ivko wrote:@Everyone, the problem I see among all of you testing is that it is quite hard to get extra energy for Merchant. Is this correct?
I assumed that playing a more aggro-ish deck can get you extra energy for Merchant just by losing 1-2 creatures in an attack.
I will definitely try to come up with a tweaked version or reconsider the one I already posted. We don't have a lot of time left for testing, because I want to make the changes on Tuesday before Masters. So we will probably go with "gut feeling" here, but I will post what I have in mind, so we can see whether it has any apparent problems at least in theory!
Sometimes you can't lose any creatures any way, and even when you can, usually there is a way of handling the situation when you don't have to lose any, so then what is the point of having to kill your own creature, just to bring it back?
With the gain energy on lost life one we would get a second card that actually has some kind of synergy with tainted, tainted wouldn't just be there for the sake of "well Idk, all new cards has it".
It could be made to be able to return one 2 level 2 mana card of the tainted life loss, I think it would be balanced. Bringing back 2+ mana creatures would be harder, but mostly you could bring back at least a 2 mana one.
So for example:
3/4 >>>
Starting energy: 0
Gain 1 energy for each life lost. Pay 1 mana to activate power.
Tainted 3 hp loss could bring back a 2 mana creature.
Losing more hp would allow to bring back more expensive 2 level creatures, but they are underplayed anyway, so why not.
Without Tainted with a 2 HP loss hero power would give 2 energy, so you still could bring back an 1 mana creature (for example with Coronis hero power).