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Broader Card Changes - Suggestions

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

Re: Broader Card Changes - Suggestions

Postby Rinriet » Tue Feb 20, 2018 9:08 pm

The counters to a played Silencer are (from best to worst):
Destruction
-Bark Convoy in field.
-Goblin Fireworker in field.
-Herald of Despair in field.
-Gnome Power Engineer in a Path to trascendance. / Herald of Despair in a Path to trascendance.
-Bark Convoy in a Path to trascendance.
-Goblin Fireworker in a Path to trascendance.
-Merchant of Souls bringing back Gnome? I need to test this.

Resource mitigation
-Reincarnation Spirit in the graveyard.
-Reverence (Ne'eva heropower).
-Any 5 mana card like Pegasus Regiment or Pandemonium.
-Reincarnation Spirit in hand.
-Any 3+ cost spell with Thamic Reflector in play.
-Any 2- cost spell with Thamic Reflector in play.

I believe I am forgetting something :/
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Re: Broader Card Changes - Suggestions

Postby Ravignir » Tue Feb 20, 2018 10:08 pm

If Pegasus Regiment/Pandemonium destroy Silencer, I think Silencer is fine. That makes me think You really does not understand hard nerfing/making card very easy to counter by any deck(a.k.a destroying "unfun" cards), makes game unbalanced, by shifting balance towards one certain archtype.

Silencer is obnoxious, but yea, I think making it self-destroy at the start of turn would be enough nerf (if we are going to nerf it). And on the NH i think something pandemonium like "destroy your wisdom level, then gain 2 levels of aspect of target shrine". Kinda nerf, kinda buff.
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Re: Broader Card Changes - Suggestions

Postby Lord_Xenon » Wed Feb 21, 2018 11:17 am

For me the more important question is: Why is Silencer so 'unfun' to play against? I encountered it myself, but it's more of a problem with all those ramps(drawing it + ramp of mana/aspect) that make it so destructive with 3+ within 3 turns.
The corruption card for 3 mana 2 level isn't so 'negative' compared to this, but why? Oh because you can discard 1/2 mana cards/shrines away?
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Re: Broader Card Changes - Suggestions

Postby Rinriet » Wed Feb 21, 2018 2:53 pm

Lord_Xenon wrote:For me the more important question is: Why is Silencer so 'unfun' to play against?


Because no matter what happens, how is the board, what you planned to make, what the best options you had, etc, the ONLY option you have is to spend your whole turn losing. Losing cards, losing mana. You sit down and look how your life passes while you watch the opponent play things and you have zero answers.

Splitting headache isn't that annoying because it restricts what you can play, but it still lets you play the game. You aren't wasting 5 mana because reasons.
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Re: Broader Card Changes - Suggestions

Postby Ravignir » Wed Feb 21, 2018 3:08 pm

Maybe we should restrict silencer to one card type then?
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Re: Broader Card Changes - Suggestions

Postby VanguardX » Thu Feb 22, 2018 2:39 am

Folks know my opinion on Silencer.

I don't think it's OP.

I understand it's no fun to play against.

So, I'd be on board with changing it.
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Re: Broader Card Changes - Suggestions

Postby VitamineC » Thu Apr 19, 2018 10:18 am

Some suggestions:

Trigon: Make gaining a level cost 1 mana.

New Horizons: Make it give your opponent a spark.

Silencer: Make it only cancel the first card your opponent plays each turn.

Parallel Evolution: Remove card draw.

Molten Passageway: Change to "play without paying its mana cost".

(Reanimate: Maybe give it the same change as Molten.)

Haunt: Reduce number of Souls to 1 OR restict it to only trigger during your opponent's turn.

Aezerhis: Restrict her damage trigger to "first time each turn".
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Re: Broader Card Changes - Suggestions

Postby dermen » Thu Apr 19, 2018 1:49 pm

Aezerhis: Restrict her damage trigger to "first time each turn".

What about "At the end of a turn, if the enemy player decayed cards, select one of those [...]"?
Otherwise it would seem a bit odd to me if the opponent has to decay three times, and the first time there is no high mana card to choose, but the second/third time there is. But of course my version is a bit weaker because you can't kill a enemy creature with Flash of Delirium before you attack.
Last edited by dermen on Thu Apr 19, 2018 1:51 pm, edited 1 time in total.
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Re: Broader Card Changes - Suggestions

Postby VitamineC » Thu Apr 19, 2018 1:58 pm

dermen wrote:
Aezerhis: Restrict her damage trigger to "first time each turn".

What about "At the end of a turn, if the enemy player decayed cards, select one of those [...]"?
Otherwise it would seem a bit odd to me if the opponent has to decay three times, and the first time there is no high mana card to choose, but the second/third time there is. But of course my version is a bit weaker because you can't kill a enemy creature with Flash of Delirium before you attack.

I think that would be waaaaay more of a nerf than my version. Killing a creature by using a vulture or flash of delirium so your Aezerhis can get an attack through is really important.
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Re: Broader Card Changes - Suggestions

Postby Xarallon » Fri Apr 20, 2018 11:17 am

If Aezerhis only trigger once, then she will more or less just lose her trigger. Maybe aezerhis should be able to trigger twice, so the effect actually works in a mill deck. Only once would probably limit to her own dmg and it's locked out - all combo is removed, no reward for playing additional mill.
Word it like "only triggers once per turn from other sources"
Then she can still benefit from from hermillion and trigger twice from her own attack
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