Shadow Era is a good game. The problem is, Shadow Era has a limited card pool. The deeper problem is, a large portion of the cards in Shadow Era are currently polarized into 'really good' or 'completely unplayable'. A lot could be done for the game with multiple simple tweaks; many cards in the current pool just need a cost reduction to be worthwhile and you'll see this in the list below. Only a few cards actually need a mechanical rework. A few cards do need a nerf.
Before you read this list, let me caveat it by saying that I play everything. Someone will always reply with some kind of 'zomg dont nerf my deck' motivated comment, but think before you reply; we want every deck to be playable so that we get more variation in decks, have more fun deckbuilding, and have skill be a deciding factor in games moreso than a perfect cookie-cutter deck!
On with the list....
Calmdown's Balance Suggestions!
On 'Double Damage' heroes and Weapons: These heroes are fundamentally flawed in concept, because they completely break weapons for other heroes. All of the 1-damage weapons are relatively weak and borderline unplayable for heroes that aren't double damage; but even a 2 damage weapon like Soul Seeker becomes overpowered on Gwenneth. The double damage heroes need a rework, and some weapons need a little bit of a buff to make them more playable. As such I'm not going to post weapon suggestions since I think they can't be balanced with the heroes the way they are, unless you accept that some heroes simply won't be able to use most weapons.
Heroes
Jericho Spellbane: Ability cost changed to 2. It's a fairly weak ability with a limited scope of impact yet can work, and as such should come in at the lower end of the cost bracket.
Logan Stonebreaker: Ability changed to 'reduce target ally's attack to zero'.
Majiya: Ability cost changed to 3. Drawing a card is an immensely powerful ability, and with better human-shadow balance she will start to become an issue.
Allies
Dirk Saber: Reduce cost to 3. Reduce HP to 2.
Jasmine Rosecult: Reduce ability cost to 2.
Blake Windrunner: Reduce HP to 1. He's then counterable by shadow allies rather than being the outright best cost/effect hero in the game. There's also then a reason to run Puwen over Blake. More deck design decisions = good.
Sandra Trueblade: Change ability to 'when Sandra enters play, if you do not have more resources than your opponent, destroy target resource' (credit to Styxx for this suggestion, it's perfectly elegant)
Aeon Stormcaller: Reduce attack to 3. Killing most other creatures outright combined with 8 defence and protector is a little OTT for a 6-drop.
Keldor: Add +1 attack. Change ability to '2: Keldor has +1 attack until the start of your next turn'.
Brutalis: Add 'the first other ally to attack during your turn gains +1 attack'. Kind of like a mini-Aldon and balances that turbo-aspect out against Humans.
Deathbone: Reduce cost to 3. Reduce 'killer damage' to 2.
Medusil: Reduce ability cost to 1.
Pack Wolf: Increase HP to 4.
Abilities
Clinging Webs: Reduce cost to 2.
Poison Arrow: Reduce cost to 2.
Flaming Arrow: Reduce cost to 2.
Careful Planning: Reduce cost to 1.
Surprise Attack: Reduce cost to 2.
Tracking: Reduce cost to 3.
Ice Storm: Reduce cost to 3.
Inner Strength: Reduce cost to 2.
Curse: Reduce cost to 1.
Full Moon: The two abilities on this card are completely anti-synergistic, and as such this is an overcosted Bloodlust combined with a terrible Into the Forest. Change to 'your allies have +1 attack and cannot be attacked until the start of your next turn'.
Energy Discharge: The 5hp downside of this card is almost irrelevent, it's incredibly powerful. Change to 'Sacrifice an Ally: All Enemy Allies are destroyed, and your Hero takes 5 damage'. It would still see play and be a bit less of an instant free board control engine.
Conversion: Change cost to 1.
Transference: The whole 'take cards from your opponent' concept horribly destroys deckbuilding. Some combos are never meant to be for a reason, and this card needs a rework. Change cost to 4, and change effect to 'opponent discards a card at random. You draw a card'
Mind Control: Change cost to 7. The board swing that this card grants is huge, and it should take some serious investiture to do so. Compared to other 5/6 cost cards this card is simply insane. Some people will argue that this card would be priced fine at 6, but given it's dual effect of removal + more resource already on-board for the caster, it *should* be expensive.
Cover of Night: Reduce cost to 2, reduce duration to 1 turn.
Campfire Stories: Change to 'All of your allies heal 2 damage. Draw a card'
Here Be Monsters: Change to 'If you do not have more resources than your opponent, destroy target resource. Draw a card.'
Armour of Ages: Change displayed cost to 6 (even though the cost is already 6. At 5 it would be too good)
Wrath of the Forest: Change to 'when any ally dies, draw a card'
Cobraskin Wraps: Change actual cost to 4.
Wizent's Staff: Reduce cost to 3.
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