Invite Beta Balance First ImpressionFlame Dawn Aspirant
Glad the change to Aspirant was reverted back to a 4/2 as this card was (and still is) a very balanced Flame Dawn card among many other flame dawn cards which needed adjusting. Other Flame Dawn Changes
Fiery Resolve change was much needed for awhile and so was the Ransacker. Stumble, Exhaust and Burning Prejudice were too powerful. I'm not sure if this nerf goes too far, guess we shall see!Verore Characters
I'm very glad Verore Characters are being priced better given they usually had to pay a premium based on their faction which didn't make much sense. Players simply used characters from other factions while using Verore Spells. Change to Candit contradicts the value placed on Card Advantage as you've essentially increased the cost of card advantage by reducing Candit's stats.Verore Spells
As other spells have lost power, all of the changes here were needed. The change to reflective shield is kinda weird though. It doesn't reflect it to the other player's fortress but instead reflects it to the characters? It's interesting and could work against some characters and could be very devastating when used back to back. Sounds fun and definitely makes character healing a bit more important to have.Descendants of the Dragon Changes
Awesome and agree with almost all of them. Repair and Rally are needed changes if they are to keep their splashability.
Ao Shun change is a good one, although I suggest he only be Exhausted for 2 turns instead of 3, I would love if the opponent played with their hand revealed whenever he is on the battlefield but hey =)
Xi may end up being a little too powerful when shes able to bring out 3/3 flyers for 1 cost (as this can mean 10+ tokens in a single turn). Given the way that tokens work, I suggest that when these Ghosts (and maybe even all spirits) die...they are removed from the game. Because...they are ghosts...which makes sense. And its also balanced that way.
Resolve of the Dragon and Lingbao's are solid abilities now. I like it.Genesis Industries changes
I agree on the Phase Bot change, although the reduction in stats should translate into a reduced value while on the board. An 8 cost 10/10 that is 8 morale lost feels a bit high. Maybe 6? (Token should also cost the same, not less.)
Kinetically Overloaded Drone was powerful early game when fueled by Tinkerer Aleta. Mid-Late game this card is a dead draw. Although the change to stumble and burning prejudice means that this card's stats aren't getting reset. In fact, FD won't completely invalidate GI's ability to acquire stats. So I can see the strength of making this choice.
Mechlord's change was much needed to not make GI so incredibly immobile. Splitter Robot's change is for the better as I would rather have an amazingly efficient artificial character that cost a bit more morale than an inefficient artificial that doesn't. It's a choice that people will make when they build their deck and a lot of the time the Splitter is sacrificed to buff others which doesn't translate into lost morale.
Even though GI seemed like they lost power, the environment which hard countered them (almost every faction) is wiped out or watered down significantly. Unending Drones are not going to easily get wiped off the board from support, Pumped characters aren't going to get returned to the hand and Fight! isn't going to result in an instant Warpath win vs GI.
Although LOIC may have been nerfed a bit too much. Keep in mind this has about the same cost and purity of Mass Death and gives the opponent ample time to prepare for it. Going from 10 to 6 seems a bit too far for a 2 purity card like this, especially since it exhausts for 3 turns. Did the reasoning have to do with Pauper mode? (Which it is a bit powerful in pauper)
Hehkeem, the Corrupted now returns all characters under 3 cost, and not just undead. We felt that the undead-only clause of this card was preventing players from coming up with interesting deck ideas, so we're removing it.
Would quote this for extreme irony as the card is still 3 purity and doesn't open any other factions for inclusion. ALTHOUGH, this doesn't rule out Conscripted Militia and about half of Factionless characters though.Killaroo
I really like the change to Killaroo as it not only improves the character based battlefield options Warpath SHOULD have....it also improves its splashability. I can see DoD splashing Killaroo for defense or FD splashing it for offense!Other Warpath Changes
Agent Coyle seems a bit too powerful. Maybe it just looks powerful but at this moment it is an extremely efficient haste character even without his ability. Although when compared to Spirit of the Ancient Guardians, a 4/4 Flying Vigilance 1 purity DoD card that has a permanent Hunter Coyle effect...it feels a little more balanced.
Matriarch, One of Many and Skraar are great adjustments. The change to Matriarch's healing makes so much sense as it did feel quite underwhelming before. Hidden by Clouds
The change to Hidden by Clouds seems ok, but I still wouldn't run it in my Warpath decks. It may be the largest character but since it doesn't have unstoppable, it can't get through. Since it doesn't have flying, it can't get through. Since it doesn't have haste or vigilance or charge or shield, its susceptible to any control method before it gets a chance to block or attack. This may sound interesting but the only powerful high cost character I would pay 12+ for is Mega Unit 02. Why? Not only does it have the protection, it also blows up the battlefield as it epically wrecks everything...giving you the bang for your buck. When I think of what a 3 purity character should be, I think of Mega Unit 02 (which isn't 3 purity), I don't think of Hidden by Clouds.Warpath Outlook
Overall Warpath gets a huge buff because many of the spells from Flame Dawn and Verore which nullified any viability that GI or WP had are no longer a huge threat to the factions. Since the factions are no longer hard countered by these mechanics so ridiculously, you'll not only see more competition between the factions...you may actually see the factions be represented more.Factionless Changes
Yobo and Called Shot are needed tweaks and Assassinate has some PUFFY awesome art (which translates into an OP buff lulz). Grave Rob change was also very much needed. I forget who suggested it, but props to you (or several of you). Evellee change may be going a bit too far. Will have to test it to see...Winds of War
Winds of War feels like it was hit too hard. But this may actually turn out to be a good thing in some ways as now it has defensive AND offensive mindgames built into it. You can retreat all of your forces on a turn you drop a WoW that hits none of your guys. You can do this while your Martyr Golem and Mortar Cannon are laughing at your opponent.
Although a lower amount of support destruction means that Shrine has far less for counters. I know when I did my suggestions I had Shrine in mind because I knew how much Shrine would get even if WoW did 5 damage to support (which now it doesn't). Then again my solution of "Pay 12 to destroy it" felt clunky. I don't mind if Shrine does well, I just don't want it to dominate because as of right now there is no card in Infinity Wars that can get rid of the Shrine or even reduce/reset the percentage.
At the same time, a player cannot "dodge mass death" only to find themselves getting WoW'd instead. Which makes the change to WoW an interesting nerf to Mass Death.Mortar Cannon
Mortar Cannon gets a reduction in health but the change to winds of war has resulted in a net buff due to its' hp being out of Yuanshi and Firebolt range with WoW not being able to reach it in support. Even though Flame Dawn will definitely be getting stopped earlier, they may whip out the mortar cannons and Sacculai for the win. Which isn't a bad thing given FD will have to try something to squeeze in that last bit of damage.Jubalia the Messenger
At cost 6, this will be a very solid card. Even more, given that spells were reduced in power. There are some counters but overall this will be a very nice finisher card for most decks.
With the change to WoW, you could still double WoW it on turn 10 (even though thats huge card loss)...but you cannot WoW + Yuanshi no matter where Jubalia is...
LOIC can no longer one shot Jubalia. Although any pumped flyer can easily swoop in and block for a kill.
Warpath decks must add Hunt now. Given that this card is going to be effective in any deck and the decrease in power that most kill/aoe/fight cards have already gotten, Hunt is actually looking pretty solid now. Hasted Killaroo with Brutality could always surprise. It only takes one pack leader to give him enough toughness to survive and 2 to kill Jubalia and live. Could also see other decks splashing Killaroo for these reasons.
DoD will have Spirit of the Ancient Guardians easily and even Xi tokens make decent blockers. Verore still has Mass Death. 2 Verore + DoD has both. All decks could have Calamity. All decks could block Jubalia with Jubalia xD.
Overall Jubalia has a decent buff given that decks cannot have lethal on the board by turn 5 as easily as it once did. Even if an aggro deck is ahead, Jubalia may end up having to block. Generally a card like this is very good against a heavy spell deck or a heavy ground force with no air support.