How to save the Golds
A little topic to talk about the Golds that has been left behind since the last patch.
What would you do to make them playable/strong again.
I hope this kind of thread doesn't exist already, I checked the forum until quiet some time before and didn't find any so it should be find unless I'm blind.
Below, my though about each of them and what I would personally do to balance things out.
But before I start, a couple things I wanted to mention :
1/ Golds should not be targetable by locking effects unless the card says otherwise (like D-shakles for example). Gold units that gain power over time will NEVER be viable as long as it's the case and D-shakles is a dead card for as long as other locking units can hit Gold just fine (not that it was strong before but at least you could make a case for including this card in a control deck....not anymore this is now THE most useless card in the entire game imo).
2/ Epidemic should NOT hit Golds. It might sound like a nerf but this is actually a buff and the card dropped significantly in power and popularity since it hits Golds (especially considering that Keira Metz can cast it. It makes no sense that she can die from her own spell).
Alright, let's go :
TIBOR : Instead of boosting him by 15, he spawns two 7 str token on its row. The tokens could be tagged "Soldier" so it would give him more options on the deck that can house him.
CIRI DASH : If she's the target of a damaging or destroying effect controlled by your opponent, dodges this effect and weaken her by 3 (Dodge mean that she disappear, avoiding the damage and then reappear at the same spot).
UNSEEN ELDER :If unseen elder is destroyed by your opponent, spawn a higher vampire token that has base strenght equal to half the Unseen elder's power (rounded down). Get the tag "indestructible, meaning he can't be destroyed for as long as he's gold and his str is set to 1 if it would be reduced below this value.
HJALMAR : If lord of Undvik is killed boost up to 6 friendly units by 2 (you choose the units but the same cannot be targetted twice).
BLOODY BARON : Streghten self instead of boosting and regresses. Also add "whenever Bloody Baron is destroyed by your opponent spawn Dea the merciful"
Dea the merciful - 2 str, silver, agile, loyal (Lubberkin)
Boosts self by half the base str the BB had before dying (rounded down).
TRISS BUTTERFLY SPELL :Deathwish : Boost all friendly units by 2. If destroyed by an enemy, spawn a Butterfly spell "aura".
An aura is a token with no strength on it (similar to emblems in MTG) which reproduce the effect of the unit that spawns it (so here for example, the Butterfly spell aura would keep boosting the weakest units at the beginning of your turn). Auras are Silver and can be locked just like units.
YENNIFER, THE CONJURER :Deathwish : Damage all enemies by 2. If destroyed by an enemy, spawn a Conjurer spell "aura".
Check out Triss butterfly spell just above for more explanation about aura.
CIRI : Her armor is replaced by 3 counters. Whenever a damaging or destroying effect should hit her she dodges it and the counter tick down a point. When she has no more counter, she loses the ability to dodge (but not to come back in your hand if you lose the round).
VELLENTRET...TER.....MER...........BORCH! : 8 str, no armor. Add "Deathwish : Destroy the strongest units on the board".
SUCCUBUS : Loses her armor but instead has "Whenever Succubus is destroyed by your opponent, move the weakest unit on the opposing row to your side. If its power is lower than 1O, set it to 1O
OLD SPEARTIP : Also wake up if his last point of armor is removed.
PRISCILLA : Remove her armor and replace it with "Deathwish : Boost all units you control by 2".
BIRNA BRAN : Increases base strength to 6.
WILD BOAR OF THE SEA : At the beginning of your turn, you choose which unit is damage and which one is strengthen among any unit on your side of the board (you don't have to put it next to a unit and then get wrecked by movement).
And for the end, a little nerf about Eskel because I feel like a Neutral card shouldn't be an auto include in every deck (since it narrows deck creation).
ESKEL : Destroy a non Gold, Non boosted, non damaged enemy unit.
WILD LAND SPIRIT : 7 str, spawn 3 rabid wolves OR a fog effect.
EDIT : FG15-ISH7EG pointed out how strong Triss butt, Yen con and Priscilla would be if their ability was a Deathwish, I changed it to what seems more reasonable to me (since your opponent always have the choice to let them live).
EDIT 2 : I've made a few changes based on your feedback. I had some new ideas poping out.
I also added Wild land spirit on the nerf part because he seems quiet ridiculous to me at the very least.
A little topic to talk about the Golds that has been left behind since the last patch.
What would you do to make them playable/strong again.
I hope this kind of thread doesn't exist already, I checked the forum until quiet some time before and didn't find any so it should be find unless I'm blind.
Below, my though about each of them and what I would personally do to balance things out.
But before I start, a couple things I wanted to mention :
1/ Golds should not be targetable by locking effects unless the card says otherwise (like D-shakles for example). Gold units that gain power over time will NEVER be viable as long as it's the case and D-shakles is a dead card for as long as other locking units can hit Gold just fine (not that it was strong before but at least you could make a case for including this card in a control deck....not anymore this is now THE most useless card in the entire game imo).
2/ Epidemic should NOT hit Golds. It might sound like a nerf but this is actually a buff and the card dropped significantly in power and popularity since it hits Golds (especially considering that Keira Metz can cast it. It makes no sense that she can die from her own spell).
Alright, let's go :
TIBOR : Instead of boosting him by 15, he spawns two 7 str token on its row. The tokens could be tagged "Soldier" so it would give him more options on the deck that can house him.
CIRI DASH : If she's the target of a damaging or destroying effect controlled by your opponent, dodges this effect and weaken her by 3 (Dodge mean that she disappear, avoiding the damage and then reappear at the same spot).
UNSEEN ELDER :
HJALMAR : If lord of Undvik is killed boost up to 6 friendly units by 2 (you choose the units but the same cannot be targetted twice).
BLOODY BARON : Streghten self instead of boosting and regresses. Also add "whenever Bloody Baron is destroyed by your opponent spawn Dea the merciful"
Dea the merciful - 2 str, silver, agile, loyal (Lubberkin)
Boosts self by half the base str the BB had before dying (rounded down).
TRISS BUTTERFLY SPELL :
An aura is a token with no strength on it (similar to emblems in MTG) which reproduce the effect of the unit that spawns it (so here for example, the Butterfly spell aura would keep boosting the weakest units at the beginning of your turn). Auras are Silver and can be locked just like units.
YENNIFER, THE CONJURER :
Check out Triss butterfly spell just above for more explanation about aura.
CIRI : Her armor is replaced by 3 counters. Whenever a damaging or destroying effect should hit her she dodges it and the counter tick down a point. When she has no more counter, she loses the ability to dodge (but not to come back in your hand if you lose the round).
VELLENTRET...TER.....MER...........BORCH! : 8 str, no armor. Add "Deathwish : Destroy the strongest units on the board".
SUCCUBUS : Loses her armor but instead has "Whenever Succubus is destroyed by your opponent, move the weakest unit on the opposing row to your side. If its power is lower than 1O, set it to 1O
OLD SPEARTIP : Also wake up if his last point of armor is removed.
PRISCILLA : Remove her armor and replace it with "Deathwish : Boost all units you control by 2".
BIRNA BRAN : Increases base strength to 6.
WILD BOAR OF THE SEA : At the beginning of your turn, you choose which unit is damage and which one is strengthen among any unit on your side of the board (you don't have to put it next to a unit and then get wrecked by movement).
And for the end, a little nerf about Eskel because I feel like a Neutral card shouldn't be an auto include in every deck (since it narrows deck creation).
ESKEL : Destroy a non Gold, Non boosted, non damaged enemy unit.
WILD LAND SPIRIT : 7 str, spawn 3 rabid wolves OR a fog effect.
EDIT : FG15-ISH7EG pointed out how strong Triss butt, Yen con and Priscilla would be if their ability was a Deathwish, I changed it to what seems more reasonable to me (since your opponent always have the choice to let them live).
EDIT 2 : I've made a few changes based on your feedback. I had some new ideas poping out.
I also added Wild land spirit on the nerf part because he seems quiet ridiculous to me at the very least.
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