On a different note - I played monoblue this tourney, and did not play well in every game, but even when I felt I didnt make mistakes it did not seem viable. I thought this was a Blue problem (and still think Law cards in particular could do with a buff), but it was also wisely pointed out that no monocolour apart from Purple is currently viable.
I think we should change this. Monocolour itself could do with a buff; perhaps:
reduce the cost of Heroes’ Hall by 1 for monocolour (a small and thematic buff)
The first turn you have a Tech II building up, if you are monocolour, refund 1g from its construction (basically reducing its cost by anout 0.5g as you still pay the full price the turn you build it)
Perhaps similar things for Spec Lab
Nerf purple to compensate (Sorry Dward)
Thoughts?
Though personally I’d also be in favour of making some fast-and-loose buffs and nerfs to lots of cards and just seeing what happens (as i remember us doing a couple of years ago)!
I could very well live with something like that, but I would recommend to make this buff strictly to the original monocolored decks only. Any combination with neutral should not benefit from that.
If we agree to use Frozen’s suggestion for a further nerf of BS (which I like), I think that purple should also benefit form such a buff.
I think Grave’s maxband ability is so much better than Cal’s and Vandy’s that increasing their maxband to 6 instead of 7 would be reasonable (even though the ultimate spell power level obviously is reversed). I would love to see how strategies change, if we nerf the two strongest combat heroes. I don’t recall the last time that a deck won a tournament that didn’t abuse the benefit of a combat hero…
Some time ago when I played codex 2 it was full of imbalances and a like in codex 1 a lot of cards were not playable. I highlighted for example as well the cala issue but during that time he was not open for changes. Maybe it is now fixed…
I’m not in the patreon club and am largely pretty oblivious to what’s going on in Codex 2 land. What I’ve heard from other folks here is generally positive and some interesting tweaks so I’m psyched to see it when it’s ready for public eyes!
Yeah, I’ll give it a go! I’d quite like to play monoblue with the monobuffs again against something more meta to see if it feels less immediately on the back foot. How does that sound to you?
Sounds good! Maybe I play a little pre-nerfs and post nerfs Miracle Grow or Nightmare and we see how each stacks up? Start up a thread w/ what you wanna see and lets do it!
Let’s try to revive this thread by summarizing some of the things, even though we didn’t come to a consent yet. Please voice if this one-sides summary needs further changes in your opinion:
change text to: “Your purple non-token Soldiers and Mystics get +1 ATK. & → Your non-purple non-token Soldiers and Mystics get +1 attack until your next turn.”
I think the mono colour buff is probably too much. I say this as a gut feeling. Giving red 4g surplus or white 1g heroes hall or purple free tech lab is kinda crazy good.
Agreed, especially for mono purple. I don’t think the change has been tested enough to be rolled out yet but I was starting to lean towards @FrozenStorm’s suggestion of limiting it to Blue + Green.
The Boot I still think should either be reverted to vanilla or changed to a boost effect to be able to destroy a Tech II (Boost 2?). I think the forced extra card discard even to kill a Tech I is actually a nerf.
Echoing here that the blanket monocolor buff on cheap add-ons is too strong, especially for Red and Black. Blue and Green getting it is probably good though, would like to see them get those Purple is fine w/o it I think, White… maybe it would be fun to try as White? Or maybe the other monos just get cheap tower? Worth some discussion.
Agree w/ @thehug0naut on The Boot as well. The forced discard makes it not worth on T0/T1.
Cost 2, and boost 2/3 to cover Tech 2s? Boost 3 means roughly on par with Doom Grasp, Boost 2 slightly better but doesn’t cover heroes? Might be good.