bump
Card to rework:
duration: 2 rounds. this card is attached to your opponent. attack -2. elfine: chain arrow. choose the character this card is attached to, he additionally has +2 to physical damage he suffers
justification: -4 to attack for 4 rounds is too much even for a rare card, but this is a common card, lol, also increase the damage
Card to rework:
Modification suggestion: add "removed from play after use" OR "unique" OR remove the "chain"
Justification: abusable card, physical attackers (and crows) have no chance against a deck which play this card every fight and can recycle it (you wouldn't dare is unique, brawl have a real drawback, against abara discard and with their high defenses is impossible to win), and have high defensive stats
Card to rework: or
Modification suggestion: mercy add "this card is removed from play after use" or celestial light "Choose a character, he gains 5 Health points. Temple Guardian or Nox Rune : all your celestial light from your Discard pile are placed in your Deck. Chain."
Justification: abusable card, infinite loops of heals with this 2 cards
Card to rework:
Modification suggestion: You deal a physical attack that equals your printed attack for each active sword attached to you, then they are discarded. each one of these attacks harms an opposing character at random and reduces his defense by 2 permanently
Justification: unbalanced card, 1 character is allowed to attack up to 4 times with high attack scores, bad card, fixed to be played by legendary iro, modified the text to only discard swords (of any guild)
Card to rework:
Modification suggestion: at the start of round 1, if the enemy is a mage or a priest -1 to spirit for each one of your noz allies, if your enemy is a warrior, defense -1 for each one of your stonelinker allies, if your enemy is marauder, attack -1 for each one of your sap allies
Justification: -2 spirit debuff is just too much for any non-mage character. noz mages have enough good spirit boosters
Card to rework: //////every card that boost aoe spells:
Modification suggestion: remove the "bonus damage for aoe spells"
Justification: abuse of aoe spammers
Card to rework:
Modification suggestion: Defense +3. Choose a character, he is untapped and his allies are tapped. chain item. Tracker: if a Spell or an Action is played after this card by the opposing character, heals 4 Health points and Attack +2.
Justification: too much for a single card
Card to rework:
Modification suggestion: Duration 2 turns. The Spirit Bonus of your opponent are canceled. Tracker: The Min Attack of both characters in battle are equal to their Spirit
Justification: abusive counter, works against everything, also trackers can raise 10 or more their own defense, making this card pointless
Card to rework: //
Modification suggestion: remove the effect of losing the caste
Justification: unfair effect, bored of not allowed of play nothing for 1 or 2 rounds against them, caste decks play caste strategy, and if they dont have caste their cards can be discarded too with protection of the king priest, serious?
Card to rework:
Modification suggestion: Duration 4 fights. +1 to Heal effects of another cards attached in your characters. Immortal: each time you are wounded, if you have 5 Health points or less, you win 1. Temple Guardian: -2 to damage suffered.
Justification: abusable heals, 1 copy played and you have 100% of healing effects of urakia and vizier, 2 played, double the effect of zehani, also gives a new healing effect, bad card, inmortal decks are builded only with heals (and abusive counters), so this card improves the whole deck in aoe effect
Card to rework:
Modification suggestion: add "when a character rise by the effect of this card, this card is removed from game"
Justification: abuse of resurrections and heals, playing 2 or more of this in 1 character isnt fair at all, last too long, can be spammed because of the necrosis effect, no drawbacks, if you kill the owner, they can play 1 or 2 of this again, and you are screwed
Card to rework:
Modification suggestion: 1 copy per character
Justification: ridiculous stat buff/debuff
Card to rework: sanctified hammer evo2
Modification suggestion: max hp healed = to your printed base min. attack
Justification: abuse of heals, this card was balanced in the old version: paladin's hammer, because of the limits of the priest (low attack score, activation at the next turn), impossible to beat without a battery of counters, almost a permanent double solaris
Card to rework:
Modification suggestion: add "cant chain if sol'ra eclipse is in play"
Justification: abuse of counters, easy requirements to use it, real counters are useful only in certain situations, against certain enemies, but this card works always (remembers me general fray)
Card to rework:
Modification suggestion: add "duration: 3 rounds" and remove "permanent" or "cant chain if another eclipse's curse is in play" and "maximum bonus attack 3"
Justification: abuse of counters, counter cards and buff the user of the card, and chain (remembers me general fray)
Card to rework:
Modification suggestion: Duration: 4 turns. Attack +2. Dual Wield. the next Lightning Spell played by your opponent is discarded. Pirate: Spirit +1 for each Lightning Spell in your Discard Pile (maximum +4). Chain.
Justification: abusive counter, no requirments for use it, up to 3 cards blocked with this, gives chain, is useful even against non-lightning deck, no drawbacks
Card to rework: (
http://static.eredan.com/cards/web_mid/us/blNvKWi2.png)
Modification suggestion: Duration 3 turns. Spirit +3. Pirate: If there is another Lightning Spell in play, an opposing card in play is discarded. If there is more than 2 Lighting Spells in play, the next card played by the opposing character is ignored.
Justification: abusive counter
card to rework: (
http://static.eredan.com/cards/web_big/us/5PNgsVYN.png)
modification suggestion: item armor. Duration 3 turns. Each time an opposing character deals you damage in battle a card attached to him is discarded.
justification: abusive counter
card to rework:
modification suggestion: item armor. your warriors have defense and spirit 2. This card is discarded if one of your warriors activate a Spell
justification: this card gives more bonuses than armors or shields, and could be stacked with them, making decks with retarded defense & spirit points
Card to rework:
Modification suggestion: Duration 4 turns. You change your appearance. Attack +2, Defense +2, and +1 to magic damage of Draconic, Fire and Lightening Spells (no aoe spells). Dragon Guemelite: As this card activates, the next Shadow or Nehantic Spell is discarded.
Justification: abusive counter, no requirments for use it, useful against non-shadow/nehantic spells decks
Card to rework:
Modification suggestion: Permanent. Dual Wield. Attack +2.
mage: As this card activates, the next Item played by the opposing character is ignored.
marauder: Chain Spell or action.
Justification: abusive counter
Card to rework: (
http://static.eredan.com/cards/web_big/us/bEtYWIuM.png)
Modification suggestion: after having played the cards, the next Shadow Spell is discarded.
Justification: abusive counter
Card to rework:
Modification suggestion: The Attack bonuses of your next Item are doubled until the end of the round. Eclipse: At the end of the fight, Heals 4 to 6 Health points if your opponent has suffered more than 8 physical damage. Chain Item. OR add "unique"
Justification: this card is like having 3 extra and permanent time to die in your deck, and heal your own character at the same time
Card to rework:
Modification suggestion: add "this card is removed from the game"
Justification: when you buff the hand deny deck, i got sick of "playing games without actually playing any card" i think 3 rounds of no draws is enough, just make 1 more card like fatal countdown or fix this card, but not a card which doesnt allow you to do anything in the next round, not playing until round 6 or 7 isnt fun at all, or start to create more effects of moving extra cards to the hand
Card to rework:
Modification suggestion: add to the order bonus "the order bonus is only activable at rounds 1 & 5"
Justification: abuse of counters, this character can't be killed by mages if he plays skyward boots
Card to rework:
Modification suggestion: add to the order bonus "the order bonus is only activable at rounds 2 & 5", printed defense 2, printed spirit 2, printed attack = 8/11
Justification: abuse of counters, this character can abuse of her order bonus playing skyward boots, her stats are low, i think is because of her order bonus, so balancing the effect you have to improve the damage, also, she is amnezy, she deserves this bonus
Card to rework:
Modification suggestion: add to the order bonus "the order bonus is only activable at rounds 1 & 7"
Justification: similar to the spooker
Card to rework:
Modification suggestion: Action. Collector. Unique. Duration 2 turns. all magic damage done by spells are reduced to half (rounded up) until the end of the next round. You become a Nehantist instead of your other Guilds. When the holder hasn't this card attached to him anymore, the card is removed from the game. Warrior: Defense +3. Mage: Chain.
justification: the worst counter against mages ever made, please fix this card
Card to rework:
Modification suggestion: modify centorium action's free actions chain instead, make him chain for free runic actions. and the round 1 and 2 free chain for free runic cards chain OR modify every action which cant chain and add the effect "cannot be chainned" example: : the next opposing card is removed from the game. cannot be chainned.
Justification: unbalanced combos of cards that normally cant chain since the start of the game and with the centorium's chain. actions are the most diverse cards of the game, every deck have actions, legendary cards are actions in general, chainning 2 legendary cards is overpowered
Card to rework:
Modification suggestion: add "this card is attached to 1 of your unknow courtiers at the start of the game. Permanent", modify: everytime a note is activated, the enemy character suffer 2
Justification: improve the deck of musical notes, useless since released
card to rework:
Modification suggestion: new skill: reduce the damage reduction and healing effects of every enemy card or character to half. new order bonus: rounds 3 and more: heal your characters in 2 hp
justification: this character have no real impact in the only viable gameplay he has
Card to rework:
Modification suggestion: +1 base defense, +1 base spirit
Justification: please, card of act 9 with lower stats than the orignials of the same strategy from act 2
Card to rework:
Modification suggestion: At the start of the game, your Mercenaries gain Mage and Priest until the end of the game and have Attack -2 for each Class won that way. After having played your cards, a copy of a Spell or a Theurgy that can be played in the opposing Deck is played. Even turns: Chain.
Justification: supposed to be legendary, the gameplay is over when he is killed
Card to rework:
Modification suggestion: Duration 3 to 4 turns. your other "put-up job" in play are discarded. choose a character and attach this card to him, he is untapped. Your priests have Defense +3 and gain Chain if they play a Destiny Theurgy.
Justification: update the strategy with a non-abusive card, the only problem of this card is the lot of useful skills, the high defense stack and the chain deny was always useful, and n'taba recycle this card, so, if you had a chance to remove it, the enemy can play it again with ease
Card to rework:
Modification suggestion: Cannot be wounded by the effects of your cards.
After your cards have been played, select and play a Nehantic Spell from your Hand.
Turns 2, 4, and 6: one of the opposing characters who has the most Corruptions attached to him, suffers 4 magic damage points.
Justification: legendary character with a random skill, makes him worse
Card to rework: ///////////////////////////
Modification suggestion: printed base defense 3 minimum
Justification: they dont respect their warriors class stats (nomad, elfine and runic war guems works in a different way)
card to rework: /////
Modification suggestion: printed base spirit 2 minimum
Justification: to fit their mage/priest class stats
card to rework: //////
Modification suggestion: upgrade 1 or up to 2 points the attack damage
justification: to fit their marauder class stats
card to rework:
Modification suggestion: -2 to damage suffered. move 2 extra cards from your deck in the next round. chain
suggestion: counter against hand deny deck, make it a little bit useful
card to rework:
Modification suggestion: corruption. attaches to the opposing character. spirit -2. one desolation of heart is created and played.
justification: helps a lot to the corruption deck, almost everytime, you dont have both cards in your hand.
card to rework: warriors's chain
Modification suggestion: give to the warriors whom chain armor or shield, the chain for both
justification: since the distinction between shields and armors, some old (or even new) warriors cant fit in their own deck properly
card to rework:
Modification suggestion: at the activation of this card, the opponent draws 2 less cards in the next draw phase. attack +3 to +4, -1 for each card in the opposing player's hand (minimum attack +0).
add duration: 2 fights or chain action
justification: revive the old good hand deny strategy
card to rework:
Modification suggestion: deals X magic damage to the opposing character where X is equal to the current turn number +2. if the opposing character is alive at the end of the round, the round counter advances 2 rounds and this card is placed in your deck
justification: improve bad initial rounds, tempus deserves a buff more than anyone
card to rework:
Modification suggestion: attack +X where X equals the current turn number. if the opposing character is alive at the end of the round, the round counter advances 2 rounds and this card is placed in your deck
justification: improve bad initial rounds, tempus deserves a buff more than anyone
card to rework:
Modification suggestion: You become a Demon. Duration: 5 turns. At the start of your fights, Attack = X until the end of the turn where X equals the number of the current turn + you current attack. At the end your fights and if it is an odd turn, this card is discarded. tempus: this card is activated immediately
justification: this card gives nothing the turn you use it, at least for tempus is useless, with the new text this card cannot be affected by time to die or something else, tempus need another finisher or a way to recycle aging and celerity
card to rework:
Modification suggestion: your tempus gain chain if the play a time spell or a destiny theurgy. Your other Tempus characters gain Defense +1. Cannot play Divine Anger Theurgy. Turns 3, 7 and 10: Attack +1 and Defense +1.
justification: possible non pure mage tempus deck, this character chant chain tempus cards, making him, and the non pure tempus mages useless
card to rework: //
Modification suggestion: remove "crow: Your character deals magic Attacks instead of his physical Attacks" add "crow: at the activation of this card and at the start of the fight you can discard 1 card from your hand, if you do it, your character deals physical Attacks instead of his magic Attacks. otherwise, your character deals magic Attacks instead of his physical Attacks"
justification: sometimes the magic attacks of they are useless, they are better with the normal attack, and they can't equip their own weapons, forcing them to attack without weapons = to less damage
card to rework:
Modification suggestion: Attack +2. If you don't have a Weapon attached to you, you suffer 3 direct damage.
Choose an active Weapon playable by your character if there is one, if not, in a Discard pile. A copy of this Weapon is created and played.
Pirate: Chain.
justification: i know is a common card, but still, there is no reason for create a weapon, and the character cant use it
card to rework:
Attack +1 against Warriors and Spirit +1 against Mages.
Draw an additional card during your next draw phase if you play a Spell.
Your opponent has Defense -1 until the end of the game if you play a Marauder card.
Turns 1, 3 and 6: spirit & attack +1.
justification: marauder with no ofensive bonus :/
card to rework:
Modification suggestion: +1 to spells's buffs and magic damage non-aoe played by councilor ishaia, -3 to spells debuffs played by councilor ishaia. + 1 to effects of spells played by councilor ishaia (non-aoe)
justification: time to update her
card to rework:
Modification suggestion: -1 to physical damage points suffered by the character. permanent. if the owner of this card dies and this card is attached to him, this card is moved and attached to one of your living characters determined at random with 1 or more hp
justification: useless since the nerf
card to rework:
Modification suggestion: remove every other "port" attached to this character. at the start of the fight, the character suffers 1 direct damage point for each card attached to himself. if the character dies and this card is attached to him, this card is moved and attached to one of your living characters determined at random with 1 or more hp
justification: useless since the nerf
card to rework:
Modification suggestion: choose one of your characters, he obtains guilds, classes, races and castes from your character in battle isntead of his own until the end of the game. chain
justification: useless
Me parece que eres imparcial, mientras pides nerfeos a cartas que no usas y a la vez quieres revivir deck abusivos como Tempus y Cortesanos.
no la quieres porque usas rayos, no sabes como los sufrimos el resto a este deck abusivo.
es la salvacion contra magos, tampoco la quieres por los magos.
para que nerfear, si es que los necros no son competitivois en torneos.
y se que usas a las brujas, pero no son competitivas ni con eso, para que pedir nerfeo, parace que no te gustan los counters en si.
, para que nerfear si lo no-hand, es un deck divertido para el que la usa, aun asi el % de victorias-derrotas es parejo. (me atreveria a decir que mas pierdo que gano)
y , algo tienen que tener esos personajes endebles para que queramos usarlos, sino que se vayan al olvido.
, lo usas, por eso quieres mejorarlo, pero a nadie que no lo tenga quiere que vuelvan los malignos cortesanos daño directo, eran terrorificos enfrentarlos
, personaje abusivo que quieres mejorar porque la usas, el que la usa con iniciativa es muerte para el contario, seguro pensaron en esas estadisticas bajas para emparejar su poder.
y demas cartas tempus, odioso deck para no mejorarlo y el cual tienes, que tiempos esos que cuando te los topabas, ya sabias que la victoria era dificil contra ellos.
y armas cuervos, los dos los tenemos, pero hay que respetar su modo de juego, y no solo buscar mejorar y pedir nerfeos a demas decks.
no habia que mejorarlo, algun precio hay que pagar, imaginen a Pistoleros (los dos tenemos ese deck, pero buscas mejorarlos) con esa carta mejorada?
esta bien como esta, hay mas personajes para mejorar, y no solo porque usamos los dos ese deck debemos pedir mejoras.
y no te gustan porque no usas sacerdotes, contra ellos las batallas son parejas en realidad, y tenemos la ventaja por .
Sobre el Legendario Runico, ya que lo nerfeen de una vez, total asi mucha gente se pondra contenta (y la legendaria pirata? no necesita toques de menos? creo esta "debil" porque no sacaron mas cartas a ese deck, ya que era demasiado abusivo)