Another nerf discussion? Excellent. My proposals:
Wanderer —> fine. Really not as bad as people call it. Ramp is the true issue.
Abjudicator —> change to 3 mana 3/3 Og: spells you cast this turn cost 1 less. Stops enabling wizard decks and mantra.
Decimus —> change to 3 mana 4/3 with if you draw a card, this minion gains rush. (can be anything else which doesn’t enable deci spikes)
Owlbeast sage —> global buff changed to 0/+1. Too powerful an enabler in its current state. Weakens snowball effect while maintaining old identity.
Grimes—> stats to 3/4. minion summons on OG and death can only cost 3 or less. Can no longer pull battle pets. Cuts highrolls while keeping it a powerful DW and budget option.
sunrise cleric —> cost 2. Way too powerful in its current iteration, being the only one drop in the game capable of generating infinite value and not dying to general hit.
Golden vitriol—> change text to whenever ANYTHING is healed, deal 1 damage to all enemies nearby your general cuts much of ziran’s long range capabilities, nerfing tile camping and forcing her to zone like everyone else.
Alabaster titan —> change to cost 5 provoke 3/6 Og: if you have no spells in your deck, equip a skywind glaives to your general. Stops the absurd tempo and snowball effect of the old deck while maintaining a powerful body and incredible value play.
Corona —> regains ability to target face.
Malicious wisp—> Stats to 4/5. Effect changed to: OG: gain a mana crystal. DW: lose a mana crystal. Cuts reverse ramp while giving vanar a strong minion to play on curve.
Rae—> cost 1, 3/2. Same effect. 0 cost minions should not exist in a game with manatiles.
Dreamshaper —> change stats to 3/2, bond effect only draws one card. stops absurd cyclage of old vet while gaining a buff to incentivize continued play.
Allomancer — no longer can summon trigon obelysk on death.
Sandswirl reader—> same effect; cost to 6, stats to 4/5. Too powerful and consistent of a 5 mana play when stacked with boa. Buffed stats turn it from an way of maintaining early leads to a powerful way to enter the lategame.
Fault —> cost 7. Lategame card is now actually late game.
Reva bbs —> seeker is now summoned directly behind you.
Spear —> cost 2. Too powerful for a 1 mana play.
Scroll bandit —> backstab (1) changed to backstab (0). Allows spells to be stolen, but weakens the tempo of such plays.
Bangle —> change text to your general can move 2 extra spaces celerity is broken on a general. Especially ranged generals. Maintains manueverability of the old artifact while cutting thr ability to attack twice. Press f to pay respects to unbounded energy amulet.
Mantra—> cost 5. No longer heals.
Ripper—> loses celerity. Gains can move two extra spaces. There is no reason why anything which can be activated on the same turn it is summoned should have celerity. Summoning an egg already provides plenty of benefits in lava lance, EE target, etc. Corrects zoetic’s power level as well.
Flash—> change to: * If the next card you play is a minion, it costs 1 less and takes 1 damage.* A gentle balance between “hurrdurr muh faction identity” and “delet flash Reeeee”
Wild inceptor —> cost 3.
Homeostatic rebuke —> cost 5.
Juggernaut —> golem eggs can only spawn golems which cost 4 or less.
Aphotic drain—> change to: destroy a friendly minion to heal your general equal to its attack. Keeps it an xor proc while stopping highrolls against decks which should beat it.
necrotic sphere —> cost 7. Punishes winning the early game and blocking general retreat. Now reserved for the true late game.
No buffs to abyss given how most of its weaknesses stemmed from faster decks which could simultaneously outvalue them. Power of their late game outside of aggro should now shine with proper play. Similar for vanar.