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Merchant of Boredom

The game's community balance team discusses card changes here.

Re: Merchant of Boredom

Postby Ravignir » Mon Apr 30, 2018 11:49 am

it has sense.
You can sac souls as a combat trick and that makes it superior to any other slave creature.
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Re: Merchant of Boredom

Postby Lord_Xenon » Mon Apr 30, 2018 2:37 pm

Nope. You would still need to attack-block the souls. And need 3 speed creatures for that. And then he can still sac the souls to get rid of the non-active part and block the creatures he want with them. As I said: Nonsense.
And no it's not the only slave you can sac. There is another one you can sac during combat. Haunt was never a big problem before nor the souls. And destroying both just because a newly implemented card go bonkers is stupid.
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Re: Merchant of Boredom

Postby Zadorec » Mon Apr 30, 2018 9:32 pm

Ok, I am not exactly sure what you are trying to prove, but as you said, souls would be plenty fine without being flying, just a little essier to deal with. Harbinger deserves a bit of nerf and Haunt isn't a weak card either.
Ghosts aren't even flying, rather floating, which is closer to the ground than the sky.
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Re: Merchant of Boredom

Postby Lord_Xenon » Wed May 02, 2018 9:11 am

I don't see a reason to nerf something that's okay balance-wise just because another thing breaks balance. That's like adding a card, that give you every turn a free powersurge and then nerfing the latter instead of the first.
To the argument: Nonsense to debate such things as they are fiction. Either they work all the same(spirit/ghosts) or not.
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Re: Merchant of Boredom

Postby Zadorec » Wed May 02, 2018 9:44 am

I just thought it would be a good way to nerf Harbinger a little, since it is not that really op, this wouldn't really reduce the value it provides, but still would make it easier to play against.
For Haunt, you still would like to avoid it being activated whether the souls fly or not.
Also there are plenty spirits in the game that doesn't fly.
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