Balance Suggestions

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ZenaRose;n10916675 said:
And Ciri is just overrated card. 22 power for gold card is not so much, Most other golds have 18+ power and dont need to remake all deck. If you hate Ciri I automatically consider you new unexpirienced

If you have last say and control the game Ciri Nova is a guaranteed win if you keep playing until you have 1 card left in hand.
 
Not entirely sure about this one but it can be annoying if you can't counter it or your faction has no resilient units.

Morkvarg/Olgierd von Everec, playing against it with blue coin can be a disadvantage when you can't counter it.
It has control over r2 which can result in card disadvantage.
  • Carryover should be entitled to resilience so like Ronvid these guys should spawn after you've played a card.
  • In return let them spawn with 100% value when they are played from the graveyard the first time.
 
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Added another suggestion:

Ciri: Nova, this card is a problem against control decks because when they win r1 they will abuse r2 to thin hands to 1 card.
Nothing you can do in r3 to have a chance to win if you don't have Nova yourself.
  • Enable her ability when you have at least 4 cards in hand.
 
I've played some of the poor Monster archetypes the last couple of days.
Some suggestions in order to make them competative again:


''Wild Hunt''
Caranthir Ar-Feiniel, if you have bad luck he's just a 9 str gold if your opponent can clear weather.
  • Increase base strength to 13-15.
Ge'els, it's not a good gold value tutor.
  • Increase base strength to 4-6.
Imlerith, not good value for a conditional gold.
  • Deal 6 damage to a enemy. If the enemy is under Biting Frost, deal 10 damage.
Imlerith: Sabbath, I like the ability of this card but it should be tweaked a bit.
  • Limit the amount of duels:
    Option 1: duel once but give it synergy with Drakkars (see option 2 for their suggestion).
    This would be a good finisher.

    Option 2: make him immune but duel twice.
    Mandrake, parasite, adrenaline rush etc. can't be abused.
    His duel power can be boosted with Drakkars (see option 1 for their suggestion).
Wild Hunt Rider, the WH has no units to move enemies in frost Drowners can do that but they won't fit well in a WH deck (they suit Dagon better).
  • Add the ability to move a enemy to the opposite row.
Wild Hunt Drakkar, they have the same problem as NG Mangonels: removal.
  • Option 1: Make them immune but lower base strength to 5.
    Nekker warrior and WH Navigator can't target them.
  • Option 2: Boost all WH hunt units on board, hand and deck by +1.
    Nekker warriors can abuse this so they should only be capable to add copies of monster units (like relicts, ogroids etc.)
''Ogroids''
New leader, ogroids should have their own leader because their identity doesn't suit any of the leaders.
  • Lord of Undvik: spawn frost on all 3 enemy rows.
Old Speartip, it's not enough value for a gold because it's point swing is very close to lacerate.
  • Deal 3 damage to 5 enemies on a row if there is weather on that row do 4 damage.
  • Or deal 2 damage to an entire row if there is weather on that row deal 3 damage.
Jotunn, the value of this silver is quite average and very poor when there is no frost.
  • Improve to: Move 3 enemies and deal 3 damage if they are under frost deal 4 damage.
Ice troll, their conditional ability is good but when there is no frost they are punished to hard (even when boosted with speartip).
  • Set base strength to 5.
  • Add the ability to move a enemy to the opposite row.
 
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