Balance overhaul suggestions (Monsters)
This is my big balance overhaul (part 3, you can see part 1 and part 2 here). I'd just like to share some of my opinions and ideas with the community. Hopefully, someone will read this.
The new patch could be considered nothing more than a balance fix for the Midwinter Patch. The only thing that has seemingly changed so far is that Dwarves are gone and Impera Enforcers are back to their old state. Here are some more in-depth changes
If you want to hear the reasoning for any of the changes I made, feel free to ask me in the comments.
Monsters
Succubus
10 Strength. After 2 turns, Charm the lowest enemy on the opposite row.
Makes the card stronger when countered and improves counterplay
Alghoul
6 Strength. Consume a Bronze or Silver unit from either graveyard and damage an enemy by its power.
Differentiates the card more from bronze Ghouls, and adds more interaction to the consume archetype.
Striga
7 Strength. Deal 5 damage to an enemy. If that kills it, Strengthen a random Beast or Relict in your hand by 3.
Makes the card more interesting and defines an archetype for it.
Werecat
6 Strength. Deal 4 damage to an enemy. If this unit is under Full Moon, increase the damage by 3. If the enemy is under Blood Moon, increase the damage by 3.
Supports an interesting playstyle in which Blood Moon could be played alongside Full Moon (the damage bonuses stack).
Whispering Hillock
10 Strength. Trigger the Deathwish of two units in your graveyard.
Clearly defines an archetype and removes randomness.
Ice Giant
7 Strength. If frost is on the board, boost self by 7.
Lamia
7 Strength. Deal 1 damage to all enemies under Blood Moon.
Makes the card more interesting in Blood Moon decks than just basic points.
Wyvern
4 Strength. Deal 2 damage to an enemy for each Draconid in your graveyard, up to a maximum of 10 damage.
Adds synergy to a bland card.
Ifrit
8 Strength. Spawn 1 Strength Lesser Ifrits on this row and on the opposite row until both rows are full.
Makes the card more powerful in a Swarm deck, but requires you to play differently to gain maximum value from it.
Wild Hunt Drakkar
Increase Strength from 7 to 9. Return the interaction of it damaging Wild Hunt allies when Locked or Destroyed.
Improves a weak yet interesting card and brings back interaction and counterplay.
Wild Hunt Rider
If an enemy on the opposite row dies to frost, boost self by the overkill damage.
Prevents the loss of value when killing weak units
Imlerith
Increase the base damage to 5 and damage to enemies under frost to 10.
Alpha Werewolf
9 Strength. If this unit is under Moonlight at the end of the turn, spawn a 1 Strength Wolf on this row.
You'd have to play your other Werewolves carefully with this change.
Golyat
8 Strength. Duel a Lower enemy.
Old Speartip
6 Strength. After 3 turns, wake up.
Old Speartip: Awake
10 Strength 8 Armor. Duel the Highest enemy.
Remove "Sleeping Giant" from the game and bring back Old speartip with an updated ability.
Big Nekker Rework:
Nekker
8 Strength. Deathwish: If it's your turn, play another copy of this unit from your deck.
This way, Nekkers can now be killed to deny them their ability
Nekker Warrior
Can now target units in the graveyard as well.
This change is necessary since the new Nekkers can now be killed.
Cockatrice
7 Strength. Deathwish: deal 7 damage to an enemy.
Alternate consume synergy, similar to Celaeno Harpies (the damage is targeted).
Vran Warrior
7 Strength. At the start of your turn, consume the unit to the right. Repeat up to 4 times.
Vrans can now be killed before their ability activates, but it's much more frequent now - meaning you can get more value from Nekkers if the Vran isn't answered.
Mourntart (Grave Hag)
5 Strength. Consume 3 Deathwish units from your graveyard and boost self by half their base power.
A bit of a finisher for Deathwish or Consume decks that run Nekkers.
I'd like to thank anyone who has read this post (even those who just looked at a couple of cards). Please tell me what you think. I welcome any suggestions.
Previous posts:
Neutral
Northern Realms
This is my big balance overhaul (part 3, you can see part 1 and part 2 here). I'd just like to share some of my opinions and ideas with the community. Hopefully, someone will read this.
The new patch could be considered nothing more than a balance fix for the Midwinter Patch. The only thing that has seemingly changed so far is that Dwarves are gone and Impera Enforcers are back to their old state. Here are some more in-depth changes
If you want to hear the reasoning for any of the changes I made, feel free to ask me in the comments.
Monsters
Succubus
10 Strength. After 2 turns, Charm the lowest enemy on the opposite row.
Makes the card stronger when countered and improves counterplay
Alghoul
6 Strength. Consume a Bronze or Silver unit from either graveyard and damage an enemy by its power.
Differentiates the card more from bronze Ghouls, and adds more interaction to the consume archetype.
Striga
7 Strength. Deal 5 damage to an enemy. If that kills it, Strengthen a random Beast or Relict in your hand by 3.
Makes the card more interesting and defines an archetype for it.
Werecat
6 Strength. Deal 4 damage to an enemy. If this unit is under Full Moon, increase the damage by 3. If the enemy is under Blood Moon, increase the damage by 3.
Supports an interesting playstyle in which Blood Moon could be played alongside Full Moon (the damage bonuses stack).
Whispering Hillock
10 Strength. Trigger the Deathwish of two units in your graveyard.
Clearly defines an archetype and removes randomness.
Ice Giant
7 Strength. If frost is on the board, boost self by 7.
Lamia
7 Strength. Deal 1 damage to all enemies under Blood Moon.
Makes the card more interesting in Blood Moon decks than just basic points.
Wyvern
4 Strength. Deal 2 damage to an enemy for each Draconid in your graveyard, up to a maximum of 10 damage.
Adds synergy to a bland card.
Ifrit
8 Strength. Spawn 1 Strength Lesser Ifrits on this row and on the opposite row until both rows are full.
Makes the card more powerful in a Swarm deck, but requires you to play differently to gain maximum value from it.
Wild Hunt Drakkar
Increase Strength from 7 to 9. Return the interaction of it damaging Wild Hunt allies when Locked or Destroyed.
Improves a weak yet interesting card and brings back interaction and counterplay.
Wild Hunt Rider
If an enemy on the opposite row dies to frost, boost self by the overkill damage.
Prevents the loss of value when killing weak units
Imlerith
Increase the base damage to 5 and damage to enemies under frost to 10.
Alpha Werewolf
9 Strength. If this unit is under Moonlight at the end of the turn, spawn a 1 Strength Wolf on this row.
You'd have to play your other Werewolves carefully with this change.
Golyat
8 Strength. Duel a Lower enemy.
Old Speartip
6 Strength. After 3 turns, wake up.
Old Speartip: Awake
10 Strength 8 Armor. Duel the Highest enemy.
Remove "Sleeping Giant" from the game and bring back Old speartip with an updated ability.
Big Nekker Rework:
Nekker
8 Strength. Deathwish: If it's your turn, play another copy of this unit from your deck.
This way, Nekkers can now be killed to deny them their ability
Nekker Warrior
Can now target units in the graveyard as well.
This change is necessary since the new Nekkers can now be killed.
Cockatrice
7 Strength. Deathwish: deal 7 damage to an enemy.
Alternate consume synergy, similar to Celaeno Harpies (the damage is targeted).
Vran Warrior
7 Strength. At the start of your turn, consume the unit to the right. Repeat up to 4 times.
Vrans can now be killed before their ability activates, but it's much more frequent now - meaning you can get more value from Nekkers if the Vran isn't answered.
Mourntart (Grave Hag)
5 Strength. Consume 3 Deathwish units from your graveyard and boost self by half their base power.
A bit of a finisher for Deathwish or Consume decks that run Nekkers.
I'd like to thank anyone who has read this post (even those who just looked at a couple of cards). Please tell me what you think. I welcome any suggestions.
Previous posts:
Neutral
Northern Realms
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