Hi,
One of the main principles in designing cards in Shadow Era is not making strictly better cards and avoid as much as possible so called power creep, where a newer card outclasses older card in same or similar role. However, since its release, Shadow Era has evolved and over time it became evident that some of the early card designs are limiting designs of newer cards, especially in combination with one of Shadow Era's basic game mechanics, its combat system. In the early game, player going first often has an advantage where their ally played on turn 2 can kill opposing ally without retaliation damage. Break point here is usually dealing 3 damage. But to create more defensive early game allies would mean to power creep some of older cards, namely allies like Brutaliswho is 1 attack, 4 health ally without an ability. To avoid that we consider doing following changes:
Call of the Crystals
Dirk Saber
Health increased to 3.
Puwen Bloodhelm![]()
Ability changed to: Puwen Bloodhelmhas +1 attack while any opposing player controls more allies than you.
Birgitte Skullborn
Base attack increased to 1.
Blake Windrunner
Ability changed to: When Blake Windrunneris summoned, your weapons have +1 attack until the end of your turn.
Katrin the Shieldmaiden
Base attack increased to 1.
Brutalis
Ability changed to: While there is an opposing damaged ally in play, Brutalishas +1 attack.
Fire Snake
Attack changed to fire. Ability changed to: When Fire Snakeis killed, all opposing heroes take 1 fire damage.
Hellsteed
Base attack increased to 1.
Dark Flayer
Health increased to 2.
Dark Prophecies
Twilight Herald
Health increased to 2.
Ironhide Karash
Health increased to 3.
Rotling
Health increased to 2. Ability changed to: When Rotlingis summoned, you may exile target ally in a graveyard and Rotling
gains +1 base attack.
Twisted Familiar
Health increased to 4. Ability changed to: When an opposing hero or ally deals ability damage to Twisted Familiar, they take 2 damage. 0: 2 used resources are renewed, and Twisted Familiar
is killed at the end of your turn.
Braxnorian Temptress
Ability changed to: Defender. When Braxnorian Temptressdeals damage to a hero, that hero's weapons are returned to its owner's hand.
Master Trapsetter
Ability changed to: Ambush. Master Trapsetterhas +1 attack while you control 2 or more traps. 2: Until the end of your turn, the next trap you summon costs 3 less resources.
Agent Rex
Health increased to 3.
Bonus changes would be adding elemental attack types to following allies to give them more flavor:
Molten Destroyer
Attack changed to fire.
Ogloth the Glutton
Attack changed to fire.
Crystal Titan
Attack changed to ice.
Magma Jackal
Attack changed to fire.
These changes would allow buffs to some SF, LL and CP cards, but I would leave that discussion for separate thread later in order to have easier discussion.
Please, tell us what you think about suggested changes or suggest your own ideas. I do recommend to focus only on 1 and 2 cost allies for now.
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