EDIT: Note: this is not official. This was done before I was brought onto the board of directors and that clarification didn't need to exist.
A first draft of some balance changes to Call of the Crystals I worked on. None of these are tested since I have no reasonable way of doing so, but I had a few goals in mind:
1. Not to change too much sine the first set is pretty well balanced
2. Not change any heroes because of how many cards that would touch
3. Only nerf cards that have potential issues with them, the rest are buffs/rejigs.
Any card not listed has no changes or anything interesting to say about why it didn't receive a change.
Sandra Trueblade- 2/3 -> 2/4
Her ability is fine, however her stats are simply too poor. Having an extra health point should allow her to see play in a few decks here and there.
Puwen Bloodhelm - No Change
I think having these base line Vanilla allies is an important thing to have.
Kurt Whitehelm - 3/4 -> 3/5, Kurt takes 1 less damage from abilities. While there are 2 or more friendly allies in play, Kurk has +1 attack.
Like Sandra, Kurt's ability is fine. He just needs a bit of stat help to bring him to the right power level for his cost. Cleaned up the wording to be less confusing, but the abilities themselves are untouched.
Erika Shadowhunter - No Change
While she's not that great of a card, stealth can still be a powerful keyword, especially since having it naturally leads to a few synergy possibilities. Changing her could push her over the edge or prevent future stealth interactions.
Blake Windrunner - No Change
Same Reason as Puwen
Katrin the Shieldmaiden - Ability Cost 1 -> 0
The ability itself already has the condition that you can't use it again while the original target is alive. There's not much reason to make you pay an additional cost to it as well.
Marshland Sentinel - No Change
While his stats aren't good, his ability is.
Tainted Oracle - No Change
His 2/2 is pretty deliberate and tightly designed. Unlike the other 4cc allies, he's set.
Earthen Protector - Ability change -> When Earthen protector is summoned, Target a friendly ally. When that ally is killed and Earthen Protector can be damaged, that ally is returned to play with +2 base attack and +2 health, and Earthen Protector is killed.
Allows you to choose which ally to protect. It does have the unfortunate side effect of him not comboing with Ghost Maker any more, but I honestly believe it would make him a much more suitable card.
---
Deathbone - Ability changed -> When Deathbone is killed, its killer's Hero takes 2 damage.
His ability, while decent, never really mattered in the grand scheme of things. Instead, this new ability allows him to be a much more aggressive card, and even punish board wipes. Wanting him dead also synergizes with the Undead theme a bit better. Oh, and the wording helps prevent him from being used with Necromancer's Shroud and Chard Cowl of the Damned.
Keldor - 2/4 -> 2/5, Ability Changed -> 1: keldor has +1 attack until the start of your next turn.
On the flipside of deathbone, this makes Keldor a bit beefier. Bringing his ability down to 1cc allows it to synergize well with Tombstone Beacon. However becoming a 4/5 seems a bit much, so I toned it down to 1 extra attack.
Brutalis - No Change
Same as Puwen
Chimera - 2/5 -> 2/4. Is now a Humonculus
He seems fit to be a Humonculus. I've lowered his health to emphasize that. I imagine he'll be getting at least a +1/+1 the turn he's summoned, so he'd still be at 5 health on average, but be much more of a threat since his attack could easily reach 6 the following turn, killing most allies in the game.
Fire Snake - 999/999 -> 1/2 Abilities removed: Steadfast, Haste, Always appears in Opening Hand, Cannot be killed, If Fire Snake is in your opening hand, you go first and none of your opponent's Fire Snakes in play or in hand have any abilities.
He was clearly overpowered, a nerf was needed.
Bad Wolf - 3/4 -> 2/5
This stat distribution makes his healing ability more relevant. Not to mention, most other Wulven allies at 3cc are at 4 health, most having 3 attack. Wildfang is the only 3cc Wulven with 2/5 and he's not meant for Wulven Heroes.
Medusil - ability 1cc -> 0cc
I don't think this ability is worth 1cc. It's just what Medusil will do. I honestly think this small change would make her a much more playable card and see play in some aggro and control decks alike.
Dark Flayer- 2/1 -> 2/2
He needs the extra health point to be in line with Dirk imo. Beyond that, it helps contest the board in a different way. There isn't much defender in Shadow Era, so it would be nice if the few cards that do have it could be played.
Carniboar - No Change
One could argue he deserves to be a Homunculus, but I believe he's fine where he is. With good attachments like Relentless Savagery and Ellos' Resolve, he can certainly make use of his ability just fine.
Cobra Demon - 1/5 -> 2/5
To bring him up to par with 4cc ally stats. The rest of his abilities are fine. I considered making his ability cost 0SE and keeping his stats the same, but with all the things you can do by activating an ability that costs shadow energy, I think the extra attack will serve more purpose, especially because he has defender.
Wulven Tracker - No Change
Has a great ability and the Wulven alignment already.
Bookmarks