So, I was thinking about Zvi’s series on re-balancing, and was thinking of what changes could be made towards a goal of having definite different balance (not necessarily “more balanced” just different). This is what I came up with:
Neutral Starter:
Spark costs 0 (instead of 1)
Fruit Ninja is a 3/2 (instead of 2/2) and keeps Frenzy 1
Finesse:
Star-Crossed Starlet is a 3/3 (instead of 3/2). Her ability is now optional ("Upkeep: You may have SCS deal 1 damage to herself)
Bashing:
Troq midband can deal 1 damage to any building (not just a base)
Troq maxband gains Overpower
The Boot becomes “Trash an opposing Tech 0 or Tech I unit. Trash this card”
Red Starter:
Scorch can target any unit, hero, or building
Anarchy:
Zane Level 1 add “Dies: instead of Hero Levels, opponent gains 3 gold”
Detonate costs 2 (instead of 3)
Pirate Gunship loses Obliterate
Blood:
Rickety Mine gains Haste
Crashbarrow reduced to 5/2 (instead of 6/2)
Fire:
Fire Dart costs 1 (instead of 2)
Ember Sparks costs 2 (instead of 3)
Flame Arrow costs 3 (instead of 4)
Green Starter:
Ironbark Treant ability becomes “-1 ATK/+2 while patrolling” (rather than -2 ATK)
Rich Earth costs 2 (instead of 3)
Balance:
Midori Midband becomes “Your units with no printed abilities get +2/+1”
Circle of Life becomes “Sacrifice a Tech 0 or Tech I unit. If you do, put a unit one tech level higher with cost 4 or less into play from your Codex” (instead of a green unit with cost 5 or less)
Gemscout Owl is 1/1 (instead of 0/1. It still can’t attack)
Chameleon costs 0 (instead of 2)
Feral:
Predator Tiger gets +1 HP (5 HP instead of 4)
Growth:
Giant Panda is a 3/4 (instead of 2/4)
Might of Leaf and Claw grants +2/+2 (instead of +5/+5). Also, Might of Leaf and Claw gains the Healing 1 keyword (even when not yet active)
Blooming Ancient gains “limit twice per turn” on it’s second ability (can only move 2 runes off of the Ancient each turn)
Oversized Rhinoceros costs 4 (instead of 5, for Circle of Life synergy)
Black Starter:
Deteriorate costs 1 (instead of 0)
Thieving Imp reduced to a 2/1 (instead of 2/2)
Demonology:
Vandy midband loses “Resist 1”
Dark Pact becomes “Deal 2 damage to your Demonology Hero, and 2 damage to your base. Draw 2 cards” (cannot target opponent’s base, and also damages your Hero)
Metamorphosis no longer grants Invisibility (other benefits remain the same)
Banefire Golem costs 5 (instead of 6)
Necromancy:
Garth midband adds “Once-Per-Turn”
Garth maxband fetches cost 4 or less (instead of 5 or less)
Lich’s Bargain deals 6 damage to your base (instead of 4)
Bone Collector reduced to 2 ATK (2/3 instead of 3/3)
Wight gains “Arrives: create two 1/1 black Skeleton tokens” (it keeps other abilities)
Disease:
Crypt Crawler costs 1 for a 2/2 (instead of 2 for a 3/3). It keeps Sparkshot and the anti-flier ability
Blue Starter:
Porkhand Magistrate ability costs 0 (instead of 1) to use.
Lawful Search ability second option is “Look at an opponent’s discard pile. The next time that opponent chooses Tech cards, look at those cards as well”
Building Inspector ability is “Your opponents must pay you 1 gold to build (or rebuild) a building” (instead of only the first building costing 1 more)
Law:
Jurisdiction gains “You may trash Jurisdiction and/or the searched-for spell” and “If that spell has Channeling your Law hero can Channel it until he leaves play” at the end of it’s effect.
Tax Collector is a 3/3 (instead of 2/3)
Guardian of the Gates is a 1/8 (instead of 1/6) and affects Units and Heroes (instead of just Units)
Peace:
General’s Hammer costs 2 (instead of 3)
Drill Sergeant’s abilities become “When you play a unit from your hand, chose one: that unit arrives with an additional +1/+1 rune, or put a +1/+1 rune on Drill Sergeant” (and he can’t move runes at will)
Debilitator Alpha costs 4 (instead of 5) and has “As Squad Leader: Attackers get -1 ATK” (even if they aren’t attacking Debilitator Alpha)
Truth:
Spectral Tiger gains Resist 1
Purple Starter:
Time Spiral costs 0, and ability adjusted: “Add or remove a time rune from a card (or forecasted card) that you control”
Tinkerer also triggers on Arrival. “Arrives: or : Add or remove a time rune from a card (or forecasted card) that you control” //combined with the other changes, previous version was a bit too degenerate
Past:
Prynn midband becomes Dies:… (instead of “Dies from fading”)
Seer can only affect cards you control.
Present:
Sentry’s ability becomes “Prevent the first point of damage that would be dealt to your patrollers each turn (active player’s choice if more than one patroller is dealt damage at the same time)”
Hyperion reduced to 4/4 (instead of 4/5)
Octavian’s ability becomes: “8: disable up to 8 units and/or heroes” (loses and no longer readies him)
Future:
Vir midband is range 4-6 (instead of 5-6)
Knight of the Conclave is Forecast 2 (instead of 3)
Reaver’s ability becomes: “Arrives or : Trash a worker, or deal 6 damage to a Unit or Hero”
White Starter:
Fox Primus is a 2/3 (instead of 2/2)
Aged Sensei is a 0/1 (instead of 1/1)
Discipline:
Versatile Style has these 4 abilities (improved, still costs 2):
- Destroy an Upgrade
- Disable a Hero, or a Unit with Flying
- Repair 4 damage from a building
- Your Discipline hero is a Detector until your next turn
Hero’s Monument - Daigo Stormborn has Haste in addition to his other abilities
Ninjitsu:
Fuzz Cuddles is a 3/3
Masked Raccoon is much improved: 2 cost, 3/4. “Masked Raccoon has Swift Strike while you control another Ninja. Masked Raccoon is Invisible while you control another Cute Animal”
Strength:
Bird’s Nest loses the Arrives: ability (it refreshes you to 2 birds on upkeep only)
Mythmaking gains the ability "Your Legendary units ignore the “Legend Rule”