i was incredibly bored, so I looked over every single card in the game in an attempt to balance some of them out - Strength edition
aka' What if we were to buff almost everything
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Covenant Marauder: From +2/0 when you have no cards left in your hand to +3/0. Maybe just to see if it's not too good. It could very well be, but i'm not too sure.
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Intimidate: +1/0 to a random friendly creature for every Guard taken away via this card. With mayyybe cost upped to 2?
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Morthal Watchman: From 2/1 to 2/2. I know it's "a story card" but come on...
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Scuttler: From 1/2 to 1/3. Also, fixed so that it can be obtained from Eldergleam Matron or Wild Beastcaller. That latter part, while being a nerf to these two cards, in current form makes no sense.
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Jerall Forager: From 2/2 to 2/3. Strangely enough Strength has no 2/3s that cost 2. So why not. Give the best card in the game the buff it deserves so that it won't be played anyways.
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Mage Slayer: From "Can't be damaged by actions" to "Can't be damaged or debuffed by actions". Small buff to Strength's sad Epic. Makes him a little bit less of a very average card.
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Relic Hunter: Treasure Hunt now permanently reduces drawn item's cost by 1 instead of giving it +1/+1. I know it's not really Strength's style to have something like that, but I think doing this instead of trying to increase the item's buff would improve him as a 2 drop.
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Verminous Fabricant: From 2/2 to 2/3 and Breakthrough. I think it's one of the least played Fabricants in the entire game right now. And that's saying something. So I decided it's a good idea to give him a reason to exist and Nix-hound-esque buff of a keyword not tied to his ability activating.
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Assassin's Bow: Now gives a creature Cover at the end of EACH turn. There's hardly a niche for it right now. With this and some other buffs mayyybe Cover Archer can become a thing?
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Berserker of the Pale: Buff changed from +1/+1 to +2/+1. I know his main issue is his health, but if the effect is allowed to be in play all the time it could be problematic. This way you still risk playing this card, but reward is at least a bit better for your usual aggressive decks.
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Fearless Northlander: Change the buff from +2/0 to +3/0. At 3/5 this guy could be really problematic, just like how Stalwart Ally is actually an absurd unit, but rarely played due to how mostly purple decks aren't really amazing. Better buff rewards playing with what the guy was made for. You can drop things like Firepot Spider and Skaven the same turn to change a 2/5 into a 8/3 in a whim.
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Riften Pillager: From 2/3 to 2/4. I know in Arena this guy is pretty good and I want to keep it that way while making him have some sort of a niche in actual constructed play. That one extra health means with one rune popped he's a 3 cost 3/5. Reward nowhere near as good compared to what Eastmarch Crusader presents, but an intriguing thought nevertheless.
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Stone Throw: If the target has 1 health, draw a card. Fringe draw anyone? If it turns out to be a bit too good we can always go the Direwolf way and up the cost to 4.
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Stormcloak Camp: Added text - If 2 creatures died this turn, summon a 2/2 Rallying Stormcloak instead. Still probably not enough to justify playing it, but can present some interesting burn strategies... maybe...
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Unrelenting Force Level 1: Unsummon a creature with 4 power or less. I think it's fair to buff it like that and everyone will agree with it hopefully. Here's something people may not like though...
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Unrelenting Force Level 2: Unsummon a creature and put it on top of your opponent's deck. Because it's a level 2 it can only be done once per game, kind of like a unique legendary in a way. Therefore I think that fact alone balances out an absurdly powerful effect such as this one. If it turned out to be too good, we could revert Level 1 buff.
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Valenwood Huntsman: Deals 1 damage twice, you can pick both targets separately. Should give a poor guy something at least. Thought about making him a 2/2 but that could just hurt him in the long run and i'm not sure if I like him at 3/2.
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Withered Hand Cultist - From 3/4 to 3/3. Welcome, first nerf of the thread. Given how that fella stops Ice Storms by himself I figured the weather could at least have an option to murder him back. Also could make Crushing Blows and Reverberating Strikes more prominent in decks that hate this guy.
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Alik'r Survivalist (and Bandit by association): From 3/4 to 3/3, however the Steel Dagger he generates costs 0. Poor man is not really horrible, just really, really underappreciated. Sadly aggressive item decks were hardly a thing. This at least allows him to function as a perfectly fine 4 drop, at 5/4 with his own Steel Dagger.
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Fireball: Added text - If a creature dies from Fireball's damage, silence it beforehand. Should this turn out to be too strong a cost could be adjusted accordingly.
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Hit and Run: Instead of discarding all cards at the end of the turn, you pick one that stays in your hand. This could potentially make Hit and Run more viable in decks that rush to Journey or perhaps just look for this one card but can't quite draw it.
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Inspiring Stormcloak: From 2/2 to 3/2. Everything else about this card seems fine, and yet...
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Orcish Warhammer: From +3/+3 to +3/+4. No harm I guess.
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Stormcloak Avenger: From 4/4 to 3/4 Prophecy. The card's unplayable as is. Giving it weaker stat line and a prophecy could make this a neat staple in more defensive token decks maybe. Probably not good enough for constructed still.
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Trebuchet: Gains Breakthrough. Thanks u/SzotyMAG for the idea, better than mine by a mile.
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Whiterun Trooper (and Recruit): From 6/2 (4/2) to 5/4 (3/4). Its "powercreeped" version would then be Alik'r Survivalist and it would make for a much better card for a beginner to use. And trust me, I saw this card played by a rank 1 guy.
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Burn and Pillage: Can only deal up to 3 damage, but gains Breakthrough. Under ideal conditions this thing can be your reach and ""removal"".
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Fortress Watchman: From 5/4 to 5/5. I know Orc synergy is strong, yadda yadda. But this is the same statline Wood Orc has for god's sake. Give this guy something. Even an Atronach is better.
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Grahtwood Ambusher: From 4/2 to 4/3. You know a card's meh when a dedicated ping deck in Warrior that can give this baby lethal prefers Harakiri Skaven.
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Stoutheart Giant: From 6/4 to 6/5. 5 cost 6/5 do nothing is arguably still a potent threat, but imho pales in comparison to orcish 6/5 at 4 magicka and even Blood Dragon.
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Trial of Flame: Cost changed from 5 magicka to 4. Can't see much that can be done with the text of the card. Could draw a card when you remove more stats from your opponent than you with intact cost? Dunno.
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Dread Clannfear: From 6/3 to 5/6. All this guy needs is probably not dying to Ice Storm. When he costs 6 magicka.
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Skyborn Dragon: From 7/3 to 6/4. Knowing the fights he can take his sorry dragon butt dies to a mere Firebolt all the time anyways.
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Stampede Sentinel: Now also prevents effects of actions that make creature deal damage. Say goodbye to random ass lethal from Unstoppable Rage or 1 damage ping from Archer's Gambit.
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Whirling Duelist: From 5/5 to 6/5. It's a perfectly fine card, just really underwhelming on turn 6.
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World-Eater's Eyrie: Cost changed from 6 magicka to 5. The change I'm least sure about. You can sac your tempo on turn 5 to ring out a 7 cost creature next turn and change the landscape.
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Duel Atop the World: When opponent's creature dies after being battled by a creature with Slay effect, trigger the Slay twice. Allows for a stronger meme potential with Defilers! Unsure if its power is right, but it sounds right to me.
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Hunter-Killers: For every creature killed, he gains +0/+1. We want for this to be remotely balanced with Eyrie still.
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Dremora Markynaz: From 10 magicka to 9...? Also unsure about this change.
Did you enjoy this? Should I try and make more in the free time or should I throw in the towel and not bother? Like, share and sub- no wait, that's not the place to say that.
Don't treat these too seriously, i'm doing this for fun. I like the state the game's in right now.
Posted Jan 28, 2018, 10:59 PM UTC · edited