IGN: AO1 Pjoe0211
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Ok, so, from my point view, we have 3 problems here:
1) The Wisp deck can be too good too early.
2) The Wisp can fail spectacularly because of of bad draws and/or the fragile Wisp. It's borderline unplayable.
3) Aetherborn Wisp is unplayable in most situations (outside of great Aramia hand).
Straight up nerfing the Wisp (1/1 for 2 or 2/2 for 3) solves #1 (to some extent) but makes #2 & 3 worse.
I still think that moving the Wisp to 3 or 4 resources with somewhere from 0 to 2 attack and 4 to 6 HP (with or without the ability to gain HP) would slow down the Wisp god hand, make the deck more resilient to non-optimal draws and maybe even allow Wisp to make an appearance in Serena or future discard decks (which would be less likely with tribal restriction).
Anyways, I haven't said anything new in my last posts so I'll probably drop this until some new development.
ps: why is The Last Harvest so rare in Wisp decks? Sounds pretty sweet and early playtesting looks ok.
IGN: AO1 Pjoe0211
Trophy Case
3rd in first tourny SE tourney ever
joint winner of 1.27 master tournament
2nd in crown(9) "Five Classes"
winner of 7 pop up tourneys
2nd in 4 pop up tourneys
2nd in green division 1 season 4
2nd in TJ ironman challenge tourney
Winner of 12 pop ups
2nd in 16 pop ups
Winner of [Beta Server] Every Heros Tournament
2nd in Gondorian's GR34T tournament
Winner of [SF] : Extremely Tough Challenge: THE DRAFT
Yeah, it's a lot but it makes for some nice turn 4s (or later) get +1/+1 on 3 allies is pretty neat.
I've been trying Aetherborn Wisp less (no Birgitte, no Glimmer of Hope) Aramia tonight. It's tier 2 so far. It has some nice plays but it's nothing special either...
IGN: Kyltz
I'm not sure if it was in the nerfing choices posted by GD, but just him protector
IGN/SN: MEOWER POWERYOUR INTERNET HAS CATS!I AM NOT A ROLE MODEL!
Hey all. I have an update for you.
We on the DT have read all this thread and other related ones and had a chat.
The change we are planning to make is pretty simple:
Cost up to 3cc.
Health increased to 4HP.
So it's more like a Human with lower attack compared to Health at the start, but it still does the Homunc +1/+1 growth.
You can get it up to 4/6 on T3 going second with Aramia, but it's not ready to attack then. This delays the damage taken and gives chance to find answers.
The aim of the card was always to encourage combos and inventiveness. It was a bit too obvious what to do at 2cc. Now there's room for more imagination and clever deckbuilding. It can still become a monster, but it will take more work yet at the same time depend less on a lucky start.
What do you think?
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