I got bored and wanted to change some cards. While this is because of my boredom, I did look at how I would take away some power from the top 4 decks (Wanderer, Eggs, Fault, Healyonar). But because these changes may or may not change the power of the top decks and those just below it, I didn’t want to make it into a full blown fan made patch. Since even minor changes could have big knock on effects and I can’t be bothered to look into every deck to buff/nerf things.
Cards
Nerfed Rae to stop Fault being played at 5 mana or at 6 mana with Dervishes. The basic idea is to slow Fault down a turn. Making more room for aggro decks to shine and other midrange decks a chance to get online before getting overwhelmed.
Less attack means that it should (on average), use more dervishes before being able to wipe someone’s board away or be used more tactically, in removing the more important threats before coming back the following turn.
Basically, I’m stopping Wanderer from being ramped out in most cases. Flash, Kujata, Darkfire Sacrifice, all no longer allows Wanderer to get ramped out from those cards. However, It still allows Celebrant and the natural Mana tiles on the board for Wanderer to hit the board early, but requires more planning/thinking to do so (hopefully)
Less burst damage. The alternative was removing celerity but allowing Ripper to move more spaces.
Changed the damage from 4 to 3. Eggs in the right hands can be a very skillful deck, but I felt something else along side Ripper had to change. I feel like Zoetic Charm would be harder to do, so went for lazy/easy option.
Making it harder for players to get easy heal proc off Cleric. It basically, can no longer go face and get healed for easy procs.
It was hard to decide what to change in Healyonar. Maybe changing Gold Vitriol is a decent way to go. Lowers the damage coming off from it, but made it cheaper. Perhaps a different way to go would be changing Lucent Beam, but couldn’t think of a fair way to do it without it seeming like you’re paying too much mana for too little reward.
Fugative imo, is basically big reward for no risk. Now there’s more risk because you don’t get your card until the start of your turn, but also buffed Fugative’s attack to compensate a bit.
Changing 3 Vanar cards! Why? Vanar needs something to make it more interesting. So changing some cards that don’t see a lot of play. Starting with Cloudcaller, its now 1 mana cheaper but loses 1 attack.
Makes Vespyrs a bit better and might allow Wind Sister to see a bit of play.
Ok, I’m bias to Vespyrs. Added 1 attack but Huldra would probably still not see play.
Thanks for coming to my TED talk.