For some time, for own pleasure I've been making "my ideal" changes to some forgotten cards. Inspired by this thread, I decided to approach handbuff (other archetypes will follow later).
In my opinion these changes might turn handbuff into more reliable archetype, instead a meme-y "draw Aglaïs/Skaggs and place all boost on them".
Let's start with two bronzes:
Simple 1 power buff, plus added Devotion ability, to make it more flexible.
As Saboteur doubles Agitator's ability, i think it would serve better as an engine that helps you with draw dependency. Didn't draw your boost target? Sabouteur is here to help you.
Freixenet and Sirssa offer a slightly different form of handbuff. Instead simply boosting a unit, they give Vitality. From top of my head it makes difference in two instances: if Vitality is placed on Torque, each 1 boost could potentially go to a different unit, and if placed on Schirrú, it gives you some flexibility in what power Schirrú you want to play.
Both Farseer and Milva have been dead for a while now, so why not make them engine pay-offs for handbuff?
Farseer is very similar to its beta version - placement matters, and for example boost from Vitality won't trigger Farseer's ability, while Milva is a full-blown power engine, that can grow pretty fast, if not controlled.
Talking about Schirrú...
...he needs to stop destroying self. Even if it's only under Devotion.
And two provision buffs:
Both Smuggler and Circle seem to be overpriced, compared to their counterparts, so let's give them 1 provision buffs.
What do you guys think? It's entirely possible that these changes, if implemented, might make handbuff archetype crazy strong, but honestly, I wouldn't mind if for one season handbuff was the top dog.
Harmony and Elves
Dwarves, Traps and misc
Custom Cards 1: Traps
In my opinion these changes might turn handbuff into more reliable archetype, instead a meme-y "draw Aglaïs/Skaggs and place all boost on them".
Let's start with two bronzes:
Simple 1 power buff, plus added Devotion ability, to make it more flexible.
As Saboteur doubles Agitator's ability, i think it would serve better as an engine that helps you with draw dependency. Didn't draw your boost target? Sabouteur is here to help you.
Freixenet and Sirssa offer a slightly different form of handbuff. Instead simply boosting a unit, they give Vitality. From top of my head it makes difference in two instances: if Vitality is placed on Torque, each 1 boost could potentially go to a different unit, and if placed on Schirrú, it gives you some flexibility in what power Schirrú you want to play.
Both Farseer and Milva have been dead for a while now, so why not make them engine pay-offs for handbuff?
Farseer is very similar to its beta version - placement matters, and for example boost from Vitality won't trigger Farseer's ability, while Milva is a full-blown power engine, that can grow pretty fast, if not controlled.
Talking about Schirrú...
...he needs to stop destroying self. Even if it's only under Devotion.
And two provision buffs:
Both Smuggler and Circle seem to be overpriced, compared to their counterparts, so let's give them 1 provision buffs.
What do you guys think? It's entirely possible that these changes, if implemented, might make handbuff archetype crazy strong, but honestly, I wouldn't mind if for one season handbuff was the top dog.
Harmony and Elves
Dwarves, Traps and misc
Custom Cards 1: Traps
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