Hello!!! its bible time!
if only 1 guy (not a mod, because they work is read whatever we want to say) read this and make a useful feedback, im going to feel great
Read the whole post (if someone have guts to do it

)
this post is interesting, its about the story of the nerfs
some things could be wrong typed or incomprehensibles, let me know that, english isnt my native
oscar, as u can see, thunderstroke isnt the problem, in the FTK (first turn kill) "ultimate noz thunderstorm deck" you cant see a single thunderstroke in this formation, why? its simple, you have ONLY the "sky" card, and the "AOE" thunder spell cards, you play those cards => you could win in 1 turn (please dont try to refute this syllogism)
now, you have another thunder deck with just a bunch of thunder spells
tell me, which thunderblast is the deck who can win faster (faster isnt always better) then, which is the deck who can beat more decks?
since all of you (and i think) a lot of people and me started to testify this list of the cards released in the last 3 acts (why since act 8? because that act started the 2 new tournaments, and act 8 is where people started to cry/scream/criticize with-without- logic some of the cards, maybe some new guys dont know about this but some people began to question the effect of some cards in acts 4, 5 and 6, then they had to change some stuff for balance's sake)
****THIS IS A FACT!!!! PLEASE REMEMBER IT!!! if a single card destroy the whole strategy of any deck, even only 1 deck (like shape of a dragon crush nehant and shadow spells decks) that card deserves a nerf, the deck who can stomp almost every other deck with only 1 card or a chain of cards, deserves a nerf, long tale short: do not be fooled, if something sounds too good to be true, it probably is****
****welcome to eredan.itcg's nerfs history****
Citer :
act 4 nerflog with some explanations
is fun to see the fact of where are those people who wants a nerf came from, noz blast (m-m pilkim) was released and 2 mages decks (tempus and wild buds) were the fashion of the week (or months

) also a lot of people started to play with multirace (see act 5 nerflog) and eclipse, because they were cheap and effective. i was a tempus fan since the deck was completed (aging/celerity update) days in wich no one could kill the eternal in his first and/or second fight, i dont liked too much the days where everyone started to play tempus just because was easy to win with them, but this happened a lot of times
just think about it, cheap decks doing great (became popular), shaking the ground of the most expensive deck of the game, like noz blast in that moment
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Harshness:
Spirit = 0 and Attack +2 by a living Mage. The opposing character has Spirit = 0. Chain. "Sol’Ra Avatar" : Permanent.
time to screw mages, badly. everyone liked to play with mages, and who cant afford those decks, simply constructed a counter deck. cards like dobule clay in some mage decks are just useless, if a mage plays a card that raise +4 def they lose the chance to play a card that causes damage, playing a card that deals 0 damage in an offensive mage deck is pointless, maybe in discard, wild buds, and tempus, double clay could be the answer but not for the whole universe of mages, then the enemy plays this card, 6 damage max in round 1 and 0 spirit, BANG! your mage is dead. let me just say this, with that card the eclipse deck owned every single kind of mages
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ectasy:
Duration: 3 turns. The other "Ecstasy" in play are discarded. Each time one of your characters suffers damages, one of the opposing characters suffers 2 direct damage points.Chain
well this was a dumb card, first of all because this card had no enemies in that time, no paranoia, no circle in A minor, nothing (the only thing was obesity and a lot of just cant add that card to their own strategy). the only way to beat this deck, like almost every single op cards decks is or killing the holder of that card (in this case because this card is equipped) or trying to ignore that card, but if you do it, with dissidence, the enemy have 2 extra (or 3 with void) cards to play.
2 direct damge point is too much, why? because every time the enemy takes 1 or more damage, you take 2 damage, then playing only 4 cards in 3 turns you could win (this is important, the magic number "4 to win") if you played ectasy, and a direct damage aoe (cards like storm) in the first 3 turns, you won (scragh wasnt there for save us)
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heartrending dilemma:
If you have less than 4 cards in Hand: at the end of the turn, the turn counter advances from 4 additional turns. Otherwise, choose an opposing character, he suffers X magic damage points where X equals the current turn number +2 and 4 cards from your Hand are discarded.
great nerf, like some later nerfs, this is not a balance, they destroyed a whole strategy (see put-up job)
like a tempus player have to say that first, the game just speed up, some games ended at round 4, tempus needed dilemma badly, why they nerfed this card? because of haters, they never played with tempus, they dont know how this deck works, in the days of the 4 extra rounds dilemma, if you initial hand contained 2 copies of this card, you had secured more than 50% of that game (some just run away when they see that 2 cards played in the first fight), people started to complain about that, in extreme cases you could get around 18-20 in a real round 2-3, that is the argument chosen by which always or nearly always lost against tempus. true fact is (the next list contains some of the popular/op decks, but also they are the most updated and played ones, so i cant compare tempus with another decks like golems), eclipse just rape you every single game, same with sitar deck, compendium crystal storm, ectasy, noz blast (i had to put mental prision in order to defeat another mages), even with those dreamlike hands, why? cause dilemma give you nothing else than potential damage, no defense, no debuffs, absolutely nothing (visualize 3 pure mages playing cards that do nothing) you had to play safe the first 2-4 rounds until you draw 2 dilemma. the haters never thought in the inverse situation, what if dilemma isnt in your initial hand? what if you only have agings/celerities in your first 2 hands? no. they just got sick of play 2 of 4 games against tempus, 0 ideas to counter them.
also, the damage nerf, the idea of dilemma is just to be used as a turn magnifying, but in some situations, some counters like obesity, or the prestige destroyed the finishers of my deck (yeah, i can play 10000 dilemma, but im lack of celerity/aging) i lost some games because they ignored dilemma, some others ignored the finishers, having at least a situational card to finish enemies (with a high cost of 4 cards discarded) the second thing tempus needed, but now with the damage cap, the only character who can kill the tempus with that card is flamara.
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Wild buds:
At the end of the fight, X magic damages are spread amongst the opposing characters alive where X equals you character's Spirit +4. World-tree: each opposing character alive suffers 1 additional magic damage for every Nature Spell in play (+5 maximum). Permanent.
germination made this deck annoying, you have the fastest deck of the act? then this deck could cripple it even faster. this deck became another one of the list of the 4 cards to win (2 germination+2 wild buds, also you could play the other side of the coin with 1 or more wild buds equipped for more fun)
the strategy is play as fast as you can every nature spell from your deck, complementing that strategy, there is another strategy, the root one (and double clay), in the first 3 fights at least 1 of my characters got always equipped with roots, then i have to choose what im going to play, i can play a single card until my character dies or remove that card, i used to play dks in those months (sometimes tempus), even with a clumsiness and a dissidence a lot of games ended in round 4 when the character equipped with 1 wild buds played another one, the problem of this decks was that combo, high def+universal counter "root"(no zombies in that act)+high damage aoe (and a permanent one, 2 or 3 times of wild buds were enough to beat non-mage decks) lot of decks were unable to fight against those 2-3 fronts.
as result they nerfed the max damage of wild buds, no more easy games for them
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fatal countdown:
Attack +5, -1 for each card in the opposing player's Hand. The opposing player draws 2 cards less during the next draw phase.
hand deny isnt not my favorite, but at least the fatal countdown spamming does not guarantee a win, even with cutting all the ties spamming too (this is because only 2 of the 3 characters were nehant guems, the last one was hate). people started to play with mages, some guys understood the idea, they dont decided to create viral post of X is op, if you cant beat them, counter them (?), then a rain of this kind of deck took to the level room, then, mages users started to complain (i started to play with elfines and dks

) but at last, they made it, feerik nerfed the card
<just as a personal thought, today a new kind of hand deny with the scourge is worst than this old one, you can lock the enemy hand for up 9 turns without playing ANS, and at the same time bulk up the scourge, making impossible to beat him with physical attacks, even a monkey can win with that deck>
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weapons at will:
Attack +1 for each Weapon in your Discard Pile. The first Weapon in your Discard Pile playable by your character is played immediately after the cards have just been played and activates immediately. Chain: "Weapon Throw"
a guy won amnezy with the weapons at will demon hunters, first time on centuries of a warrior with a simple strategy who can beat the power of the mages, then feerik said, "this is a copy of the IHAS deck" we need to change it. and then it was. not sure why they made that decision, but nobody care about it
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Citer :
act 5 nerflog with some explanations
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Sol'ra Eclipse:
All the opposing characters have Defense -2. Duration 2 turns. Priest: Additional Duration of 2 Turns. chain
why? dont know why eclipse, some releases later they made a similar card: transmission of knowledge (?)
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Reinforce the Faith:
Your Marauders gain Attack +1 for each of your living Eclipse characters and an additional Attack +1 if "Solar Eclipse" is active. Eclipse: Duration 2 Turns. Marauder non multi-class: Chain Action.
time to do maths: attack+1*living eclipse+1*sol'ra eclipse= +4 attack x2 rounds (with 3 chars alive, 1 eclipse in play) and a -2 debuff to all enemy characters x2 rounds (min.) = up to 12 damage, playing 2 cards, very nice (remember this is act 5, zil marauders still playing with assasination like his best offensive action

)
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Sol'ra Avatar:
orignal attack 11/11. prevents all healing effects until the end of the game.
OMG dont you see that thing coming, right? even with the friendly fire of the avatar, some masterminds made a deck with scragh and this one, plus the effect of 0 heals, and the generous attack and hp, made abuse of that deck
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Living Nature:
isnt unique
maybe a little bit pointless nerf, this card like the whole multirace cards gives some buffs*number of races, for the warrior keizan, the unique nature guem of the multirace deck, put in play 2 times this card was a bit unfair (9 dmg in the popular multirace). when everyone started to play this deck, i got sick of them because of their nukes, but the first thing that I did wasnt cry on the Forums, i started to use the antithesis of that deck, corruptions
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Brothers in Arms
have a chain
+4 damage and a chain, looks like multirace have its own assasination, cards of low rarity with better effects than the most expensive ones, thats the reason of the nerf of the multirace deck, every multirace card gives you a min. of 4 dmg (in those days)
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Starboard-port:
remake
this 2 cards had a big fat bug, they just remade those cards because of that bug, making them useless
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Citer :
act 6 nerflog with some explanations
(sometimes some cards are modified because they make a powerful combination with other cards)
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Ourenos:
Old level 3 Ourenos: Spirit: 1 Attack: 8/10 Defense: 3 Life: 16
Gain Chain if you play a weapon or an armor.
At the start of the fight, "Ourenos" gains the Elfine and the Hom'Chai races until the end of the fight. If one of your allied character dies "Ourenos" deals a physical attack on an opposing character. Turns 2, 5 and 6: can play Sap Heart cards without restrictions.
whats wrong with the old ourenos? great stats, he hardly can be 1 shooted down in his first battle (eltarite heritage/corrupted + dagger), at least in that act,
he can play with ANY 2 characters (the extra attack skill works with non-saps)
even with this nerf some players won amnezy with the multirace version, (centorium was in the ban list), with the mind game update, the homchai version destroyed the multirace one, in fact they nerfed the most pointless thing of ourenos, only 2 attack points. the real problem of him its the ability of snowball with the extra attacks, if you dont have a high def deck based/attack damage control, you have no chance to win, he gets more score than u, and a good ourenos player will protect(eltarite/obesity/)/buff him if its necesary before his first fight, if tomorrow ourenos could combo with a card that raise in 1000 the attack damage, he can deal up to 3k damage, making a team suicide
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Compendium secret:
Rare. Mental Spell. Mage. Spirit +1. At the end of the fight, this card is withdrawn from the game. Compendium: your character can play Spells and ignore their prerequisites. Choose a Spell from one of the Discard piles, it is played
this is a video of the old compendium
http://www.youtube.com/watch?v=gQOfPB6Uyv0 (this is a best case scenario video, showing 2 games of how powerful can be the deck)
the problem of compendium's secret was the combo with arcania (even now, its hard to 1 shot compendiums with arcania) some smart guys playing in elo with crystal storm(s)/thunder spells from the discard and the only thing you can do is watch how your characters start to lose life, those games where pathetic (4 cards to win

), they where just like going to a slaughterhouse (at the start of the round 4 your characters were in negative hp), the only way to win against that kind of deck in that moment was (control cards) sitar hero deck, and this one was banned in elo. arcania's skill -3 damage to all compendiums in rounds 1 and 2 grants 2 rounds of you cant kill me, comp' secret (screw the rules i have a secret

) playing 2 aoe crystal storm in the same char, if you discard it, then they can pley them from the discard again with comp' or the thunder combo of the video
this is for the thunderstroke's haters: before thunderstroke was released things like this could happened

then in a time between the penultimate (100k volts/spark things off) and the last update of thunder decks (thunderstroke) some decks changed making impossible for any mages win elo (the hardest/most competitive tournament, with decks created only to beat the largest possible number of decks), then thunderstroke was created and more and more people started to play again that deck. why? because the previus deck couldnt beat anyone anymore only with the existent thunder spells.
what happened now? something very interesting, a new card was released (sky), someone just decided optimize/update the thunder deck, but how? we just need to remeber .... "mmmm, long time ago, when thunderblast was op, i could win in round 1 with xtreme luck, round 2 with some luck too always against 0-1 spirit characters, and no healers/counters/damage reductions (the pack with some luck), now thats almost impossible!!! a lot of decks have greater spirit scores than before.... wait a minute, i have an idea!!!! i need to reduce enemy's spirit and i have the card: izandra, she can combine with the marquis, but who can fit in the 3° place? if marquis is the only pirate character and for some reason he cant play the combo, im screwed, i need another pirate who can be the "joker", "joker"? the doyen ;P, then you fill your deck of aoe thunder spells + sky + izandra's debuff = first turn kill
then long story short: thunderstroke? no thanks
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Lost scroll from Kan-del:
Uncommon. Scroll Item. Pirates, Mage, Warrior. Choose a character, he loses up to 6 "Powder" Tokens. Your character gains Attack +1 for each Token lost. Mage or Fire Guemelite: Attack +2.
whats wrong with this one? a lot of people complained about the early (1-2-3 rounds) 2 scroll combo, you could select 2 different characters (even enemies) (this combo its only possible with some golems and al, and its only effective in a deck with powder tokens generation [al its a must on that kind of decks]) this grant an easy 1 hit k.o.
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General fray:
Defense +2. Your allies from "The Pack" have Attack +1. Duration: 3 turns. If your opponent is not a Warrior, his next card is ignored. Chain.
its fray's turn: no negative effects, this card is useful even against warriors, before the nerf, this card had a normal chain effect. general fray was an unpredictable card, you could chain 2 of these cards even in round 1, with the nerf was easier to fight against that deck, sometimes a game could end in 1 round, then is impossible to chain a general fray. pack lovers were murdered in hands of some abusive dragon's breaths until the release of that card, but in fact, with this single counter, the pack climbed high in elo, owning not only mages. i suffered myself that card (my favorite deck was witchblade in that moment, no problems against pack until fray, and starting to lose because a single card is just... annoying)
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Eltarite Heritage:
Rare. Action. Sap Heart. Warrior. -2 to physical and magical damage suffered. Elfine: the next opposing spell is ignored. Hom'chai: -2 to magic damage suffered for each one of your Hom'chai (dead or alive). Chain.
a little more balanced card than fray, in an homchai deck is -6 to magic damage, if this is the first card played, you could reduce a lot of magic damage, but if ourenos is the user of this card, just forget about deal some magic damage or play spells that fight, if he cant play the corrupted + dagger combo, with an heritage fix that problem, i had the same problem with general fray against elfines, sometimes they just won a match spamming this card
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Put-up job
dutation: 4 turns. Choose a character and attach this card to him. He is untapped and can no longer chain cards. Your characters have Defense +3 and gain Chain if they play a Destiny Theurgy.
this card is one of the most hilarious cards of the set of nerfs of the act, i remember some guys saying "wow i beat ourenos with this deck" (actually he won because this card was broken). since the nerf of this card no one played again zil priest. they killed that deck with that nerf, they dont fix op cards, they just destroy them. like everyone, i suffered this deck too, the only way to stop this card was dissidence, yeah, that card you have x3 in your deck and you always can play before a card like this is in the opponent's hand
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Entropy:
Rare. Nehantist. Nehantist Spell. Mage. Mage: two Nehantic Spells from your Discard pile are played. Necromancian: two Undead Actions in your Deck become Necrosis until the end of the game.
whats wrong with this card? the spamming. in a zombie deck with mages this card is played the first time, then you can select a new spell, which can play a necrosis. next time, new entropy => old entropy => necrologyx2/necreology+cutting all the ties => Insensibilityx2/insensibilityx1, then, u know, repeat the loop (break the second chain please)
the consequence of this is 0 damage to the enemy in 2-4 rounds and/or no cards to draw. when the spamming became just a question of luck the people stopped with the thing i call "the bad behavior" (abuse of some spamming/op cards-combos). again you need dissidence, anathematize (if you can draw them, even if u do it and kill 1 or the 2 mages, they can play fake death and try to do the spamming again)
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Tar and feathers:
The new text: Choose a character, he gains 4 "Powder" Tokens. If it is one of your characters, he heals 3 Health points. If not, he has Attack -2 and Spirit -2 until the end of the game.
this is a very little one, but against some multiclass mages decks was too much
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Citer :
conclusions:
if a card have a low rarity and its better than some of the rarest cards of the game (or a single card can beat a whole deck(s)), it will/must be nerfed
if a deck beat a lot of decks playing 4 or less cards, it will/must be nerfed
if a lot of people start to complain about being owned in 70% or more battles with 1 deck, and that people also play with expensive decks, that cards could be nerfed
Citer :
***im not going to talk about spells like disintegration, sorry but if i have to do so, then i have to do the same with teslarms/settlement of scores and that kind of bullsh*t***
now the retarded cards of the last 3 acts
thunderstroke: reduce the damage done, makes only 1 copy can be attached to an enemy character. really i dont care, this card isnt the problem and only now you can see it thx to the new noz thunder deck, but if u want to nerf it go ahead
menacing sky: op only in the noz formation (ty izandra) i dont know what to do with this card, throw some ideas
izandra: at least remove 1 debuff point everytime a team member dies
beyond death: i dont like this card at all, must be removed from the game just like fake death
night run/eclipse's curse: (retarded cards, worse than general fray/halo of light/in the hands of god/the god of evil/feast) or take off the bonus/chains or the counters stuff
ancestral wrath: up to +6 attack/def/heal and +2 extra attack maybe O.o (reduce the bonus plz) this one and mind game are dumb, the developers decide to nerf ourenos because of their godly stats (1 spirit 8/10 dmg 3 def 16 hp) right? now look the damage of cards of the homchai deck, better than marauders, i remember a old fight with ourenos(not ex) in homchai deck (updated), with this cards ragnor, ourenos, keep the totems, (a 3 single fights match) first fight, ourenos, hit for hit + brambles prick => squasher (like 8 direct damage to out of combat characters), then again the same combo (like 6-8 dd to out of combat chars) then the last fight, was over anyway, lost by score
shape of a dragon: op, like the zil shadow spell counter, maybe if another shape of dragon is in play, this card cant cancel any card
bokken: the X min attack = to spirit is insane, the spirit debuff is just another troll of the designers, this card needs a complete new version
dk armor: add a cap to def bonus
i cant remember anything in this moment, but i think its enough