and bring in cards that normally don't see play. So you will see card buffs across the board. There will be quite a bit of card changes in the following patch as well. The next patch will be the last patch before the expansion! The goal of the next patch will be additional card changes and a reworked help book that should be able to present information in the game quite a bit better! All of the patches including the upcoming one have been basically solidifying my vision of the game and getting it into a full proper form. I'm very happy to say we are almost there!
Known Issues
+ Middle clicking is still not working thanks 1.18!
Additions
+ Rifts now have a visual particle effect! (Particles must be enabled to see it)
+ Rifts now play some creepy sounds as you get close to it.
+ Corruption now spawns particles around it.
+ Standing on corruption will play some creepy sounds.
+ Corruption can now spawn Corruption Beasts. These are mobs spawn from the corruption itself. The larger the corruption has grown the more likely a beast can spawn. These beast will also be stronger the larger the corruption is. The attributes the beast is given is random, so the beast could spawn with extra knockback, more hp, or more armor. These beasts do not actively hunt down players though. They act exactly like the Wither Skeleton from Monster Hunt, where the mobs will behave like normal vanilla hostile mobs. These mobs also wont attack buildings. But these mobs can become very very strong. 1 can spawn every 45 seconds at a percent of 1% per 200 blocks of corruption. Here is some timings from a game to give you an idea of how quickly corruption grows right now. Each round the corruption spreads about 600 blocks. Keep in mind there is other cards that can be used to increase this. By round ten your looking at 6000 blocks corrupted. A corruption beast will run the chances of a spawn every 45 seconds. So this means its possible for the corruption to summon almost 3 beasts per wave.
+ Opening a rift will now have a chance to create a few Corruption Beasts around it.
+ Rift Plague will now additionally increase the chance of a Corruption Beast spawning.
+ Corruption now has a chance to convert to soul sand, soul soil and magma blocks when fully corrupted. (No other possible blocks are near it to corrupt)
+ Walking on corruption has a 5% chance to consume hunger while in it. So getting out of it quickly is key.
+ When a passive mob fails to spawn due to corruption, it turns into a Corruption Beast instead.
Fixes
+ Siege Engine no longer AOE attacks every second.
+ Witch Terror was stealing the lowest card rather then the highest this has been fixed!
+ Fatigue mechanic is now working properly.
+ Sacrifice and Bewitch should no longer be glowing in hand when its not considered played if played.
+ When placing two lanterns down they should now work properly. Before only one could be placed.
+ Dealer Dan should no longer despawn when his chunk unloads.
+ Removing all cards from your deck should no longer sound horrible using the remove all key.
+ Middle Click for removing all cards from deck was changed to work with Middle Click being changed to Shift Left Click, by default this will be set to false. Due to 1.18 removing the packet being sent unless the client is holding an item when middle clicking.
Balance Changes
+ Siege Engines attack cooldown is now 8 seconds instead of 4.
+ Skeleton Army mana changed from 8 to 10
+ Skeleton Army changed to legendary.
+ Lanterns now have 4HP.
+ Poison length for Witches slightly increased.
Changes
+ Hunger now goes down by 2+(Current Round/3) So by round 9 players will be losing 5 hunger rather then 2.
+ Heat will now additionally go down every 3 seconds by (Current Round / 5), so starting round 5 your heat will go down 1 per second. This is on top of the normal exponential system.
Summary
This update is pretty big actually. First the small stuff, the game is being heaily pushed into a *base meta* so building a base becomes more and more needed for survival. I don't want it to be round 16 and players are running circles around the minions. This was addressed with a bug fix for fatigue, and also with the additional changes to heat decay and hunger loss being higher at the start of each round. There was also some balance changes of course. Now for the big stuff!
The corruption has had alot of love this update, I wanted the corruption to feel like a bigger impact on the overall gameplay. I think this update achieves that greatly now and it does change the gameplay alot. I think this update is probably one of the biggest changes to the games meta without adding new cards to it. I cannot wait to see what decks people come up with now and how their gameplay will change. The passed few updates have really been trying to hone in on balancing the game and really bringing my vision to reality. There is some more fixes and small changes coming but I don't think we will see any large changes from here on out. With that said 4.0 will release with the new set Merchents & Allies! You can expect this expansion to be released early february!
Known Issues
+ Middle clicking is still not working thanks 1.18!
Additions
+ You can now see who is in queue and for what team in team games.
+ Key cards that require other cards to work or to be considered played now highlight with an enchantment in the hand view to show they are ready to be played successfully. Example, having Skeleton key in your hand with the Skeleton King played will have it enchanted. However if Skeleton King isnt in your wave then it will not be enchanted. It's important that cards like this still have the ability to be played even if its clearly not what youd want to do. It opens the door of a choice, do i discard this hugely important card to my deck or do i keep it and risk burning a card that isnt the one id rather lose. This is prevelent for Skeleton Key for example as you can run two copies of it. So deciding to play one for hand space is more important then keeping a full hand and burning King's Loot for example.
Fixes
+ Many cards that were "Tribe based" will now be drawn by their appropriate cards. So Skelemancy, Spider eggs and Loot Corpse will actually draw the other tribe based cards. Many were not registered as their respective tribe. This is a big buff and bug fix.
+ Team game UI displayed as team games now instead of casual games.
+ Boss Maps will no longer be shown in casual games under some circumstances.
+ You can now break blocks in the other teams build area. (Invasive Portal Fix)
+ You will no longer be teleported back to your map if the game ended when you were in Invasive Portal.
+ You can no longer break Corruption.
+ Critical bug fix that would prevent replaced blocks from sometimes being invincible.
Balance Changes
+ Polished Andesite, Granite and Diorite blocks now have 8 HP. And their slabs have 4.
+ Stone slabs now have 3 HP instead of 1.
+ Logs now have 3 HP.
+ Zombies! Changed from 3 mana to 2 mana.
+ Horde changed from 6 mana to 4 mana.
+ Famine changed from 4 mana to 3 mana.
+ Loot Corpse changed from 3 mana to 2.
+ Rising Dead changed from 5 mana to 4.
+ X172 virus changed from 6 mana to 5.
+ Maggots spawn chance changed from 20% per level to 30% per level. (Max 60%)
+ Rising Dead change increased from 15% to 20%
+ Skeleton King changed from 5 mana to 6.
+ King's Loot no longer gives cords or shoots a firework.
+ Supply Signal changed, it will now be drawn at the start of the game.
+ Poison potions length reduced by 33%.
+ Poison potions vary in length now, it can be between 4-8 seconds.
+ Invasive Portal now requires one less ritual.
+ Invasive Portal changed from 7 mana to 6.
+ Pistons now have 10 HP.
Changes
+ Pistons can only move blocks that were placed by a player.
+ Minion sieging is now checking every second rather then every 4 seconds. This should result in a much more responsive siege system. And as a result minions should be attacking blocks more often as a result.
+ Minions no longer attack when finding a path, this should increase perfomence since the load is split in two, previously pathing and attacking was done at the same time.
Summary
This update i focused alot on balance changes, with some quality of life additions. The main focus balance wise this update was to attempt to get zombies into the competitive scene. Theyve always been just a little to slow. Hopefully the aggressive buffs allows them to be more favorable!
Known Issues
+ Middle clicking is still not working thanks 1.18!
Additions
+ Cards like ritual and sacrifice will now show up in red in the played cards section if they did not *count* as played.
+ Dark conversion will give a fail message now.
+ NEW BOSS! Skeleton King! This boss summons a skeleton card each round for free, this can be a skeleton squire, or even a Grim Reaper.
+ 2 new achievements!
Fixes
+ Grim reaper should work again!
+ Minion damage dealt when displayed should be rounded now.
+ Minions spawned from other minions like Brood Mother should no longer throw errors from not having a team.
+ Fixed an issue with ranked games since the boss system was added. Ranked games should start properly now.
+ Building Cache items will now display their block hp!
Balance Changes
+ Trap Door Spider bonus damage reduced from 6 to 3.
+ Minion arrows can no longer friendly fire.
Changes
+ Typo fixes for some card descriptions.
Summary
The goal of this update was just to get some good fixes in for some errors. I want to prep the build to be very clean these next few releases for 4.0 as this will be the end of the main game engines development!
Known Issues
+ Middle clicking does not seem to work anymore in 1.18 at least on the plugin side, hopefully this will be working properly in the next patch! For now set the option to use Middle Click to false. By default this will be false until fixed, however existing servers will need to change this themselves.
Fixes
+ Mobs will now pathfind correctly!
+ Item Text is now enabled again for when cards are played and in other areas!
Changes
+ Previous compatability dropped.
Summary
I fixed up some of the major things missing from the last major update of MC, i still need to look into some things, as a result the changes are to drastic here to keep supporting versions before 1.18 now, however 1.17 will probably be supported since the changes to the nms structure occured then. For now only use this build with 1.18! Thank you for your patience!
Known Issues
+ Hovering over cards in chat does not show anything, the hover function was changed in 1.18, i am still coming up with a solution to this.
+ Some AI pathing problems have cropped up, 1.18 changed how nms was handled as a result more time is needed to make sure the AI is working as intended!
+ Middle clicking does not seem to work anymore in 1.18 at least on the plugin side, hopefully this will be working properly in the next patch! For now set the option to use Middle Click to false. By default this will be false until fixed, however existing servers will need to change this themselves.
Additions
+ New Seasonal Set!
+ New API events for when players in game break and place blocks.
+ Updated to 1.18
+ New command, /mh givepack setname
+ New config option, Seasonal Sets
+ Additional Methods added to CardEntry to ease card creation.
Summary
The new seasonal set is in! I wanted to add in something to celebrate a little bit haha! The xmas set has been added! It only has 2 cards! One card gives a chest called a xmas tree, which you can then get ornaments, tree toppers and bulbs! These are acquired from the xmas box loot crate! When played its spawns a normal loot crate with these xmas themed items in them! Place them in the xmas tree and then every round you will generate presents that will be placed inside the tree box! When the presents are dropped you will be give random items! Note that the bigger the present the bigger the item reward! Large Presents can for example give diamond armor! The more ornament & bulbs you have in your tree the better and bigger the presents! The release took longer then needed due to 1.18 changing quite a bit with nms, which is used in a few things. Hopefully i will find solid solutions to the coming versions! For now use this version with knowing some core functions may not work as intended right now!
Enjoy and have a great xmas!

Fixes
+ FIXED NPE when spectating a game that would end.
+ Lightning Storm will now work against AI in boss battles.
+ Meteor Storm will now work against AI in boss nattles.
+ The boss will now pick a card from stacked deck, not well though.
Summary
The goal if this update is to allow the boss to play other cards with their effects. There is only a few cards that still need to have effects added for bosses. Most notable are supply drop cards and book giving cards these will come in for the next patch.
Additions
+ New Card? Husk?
+ BOSS BATTLES!
Fixes
+ Lightning Storm will no longer keep running if the game ended.
+ Meteor Storm will no longer keep running if the game ended.
+ Fixed a bug with Minion Rush when being played.
+ Fixed a rounding issue in the end game phase display.
Summary
I am very pleased to announce the last major feature that has been added to M&H! BOSS battles! This is a single player mode of the game! So you can test out your decks and even have the bot play your deck against you so you can get a feel for what its like to face your own deck. I think this will be a huge feature for the game as it will allow people to get their feet in the water and learn the game without worrying about other players.
That said there is currently 4 difficulty's. Easy, Medium, Hard and BOSS.
Easy, Medium and Hard are normal bot players. This means they dont cheat. But they will perform better as their difficulty goes up. BOSS difficulty is very unique. These bots will have cheats against you and play at its full capacity. The first boss is..
The Brood Mother, a simple boss but very strong. She discounts all of her cards by one mana. Which doesnt sound crazy until your being swarmed by spiders.
This being said, the BOSS's are virtual! This means you only need ONE map for this game mode. Everything is virtualized for the bot as stated before, but keep in mind the plugin is simulating things like walking from node to node, and walking in the map. The bot does literally need to travel from resource to resource and even needs a furnace to smelt things. I've done my best to simulate the player element here but itll never truly be a crazy good opponent. It's just for fun. The BOSS difficulty boss's should be really fun for experienced players.
This all being said please understand this is the first EXPERIMENTAL build. **I DO NOT RECCOMEND THIS BUILD*** This new feature integrated heavily with many old and existing features this means there is endless oppurnities for bugs! The next following patches will fix this! Also the bot currently cannot fully play some cards correctly, for example divine prophecy needs to be simulated but isnt in yet, the boss also doesnt understand how to play cards in order yet. So he will play skeleton key for example before hes played king's loot. So please take it easy on me before letting me know he's doing things like this i know XD I just need some time to iron it all out and figure out alot of the details.
So besides all that this is really fun. I've enjoyed making it so far and ive also enjoyed playing against the bots. I hope you you enjoy this!
This feature is for premium only. This should really be the cherry on top! I think the plugin deserves premium status. Especially after i have cleaned it up and we hit 4.0! It's been over 3 YEARS since i first started this project. For 10 bucks you get quite a bit! Anyways thank you! I look forward to your reactions and don't lookg forward to the bugs haha! Cya all soon!
Just a hotfix that was preventing new users from using the plugin properly!
Additions
+ You can now see the cards you have discarded in the hand view under played cards.
+ New End Game Phase, the game no longer ends updruptly for winners or losers.
+ Dealer Dan!
Fixes
+ Husk was removed from the card pool, it was replaced by Husks! a few patches ago but was never properly removed.
+ You now get a message for cards discarded from some card draw effects.
+ Compatibility is fully enabled for 1.16 and 1.15 now.
+ Players no longer drop their hand when they die.
+ The leave game command has been fixed and now works as intended.
+ /mh end, has been fixed and now works as intended.
Summary
This update adds a long over due change to how the game ends. Now when you die you are put into spectator mode where you died at. This will let you check out the map before the game ends and look at all the minions the opponent had left for you to deal with! If a team is left with no members left the game will enter a end phase where some cool stats of the surviving members are shown to any specters and to the winners themselves. Once the timer has ended everyone is then put back into the lobby. Anyone can leave before though using the traditional leaving method via spectate mode in game. This dramatically helps with that feeling of the game being over and not being so abrupt. It also gives the winners something cool to show off and look at some stats they might ignore. A nice side note of this, is if you die in a 1v1, you can use the spectate features to check out our opponents map very quickly before the lobby closes.
I also added in a much needed way to see the cards you discarded to effects like powerdraw or just not having space in your hand.
Then i decided to add a new optional feature to help servers owners test out the plugin better or if they are struggling with a simple way to distribute cards. Keep in mind this feature will remain basic and will not change much, server owners should come up with their own way to distribute cards! But for now dealer dan is a great way to get started!
These were some of the last major features I wanted to get in before we hit v4.0, as this version will mark the solid foundation of the plugin. This means there shouldn't be an major features added like for example when team games were added in. However once we hit this mile stone the first expansion will be worked on and released shortly after!
Merchants & Allies!
This new expansion will bring 50 brand new cards with some new mechanics and very thematic cards! I'm very excited for this and I actually have most of the new cards planned out already!
There is one last major feature that will be coming in the next update. But I've never mentioned it before so going to keep it a secret for now until next patch!

Additions
+ MCMMO basic compatability added, mcmmo bonus drops will no longer drop when in game.
+ Compatability returned for 1.16 and 1.15 in this version.
+ Config option, Leaderboard Tracking Amount default 50.
Balance Changes
+ All pigmen cards will no longer spawn with swords.
Changes
+ Skeletons no longer have fire resistence, instead they all spawn with leather hats of encouragement!
+ The new leaderbaord system is in, and it is optimized so it should scale much better!
+ Win / Lose commands can now use %PLAYER%, example. /mh givepack %PLAYER%, this would run the command with the player who won or lost with them as the target.
Fixes
+ The new visual border has been optimized! It's footprint is low but always penny pinching!
+ Team games no longer add a open game to the casual games indicator.
+ Players can no longer pickup items in MH UI when outside of the collection menu.
Summary
Going forward compatability for previous versions of minecraft will only be trailing by two versions. So in the current state ill support 1.17 - 1.15 in this version. So in 1.19 that version will suport 1.19 - 1.17. The reason for this change is as item and entites change and are added to minecraft making this compatabile for many versions back becomes more complex and id rather just streamline the proccess. So if you use 1.14 then simply download the last version of the plugin that supported 1.14. However using the newest version of minecraft will always be this plugins goal. If this does not follow your server direction ie your version locked to 1.14 or 1.8 then you should consider if this plugin is for you as it will go against that server direction.
The new leaderboard system is in! This feature has been disabled for awhile due to performence concerns i was having with it. Now I have revisted it and should run way better for larger servers! The new system will generate a leaderboard for the first time, however after this the system will only be keeping track of players who are within the top X players using the new config option.
Anyways expect more updates soon!
Changes
Bringing the plugin up to date, right now this version works with ONLY 1.17, download the older versions for compatibility while I work on the fixes for the older versions, however there is no notable differences between this version and the last this version just runs on the new version of minecraft.
+ Just brining the plugin up to the newest minecraft version!
Additions
+ New Card Husk! This card was in before but has now returned due to new mechanics.
+ Entry system now supports multi minion spawn cards!
+ You can now clear filter text by shift right clicking the filter item!
+ You can now remove all cards from your deck using middle click on the deck in the collection!
+ There is now a deposit all cards button inside of card packs now for fast adding cards!
Balance Changes
+ Multi minion spawn cards will now add individual cards.
+ Passive mobs that wonder outside of the map boundries will be teleported randomly back into the map.
+ Supply Cache now is drawn at the start of the game. Similiar to Tool Cache.
+ Written Prophecy & Divine Divination now work the same way as Tool Cache.
+ Witch Terror now steals the highest cost minion card from your opponents instead of a random one.
+ Witching Hour now summons 5 random minions every wave instead of 10 for one wave.
+ Witching Hour now costs 5 mana instead of 2.
+ Sacrifice can no longer sacrifice witch tribe cards this includes Abomination, Witching Hour, Witches
+ Andesite, Granite and Diorite slabs now have 2 HP.
+ Dirt now has 1 HP and coarse dirt now has 4 HP
+ Diamond Blocks now have 40HP
Changes
+ New minion attack system, this should provide some performence improvements as well.
+ Minions should now be a bit more responsive when it comes to hitting blocks!
+ Consistency warning tweaked.
+ Using the /mh command while spectating will now open the spectating screen.
+ Corruption spread now will adjust its spread every 60 seconds. This should help new rifts expand!
+ Sandstone now has 4 HP & Cut Sandstone has 8HP
Fixes
+ que spawn has been adjusted so minions should come quicker during the waves.
+ Additional left door fix
+ Minions now do proper damage to blocks.
+ When players leave while in a queue it will now remove them from the que properly.
+ During countdown if one of the teams does not have players the lobby will end and open the map up again for use.
+ Added a lot of information to most cards.
Additions
+ New Border system! It is now visible when you get near it!
+ You can now see how many points and achievement is worth!
Balance Changes
+ Zombie Juggernaut bonus damage removed (was 2 extra damage)
+ Zombie Juggernaut bonus speed halfed. (20% to 10%)
+ Zombie Juggernaut bonus armor tripled. (4 to 12)
+ Skeleton Key cost changed from 1 to 2.
+ King's Loot mana changed from 2 to 3.
+ Skeleton Army mana changed from 7 to 8.
+ Skeleton King cost changed from 5 to 6.
+ Swine mana changed from 2 to 4.
+ Rising dead chance changed from 10 to 15.
+ Blood Pact now deals 8 damage instead of 5.
+ Siege Master mana changed from 9 to 5
+ Siege Master now only attacks blocks!
Changes
+ Sapper shouldn't only path towards the player.
Fixes
+ Witch dance will no longer give rituals passed your hand size.
+ Grim Reaper will no longer reanimate minions that are respawning if Grim is already dead.
+ Rising Dead is now working properly.
+ Doors should now remove top blocks after games end.
+ Sand and other falling blocks should regenerate now.
+ When you disconnect from the server while in a game you will be returned to where you joined from.
Balance Changes
+ Zombie Juggernaut mana changed to 3 from 2.
+ Skeleton Knight mana was changed to 4 mana from 3.
+ Skeleton Squire now has strength which weakens it because its undead.
+ Demolition mana changed to 5 from 3.
+ Skeletons now spawn with fire resistence to help them not be scared of the sun!
+ Andesite, granite and diorite had their block hp changed to 4 from 3.
+ Shield damage reduced by 33%
Changes
+ The shield thee achievement now will consider the amount being crafted!
Fixes
+ Dropping an item on the ground and picking it up will no longer stack the block hp lore.
+ Queued minion cards no longer proccess when you rejoin a game.
+ Map mobs like MONSTER should no longer get removed when your far way from them.
+ All of the spells that apply next turn have been fixed at long last!
+ Minions can break trap doors now
Fixes
+ Statistics screen now only displays 2 decimel points rather then all of them.
+ Most played map will no longer show unrecorded if possible.
+ Game stats screen now only display 2 decimel points for some data nodes rather then all of the points.
+ Ore gathered will now display properly.
+ Discarded cards will now show properly in chat!
+ Achievements will now check progression and advancement when losing games! Before it was only doing so on won games!
+ Autofill context for commands has been fixed to the correct formants.
+ Zombie juggernaut will not give errors in console when x172 was also played!
Additions
+ When a card is discarded by any means it will not appear in the chat so
you can quickly know what you lost.
Balance Changes
+ The new default round length is now 130 seconds instead of 120.
+ The first round of every game is now 20 seconds longer.
+ During the first round your heat decay is 2x slower.
Changes
+ Achievements can be unlocked at round 3 or higher now.
Fixes
+ Statistics screen will no longer flood console for players looking at it without any games.
+ Minion particles no longer throw errors if they do not have a tribe.
+ Fixed a few bugs regarding achievements.
+ Statistics is now properly recording your resources gathered!
+ Loot crates should now have hp list on their blocks.
+ Casual games are no longer being displayed as losses in matchmaking.
+ Fixed the roundtimer not being properly set if you had the premium verison
+ Shield Thee and Advanced Production should now trigger correctly!
Summary
This update fixes some bugs we've been encountering on the new tournament server for this week! There is some tweaking i've been doing i feel like players have less time to prepare and deal with minions now since they cant kite them as easily due to heat. So there is some changes here to address this, if these changes shift the game in a negative way i will revert them!
Additions
+ Minions now take 25% less damage whilst on corruption.
+ Minions now deal 50% more damage whilst on corruption.
+ If a resource node were to spawn on corruption, it instead burns the spawn. (Never implemented)
+ Players a receive a message in chat when a node could not spawn due to corruption.
+ If a passive mob were to spawn on corruption, it instead burns the spawn. (Never implemented)
+ Cards can now be removed from the collection view so long as there is no deck currently being edited!
Fixes
+ Removed entry debug messages from console
+ The "New Zombie" card was removed from the card pool, this was an example card showcasing the new card entry system.
+ The collection view now shows the left and right click options when the deck is in the menu. (Not sure when this was disabled by accident.)
+ Fixed a major bug causing achievements not to persist between server resets.
Summary
This update brings a big change to the corruption, your minions will now have a natural buff on corruption. I really want the corruption to be a bigger part of the game. I believe these changes will introduce a few new ways to play the game and some new deck types! I also realized that there was no easy way to trade cards with people so now you can remove cards from your collection!
Fixes
+ Reminder setting has been fixed to not spam you every round.
+ Particles no longer linger for dead golden minions!
+ Fixed a bug causing some errors at the end of a game.
+ Removed some debug messages from the previous version sorry about that.
+ Game names in the records list should no longer be listed as "Not Recorded" for new games!
+ Fixed a typo in the beginner tips regarding when the effects of heat set in.
Additions
+ New Card Entry system. This allows the creation of cards far faster then before.
+ Over 20 new achievements to acquire!
Balance Changes
+ Sugar can now spawn in loot crates!
Changes
+ Updated to 1.16.5
Fixes
+ Typo fixes for some cards.
Summary
The new card entry system is a big deal. This in the future will allow developers to create their own cards! This is sort of my future proof idea for the plugin this way their can be new content long after I am not
posting any updates or just during the down time of the major set releases. The premium version is required for all new cards and this includes new cards that will be made in the future by developers!
I also brought in the addition of new achievements which is to support the upcoming tournament! Check the discord announcements for more details! I also just wanted to add some more achievements since 20 just wasn't alot to work with so doubling them seemed like a good start!
Additions
+ Golden card effects!
+ New config option to disable golden card effects!
Summary
This update just brings in golden card effects! This will be fleshed out more to be more unique per card, but for now there is now general effects for all of the cards! So minions have particles around them based on the type, and spell and supply cards have a neat little play effect!
This finally brings M&H development to my vision! Now this doesn't mean i'm done developing it! There is a lot of extra things i'd like to add to M&H this doesn't just include new cards but new types of gameplay options! But for now the next big thing to look forward to is the first expansion for M&H! Each expansion will have a new large pool of cards and will sometimes include new features. I've had plans for the next card expansion for awhile so I cannot wait to bring that to the table!
Upcoming Show Matches!
I have a tournament type style event coming up! Players will be able to play and earn achievement points on the public server ill be hosting, whoever has the highest point will be able to participate in the show matches!
I am unsure of how many matches I will have at this time but participants will be able to earn a cash prize for winning or losing!

Stay tuned!
Additions
+ Player statistics is now enabled! This is an data pool of all of your recent games! This can help you improve!
+ Multiverse is now a soft dependecy for M&H, this should help with M&H loading before Multiverse causing corruption.
- Note that Multiverse is NOT required, however if your using another world managing plugin please let me know so i can add support for it to prevent these issues from occurring.
Changes
+ Games in the game history now show the name of the map it took place in.
+ Games in the game history now have way to see if you lost said game or won.
+ Removed the getcard command, these may have been causing confusion use /mh givecard instead.
+ The help menu was cleaned up for users.
+ The help menu now shows all commands for admins, some useful ones were not shown here like /mh show nodes
Fixes
+ You can no longer get Built in Stone outside of the game.
Summary
This update brings in one of the last major additions, statistics. Players can now get a good feel of all of there games by using the statistics, but using the game history feature players can find specific game cases where they might have lost and could have done better! The last thing to get added in is golden card effects! Which you can expect tomorrow!
This is a hotfix patch that fixes new players files from throwing NPE errors in console, for some owners this rendered the plugin unusable! It is now resolved though im very sorry about that!!
Additions
+ Game history button now is enabled! You can now view stats from previous games up to 7 days!
+ The last game command now has a return arrow, it will take you back to your game history.
+ You can no longer lose items, cards or decks by placing them inside M&H UI.
+ New command, /mh giverdeck, gives an OP player a deck with random cards.
+ New command, /mh starterdeck, gives a starter deck one time to players! (Goes straight to the collection view)
+ New config option, Allow Starter Decks - used to disable the new starterdeck command!
Fixes
+ Fixed some UI issues with the achievement screen!
+ Achievement screen now has a back arrow!
Summary
I wanted to help server owners get some of there new players into the game a little easier hopefully the new /mh starterdeck command can have new players skipping the whole making a deck right away and get them playing so they can experience the game first rather then a bunch of setup work first!
Additions
+ Potential catch added for when games go negative in the countdown, this should cause these lobbies to at least end at -1.
+ Profile screen has been enabled!
+ Settings screen found in profile can be used to enable and disable some new settings!
+ New Setting! Players are now given a warning at 20 seconds if they have enough mana to play a card in their hand.
+ New Setting! Tips! This setting gives you some helpful tips while playing a game!
+ New Setting! Debug mode! This will be used for debugging! Currently it does not do anything but should be useful!
+ Opening the handbook now has a click sound!
+ Achievements! Players can now unlock achievements! They are found inside of the profile menu!
+ Achievements give points so players can compete with who has the most!
+ Admins can disable the broadcasting of achievements when players get them, however only large achievements are broadcasted anyways!
+ 20 new achievements have been added! - These are not your typical achievements!
+ Premieum users can now have players execute commands when they lose and win games. Found in the config as win and lose commands!
Balance Changes
+ Players cannot earn achievements before round 4 under any circumstances.
Changes
+ Players using challenge que will now be informed if they are waiting on a map to be free to play on!
Fixes
+ The losing player in any given match is no sent a random null message in chat!
+ Potential fix for timer going negative at least for challenge que. (Need more data to solve entirely)
Summary
This is a major update! You will notice the player profile is now accessible! There is 4 buttons in there right now however only 2 currently are enabled!
Achievements! I'm super excited about these as now we can have a new competitive way to compete with your friends! I am trying to avoid making them generic so you will see some very interesting and hard ones in there! Player settings are in, I'm still adding more to this section for now I have added a few things you can toggle on and off here.
For new players there's a new tip system during the first round to help guide players with there first game. There's also a reminder for heat attached to this system. It can be turned off by experienced players of course in the settings,
However one thing I don't see anyone turning off is the playable card reminder

This will be useful for players who are so busy they forget they have cards, and yes this happens more then you think haha!
There is only a couple of things to do now before we hit full release! So I'll leave you with this!
Happy summoning!!!
TODO:
- Player statistics screen
- Player game history screen
- Rework leaderboard system (currently disabled)
- Basic golden card affects
- 4.0 - AKA FULL RELEASE <- All of this will be done, before 2021!
Fix a major issue with the recent update causing blocks like tall grass to be dropped, coal ore other items being dropped as if your hands had silk touch.
This was fixed by simply changing where I add the data tag for the HP of blocks when the item is picked up rather then when it is broken. I believe this will properly fix this issue!
I normally don't have serious issues like this sorry for the inconvenience!
Additions
+ You can now view last game stats by using /mh lastgame after a game has ended.
+ Games are now saved inside of a game records folder, under each players UUID.
+ Blocks when destroyed now have their hp listed on the block itself!
+ Blocks when smelted now have their hp listed on the block itself!
+ Blocks when crafted now have their hp listed on the block itself!
+ Use Game Tracking a configuration option to disable game stat tracking, this will help servers with very little memory.
Changes
+ Losing and winning game messages now colored.
Fixes
+ Fixed a potential bug causing players to carry over their exponential heat loss from previous games.
Summary
This update adds in something I have been waiting for a long time. Data tracking! In its current form players can now see stats on their previous game! As a developer this will be useful as I will now be able to collect data on stats like what cards are being played, which ones arent, whats doing the most damage and all sorts of information. As a player it could help you hone in your strengths and weaknesses! This is also a major system needed for the player profile menu, which is what the next release will have!
In there you will be able to control settings for yourself and see information like your previous game history! I have some other idea planned for it to but this was the first step getting there.
With the next update the settings options will have a setting for bedrock users to enable bedrock mode which will give them a decent way to interface with M&H as of right now they cannot open packs with either of the options available.
Once the profile screen is complete, M&H will go through a cycle of bug fixing and then the first expansion will be released!

Additions
+ M&H Handbook is now in the main menu, this menu shows information on the game like block HP, deck styles, tribe & corruption information!
+ New debug command, /mh game debug - > this will be used for advanced debugging.
Balance Changes
+ Iron blocks now have 20HP.
+ Iron trap doors hp reduced from 10 hp to 5hp.
+ Fixed a bug causing materials with the word stone having 8 hp like cobblestone.
+ Stone hp changed from 8 to 6. - Standardizing block health
+ Brick slab hp changed from 4 to 5. - Standardizing block health
+ Sand hp changed from 2 to 1.
Changes
+ Updated to 1.16.4
+ Internal change to the game timer, it has been broken up into several parts for future debugging.
Fixes
+ Corpse Climb bug fixed were an exception was thrown when an assigned corpse climb body was already.
+ Corpse Climb persistence fix, corpse climb could trigger into other games from the game they were played from.
+ Fixed a major bug were maps with lights you could wouldnt lose heat if near them, now you do (as intended)
Summary
I haven't posted an update in awhile as I have a few new projects I started one of which is near to its public release! I haven't forgotten about M&H of course! This patch is a small one but is heading in the direction of the core plugin being complete! I want to get the profile menu in, this will keep track of information for players and will add in some fun stuff like achievements! Players will also have some settings options in here to help them out and the experienced players will be able to toggle things off. After this new menu system is cleaned up and finished im planning on finally working on the Golden card affects

This should be really useful for server owners looking for a way to monetize their server in a EUILA friendly way

Once this is in, M&H will finally hit its full state. Then in the future I will be working on the first expansion for M&H which is still far away haha thanks for reading!
Additions
+ Team Games! There is now a black banner icon for team games in the matchmaking section! (PREMIUM ONLY)
+ Spectating can now see the amount of passives for each team that are currently spawned. (More to this soon)
+ Team Game Minimum, a new config option that controls when team games can start counting down.
+ Max Team Size, a new config option that controls how many players can be on one team.
Balance Changes
+ Natural passive spawns only have one chance per team to spawn.
Changes
+ Updated to 1.16.3!
+ Witch pocket & Sabotage now works on a random player not the first player in a team.
+ Minions when spawned should be assigned a random enemy player to target.
+ When a teammate dies their inventory is now dropped on death.
Fixes
+ Fixed a NPE for rain when a map had not been completed yet.
+ Monster Hunt fixed, it will now draw three cards when killed again.
+ Witch pocket should now play a sound for when a player has their inventory picked.
+ When the player your watching is dead, the display will change to another player if available.
Summary
This was a fairly large addition that didn't take a lot of time to code in since ive been designing M&H with team games in mind. However with that said I have never designed or balanced the game for team games. So some combs may not work as intended and some may not even work at all with different team members using spells and minions in tandum. However i will try my best to balance some parts of the game for team games and 1v1's of course just in favor of 1v1's. I have done a bit of testing on team games but i need to gather more feedback from other players and users that might think differently then we do of course! So please use team games with caution! Team games is a premium feature as I feel the that it is not a part of the main representation of the game and it is more of bonus feature for the plugin itself! Also team games have not been limited in team size. This means you could have as many team members as you want! Though keep in mind the larger the team game the larger the performance impact so make sure to check out the performance section before using team games!
Just a simple update that creates the spiders as their own tribe so we can have cool cards like this card for spiders!
Spider Egss (4) - Draw 3 'spider' cards. - Rare
I plan on releasing some updates with 1 card for a bit so i can keep updating the resource and take some time to really look into some bug fixing of course! Itll also stir up any meta's just a tiny bit and i think its a healthy idea i would have liked to see in games like Hearthstone as the meta gets stale really quick in that game! Enjoy! 
Just a simple update to bring the plugin up to the newest version of minecraft!
I really focused on bug fixing this time around and balancing some things out! Keep in mind with this many new cards added i will need to do a bit of bug fixing so please be patient while i iron out all bugs regarding the new cards! Thanks!
The Skeleton Tribe!
The skeletons are now a supported tribe! They are not a zerg arch type like the zombies but more of a slow steady enemy. The tribe comes pact with the ability to do some cool tricks to your skeleton but getting to the late game versus this deck is deadly as the goal is to raise the skeleton army. Which spawns an army of skeletons everywhere on the map. Im sure many players will have fun making this late game deck!
V3.5
- Fixed a bug that caused the collection screen to not open.
- Minions now attack the closest nearby block rather then a random one.
- Wood blocks can take less hits from Minions, stone type blocks are much stronger.
- Fixed a map making issue making maps not ready for use.
- Husk flesh drop rate changed to 20%
- Skeleton Knight slowed down and given its armor
- Flora can be destroyed now outside of the build area.
- Spectators can see health and hunger of the person being spectated lol
- Skeleton Tribe added
- Brutality is now working correctly it was adding no damage, but now is working!
- 7 New Skeleton themed cards for the classic set!
Skeleton King (6) - Summon a skeleton king, he empowers nearby skeletons. - LEGENDARY
Grim Reaper (6) - This minion will resummon any minion that dies near it. - LEGENDARY
Form Skin (4) - Your skeletons next wave will form into random minion cards. - RARE
Reanimation (4) - Your skeletons have a chance to reanimate after they die. - RARE
Skeleton Key (2) - Only considered 'played' if you played Skeleton King. - EPIC
Skeleton Army (10) - Summon the skeleton army around the map, requires the King's Crown. - Epic
Skelemancy (3) - Draw two 'skeleton' cards. - Rare
A Game of Hunger (3) - At the start of each wave, all players lose 1 hunger. - Rare
I am currently working on making it possible to support multiple version of minecraft without using reflection. So i wanted to push this update out as it was quite game breaking. But this bug can effect previous versions as well so for now use the most recent version if your /mh maps menu is missing the shift right arrow. Tomorrow i should have the update which will be backwards compatible for previous versions!
- Fixed Maps not appearing under some circumstances.
- Updated to minecraft version 1.14.3
NOTE: This version will only work with 1.14.3
This patch focuses on some of the issues in gameplay with balance and with bug fixes of course! Some smaller additions like nodes changing and spectator upgrades snuck its way into this update to!
- Fix for leftover netherrack, corruption was being added AFTER the game ended, this has since been fixed.
- Starve now sets your opponents saturation to 0
- Gravel placed from corpse climb should now reset on map reset.
- The top part of doors should reset properly now.
- Leaves can now decay, but will reset in maps like any other block now.
- Resource Nodes have been changed so that they have andesite and diorite as well.
- Break message added for when players try to break blocks your not allowed to like stone outside of their build area.
- Zombies flesh drops 80% less from Zombie minions.
- Spectators now have the display of the person they are spectating.
I focused on bug fixing for this update and I am working on more bugs as well as I have found a fair amount but none are really game breaking but for now here is what I fixed! I have released a sneak peak card for the upcoming set of cards coming. The next batch of cards in the Classic set are Skeleton based! The Skeleton Knight is a cheap card coming in at 2 mana, it comes with armor and a small speed buff so it will act as a really strong early game card but keep your enemies on their toes in the late game because of their fast speed! They use gold swords as their primary weapon! This card is a good stand alone card, but will work great with the upcoming set of cards!
NOTE: This version only works with 1.14.2!!
- Deprecation Fixes to 1.13.2
- Updated to 1.14.2
- Baby zombies and husks have a reduced chance to spawn now.
- Tarantula speed reduced slighlty by 15%
- Win and Lose messages were added to make the victor more clear!
- Minions will no longer attack blocks placed from last game.
PREMIUM ONLY CARD
- NEW CARD
Skeleton Knight (2) - Spawns a skeleton knight each wave - COMMON
There was a bug that would cause maps to NPE when there was a map with invalid bounds. This has since been fixed.
(THIS VERSION ONLY WORKS WITH 1.14)
- Fixed NPE for invalid map bounds.
1.14 Update
This update simply brings M&H to 1.14!
Note, if you have a 1.13 version server and you want to use this, you will need to use the previous version to do so!
- Updated to 1.14
This patch simply brings the plugin to 1.13.2 with some minor fixes.
- Potential fix for left over nether rack not being reset.
- You can no longer take the panes out of the packs!
- Updated to 1.13.2!
V3
- Updated to Spigot 1.13.1
- Possible fix for skeleton pathing during the day.
- Spiders should now aggro onto an enemy when they spawn during the day and night.
- Spiders update their targets after some time if lost during the day and night.
- Basic border system added to contain players within the play area.
- Premium users can now control if the Heat System is enabled.
- Premium users can now control if the cold damage.
- Premium users can now control if the Heat System can give hunger when cold.
- MHAPI has been added for developers. However it is very basic at the moment.
- MHAPI new methods, MHAPI.inMHGame(player), MHAPI.getMHPlayer(player), MHAPI.getMHDeck(), MHAPI.getMHCardPack(set, rarity)
- Leaderboard basics! As of right now the leader boards in /mh play, will now show the player with the most wins, and most elo.
This update is about fixing some small issues with the game, making spiders and skeletons more viable
and work the way they were intended. Leaderboards have seen their first entry here as well. I plan to
make it possible to see more then just the highest wins and highest elo. The leaderboard will let you see
ratings from first to last in the future! This is just my first pass!
I have also setup a basic server that uses the MHAPI with a basic
plugin I made to work with the MHAPI. The methods are basic but with the methods I was able to
create a basic lobby that players cannot take damage in if they are not in a game. The server
can bee seen if its online by checking the "private server status" on the top of the main forum
thread. You can also find the IP there. I will have the server up during select times for testing.
If you see the server is up there is a high chance im online so come play with me!
Private Server Info:
When you log in you will be given a deck and 15 card packs. This will let you make a deck!
There is signs that will assist you with setting up! The point of the server is to bug test
and play with some of you live! Keep in mind the test server is using the Premium version! But
all values are left at default config values so it should be a genuine expereince.
This update I really wanted to add some options to change how players start their game. I think pretty much everyone played the start of the game the same mostly relying on luck. So hopefully these new cards make some meaningful changes to the early game and even impact the mid game. I have also added in a couple of deck predicting cards which I think will be really cool. I hope players enjoy these new cards! These are all premium only cards! Please consider upgrading! Thanks!
Here are the new cards! Check out all of the cards in the excel link!
![[​IMG]](/proxy/image?url=https%3A%2F%2Fi.imgur.com%2F2MjXT9o.png)
I had two extra cards I wanted to add to finish off the spider card arch type! So here they are!
These are premium only cards!
Huntsman (4) - An invisible spider with increased damage. - RARE
Corrosive Web (5) - An invisible spider with increased damage. - EPIC