after a break - balance out of boredom, but it's yellow
you know the drill - we approach TESL the card game as a moba and we see if every card can be buffed or nerfed. I'm trying to be genuinely objective when it comes to this, therefore i'm not nerfing cards out of spite (else bolt wouldn't be able to go face when drawn as a prophecy)
let's start with renegades' favorites:
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Calm: From -4/0 to -5/0 this turn. Currently there's hardly any niche for it, especially given Cloudrest Illusionist existance. That should add at least one thing.
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Aldmeri Patriot: From 1/2 and +1/1 to 1/3 and +1/0. Very, very minor buff to something that I can see being on the verge of an actual good 1 drop.
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Sunhold Medic: From 1/1 to 1/2. Ever since Cleric of Kyne appeared, Sunhold Medic lost all reason to be played. This won't bring anything new to it, probably, but I can't imagine a single change that could.
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Cathay-raht Veteran: From 1/5 to 2/4. Overall her stats are great, problem is... when your 2 drop is reliant on High Hrothgar to be good... y-you know, pretty sad.
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Elixir of the Defender: On top of giving a creature Guard, also gives it +1/0. Scary buff to an archetype I guess is getting real close to being playable. It should probably go through a few tests, 'cause perhaps an additional Magicka in terms of its cost would be necessary to keep it balanced.
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Fifth Legion Trainer: From 1/3 to 2/2. VERY scared of this change. It might kill tokens altogether, since that makes Trainer vulnerable to both Execute and Firebolt, making it incredibly easy to stop. It might be too much. This is the change I'm least convinced with.
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Legion Shield: From +1/+3 to +1/+4. Let's say you're playing Mage. You have an access to Throne Aligned there and, well, you can undo your own shackles sometimes. Even if you won't, you can apply that to your warded creatures. Legion Shield can serve a similar purpose, except you hardly can trade by just... being on the board. So I figured 1 extra health for a creature could do the trick.
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Artaeum Savant: buff on action played from +1/+1 to +1/+2. Nothing too drastic with this one either. You can play market monk and get buffs on everything... if you're really adventurous. Kinda.
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Call of Valor, across all levels: Sovngarde Heroes have Summon: Give a friendly creature +0/+1. Sounds small? Call of Valor right now is in a weird place. The deck that uses these the most doesn't include them in the decklist due to actually not having Willpower as a part of its atribute. And if it did have, it wouldn't include them. This is the most midrange-y shout we have an access to. No one plays it though, as we have no undead synergy, no nord synergy and... well, and the thing itself being a tempo loss right off the bat. +0/1 (up to +0/4) lets us at least have a very fringe benefit of trading with something.
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Elsweyr Lookout: From 1/1 to 2/2. Strong contender for the worst monthly card released, poor Khajiit is yet to be proven useful. I say - give that thing a higher floor to start from.
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Imperial Legionnaire: From 3/4 to 4/4. Purple already has Young Mammoth. A bit of equalizing shouldn't hurt, right? Especially since the buff isn't all that high, it's low risk Morthal Executioner in essence.
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Rajhini Highwayman: From 2/2 to 3/2. While we're on topic of Pilfers, sorta, I think making more pilfer creatures have higher reward for their risk is the right way to go. As is, poor Highwayman is just so understatted you don't want to run it at all. It dies to nearly every removal that costs 1.
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Riverhold Escort: Gains Breakthrough. "Breakthrough on a 1 damage guy? What for?" Two things. This guy would become that little bit better in move decks and you can make him work with items.
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Thalmor Justiciar: Thalmor Soldiers from 1/1 to 1/2. To make it in line with Savant guy.
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Thieves Guild Shadowfoot: Counterfeit Trinket, when used, shows you (in log) what card was stolen. I think the card itself is really healthy, as it's probably the only thing a midrange deck can get to dodge prophecies. That's incredibly strong. Rarely does a midrange deck care about the information opponent would gain. Control, as in steal mage, is incredibly annoying with that though. Playing Stealer of Secrets OTK? Well pray your opponent didn't steal your 2/2 win con cards. That little bit of information is something I deem really important.
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Two-Moons Contemplation: Cost upped from 3 to 5, but the support card doesn't get sacrificed whenever you don't receive damage. High risk, no guarantee heals worth double the elixir of vitality. Cost might be too high, but it's just out of safety. Imagine control deck sealing the game so well you can only look at him healing 12 every turn.
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Alpha Wolf: From 3/1 to 3/2 and +2/0 buff on Wolves stays on the bad boys when Alpha Wolf dies. Needless to say this card needs a lot more than just a surprise burst and being a slightly different War Cry.
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Cloudrest Illusionist: From 4/3 to 3/3. This is probably one of the best cards in the game, hands down. But it's also one of the highest cost prophecy cards that barely hurt you when you play them from hand. This nerf should bring her power level more in line.
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Hive Defender: From 3/6 to 4/5. That also means this guy gets to be more in line. It's an in-direct buff to things like Revered Guardian, Emperor's Blade, etc. I think it's much needed one though, as it's a one-card "regain a lane" effect and I'm sure everyone noticed that.
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Hive Warrior:
Name changed to Hive OffenderFrom 6/3 to 5/4. Dies from bolt, stats a bit better than Riften Lawkeeper, with no effect of healing. Sometimes you just... don't want that heal. This is where this card could be. -
Imperial Camp: Attribute changed to Endurance. Creates an appropriate 0 cost 1/2 guard in Endurance. I've noticed this little pattern. Every color, except for Purple, has an access to board buffs. Strength buffs attack of all Strength creatures, Intelligence equips... daggers?, Agility hides people in darkness to enable a surprise attack, Willpower lets them hit for more and endure more. Endurance has nothing. I swear this card was supposed to be an Endurance one. And I think this is where it belongs.
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Legate Rikke: When Legate Rikke summons 5 Imperial Grunts, put Makeshift Defenses in your hand. Small buff for something very close to being playable in token decks.
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Shivering Apothecary: From 2/2 to 2/3. Summon effect changed to "Draw a random elixir with a 0 cost". This very minor buff, on first glance, can suddenly turn the tides of some decks. Market decks can get an extra 0 cost card. Murkwater Guide can create a copy of said elixir to get you double the value. Treasure Hunt draws a support.
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Chanter of Akatosh: From 1/2 to 2/3. Who doesn't like this guy? And why does it die to everything when Fifth Legion Trainer doesn't?
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Imperial Might: Summons 1/1 Imperial Grunts on both lanes at the end of the turn. Currently this support gives you a value of a 1 cost action AFTER TWO TURNS. This is absolutely not okay. That is why we're changing it.
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Karthspire Scourge: From 4/4 to 4/5. Hey, it fixed Brynjolf's playability. We can try that with him.
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Snowhawk Detachment: From 3/5 to 2/5. Cost from 5 magicka to 4. This is my way of giving people a Hive Defender back under a certain condition. For some classes it'd be like nothing changed!
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Tusked Bristleback: At the start of your turn, gives +1/+1 to a random Beast. Poor Bristleback. You know you're in a sad spot when people compare a new, shiny counter to annoying Journey Tullius combo to you. That oughta give people more use for the huge, huge body available. Also has a fringe use for animal decks!
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Praetorian Commander: From 3/3 to 4/4. Oh, how the mighty have fallen. I don't think the overall tempo loss for a +2/+2 to the whole deck would be this horrid nowadays, but it's best not to anger some gods.
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Senche-Tiger: From 4/7 to 5/7. As is, this card's a strictly worse Phalanx Exemplar, therefore an extra attack point should definitely get in there. Hell, maybe even two. 6 cost 6/7 guard isn't that horrible either, is it.
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Jarl Balgruuf: From 3/3 to 4/4. In the end its additional win con won't be changed, but that should make an attempt at winning with him less punishable.
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Legion Praefect: From 4/4 to 4/5 or even 5/5. Let me tell you something... Legion Praefect, in its current state, with A FULL BOARD is an equivalent amount of stats to Bone Colossus. Granted, on full board it's also like playing two Resolute Allies, but still. I think Praefect is close to being playable in midrange yellow lists, but it's much, much less safe than Clockwork Apostle.
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Renowned Legate: Summon effect changed to Summon: Summon a 1/1 Imperial Grunt and draw a card. Honestly at 7 magicka that would just be a win-more 7 cost or a deal sealer. Sure, could be played, but I don't think rage crusader would run him still.
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A Land Divided: Cost from 8 magicka to 7. Lane summons reversed (Guards can be spawned on Field Lane, 3/1 Breakthrough guys on Shadow Lane). This is probably the most elegant buff to this card I could think of. Cost could maybe even get reduced to 6. No one plays this, so I have no idea.
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Auroran Sentry: Cost from 8 magicka to 7. Why does this cost 8 magicka. Seriously.
and that's about it. Thanks for sticking with me. Now feel free to tell me of your thoughts and opinions, as well as explanations as to why I'm wrong. I welcome all criticism and stuff with open arms.
Posted Feb 17, 2018, 1:13 AM UTC