obvious problems with this patch
i decided to make this list with the most obvious and notorious problems with the current patch, which i hope will be fixed in the following weeks;
1 - silver locks hitting golds
golds with passive abilities were given armor/deathwishes to "protect them from removal"... and they can be nullified by silver locks, which are present in almost every deck.
a card like bork, which offers 8 str on the board, can be shut down by ciaran; a 9 str silver with extra utility. this to me is a massive overlook in design and can simply be fixed by making silver locks unable to target gold cards
2 - stemmelford's tremors and carryover
on the pre-patch live stream, it was said that carryover was nerfed due to being a powerful mechanic that was forced into every deck... and now we have decks that are able to spam tremors and stack up to 24 points of carryover in one round. this card goes directly against the very statement of the developers, and i have no idea how it was allowed past QA
3 - dolbathanna protectors
yet another card which contradicts the statements of the developers. pirate captains and spotters were changed in order to avoid the previous style of play, where people would spam reveals and discards and finish round 3 with triple 15 power bronzes. yet, that is exactly what happens with protectors... spamming spells and finishing the game with triple 15-18 power bronzes.
again, i have no idea how this was allowed past QA
4 - vrihedd officer
this card is simply ridiculous... 13-16 points on a bronze unit, along with the ability to fix bad draws and the potential extra tempo when combined with wardancers and vanguard.
to put into perspective, ermion with double raiders would only give you 15 with a similar effect, and that is for a gold card.
5 - menno and Infiltrator
similar to vrihhed officer, the power of this combo is way too high. having no upper limit on menno's ability and no restriction on Infiltrator targets makes the potential power swing unhealthy for the game.
infiltrators offer 9 power by themselves, and they might offer an extra 6-10 points due to synergy with enforcers and brigades. combine it with the following play of menno and you're able to remove the opponent's highest unit with an 8 power gold.
getting ~15 tempo from infiltrators along with an easy 20+ from menno is quite ridiculous . to put it into perspective, tibor offers 23 and gives your opponent an additional draw
i decided to make this list with the most obvious and notorious problems with the current patch, which i hope will be fixed in the following weeks;
1 - silver locks hitting golds
golds with passive abilities were given armor/deathwishes to "protect them from removal"... and they can be nullified by silver locks, which are present in almost every deck.
a card like bork, which offers 8 str on the board, can be shut down by ciaran; a 9 str silver with extra utility. this to me is a massive overlook in design and can simply be fixed by making silver locks unable to target gold cards
2 - stemmelford's tremors and carryover
on the pre-patch live stream, it was said that carryover was nerfed due to being a powerful mechanic that was forced into every deck... and now we have decks that are able to spam tremors and stack up to 24 points of carryover in one round. this card goes directly against the very statement of the developers, and i have no idea how it was allowed past QA
3 - dolbathanna protectors
yet another card which contradicts the statements of the developers. pirate captains and spotters were changed in order to avoid the previous style of play, where people would spam reveals and discards and finish round 3 with triple 15 power bronzes. yet, that is exactly what happens with protectors... spamming spells and finishing the game with triple 15-18 power bronzes.
again, i have no idea how this was allowed past QA
4 - vrihedd officer
this card is simply ridiculous... 13-16 points on a bronze unit, along with the ability to fix bad draws and the potential extra tempo when combined with wardancers and vanguard.
to put into perspective, ermion with double raiders would only give you 15 with a similar effect, and that is for a gold card.
5 - menno and Infiltrator
similar to vrihhed officer, the power of this combo is way too high. having no upper limit on menno's ability and no restriction on Infiltrator targets makes the potential power swing unhealthy for the game.
infiltrators offer 9 power by themselves, and they might offer an extra 6-10 points due to synergy with enforcers and brigades. combine it with the following play of menno and you're able to remove the opponent's highest unit with an 8 power gold.
getting ~15 tempo from infiltrators along with an easy 20+ from menno is quite ridiculous . to put it into perspective, tibor offers 23 and gives your opponent an additional draw
Last edited: