Thank you for the feedback! Aside from just having fun exploring the mechanisms of Codex, creating fan specs and getting comments is also a way for me to learn, and seeing how unbalanced some of these cards I created can be is helping me to understand more on balancing and valuation in this game. Most of the cards designed here are trying to walk a fine line between “broken” and “unplayable”, and l leaned towards the powerful side initially just to be safe. I’ll try to adjust them and would really appreciate further comments.
The patrol zone ability is a fun idea but it’s probably too strong. As for the interaction with Drakk’s maxband, Bone Collector accomplishes the same with more attack and less gold. The way it is now seems balanced, you get more value at the cost of less aggression at Tech I. If they don’t kill a patrolling Phantom then kill it again it gets to attack and earn patrol bonuses a second time, but with 1 health it’s not that hard to remove.
Lingering Phantom ($3 Tech I)
Unit - Ghost
The first time Lingering Phantom would leave play each turn, return it to play.
This is one of these cards that would not be worth it if it gets nerfed even a little too much, as its entire saving grace is its raw stats. The point of comparison for FG was Twilight Baron, and with no helpful abilities like overpower I felt I had to give it phenomenal stats for it to be playable, but perhaps I’m wrong and the drawback isn’t really that severe. Would having 1 more health than Iron Man be enough? This could also be a interesting discussion - just how much difference does one health/attack make in the early game?
Fatigue Giant ($3 Tech I)
Unit - Monster
You may not attack more than once each turn.
Boost 3: Fatigue Giant becomes controlled by an opponent.
Altar of Stagnation
Despite how broken it is, I am really interested in making this card work and feel like it could. This is the current version in mind:
Altar of Stagnation ($3 Tech II)
Arrives: all players sacrifice a worker.
Opponents can’t play workers.
The pros are that if it’s protected, it stagnates the opponent’s economy/deck cycling and prevents them from reaching Tech III (and if, as P2T4, you manage to draw and play AoS, break through their patrol zone, destroy their tech II, and defend AoS from their counterattack, you get to lock them out of Tech II forever as long as AoS stands - but if you get to do that you probably deserve the win anyways). The cons are that since its effect comes relatively late in the game, the opponent will already have a good number of workers to use regardless (some red aggro decks stop at 8, and some never go past 6), it is easy to destroy, and has no good immediate benefit. Nerf AoS too much and it goes in the list of cards beside Rickety Mine, WGD, Reaver and Corpse Catapult that have good effects but are too risky to tech/play/ protect.
The reason Amalgam was not more expensive is that it has no use as a patroller, so being more expensive may make it too much of a tempo loss to be worth playing. I can see increasing the cost to 4 and dropping the attack to 4, but again would this make it go from “too good” to “not worth teching”? It serves as guranteed board presence in the vein of a weaker Immortal, so I feel its stats had to be higher to make up the difference.
Nightmare Amalgam ($4 Tech II)
Unit - Horror
Attacks a patroller: the patroller loses patrol bonuses this turn.
Keeper of Names
Keeper of Names ($3)
Whenever Keeper of Names deals combat damage to a non-hero card, put a name rune on Keeper of Names and trash that card. Trash Keeper of Names when it has two or more name runes on it.
The way he is designed now, two skeletons would shut down a patrolling KoN, but if he gets to attack once he might get to get rid of an opposing Ancient or Garrison for good. And since Codex is a reactive game, if the opponent goes Ruination and you suspect KoN, simply choosing a spec without a lynchpin strategy or go heavy on cheap blockers would do. In my personal opinion KoN belongs in the groups of cards in Codex that, along with ones like Terras Q and MoLC, are powerful if you get it working right, but is hard to get there in the first place.
This was conceived as a risky spell dealing a massive amount of damage, but with the risk of leaving yourself vulnerable to their counter-play if you did not assign the damage carefully. Here’s an attempt at balancing it.
Chaos Orb ($2)
Spell - Burn
Deal 6 total damage to your units costing 5 or less. If you do, you may do the same to an opponent.
I agree that Menelker’s spells have to have good value considering his worker sac. I feel Spirit Burst’s is good as is though, but any explanations why it isn’t is welcome. Used offensively it’s delayed hard removal, and used defensively it could protect that Octavian or Colossus for the one crucial turn it needed to win the game. Reasonably versatile and powerful.
Rune of Sealing
This is a more aggressive version of the original RoS. It has more effects and doesn’t self-trash, but has a shorter duration and gets back into the cycle slower. I feel this is a reasonable boost in power without going overboard.
Rune of Sealing ($4)
Attach this to a hero (even one in the command zone). The attached hero is not considered to be in any zone. Discard this at your next upkeep.
Essentially, the hero cannot be summoned, cast spells, use abilities, or attack/patrol, but is returned with all levels/runes/damage intact.
That was part of the idea. Card/worker trashing and worker prohibition are very potentially degenerate concepts, but it interests me to attempt to implement them in a way that would be balanced. Codex is often described as the game where “everything is broken, so nothing is”, and I wanted to experience the process of making seemingly broken effects viable. If MoLC was conceived as a fan card, for example, I’m reasonably sure that it would’ve been declared as broken. It doesn’t always work out that way in play though. This fan spec is one big experiment in understanding how to gauge the potential power level of cards, and so far it’s going great.