Assorted Buffs/Reworks
I have a habit of designing reworks for cards, and since I don't want to fill up the forums with lots of individual posts, I've decided to make this thread and the just comment whenever I have new ideas. Here's the first batch!
The idea behind this change would be to make Braum more powerful, especially in Poro Decks. The first change would be to halve his level up condition, which means that he would be able to level up in 2 turns instead of 3. This would make it much easier and more reliable for a Poro deck to level up Braum. To compensate for this, I made Braum's level 2 form create the Mighty Poro in hand instead, making the Poros he creates only really worth playing in a Poro deck. Poro Decks in general struggle with spending all their Mana in the late game, so I don't think this is much worse in a Poro Deck than his in-game version.
The main issue with Undying Spirit is that it doesn't allow for counterplay by the opponent. This version is fast speed, meaning that it can be responded to by another removal spell. Also, because the buff is only for that round, it must be reapplied every round, meaning that the opponent is forced to always keep 4 Spell Mana open, and so that if you ever get 2 removal Spells in hand, you can kill the unit. Also, the fact that each is a separate spell could make it have interesting uses with Spell Synergy cards like Lux. This version could still be a bit too powerful, in which case it could become a 5 Mana Spell, but at that point it might become too weak.
My main issue with Make It Rain is that it randomly hitting the Nexus or not can determine whether Plunder will activate, which often decides games. My change would be to make it cost 1 more and deal guaranteed damage to the enemy Nexus and 1 damage to three random enemies. This change would make Make It Rain much more consistent, and by having 1 less random target for the 3 random damage, it would also make this card less random against bigger boards. My object was not to nerf Make It Rain, so if this seems too weak feel free to suggest a better change.
My aim with this card was both to make it viable in a Catastrophe deck, and to make it less random. This version has +1/+1 over the real Back Alley Barkeep, which makes him less of a Tempo loss and therefore potentially playable. Compared to something like Babbling Bjerg, it has +1/+0 (and synergy with playing multiple copies of him) at the cost of the cards being random, and therefore less useful. I made the cards revealed to both players so that he becomes a little bit less powerful to compensate for the stat buff, and also to allow the opponent more counterpart. If "create random cards in hand" were ever viable, the lack of ability to play around it would make it a frustrating deck to play against, so I think this sort of change would be necessary to make it a healthy deck.
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I have a habit of designing reworks for cards, and since I don't want to fill up the forums with lots of individual posts, I've decided to make this thread and the just comment whenever I have new ideas. Here's the first batch!
The idea behind this change would be to make Braum more powerful, especially in Poro Decks. The first change would be to halve his level up condition, which means that he would be able to level up in 2 turns instead of 3. This would make it much easier and more reliable for a Poro deck to level up Braum. To compensate for this, I made Braum's level 2 form create the Mighty Poro in hand instead, making the Poros he creates only really worth playing in a Poro deck. Poro Decks in general struggle with spending all their Mana in the late game, so I don't think this is much worse in a Poro Deck than his in-game version.
The main issue with Undying Spirit is that it doesn't allow for counterplay by the opponent. This version is fast speed, meaning that it can be responded to by another removal spell. Also, because the buff is only for that round, it must be reapplied every round, meaning that the opponent is forced to always keep 4 Spell Mana open, and so that if you ever get 2 removal Spells in hand, you can kill the unit. Also, the fact that each is a separate spell could make it have interesting uses with Spell Synergy cards like Lux. This version could still be a bit too powerful, in which case it could become a 5 Mana Spell, but at that point it might become too weak.
My main issue with Make It Rain is that it randomly hitting the Nexus or not can determine whether Plunder will activate, which often decides games. My change would be to make it cost 1 more and deal guaranteed damage to the enemy Nexus and 1 damage to three random enemies. This change would make Make It Rain much more consistent, and by having 1 less random target for the 3 random damage, it would also make this card less random against bigger boards. My object was not to nerf Make It Rain, so if this seems too weak feel free to suggest a better change.
My aim with this card was both to make it viable in a Catastrophe deck, and to make it less random. This version has +1/+1 over the real Back Alley Barkeep, which makes him less of a Tempo loss and therefore potentially playable. Compared to something like Babbling Bjerg, it has +1/+0 (and synergy with playing multiple copies of him) at the cost of the cards being random, and therefore less useful. I made the cards revealed to both players so that he becomes a little bit less powerful to compensate for the stat buff, and also to allow the opponent more counterpart. If "create random cards in hand" were ever viable, the lack of ability to play around it would make it a frustrating deck to play against, so I think this sort of change would be necessary to make it a healthy deck.
Here's my second Batch!
Old Versions:
My Versions:
For this set of changes I wanted to buff the Crimson Archetype while reducing the powerlevel of Crimson Disciple, the only good Crimson card, who manages to be so powerful that's she's run in every mildly aggressive Noxus deck. Draining also fits the theme of Crimson much better, especially since Vladimir got his buff.
I think this version of Crimson Awakener is much better, since he often feels bad to play because he almost always does as much harm as good when he enters the board. Crimson aristocrat is also in desperate need of a buff, since she's so awful that I don't even run her in a Crimson deck. Blood for Blood is an awful card at 2 Mana, but I think at 1 Mana and with Drain it could be a potential consideration. Overall, these changes would not drastically improve the power of the Crimson Archetype, but it would help spread out the power of the archetype across more of its cards.
Here's another batch based around making the Toss cards more fun and interactive
Old Versions:
My Versions:
The purpose of these changes would not be to change the power level of Deep decks, but instead to make Toss conditional and interruptable by the opponent.
Just a suggestion, maybe tag the original card in the text somewhere, so ppl can hover over it for quick reference ;-)
Or you can do like [picture of original] > [picture of suggested change], basically just put the original down somewhere so it is easy to see what was changed without needing to read the wall(s) of text. Nothing against reading that, but you get my point, i hope :) Anyway, keep this up!
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Thanks for the suggestion, I'm updating the posts now!