Oh boy oh boy, it’s finally time. I am here to present my minimal list of changes that I hope to be adopted in every tournament forwards, even the official ones!
I have tried to change only the most egregious outliers, as hopefully agreed upon by the community.
Here we go:
Lich’s Bargain:
4 base damage to 6 base damage
Lich’s Bargain is a consistently strong and safe option, and the downsides are just not harsh enough to justify the insane value the card brings.
I think it’s very telling that even with this exact change, people were still playing this card in the experimental tournament.
If this is too much, I think 5 damage is more than reasonable, but I’m pushing for 6.
Pirate Gunship:
Lose Obliterate 2
Gunship is busted, everyone knows it. It’s too cheap, too fast, and too good at locking down a board. With this change, it’s still possible to maintain a board against a gunship and maybe claw your way back. It’s still very strong without obliterate, and this has been my house rule for a little while.
Might of Leaf and Claw:
+5/+5 to +3/+3
This card was definitely designed with mono green in mind, but is simply too strong in decks with haste. Since upgrade removal is so scarce, this card hitting the table is often an instant victory. Reducing its power a little still makes it very worth playing, but allows an overwhelming board to still compete.
If this is thought of as too harsh, I would rather change activation to 4 counters from 5 than give more stats, but I think this is a reasonable change at 5 counters still.
Vandy Anadrose
Lose resist 1
She just shouldn’t have this. A cheap combat hero with great stats who also defends against spells. She’s just absurd. Take this away and it becomes more reasonable to deal with her in alternate ways.
Those are my big four changes I think would seriously benefit the game long term. I do have one more change I’m less confident about that I will propose here, but I’m more interested in thoughts on the four above.
Garth Torken:
Midband 2/4 to 2/3
Garth is a caster hero like Drakk or Vir, but he gains such incredible stats at midband he’s very hard to put down. This would make it a little easier to extend a kill on a safe Garth.