Balance Patch 2.1

Talk about elegance. I like it.

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This is a genius solve @charnel_mouse ! I’d be happy to test this with some PPA / Burning Legion variants if someone wants to

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I’m in! I assume you’ll probably take nightmare? With 2.1 I would assume something like 80% win rate as P1 and 40% as P2 for burning legion. With the new Garrison nerf I would expect the win rate to go down to 100% in total, which would mean that the deck still is stronger than most competitive decks but that it isn’t over the top anymore.

Edit: forgot to mention that I want to test burning legion with this nerf :sweat_smile:

I could play Nightmare, Miracle Grow, or PPA, do you have a preference? We could play a P1/P2 set of each? I’ve started a thread with P1 Nightmare to begin with, but I would like piloting PPA as well (maybe we can even revert the Battle Suits change and test how PPA feels with just the garrison solve?) Those can be answered later :slight_smile:

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Good point. In my opinion BS is the single most over powered card in all of Codex, but as it is mainly abused with Garrison this might be worth considering. In a test game years ago Moby obliterated me with BS and cadets and some card draw without Garrison, but still…

The next tournament is about to start. The Garrison nerf seems to be the only one that is still in the open.
Even though it felt a notch too oppressive in my testing games against frozen, I would suggest to use this new text:

As this should nerf multicolor+peace strategies quite a bit, I also suggest to drop our battlesuits nerf for the upcoming tournament.

For reference here’s the list of what is currently planned: Balance Patch 2.1 - #129 by zango

Opinions?

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I’m in agreeement @zango. I’m also going to be running Troq this next tournament, partly to guage how he feels in the current meta. A lot of his changes are less well tested

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So is this the current proposal? I’m good with this

Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 5
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
NEW Flagstone Garrison When you play a unit from hand, you may exhaust it to draw 1
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”

Removed:

Battle Suits Nerf
General’s hammer buff

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Thanks @FrozenStorm for making the effort of bringing everything together. In your post the suggested new nerfs to Maestro, Hyperion and Tric are still missing, hence I’m reposting in the following post in order to create a good base link

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Balance Patch 2.1a

Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 5
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
NEW Flagstone Garrison change text to “When you play a unit from hand, you may exhaust it to draw 1"
NEW Maestro change text to "your virtuosos cost 2 less to play and gain ‘exhaust: deal 2 damage to a building’ "
NEW Hyperion change stats to 4/4
NEW Tricycloid change stats to 3/2
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”

Removed:
Battle Suits Nerf
General’s hammer buff

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Testing the Garrison change in a tournament rather than by two people sounds good to me :smiley:

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Happy w Purple, eager to test it out

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From @FrozenStorm and @Bryce_The_Rice’s game:

How about:

“Whenever you play a unit from your hand you may exhaust it. If you do, draw a card for each of your Flagstone Garrisons”

which repurposes the wording from Galina Glimmer.

Other option is the wording from Gigadon, which would be “… for each Flagstone Garrison you have”

I kind of prefer “…for each Flagstone Garrison you control” as it seems like the least ambiguous way to phrase the condition.

My only question is, would these wordings be guaranteed to only trigger once for each exhausted unit? @charnel_mouse you seemed confident interpreting the “if you do” clause - thoughts?

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This looks fine to me.

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@zango @Bryce_The_Rice

Having just used him in a relatively focussed multicolour deck, the majority of our Troq changes we currently have seem fine to me. Though I have to say I don’t find the new version of The Boot to be very useable.

Troq already feels fairly card hungry with two other cheap spell options so it was not something I felt I could even tech in. Just revert it to vanilla version for now?

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Tbh I don’t have a strong opinion on that. But I do have a strong opinion on the following three:

  1. I would prefer if we go back to the initial BS nerf. This card is just so overpowered for two gold and tech 0 level, it’s crazy. It’s effect is similar to the 5g tech 2 card Guide but is harder to remove for most decks.
  2. Feral strike also is quite overpowered and against decks that don’t come easily with targeting effects the combination with hounds just makes it too easy to wreck almost any deck as P1, even though I know that I’m probably the only one in this forum who is comfortable with leaning heavily into an ultimate spell strategy.
  3. I would prefer if we stick to the wording of our current Garrison nerf such that playing a second Garrison does not provide any additional benefit, but in combination with our BS nerf that might be a bit too much of a nerf for PPA, idk…

Edit: forgot to make a suggestion for the strike: how about just increasing the gold cost a bit? Maybe just to 9g is enough such that it typically isn’t possible the first tech 2 turn

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Agree good points. To 3. Second garrison is probably a win more in most of the cases so I don’t think that nerv is too hard.

Regarding strike. Sounds good, so I would keep keep the card cost at 4 and the boost to 5. Just one effect is no problem.

Another option would be to increase cala maxband to 6. But then the same should be done with vandy.

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I think this is right, since the real problem is the fetch AND immediately play. The effect of one of those in isolation actually isn’t so bad. I was thinking maybe even 3 base, 6 boost, but I think that actually exacerbates the Blood / Truth T2 issues lol

Agree at base it’s too strong for peace and needs a change. I do think Purple peace gets really damaged by straight up limiting it to purple though. What if you let it

:two: :exhaust: → Non-purple soldiers and mystics get +1 attack until your next turn.

?

I would prefer if we stick to the wording of our current Garrison nerf such that playing a second Garrison does not provide any additional benefit, but in combination with our BS nerf that might be a bit too much of a nerf for PPA, idk…

Second garrison is probably a win more in most of the cases so I don’t think that nerv is too hard.

I still kinda like the idea of making it Legendary and removing haste from units that hit the floor, but agree clarifying the current version to be limit one draw is a fine tweak as well I think.

Another option would be to increase cala maxband to 6. But then the same should be done with vandy.

This I actually think would be great! Even 7 at maxband, they are such strong bodies, Grave is still a beast with that maxband at 7 and his ulti/abilities aren’t even as good as Cala and Vandy.

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Mistakes…

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LMAO nice catch, fixed it, MYSTICS

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