Minor card changes planned for next update. All are improvements to cards that are a little weak.
AIR Arcane Thief -1 cost -elusive
Archmage + Elusive
Blown Away -1 cost
Silver Hawk Improved bonus to +1/+1
Time Loop -1 cost
FOREST Life force -1 cost
Overgrown forest +1 health
Reemergence -1 cost
Wall webs +1 health
Wild Strength -1 cost
JUNGLE Backfire -1 cost
Blood Drinker +1 health
Cursed Idol -1 cost
Law of the Jungle -1 cost
Mortal Wound -1 cost
Rampage -1 cost
Razorweed +1 health
Smash After being triggered, also does 1 dmg to opponent
Sacrificial Blade In addition, grants owner 1 health when used
Toxipede +1 health
OCEAN Fluidity +1 cost, gives you 1 extra card.
SWAMP Heart of Darkness -1 cost
Mortality -1 cost
UNDERWORLD Delusion -1 cost
Spore Farm -1 cost -1 health
Most of these look like great changes, but I can’t resist commenting on a couple:
Archmage + elusive.
However wise this change might be, I would not consider it a minor one! Archmage now becomes a major strategic focus. It is already dangerous with strength 3 (significant health loss if unopposed) and its special ability to damage opposing units whenever a friendly spell is cast. But with elusive, archmages can flee a large number of situations that destroy or neutralize them. In addition, they become a great “hunter” able to move to oppose – and destroy via their special ability – dangerous enemies. Air faction may need this kind of card to help players see the faction’s potential, but it scares me – there’s a new boss in town.
Wild strength -1 cost.
This might be just the boost to make forest an attractive faction. The change in cost from 3 to 2 is huge – cost 3 cards essentially need to be strong enough to stand on their own – you cannot play two in the same turn, which necessitates either wasting power points or taking a number of low cost cards which can be played with the cost 3, or played with each other so playing a cost three card and drawing a card is worthwhile. At cost 2, wild strength can be played to supplement a card like grizzlies – or to create overpowering forest dragons while the grizzlies stand on their own.
Mortal wound -1 cost
Mortal wound seems the perfect finishing card for quick decks. But the time required to draw and then to afford bringing it into play was usually just too long. Cost 2 will help this immensely. I would not be surprised to start seeing “mortal wound decks” soon.
In general, many of these changes address exactly the reason I don’t include the card in question – another example of the goblin’s excellent balancing ability.
It occurs to me that there may be a couple of unintended beneficiaries of these changes. If archmages become the major threat I anticipate, and if they simply flee counter measures like underdark worms payed opposite, cards like flamespike able to destroy them outright become more valuable. And as auras (wild strength, mortality, mortal wound, law of the jungle) become more attractive, the ability to summon auras to hand becomes more valuable -- faerie enchantress, your day is coming!