I am somewhat disappointed in this patch. I find very little to be excited about and most of the "balance adjustments" are either meaningless or harmful. It is easy to misjudge something if one doesn't actually play it, but here is a tentative reaction -- from most disappointing to most appreciated.
1. Only one change to NR -- and that on a card that was and will remain insignificant. NR is not in a good place right now. Maybe killing ST removal decks will help the engine based archetypes -- but these are the NR archetypes least in need of help.
2. No changes to SK. The new onslaught is poorly conceived -- overdoing shields for pirates while making the leader almost useless with any other archetype -- I am really hoping it will be fixed soon. Fucusya remains too many points for a single turn. In my opinion, if a card merits being valued at 14 provisions, it is too powerful at any provision value. Melusine remains too binary -- essentially forcing opponent to either use a heatwave or have graveyard removal. Boosting base value is extremely powerful in factions with easy access to their graveyards. I would also hope to see the ability to generate and boost multiple copies of crow-clan preachers tuned down a bit -- although this is probably best handled by addressing the overpowered (in some factions) Mushy Truffle. Finally, and I admit this is personal taste, but I keep hoping for a return to the 8-provision Artis. I would rather he be easy to include in a deck or have enough defense to survive 5 point removal than have the stupid, usually antisynergistic, ability to play a cultist.
3. The nerf to Milva: sharp shooter effectively kills the card. Yes, something needed to be done -- ideally something subtly that addressed the interaction with Madoc style no-unit play, but this was not it. Just consider when Milva is helpful now (i.e coming out from the deck and meeting Deathblow requirement).
- If opponent has a 1 point card on the board, Milva can be called by any movement of any other enemy unit and target that 1 point card. This is really only likely to occur when opponent plays a summon style deck (or Madoc sets her up -- which increases rather than reduces the undesirable interaction)
- If opponent has a 2 point unit on the board which can be moved without damage. How often will you want to spend a turn to remove a 2-point unit?
- If opponent has a 4 point unit on the board which you move with a leader charge. This might happen fairly often, but how often is it actually worth a leader charge?
- If opponent has a 6 point unit which you can move with a bomb that causes 4 points of damage. This occurs, but is hardly frequent. And boosts can sometimes be used to play around this condition.
- If the right number of units are on the board to allow a cat witcher saboteur to damage the leftmost unit on a row by all but 2 points. This is not common and can almost always be played around.
At 11 provisions, Milva needs to jump out of deck at least two times to be viable, and more like 4 times to be good. I don't think this will happen.
4. The change to Old Speartip merely creates another horribly binary card -- but not one good enough to make any monsters archetype seriously viable. No card should play for 19 points if unanswered -- especially when it places a 19 point card in the graveyard which could be utilized by either Witches Sabbath or Ozzrel. It is not particularly hard to either damage or lock old speartip: asleep to deny the absurd value, but particularly with defender, not all decks with all draws can do this -- the very essence of a binary card. Also, Old Speartip: Asleep now becomes useless unless one also owns Old Speartip.
5. The change to King of Beggars (the card most needing a nerf) is actually a buff in many decks. Not only can he potentially play for more value (returning 12 coins instead of only 9), which also makes him more binary as well, there is less issue of him jumping out of the deck prematurely if one wants to play more tribute cards. I was already playing with good success a cheesy meme deck featuring King of Beggars with both Savola and Salamander (hoping to have King of Beggars in hand when I played the first and in deck for the second). Now I don't even need to worry about having KoB in hand!
6. Buffs to Roach and Knickers were probably unnecessary (athough they might appear that way when compared to over-powered King of Beggers, Cerys: Fearless, and Milva: Sharpshooter). But the buffs are not enough to encourage their use in decks that don't presently use them. But they give big boost to several decks that don't need them (Lippy, Hyperthin, Clog).
7. I think Invigorate was already badly under-estimated. The ST changes make hand-buff even more powerful. It may never be tier 1 because it struggles with control. But it will become even more binary with ridiculous carryover potential.
8. I strongly hope for fixes to the interface -- at least for mobile devices. Even with one minute to make turns, there are certain archetypes I cannot play (e.g. NR Witchers) because I don't have time to click every selection 5 times to get it to correctly register -- and still getting the wrong selection about a third of the time.
9. The Hale family at least merits a second look -- though I. doubt I will want to use them even now.
10. Scapegoat becomes even more niche.
11. Mourntart is closer to usable, but he is so anti-synergistic with actually good cards that I cant see him incorporated into most monsters strategies. He might have meme potential -- but mainly in very binary decks.
12. Huckster might be playable now.
13. Fisher King is approaching viability in some decks
14. Tourney Shalamar, Rience and Vilgefortz: Renegade are worth another look. They have potential in some decks and I look forward to trying them.