Increase the buff to +5/+5.
Suggestion for Trial
started weak to not scare everyone but do not forget that they gonna be much easier to fulfill and give Game changing Benefits like Abyssian Grandmaster Variax.
For almost Halve of the Trial 3 token minions on field +5/+5 you must be kiding ?
Wait Serious?.
He means âkeep the design space of permanent unremovable semi-conditional buffs without having to make them stupidly powerful to compensate their initial supposed lack of reliabilityâ, but as he didnât specified how to ease 'em to be achieved, weâre ranting on numbers.
Think them as⌠Those alt Allied/Traitor Generals i wrote - the effect is pretty much always on and kept low to compensate it - make them weaker, make them cheaper to activate, make them easier to trigger.
Taking his Nemeton example, decouple it from having all them five bombos on the field at once and reduce him from 6/6/6 to 4/4/4.
Leave Nemeton Trial as it is.
But that only dilutes the identity of the Mythron deck. Mythrons are supposed to be win-cons, not some early-game value generator.
Please explain to me how the rewoks you suggested for Nemeton, Ox, and NOSE are close to âVariax levelâ of power, because I just donât see it. These Trails are the weakest of the bunch but the strongest ones (Hatefurnace, Wanderer) are still far better than these.
You play Bad cards? because thats Nemeton right now easy to play around you know that your Enemy can see if your starting hand have 6 card for a Trial or targeting your general to see what you have to do as well!.
anyway everyone with its Opinion thanks for telling me yours ^^:blush:
I think thatâs whatâs so appealing about Nemeton. Itâs so difficult to complete the Trial, but the reward is game-ending. The feeling when Nemeton hits the board is unreal, and thatâs the reason I play it. Making its Trial easy but Destiny weaker would take that appeal away from the card. Either way, itâs a weak card overall and isnât causing too much trouble in the meta, so I donât think it needs to be rebalanced. Buffs could be in order, but I would be fine without them.
Like i Said i Dont Play ALL Factions thats how i see Things but you can tell me how you see things and how strong it have to be Ok for you ty.
In one sense youâre right, in the other Wanderer. The overall design of âEXTREME UNGODLY POWERS hidden under a layer of puzzleâ is tempting but often problematic as, the moment one such puzzle is too easy or someone in particular cheats the gate out, we have those monstrosities roaming around. Do i have to cross the game worlds to remind the local League players how awful an design Feral Flare/Sated Devourer/AoE Guinsooâs had and current Guinsooâs still is, at it is almost a joke of an item but once you put them in the hands of on-hit monsters it becomes a problem even if rushed on its own?
I can still vouch to keep them unique game-ending trumps but their design space is, by necessity, weird.
Then why are you even suggesting balances for cards youâve never used yourself? This is absolutely REDACTED.
There is no reason to use NOSE when I can use Iris barrier, Ox gives my minions BTAâs OG, and Oak is a Kara BBS that only affects tokens.
NOSE has to be something useful/unique/that you canât obtain from a more acessable source. Ox should encourage you to build a strict deck, and is fine as it is right now. Change Oak to count a total of unique tokens you summon (something high) but make it so its progress canât be regressed.
I Dont Play a Card Game just to look at the cards because their are to Difficult to Pull Off.
I like to Summon my Unfair WOW Boss Monster and then my Opponent maybee Summon his Unfair Strong Boss Card and we can Go Next Level Batteling But i Understand your Point of View Too
because i think there is a Need and Something have to change and thats my Idea if its not Good OK Give me your Idea or dont however you wish .
Clearly you didnât read my entire post
But Mythrons are not broken; summoning them takes legitimate effort. The only problematic Mythron in the meta today is Wanderer, and other Mythrons are either decently strong or just weak. I donât want them to be buffed though, because I see merit in the argument that permanent effects are frustrating. I think the most idea solution is to keep them at a relatively low power level so that they wonât be an immediate issue. Changing their fundamental mechanics would be unideal, because some people do like Mythrons the way they are.
Well, to be fair, there are some non Trial decks which are pretty decent against Trials not being aggro. All solo decks, Healyonar, crown swarm Lil, Fault Zirix, 8g8s Hai are just some quick examples which fight well against some or all Trials.
As the permanent counselor/self-apointed mediator, perhaps the middle ground is the answer here. Wanderer already fits this bill so making him the sole bearer of this design among Mythrons (and maybe tone down XorâXul as he can quickly be a dick if Maehv highrolls/topdecks enough) could do.
Give me some time here to think this.
Well all need to be Tested of course,for Nemeton if you need 3 or 4 you can destroy Token Monster
to keep it in check and makes your opponent runs out of cards Vanar dont have good draw cards either anyway he can summon all he needs with Grandmaster Embla or with many Mana Endgame but thats ok thats enough time for other Decks to Breath.
I want to completely rework Wanderer to this:
Mythronâs Dawn
6 mana spell
Trial: Have no minions in your deck
Destiny: Whenever you play a spell, summon a random minion with the same faction and cost (rounded)
(The initial spell always summons a 6/6 Mythron wanderer)
This will lead each faction to develope a unique spell deck instead of everyone playing with the same 20 neutrals every game. I made the card a spell so that it canât be used with flash reincarnation. The most you can ramp is with Mana Desthgrip or Mana Vortex, which is not much, especially if you donât have minions to fight for tiles.