








I will first paste VanguarX's topic for your viewing pleasure:
VanguardX wrote:Count me in. Here are my initial thoughts on balancing the new cards:
Harbinger of Sorrow: It's a really fun design, but it can be exploited because of Dark Portal. I'm in the minority, but I don't think it needs a nerf yet. Demons are easily teched against with artifact removal. That said, if we don't like the flavor of Demons being the best One Turn Heal deck, here are some alternatives:
- Remove the 'demon' tag, which gets rid of the Harbinger train
- Increase the cost to 4 mana
- Make Dark Portal legendary, which would be a buff to aggro demons and a nerf to OTH demons
- Round the number of souls summoned down, rather than up
Catacomb Keeper: It seems balanced as an addition to any new horizons deck, particularly reanimator archetypes. So far I haven't found it to be overpowered.
Cold Hearted Paladin: Cool design, but he won't see much play without a bit of a buff. I'm ok with leaving him alone, but if we want to buff here are some options:
- I'd play the heck out of him at 2 mana/2 levels, although that could be too much of a buff
- Make the body 2/3 to start, and drop him to 2 speed
- Change him from a knight to a soldier
EDIT: tested the Cold-Hearted Paladin more, and I think he's good as-is.
Spore Shepherd: It isn't seeing much play yet, but there might be a deck for it and the design promotes choice and interaction. This card definitely does not need a nerf. We could give it a buff by playing with the curve. You don't usually want to go to three mana/one nature in a plants deck, and at 3 mana/2 aspects there are so many competing cards (timea & diogen in particular). However, dropping him to 2 mana/2 aspects seems like too much of a buff.
Overall, i'd leave it as-is and see if the community comes up with a plants list.
Siren of the Deep Sea Seems cool. I haven't used it enough to form a strong opinion. Like Spore Shepherd, it suffers from being at 3 mana/1 aspect which is an awkward spot. It would be much better at 2 mana/2 aspects, since implants don't have a lot of great cards in that slot, but it could be overpowered there and is probably fine as-is. It wouldn't surprise me if someone builds an oppressive implants deck using the current version of this card.
Deep Sea Horror As currently conceived, it won't see much play except with Siren of the Deep Sea. For it to see constructed play on its own, it would need to be a zombie.
Merchant of Souls: The only use I've seen so far is to build crazy combos (draw your whole deck, infinite heal, infinite damage). Ivko, is that what you wanted with the card? If you're looking for a cool combo card - this is it. If that wasn't the intention, maybe we should rework it.
Pandemonium: As is, it's much worse than Trigon. My suggestions to make it stronger:
1) Sacrifice 1 mana to add two levels. At that point you aren't ramping - but you are able to go from (for example) 3 mana 1 aspect cards and then play 2 mana/3 aspect cards the next turn, which can benefit decks like zombies (insatiable ghoul into cult). If we determine 2 levels for one mana is too good, try it at 1 mana plus discard 1 card.
2) The spell itself should be 1 corruption, 2 neutral - not 3 corruption. It will never be played outside mono-c control without some flexibility.
3) Alternative - if you don't like any of those, add a tag to the current version of Pandemonium that says "if you miss Divine Offering, you may put a copy of Pandemonium from your deck into your hand". As the 'evil' spell shrine, it might make sense to be the card you get when you make a divine offering and miss.
I will post topics about Harbinger of Souls, Pandemonium of Darkness, and Merchant of Souls, as I think there is a lot to discuss about these. Please let us know here whether you think any of the other cards requires attention and why.
Any other thoughts about the current project are welcome too!