I’ve had Maw kill the lead troop with skull damage (displaying as zero damage) and then devour the next one in line with Hunger on a multi-skull hit, which I’m pretty sure is still not as intended. He can also now leave an invulnerable troop with 0 HP when Hunger procs off skull damage and the next troop has less total hits than he has attack, as he still deals the actual skull damage after the Hunger check, which will be to the following troop if it happens to trigger, but the client will not update the next troops display HP until after it has changed again. If this leaves the troop with 0 HP (and possibly only if they are the last remaining troop), they become an invulnerable phantom, unable to take damage, be targeted or gain mana, but still able to deal skull damage, and the battle is basically unwinnable at this point. The phantom troop glitch also occurred in previous versions, but the battle would end then and there (you would not get the soul for this last troop, though).
On topic: I recently changed my defense team to a true damage team with Gorgotha at the front. Win rate went up significantly after that. Still think you should not lose points for your AI defend, because any team under AI control can be beaten rather easily most of the time (and if they can’t, they are basically broken and something is off there). Taking out Maw teams is usually pretty easy for me because Maw is soft before he devours and takes a long time to charge, and Mercy AI is fairly terrible, but that doesn’t stop them from occasionally devouring on the first skull hit, from off screen, which basically puts you so deep as to not be worth the time to even try and recover from it. Most good teams are able to run the board like this if they get lucky, Maw simply gets more potential off a single match than any other troop in the game - by far.