Agility Balance out of Boredom - "3h is not enough to play Skyrim" edition

greetings

disclaimer: this isn't meant to be taken as hate post of any kind, i like the meta we're in (for the most part at least). I'm trying to remain as unbiased as I can throughout all this. Never going to suggest implementing all these changes at once 'cause that's just absurd.

previous posts:

Strength

Intelligence

Willpower

...alright you know what's coming first so fasten your seatbelts

  • Drain Vitality cost from 1 to 2

  • Drain Vitality Level 2: From -2/-2 to -1/-1 to two targets

  • Drain Vitality Level 3: From -2/-2 to all enemy creatures to -1/-1 to all enemy creatures - i think it's about time to realize that an ice storm that usually leaves behind some walls, costs 1 and is incredibly easy to trigger in a right deck is probably not the right idea. Also only affects opponent creatures. I think Drain Vit shouldn't be absolutely shit tier, but I think stuff like Control Scout shouldn't just rely on shouts, aight.

  • Mournhold Guardian: From 2/1 to 1/3 - This is less so a guardian buff (there's a superior version in Deepwood Trapper), but moreso an added risk to Mournhold Traitor. Instead of adding more counters to the thing, I think it's smarter to make the token left behind harder to remove. Right now green comes jam-packed with that stuff, double that if you're playing Archer. A single 0 cost card cleans up the mess Traitor leaves.

  • Barter: From 2 magicka to 1 - Somehow I think that even at 1 Magicka it wouldn't be used as often. Although it could open up some insane possibilities for control decks. Khajiit needs cards?

  • Cog Collector: From 1/2 to 1/3 - In all honesty i'm not 100% sure about this particular buff, but the fact that a single curse shuts poor Khajiit off is slightly depressing. Nothing would change about that, but the change would at least make him a little bit harder to take down.

  • Elixir of Light Feet: Now also gives +1/0 on top of granting Cover - Somehow still looks pretty underwhelming, but those of you who build decks to complete daily challenges would rejoice now that your cover decks have a bit more reliability. Cover barely has any synergy though, the only card even remotely relevant being Nightprowler.

  • Helstrom Footpad: Now has Treasure Hunt - Charge: Give the Charge +1/0 - Before you ask me what's with the wording, that's the wording on other treasure hunt cards. I didn't want to make it a straight up 3/3 'cause this is not how Agility works. Creatures are meant to be a bit flimsier here and there. Besides, mid with green is absurdly strong anyways.

  • Lockpick: Has additional text: For every 5 Lockpicks in discard pile, Lockpick costs 1 less - This is both a buff to fringe SoS Assassin, Thieves Guild Fence decks and TES related change. Skyrim taught me the best way to level lockpicking is to break your own lockpicks.

  • Thieves Guild Recruit: Has a sound and visual prompt when a card cost gets reduced by its Summon effect - it's that simple. When that happens, we may even start considering changing cost reduction to cards that cost 6 or more. A small change like giving that damn thing a telling sign what he found is a huge nerf that is less... swingy in a way.

  • Arenthia Swindler: From 2/2 to 3/3, now also triggers all summon effects on items - I barely remembered this card exists. It's probably one of the worst cards in the game right now. With a new change it might potentially cause item decks to reconsider their gameplan against assassin. Unsure about this change since a single Dragon Priest Mask on Master of Arms can ruin the whole deck. Could possibly be changed to be a 3/4 unique legendary.

  • Daring Heist: Now reduces the cost of drawn cards by 1 - I haven't seen this played once. The conditions are too much for any deck. Midrange could want to use it, but it doesn't affect the board almost at all. Market Archer could raise back to a decent power level with this change. Maybe Move decks could use it?

  • Feasting Vulture: From 3/2 to 2/3 - I'm not sure about this change at all. I think the main reason this card doesn't see much play is Lightning Bolt. It's absolutely insane against non-blue decks. Making it a 4/5 with a buff sounds like the most reasonable possible change. Alternatively, stats could be changed to 4/3 and the buff to 1/1 so it's less risky all in all.

  • Greenheart Knight: From 1/5 to 1/6 - Minor buff to Imaginary Scout OTK.

  • Malefic Wreath: From -2/-2 to -3/-3 - Most of the warded creatures that are played on ladder end at 2 health, so in terms of that the change doesn't affect too much. However, if anything this indirectly nerfs the Wardcrafter a bit.

  • Shadowscale Partisan: From 2/2 to 4/2, cost from 3 to 4 - I think this card is above average, on the verge of being playable. This way it would still be worse than Nimble Ally, although its conditions would be a bit easier to meet.

  • Thievery: Every 3 replaced with 4, so cost, damage and healing. Additionally, +1 health for every Pilfer effect activated this turn - So little things made sense to me. I think this is a very potent card, but the only deck that uses it is support MAGE. Buff it a tad and we're good.

  • Thieves Guild Fence: From 3/2 to 1/3, triggers on every card, not just the ones drawn on your turn - I'm a midrange/token player and I love this card, more than I probably should. If there's something that could offer a really interesting niche for control scout, it's en masse cost reduction and overall decent amount of tools.

  • Woodland Lookout: From 3/4 to 4/3 - Not gonna lie, part of why this lookout is the best is its stats. The other part is the healing better than a lot of the cards in the game *cough*^^THIEVERY *cough* . The more dragons we get, the more problematic this card becomes at 4 health. Wouldn't mind Blades Lookout being this strong statted, 'cause the dragons Strength has in terms of defense are... well there's Blood Dragon that... doesn't really do anything right away... and Skyborn Dragon that dies. Not the best first impression. Anyways, dragon scout is still really strong and I'm surprised it's not played more.

  • An-Xileel Invader: Stats from 5/3 to 4/3. Whenever this creature gains Cover, give a friendly creature +1/+1 - I'm going to take Murkwater Skirmisher as the absolute top power level at 4 magicka, while also trying to enable probably the worst magicka slot Agility has, being 4. This one, for example, adds more layers to Cover decks. Granted, right off the bat An-Xileel Invader is just a worse creature from Fabricate, but the longer he lives, the better he becomes.

  • Back-Alley Rogue - From 5/3 to 5/4. Should make a bit better card for all the decks that could possibly include it. I can imagine some control or midrange opting for power.

  • Chaurus: From 4/4 to 3/4, now has Summon: Give a creature -1/-1 - I think a budget version of Murkwater Shaman is not that horrible, especially given how good the creature is on curve. Additionally, this would become a beast when Lucien is on board.

  • Serpentine Stalker: Buff from +2/+0 to +1/+1 - This looks like a dragon designed with midrange in mind, however fails miserably by being both vulnerable to a bolt and hardly benefitting off free kills on 0 attack creatures. With a weaker Woodland Lookout I think the change's promising.

  • Tenmar Swiftclaw: From 2/2 to 2/3 - I think Pilfer decks are too win-more to be effective, so we can at least attempt to make small buffs across the board to get them a tad stronger.

  • Torval Crook: From 1/4 to 1/5 - There's untapped potential in this one. You can absolutely overflow boards with cheaper creatures and skip parts of the curve should this card stick. Even in control I'd say there's a spot for Torval Crook to play stuff like Laaneth and whatnot earlier.

  • Elder Centaur: From 5/4 to 5/5 - Even with that change it's unlikely you'd see him anywhere, but in some fringe green aggro.

  • Highland Lurcher: From 7/5 to 5/5, now has Summon: Move a creature - Reckon a more versatile movement option is alright? Unsure about that change, might be good to make it a 5/4 instead.

  • Ransack: Cost from 6 magicka to 5 - Consider the following - this is a body-less version of Knight of the Hour that costs 1 more than the damn thing. I think it's only fair.

  • Chaurus Reaper: Cost changed from 7 to 8 magicka. Stats changed from 5/4 to 3/4. Debuff increased to -2/-2 to all creatures in this lane - Another one of those risky changes, but I think in lieu of Cradlecrush becoming a thing this sounds alright. Purple would become the one without a real lane/field AoE but I figure it's alright design-wise.

  • Dovah of the Voice: From 6/4 to 6/5 - That sounds just alright enough to try and fit in midrange and certainly average enough for dragon decks.

  • Spider Lair: Cost changed from 7 magicka to 6 - Official petition to Direwolf to get Matt to play actual spoders again starts here.

and that's about it, I guess. Please do tell if you've got a better idea for a card or... simply what do you think about cards mentioned in general. I love me some good discussion.

Posted Mar 7, 2018, 10:28 PM UTC · edited

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