Hi all!
Just to confirm these are the balance changes in 3.11. Aside from Garina Road, you can consider all the other changes bonuses which would not have happened so soon without the need to tackle Garina Road.
Obviously, there's a much longer list of potential changes - most of them more complicated than these - but we believe those need longer to justify themselves, whereas we have confidence these simple changes are all steps in the right direction whilst retaining the spirit of the original card.
Nerfs:
Anmor: Garina Road up to T5 (from T4).
-- T4 was seen as too soon to have so much power for such an easy combo to pull off. We're aware of the ongoing benefit of the card, but we're happy to see that properly tested once there are no longer so many inevitable wins and ragequits from T4.
Lorhon: Twilight Encampment up to T5 (from T2).
-- This is intended to turn it into a support card for whatever mid-game situation you end up in, rather than early game set-up card to secure a solid mid-game situation in the first place.
Lakmire: Training Outpost up to T4 (from T3).
-- With some powerful costly attachments in the game already (and more to come in future), T3 was determined to be too soon to allow them to come out via this location.
Rejigs:
Scriptures of the Departed - Ability changed to "When a friendly Twilight ally is killed, Scriptures of the Departed gains +1 durability. 2D: Draw 2 cards."
-- The major complaint I read about this in the first couple of days of 3.10 was that you could refill your entire hand in a single turn. That's not possible now, but this may end up being a buff due to ongoing benefit if you time it right. We'll need to see how it plays out. Certainly it's now worth getting rid of immediately if you are the opponent, instead of playing a waiting game to try to get more value.
Buffs:
Child of Aldmor activation cost down to 0SE (from 1SE).
-- It was really strong with the older version of Darklight Apprentice, but that got nerfed, so the original activation cost for Child is now back.
Rest for the Weary - Ability changed to "If there is a location in play, target ally is moved to the top of its owner's deck. Draw 2 cards if there are no locations in play."
-- This seems to be a fairer ability for the cost and should lead to it seeing more play, which will help with other strong ally situations that come about from the use of Locations (unless that ally has steadfast).
Mount Kazaar Non-controller activation up to 2SE (from 1SE).
-- Many people remarked that the non-controller side was better than the controller side. With 2SE as activation cost, it's no longer the case that the opponent can match your activation turn for turn without eating into a stash of SE. You also have the ability to time it such that there's limited chance of opponent using their side immediately after the Location has hit.
Feel free to share your thoughts on these before and after they hit!
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