Transferance - draw opponents card and cast it with -2 res cost.
Aeon - immune to magic or smt like that.
Gotten Gains -cost 4
lay Low - until of the end of opponents turn
Cover of the night - cost 3
Transferance - draw opponents card and cast it with -2 res cost.
Aeon - immune to magic or smt like that.
Gotten Gains -cost 4
lay Low - until of the end of opponents turn
Cover of the night - cost 3
1. Blood Frenzy:
- Change to cost 4
- or Change to "Draw one card if opponent's hand has more than or equal to yours.
2. Retreat!:
- Change to cost 4
- or Change to "Ally with costs 4 or less return to owner's hand"
3. Crippling Blow:
- Change to cost 3
4. Serena Throughtripper:
- Change to 3 SE
(Why Logan is 3 SE and destory an ally while Serena is 4 SE and needs a Retreat! + "luck" to have a chance to destory an ally?)
5. Ill Gotten Gain:
- Change to cost 3
- or Change to "Draw a card if any ally or items is being played or removed"
6. Stop! Theif:
- Change to cost 3
- or Change to "Destory target item and draw 2 cards"
---
Even with above changes, I think Warrior is still very viable and Rouge still needs help in regainning the board control.
I think that power should be turned down significantly all around. Hero abilities are far too strong. Some card draw (BF) is much, much too strong. Weapons with weapon-based abilities are too strong.
Dirk Saber
Change to 2 cost 1/1 from 3 cost 2/2
Loses Ambush, gains Stealth.
Dirk would be a good alternative to Puwen and has synergy with Assassin Training. It would not make him over the top as heroes can still retaliate and kill him off. Death Mage Thaddeus can also one shot him as will any direct damage. Aldon with King's Pride would make him a 4/2 but the same can be said of Erika Shadowhunter 6/4 in that situation.
Brutal Minotaur
Change to 5 cost 3/6 from 5 cost 6/5
Remove the 2 health damage to owner when Brutal Minotaur is killed and replace with 'Upon dying, Brutal Minotaur lets out a shriek of death and all enemy allies have -1 damage'.
Gains +1 damage every turn OR Brutal Minotaur can attack again if he kills an ally.
Edit:
Didn't see I can suggest changes to other cards as well So here goes!
Gwenneth Truesight
Change activation cost to 4 Shadow Energy from 3.
Sandra Trueblade
No change to stats
When Sandra is summoned, one of your exhausted allies is no longer exhausted.
Erike Shadowhunter
Change to 5 cost 2/5 from 5 cost 4/3
Earthen Protector
Change to 5 cost 3/6 from 5 cost 4/4
Designate an ally to protect, damage to that ally is diverted to Earthen Protector instead.
Bad Wolf
Bad Wolf regenerates 1 damage at the end of each player's turn.
Last edited by sbxsat; 12-16-2011 at 08:01 AM.
Quick one..
1. armored sand worm - reduce health to 4
2. rapid fire - reduce cost to 4
3. smashing blow / destroy arms - increase cost to 4
4. old iron dagger - durability increase by 1
5. aimed shot - reduce cost to 1 (I find this useless when there are so many item destroyer out there)
I don't find spells that buff one specific creature (like extra sharp or reinforced armour) particularly strong or useful.
Moreover, they can result in card disadvantage for the player, because the opponent can potentially get rid of 2 cards (your creature+ability) using just 1 card.
Thus, I propose that they be made into cantrips (basically, they let you draw a card, effectively replacing what you just played), or perhaps they should return to your hand when they would be sent to the graveyard.
Thoughts?
The problem is Retreat! and Crippling Blow. Both are low cost cards that counter to high ally / buffed ally. If both cards cost higher, that will encourage buffing allies like Inner Strength and Life Infusion.
I am not sure if increasing their cost is the answer. You also want them to remain viable against moderate or low-casting cost creatures as well.
Perhaps they could have a scaling cost? (eg: you need to pay more to bounce/disable more expensive creatures, but it would also be cheaper against weaker monsters like shadow snake?).
Suggestions for Hunter:
1) Poison Arrow / Flaming Arrow
Cost:2
Effect: Ongoing. Target Ally suffers 2 damage per turn. If you have a Bow on play, play Poison/Flaming Arrow for free.
2) Aimed Shot
Cost:1
3) Net Trap
Cost:2
Effect: Play face down. The next enemy ally to be summoned immediately returns to it's owners hand.
4) Tracking
Cost:1
5) Careful Planning
Cost:2
Effect: You can view the top card of your deck. If the top card is a trap card, place it on your hand before your draw phase.
OBS: Before you draw a card on the beginning of your turn, if the top card is a trap card, you place it on your hand and then buy a card.
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Suggestion for Rogues:
1) III-Gotten Gains
Cost:3
2) Lay Low
Cost:1
3) Mugged
Cost:2
4) NightShade
Cost:1
5) Assassin Training
Effect: Possibility to turn the effect on/off
6) Stop, Thief!
Cost:4
7) Serena Thoughtripper
Cost: 3 SE
Ability: Your weapons gain +2 attack until the end of your turn. If Serena deals any damage on this turn, your opponent discards a card at random.
8) Lance Shadowstalker
Cost: 3 SE
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Suggestions to Human Cards:
1) Dirk Saber
Cost: 2
2) Retreat
Cost: X
Effect: Put target ally back into it's owners hand. X is the cost of the target ally.
OBS: You could apply this cost to Crippling Blow too
3) Campfire Stories
Effect: All of your allies gain 1 health. Draw a card. (gain, not heal)
4) Honored Dead
Effect: If you have at least 4 allies in your graveyard, draw 3 cards and your hero gains 3 health.
5) Radiant Sunlight
Cost:2
Effect: Both Heroes lose 2 Shadow Energy. Draw a card.
Last edited by GustCM2; 12-17-2011 at 02:03 PM.
Why won't you run into rain and pray?
Let the tears splash all over you...
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