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

Can you help me understand what bad about Rich Earth? Green is a “ramp” deck, and saving one gold per turn is effectively a free worker – that’s about as “ramp” as you can get.

It’s too slow is the real answer.
The effective cost of rich earth is one less than printed cost, because you get to save gold the turn you play it.
Back in beta, rich earth cost 2, (so effectively 1) and it was absolutely busted. I personally got rich earth nerfed to 3 (effectively 2) and sadly it made it a lot worse. I think it’s still playable in rare circumstances.
However, rich earth being unplayable is way better than rich earth being busted, so I stand by it.

In new codex… let’s say rich earth is a bit different. It has more counters

Hmm. What if it was “+1 draw next draw phase” as well?

The thinking here: On turn one, I play rich earth (3), a worker (0), and then a 1-cost card. Or, if P2, rich earth, worker, and a 2-cost card. With +1 draw, I don’t lose card tempo; it now gives that ramp boost while still letting me get something on the board.

If it drew a card, yeah it might be viable again. Could be busted too, hard to say