Hello To be Honest i think the Entire game need a Revamp i mean Broken Cards got Created that Rather Pushing a Game to Finish it just give reasons to Instantly Surrender and i want to Reduce Games Ending with an Surrender,but for now here are my Suggestion for some issues that catch my Attention and i would be already happy if anything change even if its not like my suggestions because an expansion doesn’t deserve so many Nerfs at release.
I See People are not Happy with my Mechaz0r Suggestions because Mechaz0r dont have all key abilitys from his parts,thats why i make a new one.
My next Suggestion are Grandmaster Variax from Abyssian Faction.I Think she is not Viable anymore because we have already things thats put players faster in a Bad position before she ever hit the Field and it would be a waste of an Legendary Card Like her.
Grandmaster Variax: Reduce it cost to 7 and stats 4/10
Cassyva Soulreaper BBS:Deal 1 Damage to any minion and create a Shadowcreep on that space regardless of that the minion was destroyed.At the end of the Turn Summon 2 3/3 Fiend
on Random unoccupied friendly Shadow tile.
Lilithe Blightchaser BBS: Summon two 3/3 Wraithlings nearby your general Its no Longer Randomly you can choose where to summon them then your unbuffed Wraithlings are buffed to 3/3 to Furious Wraithling.Note Abyssian have more ways of Improving Wraithlings! Also this Change makes Wraithling Fury more viabel now to Summon a Large 5/5 Furious Wraithling and change it to stack on already existing Furious Wraithling target +4/+4.
Maehv Skinsolder BBS: Destroy a friendly minion. Summon 3 Husks nearby each other like Wraithling Swarm.
I think Because BBS can be used Infinitely is it neccesary to keep the Power Level of those Awesome BBS in Check while making Variax Playable again without overhelming the opponent
and forcing the Abyssian player to take care of Ressources in which skill is required.
Vanar: Frostburn increase damage to 4 Explanaition: The high cost of this spell 6 leads to less options in terms of follow up play thats why it don’t deserve 3 damage.
I want to talk with you guys also about Gate to the Undervault currently not that popular but its cards with ability like (Invulnerable) that are Extreme and Destroys the Game.I hope we can agree to live without that ability here my suggest to this problem.
Gate to the Undervault: Reduce cost to 3 and still build 3 Body: 1/4 Provoke, it cannot be target by your opponent spells but can be dispel now with minions.Deathwatch Summon a random Demon with 2/3 nearby.Note: Klaxon,Moonrider, Vorpal Reaver have non-opening Gambit that can be still trigger if not dispeled also maybee we may get more Demons in the Future.
Own Deathwatch:If this Minion Dies Summon Unfaithful General 2/25 on a Random Center Column space and It is Unaffected by everything Except Battle Damage and his Own abillity
The Turns Player Gain Control of this Minion if its a Abyssian Faction Player this Minion Gains 1 Attack Until the end of the Turn.
I have also done a Revamp on my latest Mythron Trial Suggestion here and the Rules are Different: Trial Minions are Special Non-Token Token Minions. what does that mean?
They do not Exist during the battle and only appear with an Airdrop when the Trial is Done so you will start with 39 in your Deck this is to remove the Restrictions Trial players have in Terms of Possibility because the Trial minions couldnt be Replaced back in the time when Situation got Danger.All Trial Minions are Summoned the time you would normally reach 9 mana Increasing mana with Mana Orb or Cards Dont work and only when the Trial are was achieved
Lyonar Trial Grand Strategos: Summon 15 Minion with 1 attack
Destiny:
During the End of your turn 2 random friendly minion transform it into a random minion of your Faction that cost 2 if a minion cost have 8 then it get increased by 1 as high as possible
Songhai Trial Hideatsu the Ebon Ox:Summon 10 minions from your action bar with Same Cost
Destiny:
each time you summon a minion deal 3 damage to any target.
Vetruvian Trial Notion of Starless Eternity:Equip 6 Artifacts
Destiny:
the Durability of all the Artifacts you Control Change to 2 also increase the amount of Artifacts you can Equip up to 6 now. During the end of your turn equip 1 Random Artifact with Different Name from your Faction then the ones you already Equipped with and everytime a Artifact you control get Destroyed Restore 1 Health of your General.
Abyssian Trial Underlord Xor’Xuul:Cast 8 Spells that Destroy a Friendly Minion.
Destiny:
Whenever a friendly minion dies Re-Summon it if was or is Summoned from your Action bar once nearby your general and each only Once that Game. Basically a One Time Reborn for Any Action Bar Minion.
Magmar Trial Hatefurnace: Dont! Cast Your Bloodborn Spell 9 Turns
Destiny:
The first Minion summoned from your action bar gains Rush and Frenzy Until the end of turn.The Enemys General dont take any Damage from that summoned monster the turn or his abilitys
Vanar Kindred Oak in the Nemeton:Summon 15 Token Minion Including 4 with Different Names
Destiny:
Increase all Friendly Token minions by +3/+3
Neutral Mythron Wanderer:1 copy of each card in your Deck and survive until turn 9
Destiny:
Every time a New minion got summoned either with Cards/Abillitys or From Action Bar Gains +5+5 can not be dispeled.
Okay Guys thats it i think it gonna make every Battle Unpredictable and gives All Air to Breath you can share it if you want and let me hear your serious thoughts and please no Flame i am not an Expert but im trying.