So, as a proposal for the next experimental format (or just as a central point for test games), I would propose the following set of errata to make “threes” better.
- All starter deck cards that cost 3 get buffed to be closer to Thieving Imp power level (except the Imp itself). See full list below.
- Tech III only costs 4 gold to build
- All Tech III cards (except for Pirate Gunship, Liberty Gryphon, and Ebbflow Archon) cost 3 less. Also, Pirate Gunship loses Obliterate, just to avoid having a “clearly best” option.
Fruit Ninja - 3 base attack instead of 2
Flagbearer - No change to Flagbearers
Bloodburn - Gains Haste
Rich Earth - Costs 2 instead of 3
Ironbark Treant - Gets -1 ATK when patrolling instead of -2 ATK
Spore Shambler - No change
Thieving Imp - No change
Jandra, the Negator - 4/4 with Overpower and “Dies: sacrifice a Worker” instead of her current form.
Porkhand Magistrate - Ability costs 0 instead of 1 gold
Jail - 4 HP instead of 3
Hardened Mox - No change
Fox Primus - 3 HP instead of 2
Flagbearer - No change
Snapback - No change