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Card Ratings: the Starter Decks

That’s fair. I wouldn’t grade it much higher, but I’ve found it to be less niche than Rich Earth. Maybe this is due to most of my games being in multi-colour tournaments, since you’re more likely to have aggressive early-game fights.

EDIT: Ah, I just saw the bit you added about Rich Earth, never mind!

Hello!
I offer next cost sytem (for ranking cards):

Basis:

Card (tech0) = 4 points (pts)
Card (tech1 or spec spell) = 10 pts
Card (tech2) = 16 pts

1 Gold = 3 pts
1 Gold (spending for tech2) = 4 pts

Units:

1 HP = 2 pts
1 Attack = 3 pts:

  • sparkshot = 1 pts

  • resist X = X pts

  • anti-air = 0.5 pts per Attack (as Attack x 7/6)

  • frenzy = 2 pts

  • overpower = 1 pts per Attack except the first (as Attack x 4/3 - 1)

  • readiness = 1 pts per Attack (as Attack x 4/3)

  • haste = 1.5 pts per Attack (as Attack x 1.5)

  • stealth = 1.5 per Attack (as Attack x 1.5)

  • swift strike = 2 pts per Attack (as Attack x 5/3)

  • unblockable = 2 pts per Attack (as Attack x 5/3)

  • ranged = 2 pts per Attack (as Attack x 5/3)

  • flying = 3 pts per Attack (as Attack x 2)

  • can’t attack = -1.5 pts per Attack (as Attack / 2)

  • can’t patrol = -1 pts per HP (as HP / 2)

Some effects:

Card draw/discard = 7 pts
1 damage to patrol = 4 pts
1 damage to unit = 5 pts
1 damage to base = 4 pts (your base = 2 pts)
1 damage to building = 5 pts

Neutral Units:

1 Timery Messenger (1/1 haste) = 6.5 pts - good but for attacking style
1 Tenderfoot (1/2) = 7 pts - standard, and strong with Virtuoso style

2 Helpful Turtle (1/2 heal) = 9 pts (heal 1 = 2 pts) - weak and situational (for attacking style), why it is not 1/3 unit?
2 Older Brother (2/2) = 10 pts - standard
2 Brick Thief (2/1 resist + Arrive/Attack: steal 1 HP building) = 15 pts - very overpowered card, equal Tech1 with 3/3 (how to fix: do it’s ability only for Attack, not for Arrive)

3 Granfalloon Flagbearer (2/2 flagbearer) = 12 pts (2 pts for flagbear) - weak and situational
3 Fruit Ninja (2/2 frenzy) = 12 pts - situational (for attacking style)

Neutral Spells:

1 Spark (1 dmg to patrol) = 4 pts - unplayable (how to fix: cost must be 0!)
2 Bloom (+1/+1 rune) = 10 pts - standard (2 pts for HP + 3 pts for Attack + 1 pts for potential boost
attacking ability (like overpower) + 2 pts for “Haste”-type boost at this turn + 2 pts (25%) for extra targets - heroes)
2 Wither (-1/-1 rune) = 9 pts - weak (6 pts for 1 damage to unit or hero + 3 pts for -1 Attack)

Black Units:

0 Pestering Haunt (1/1 unblockable, can’t patrol + small limits) = 5 pts - very effective attacking units (6 pts - 1 pts for small limits)

1 Skeleton Javelineer (1/1 ranged x 1) = 6 pts - weak, but useful at Skeleton style (maybe instead of ranged give it swift strike?)

2 Poisonblade Rogue (2/1 Attack: rune damage + armor piercing) = 11 pts - good attacking unit (8 pts base + 2 pts for attacking rune damage + 1 pts for attacking AP)

3 Jandra, the Negator (3/3 overpower, evil die) = 12 pts - situational (17 pts base - 5 pts for penalty)
3 Thieving Imp (2/2 discard) = 17 pts - very overpowered (how to fix: cost 4)

Black Spells:

0 Deteriorate (-1/-1) = 5 pts - effective spell (not worse than 1 dmg to unit)
2 Sacrifice the Weak (each sacrifice) = 10 pts? (15-5)
3 Summon Skeletons (2 x 1/1) = 10 pts - very weak and situational, useful only at Skeleton style (how to fix: cost 2)

Black Permanents:

2 Skeletal Archery (Skeletons: long-range + anti-air) = 9 pts - situational, only at Skeleton Style (3 pts per Skeleton)
2 Graveyard (0/3, tap: play buried) = 10 pts - limited but potential effective “card draw”, good with Tech1 and very strong with Tech2

Blue Units:

1 Building Inspector (1/1 + 1 tax) = 6.5 pts - good if survive (1.5 pts for tax)
1 Traffic Director (1/1 untargetable, unstoppable vs buildings) = 7 pts - good (5 pts base + 1 pts for untargetable + 1 pts for limited unstoppable)

2 Bluecoat Musketeer (1/2 long-range) = 8.5 pts - weak because of limitation (why?)
2 Reputable Newsman (0/3 ability) = 9.5 pts? - situational (3.5 pts for ability)
2 Spectral Aven (2/2 flying illusion) = 14 pts - very overpowered (16 pts base minus 1 pts per HP for Illusion) (how to fix: cost must be 3!)

3 Porkhand Magistrate (2/3 ability) = 13 pts - good with useful ability

Blue Spells:

1 Manufactured Truth (copy) = 6 pts? - situational
1 Lawful Search (draw + look) = 10 pts - very strong spell, especially in late game when cost of draw card is more than 7 pts (how to fix: cost must be 2!)
2 Arrest (disable patrol unit) = 10 pts - strong vs Tech2 (pts = 50% of unit’s pts)

Blue Permanents:

3 Jail (0/3 ability) = 15 pts?

Purple Units:

2 Neo Plexus (2/2) = 10 pts - standard
2 Tinkerer (1/2 tap: add/remove time rune) = 9 pts - situational
2 Nullcraft (1/1 flying haste) = 11 pts - strong (as 3/1)
2 Fading Argonaut (2/3 fading 3) = 10.8 pts (base 12 pts x 0.9 for fading 3)
2 Plasmodium (4/4 haste forecast 3) = 9.1 pts - good but only at early game (base 26 pts x 0.35 for forecast 3)

3 Hardened Mox (1/1 indestructible, penalty) = 13 pts - good blocker (indestructible = 2 pts per attack + 10 - 1 pts per HP, or +11 pts for Hardened Mox, +5 pts for 1/1, -3 pts for penalty).

Purple Spells:

1 Time Spiral (move time rune) = 4 pts - very situational (how to fix: cost must be 0!)
2 Temporal Research (draw 1-3 cards) = 10.5 pts - situational but potentially very strong spell, for later game
2 Forgotten Fighter (return patrol Tech0-1 limited) = 8 pts - weak because of limited (how to fix: cost must be 1!).

Purple Permanents:

2 Battle Suits (+1 Attack to Soldiers and Mystics) = 12 pts - strong (3 pts per unit)

Green Units:

1 Merfolk Prospector (1/1, tap: +1 gold) = 6.5 pts - good but situational

2 Tiger Cub (2/2) = 10 pts - standard
2 Young Treant (0/2 draw) = 11 pts - good wall, but not for early game
2 Playful Panda (2/2 tapped + 0/1) = 10.5 pts - good

3 Ironbark Treant (3/2 - 1/4) = 14 pts - very good (in defence 1/4 is stronger than 3/2)
3 Spore Shambler (0/1 + 2 x 1/1) = 16 pts - overpowered (how to fix: cost 4)

Green Spells:

2 Rampant Growth (+2/+2) = 10 pts, standard (3 pts per Attack + 1 pts per Armor + 25% pts for extra target - hero)
2 Forest’s Favor (+1/+1 rune) = 10 pts, standard (see Neutral - Bloom)

Green Permanents:

2 Verdant Tree (0/3 heal + instant building) = 10 pts - good for Tech2 and very Strong for Tech3 (6 pts for instant and 4 pts for Heal)
3 Rich Earth (0 gold for workers) = 9pts, very weak and situational (how to fix: cost 2)

Red Units:

1 Mad Man (1/1 haste) = 6.5 pts good but for attacking style
1 Nautical Dog (1/1 frenzy) = 7 pts - good attacking unit

2 Careless Musketeer (2/1 tap 1 dmg) = 9 pts - weak situational unit
2 Bombaster (2/2 sac 2 dmg to patrol) = 11 pts - strong unit with useful ability
2 Makeshift Rambaster (1/2 haste +2 attack buildings) = 10.5 pts - situational strong attacking unit
2 Bloodrage Ogre (3/2 with small penalty) = 12 pts - very strong attacking unit (maybe cost 3?)

Red Spells:

1 Pillage (1 dmg to base, steal 1 gold, x2 for Pirates) = 8pts - strong spell (4 pts for damage + 2 pts for steal + 33% pts for pirate’s bonus)
2 Charge (+1/+0 and haste) = 9 pts - good spell but only for big units (3 pts for attack + 6 pts for haste)
3 Scorch (2 dmg to patrol/building) = 12 pts - not bad but expensive spell

Red Permanents:

3 Bloodburn (tap: 1 dmg) = 10 pts - very situational (6.25 x 2 pts if each turn, but -20% for extra conditions) (how to fix: cost 2 or remove limited conditions)

White Units:

1 Smoker (1/1 stealth+) = 7 pts - good attacking unit (and ninja)
1 Aged Sensei (1/1 tap +1/+1) = 8 pts - very strong support unit

2 Fox Viper (2/1 sparshot) = 9 pts - weak (but ninja)
2 Savior Monk (2/2 heal) = 12 pts - very effective unit

3 Morningstar Flagbearer (2/2 flagbearer) = 12 pts - weak and situational
3 Fox Primus (2/2 frenzy anti-air) = 13 pts - strong standard (and ninja!)

White Spells:

0 Grapping Hook (move patrol) = 5 pts - effective spell
1 Sensei’s Advice (2x +1/+1) = 8 pts - good spell
3 Snapback (exchange hero) = 12.5 pts - strong anti-hero spell for later game (25 pts for destroy hero minus 50% pts for exchange)

White Permanents:

1 Safe Attacking (+1 Armor while attacking for Tech0-1) = 8 pts - good starting mass buff (2 pts per unit).

Welcome to the forums, Nargott.
Can’t comment right now, but I think by “suitable” you mean “situational”.

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Hello, could you please explain more how you arrived at the point system?
I don’t feel like it’s fully explained, I’m a little confused at how you arrived at some of these values