Crusader seriously needs a rework. It’s a great card that gets no love from CPG. (and i love the art) Aside from that, spectral doesn’t need a nerf, though phantaasm seriously does. it’s by no means a particularly bad card, bu just really terrible to play against. Thunderhorn is just far too much value for such a body. Ideally, the effect should be limited to attacks only as stated above, or it should be a 3/5 or 4/4. Make it easier to take out somehow…
Which or these cards is in need of a nerf/rework? (September)
3/5 Is the worst thing you can do, do you want to see tier 0 songhai…
Despite having voted in the poll, I mostly just want to see duelyst’s card base grow. With greater card access, will likely see some disliked cards become less favorable as the meta grows.
That being said, I have a personal bias against Spectral Revenant. They all deserve to be dusted.
I honestly wish we had more actually “Redesign X” threads, that were about posting different poster’s take on making certain parts of the game more flavorful- But the context for this thread is too specific to “hurr durr, what’s too good”- meaning we don’t get to have fun suggesting alternative forms of cards that are actually wasted space.
EG: I’d like Divine Spark to reduce Spell and Artifact costs you draw with it by 1 mana. Would create an interesting sort of tension since old Second Wish was too good, but Spark is too low impact.
Quite a a lot of those cards are broken when looked at in a vacuum, however i prefer to judge cards based on how they work in the current meta and as of now i don’t think there are any cards that really need to be nerfed. Every faction has 1 or 2 cards that could be called broken but since all of them have that it’s fine. Imo CPG shouldn’t go and change cards unless they play a key role in an obnoxious/overpowered deck/archetype.
Regarding Phantasm since it’s been mentioned here quite a lot. From my experience it’s far to random to be really strong. I had quite a few games with obelysk vet where i couldn’t remove one for several turns and still won because the buffs didn’t hit a rush minion or at least not all of them. And a 7/1 Desolator isn’t really useful. Sure there will be games where you play obelysk vet, can’t deal with it for a while, and end up getting killed by some huge ass tiger/revenant but from my experience that’s so rare that i don’t see it as a problem. Especially since it’s already an extreme case, phantasm is at it’s best against Obelysk vet, against everything else it usually does little to nothing.
In my experience, it is an oppressively good card. However, the Aggro Cass deck itself isn’t oppressively good, but is instead just the best silver bullet for Wall/Burn Faie and the Vaath deck. IE, Phantasm is likely to take a nerf at some point, but relative to rest of the onion right now, it’s just mildly egregious.
Shhht, don’t tell them, I started it on purpose 
I think i have an answer for that

Also known as the “Paralykeet makes a topic instead of accidentally derailing them” button. Not a fan, get too many likes, have to spend time clarifying language over minutia. Effort n’ such.
The one I think is easiest to nerf is Terradon. Fix is simple: 4-cost instead of 3 to account for its 2/8. It’s an incredibly easy summon, and incredibly easy to buff even on turn 1, there’s never a reason not to play or include it. A turn 1 or 2 summoned terradon is a terrible thing, especially for songhai, unless they have specifically worked in spiral counter. Up the cost to 4, and that at least gives some time to counter it’s ridiculous stats before it’s buffed to start clearing. For how easy it sets itself up to snowball a game from turn 1, as well as how unbalanced its stat-to-cost ratio is, this seems like the most no-brainer and reasonable fix.
My one beef with Terradon is that it isn’t a golem despite having stats worthy of golems. I don’t agree that the card is over the top. It is a pretty beefy unit, but not at all too strong considering it has a pretty low strength for its cost.
Yes, it is a great target to buff, and this is a good thing. You need cards like this for that archetype to exist.
Also, each faction has access to the tools to deal with this unit even after it received a buff. Songhai could turn it into a panda or just take it down with deathstrike seal.
Turning it into a panda can be even worse: now you’ve made it harder to kill, better to buff, and used songhai’s only “hard” removal to give the enemy that advantage. Sure, you can phoenix fire it, or twin strike it, or crescent spear+damage spell it, but the point is that you will spend a minimum of 2 or more cards (roughly 5 mana or more) to remove a turn 1 terradon as songhai by about turn 2 or 3 depending on your mana spring efficiency (again, unless you have it’s specific counter, spiral counter…which won’t work if the terradon has been buffed or hasn’t attacked).
I don’t think it’s OP, but it’s efficiency makes it darn close, especially if summoned out the gate. 1 increase to it’s cost would balance it with the more low cost golems instead of much better. I know there are ways to remove it, and there are stronger cards out there, but it’s efficiency is what makes it a threat
I see where you are coming from, but mind this: your opponent spent the terradon and a buff card to make terradon a big deal. The panda is well-protected, but has abysmal stats. Adding a buff to it merely makes it a real unit again instead of making a unit into a superman of unit.
Clearly we just disagree on the Terradon. I think he is powerful, but needs help if you put him in your deck. You think his efficiency is a little bit too efficient. This is fine.
In my experience you can just not deal with terradom at all. Just ignore it. It works, I swear, I’m not giving you shit.
In other hand, you could use thunder horn/wild tahr to give you card advantage against it. (More on that soon in my next deck tech)
Im a vetruvian main.
#Feelsbadman
I believe you, it’s just that a buffed terradon with amplification or greater fortitude on turn 1 or 2 is not something that you can ignore easily. Plus, avoiding it would also mean surrendering the mana tiles, which means your opponent can summon bigger threats earlier, which songhai already struggles with moreso than other factions at earlier turns. That’s why giving it 1 more cost would at least give some opportunity to prepare or avoid said situations, as it would mean it would need another turn to get to the state of threat, so you could “just ignore it.”
I think Sinister silhouette could use a buff to 1/3. It’s a bit too easy to remove now imo.
Lavaslasher, it’s effect is way too much for 5 mana, you have the option to, either develop your own board, or get rid of the opponents board, slasher does of this way too well. Makes the game more boring, and also makes it much easier to play.
Mana Death Grip is just stupid. Watching Vanar randomly skip 2 turns ahead of you in a game is never fun. Crazy when combined with circulus at the beginning, and then seraphim and so in the end. Should remove the ping from it so its not ‘Oh you played a 2 drop? MDG’. Adds a bit more counterplay imo.
Spectral revenant needs a nerf because its just crazy crazy strong. Could be 8 mana and would still be played (Maybe not a staple in every deck anymore, but definitely still played), I see a lot of people calling for nerfs for phantasm, but nerfing revenant removes the problem imo. Aggro abyss is unfair to play against because it has so much out of hand damage, and has too good of a finisher in revenant.
I would’ve definitely called for more nerfs, but if I could only nerf 3 things, this would be it.
Phantasm
I feel that this card single-handedly carries the entire archetype of Aggro Abyss. Phantasm has brought Aggro Abyss to the top of the meta, and I believe it’s for the same reason that Blue Conjurer is powerful: the RNG takes place in the player’s hand.
An experienced player can make educated guesses about possible plays the opponent can make, given the mana they’ll have next turn. But Phantasm warps the potential damage output the deck can dish out purely from hand. This is key because Aggro Abyss has very few comeback mechanisms, and not too many tempo plays. It’s easy to fall behind on board. What allows them to stabilize is the opponent’s hesitation to attack since they don’t know how buff a potential Rush minion could be.
And worst comes to worst, your 2-drop got answered, probably for the same amount of mana, if not more. It’s the kind of low risk, high reward card I don’t like seeing in the meta.
Ghost Seraphim
The punishing plays this card can make are nothing short of ungodly. Cheating out ridiculous amounts of mana with such a strong stat line is insane. Any Spell meant to be played at 8 or more mana will not be done at that stage of the game because of this card. With the edition of Flawless Reflection, every unit on the board could be considered a “must remove” threat when the 7 mana turn arrives.
For other factions, 7 mana might mean Revenant or Decimus Tectonic Spikes. For Vanar, it means possibly an 8/9 x the number of units you left on board, and even a Spirit of the Wild, all in the same turn! The worst part is that this is not unrealistic to imagine.
It’s harmful for design space if developers ever want to introduce more expensive, super impactful spells. Winter’s Wake and Flawless Reflection should be warning signs of this card’s impact on the game. Let’s nip it in the bud before it gets more out of hand.
Luminous Charge
This is such a lose-lose card to deal with. Answer it and you take damage; don’t answer it and Winter’s Wake and Ghost Seraphim + Flawless Reflection wreck you. It requires very specific answer cards such as Lightbender or EMP. While AoE does exist, you can’t always avoid the walls. And even if you can, your opponent gets breathing room to play lategame threats. It’s overall just a feels bad card to play against. Darned if you answer it, darned if you don’t. It’s almost impossible to go wrong with this card, aside from the aforementioned dispel options.
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