Hey @dwarddd! Thanks for testing changes with me. Let’s see how nerfed Black fares
As a reminder, I am posting all the tweaks to cards we’re playing with here:
Red Starter:
Scorch can target any unit, patrolling hero, or building
Anarchy:
Zane Level 1 add “Dies: instead of opponent getting hero Levels, opponent gains 3 gold”
Detonate costs 2 (instead of 3)
Sanitorium cost reduced to 3, loses the ability cost of 1g (just tap to draw 1, play cards)
Pirate Gunship loses Obliterate
Blood:
Rickety Mine gains Haste, ability changes from coin flip to “When this arrives, put two Ore runes on it. Tap: gain 3 gold, remove an ore rune. When this runs out of Ore runes, trash it and deal 1 damage to you and your opponent’s base”
Fire:
Jaina Midband loses the “patrolling” designation
Fire Dart costs 1 (instead of 2)
Flame Arrow costs 3 (instead of 4)
Doubleshot Archer costs 2 (instead of 3)
Black Starter:
Deteriorate costs 1 (instead of 0)
Pestering Haunt costs 1 (instead of 0)
Thieving Imp reduced to a 2/1 (instead of 2/2)
Demonology:
Vandy midband loses “Resist 1”, now midbands at 4/5 and maxbands at 6
Dark Pact becomes “Deal 1 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 grants stealth instead of invisibility, only gives +1/1 instead of +2/2, still gives readiness
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), gets Frenzy 1
Corpse Catapult moves to 2/5 instead of 1/4
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