to nerf: (i know this topic is aimed to buff old cards only, but that wont fix the game, abusive decks can be stopped buffing in 1 or 2 points old cards)
Card to rework:
Modification suggestion: add "removed from play after use"
Justification: abusable card
card to rework:
Modification suggestion: add unique like magic shield
Justification: in 1 vs 1 against mages/crows is an auto win, mages can deal more damage than any other class, but this card is excessive, mages hhavent a powerful counter like this agaisnt physical 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 ( is unique, have a real drawback, against abara discard and with their high defenses is impossible to win)
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: /////:
Modification suggestion: remove the "bonus damage for aoe spells"
Justification: abuse of aoe spammers
Card to rework:
Modification suggestion: this card is attached to your opponent if he doesn't have any thunderstroke, if this is not the case, thunderstroke is sent to your deck and another different lightning spell from your deck is played. duration 3 turns. he suffers 4 to 6 magic damage and has attack -0/-4 and spirit -1. this card cant deal damage against characters with 0 hp or less. non-multi class mage pirate: everytime a lightning spell is activated, deals 2 to 3 damage points and has spirit -1.
Justification: abusable card, i think this will fix the card without killing the original thunder deck, prevent of double or triple thunderstroke in 1 character, and prevents the abusive damage, but keeping the card usable
Card to rework:
Modification suggestion: Defense +3. Choose a character, he is untapped and his allies are tapped. 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, serious?
Card to rework:
Modification suggestion: Duration 4 fights. +1 to Heal effects of another cards attached in your character. 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
Card to rework: evo2
Modification suggestion: max hp healed = to your printed base attack
Justification: abuse of heals, this card was balanced in the old version: , because of the limits of the priest (low attack score, activation at the next turn), impossible to beat with 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
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 , 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: +1 to magic damage of non aoe spells. an "electroshock" is created and played. an "attracts lightning" is creatd and played if your deck doesnt contain any, choose one of the 2 cards created, the other is removed from the game. a "menacing sky" from your deck is discarded
justification: this card is too much, protect the user and at the same time makes more damage with attracts lightning
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 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
another cards to modify:
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to buff: (some of the cards are from the last 5 acts, but they really deserves a buff, they are cards which dont fit with the current act or cards which dont work properly)
Card to rework:
Modification suggestion: add "this card is attached to 1 of your unknow courtiers at the start of the game. Permanent"
Justification: improve the deck of musical notes, useless since released
Card to rework:
Modification suggestion: +1 base defense, +1 base spirit
Justification: please, we are in act 10, dont create characters with lower stats than the orignials of the same strategy from act 2
Card to rework:
Modification suggestion: attack base 8/10.
Justification: modified to fit her rarity in stats, she is a very good character, but her non-overpowered skills punish her with bad stats (for stats of act 9)
Card to rework:
Modification suggestion: Duration 2 turns. this card is attached to an enemy character without any illegal cargo, if this is not the case, select 1 enemy, discard every illegal cargo on him and equip him this card. He has +2 to damage suffered.
Each time the holder suffers damage, another card attached to him is discarded.
Chain Powder Weapon.
Justification: 2 illegal cargo in 1 character is pointless
Card to rework:
Modification suggestion: 3 printed defense, gain chain if you play a pirate item. at the start of the game, 9 powder tokens are distributed between the characters of every player. Admiral al killicrew rises again with 7 hp the first time she dies. at the start of the round, 1 flames of the phoenix in your discard is sent to your hand
Justification: this card is supposed to be legendary and have a requirement to use her skill (please, look the whole legendary characters), the skill is passive and works once in the whole game. can resurrect with no requirements (this last thing makes no sense). 2 of defense for a legendary pirate, really? feerik please
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 game 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: add "if your 3 characters arent warriors, at the start of each round, you can add up to 1 powder weapon to your hand if you dont have one" remove "iniciative +1 per each one of your maraduers"
justification: this decks really needs this buff, without powder weapons since round 1 they have dead turns, they helped a lot the zil dagger deck with arckam
card to rework:
Modification suggestion: 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). duration: 2 fights
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: discard 0 or 4 cards. if 0 cards are discarded, -3 to physical and magical damage suffered. at the end of the turn, the Turn Counter advances 3 additional turns. Otherwise, if you discard 4 cards by the effect of this card, select an opposing character, he will suffer X (maximum 12) magic damage points where X equals the current Turn number +2.
justification: tempus need survivability, old dilemma only give round bonus or damage, progressive/scaling strategies like flawseekers, runes or powder need protection in the early rounds for set up their own strategy, fixed the requirements of activation of the card to prevent "return to the hand" counters
card to rework:
Modification suggestion: all living characters gain 3 powder tokens. the "supplying" from your discard are placed in your deck. you gain defense and spirit +1 for every 3 powder tokens attached to your enemy (maximum +4). chain
justification: powder deck needs an update, powder is unable to win because the lack of good powder generation cards, the card only gives powder, making this deck super vulnerable, the deck relies too much in 3 copies of this card
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: 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. 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: 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:
Modification suggestion: Gain Chain if you play an Armor.
Dragon Knights have Defense +1 and if they have are wearing a Weapon, a shield or an Armor, they have Attack +2.
at the start of each fight your out of battle dragon knights have Defense +2 and Spirit +2, until the end of the fight.
Turns 2, 4 and 5: spirit & defense +1.
justification: he really need this, the protection against aoe isnt good at all
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: +2 to spells's buffs and magic damage non-aoe played by councilor ishaia, -2 to spells debuffs played by councilor ishaia.
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 the 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
card to rework:
Modification suggestion: create and play 3 "powder keg" then, they are attached to an opposing character who doesnt already carry a "powder keg"
justification: powder keg deck need an update
card to rework:
Modification suggestion: If an opponent has a Powder Weapon attached to himself and deals damage towards you or if you suffer Fire damage, your character immediately suffers 3 direct damage, then if this card wasnt played by a warrior, mage or craftsman this card is then discarded
justification: powder keg deck need an update