Ok, here's an attempt to get some comprehensive balancing going, since what's been happening is that people have been individually identifying a couple of problematic cards at a time, which results in many cards getting neglected. I'm going to try to comment on every MC card at some point, starting here with the light/gray cards. Please discuss.
NM-85 Nanomachine
<strike>Might be scary with Radd-lifers, but otherwise almost pointless.</strike>
Suggestion: Times 4 instead of 2, add "and takes one damage"?
(EDIT: Fixed!)
PR-34 Probebot
The ability is pretty minor<strike>, and thus his cost/stats ratio out of whack.</strike>
Suggestion:
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
1
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
2 cost,
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
2
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
1 sac
(EDIT: Fixed!)
Clockwork Paladin
His ability has a pretty high prerequisite. <strike>Even if we trade the ability for a permanent +20 life and call it even, he'd be too expensive.</strike>
Suggestion:
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
4
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
1 cost,
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
5
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
2 sac
(EDIT: Fixed!)
CK-3 Sword Dancer
<strike>Assuming face-down doesn't confer entrenching, he's too expensive, particularly compared to War Light Spybot.</strike>
Suggestion:
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
3
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
3 cost/sac
(EDIT: Fixed!)
CK-66 Ninjitsu
<strike>More potent than Tsukeawase (facedown, non-unique) for slightly cheaper.
Suggestion:
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
5
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
8 cost,
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
6
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
9 sac</strike>
(EDIT: Fixed!)
CK-99 Samurai
<strike>Even if we assume he tends to hit the board with two other monsters in play, that still makes him a 50/50 on average for the same cost as Mechahawk (which is itself pretty strong).</strike> His other drawback is trivially managed/avoided. Facedown-ness is an added bonus.
Suggestion:
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
4
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
3 cost, sac unchanged
(EDIT: Fixed!)
TR-32 Variable
Not sure what happens if you switch to fighter mode after the robot has been targeted by a spell/ability. Does it fizzle? If not, then his ability is largely useless. If so, he's probably pretty tasty. No balance suggestions at this time.
(EDIT: According to webrunner, it should fizzle, so...)
Suggestion:
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
4
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
4 sac
TR-40 Modulo
Impressively useless. His ability as written would probably be a net loss for you if you decided to use it 95% of the time, and a marginal gain the rest of the time. His stats are strong... for a one-mana monster. Weak otherwise.
Suggestion: Change ability to 3x mana cost of effect, lower cost to
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
1
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
1
(EDIT: Other suggestion: Increase speed to A to beat effect D)
(EDIT: Still weak.)
(EDIT: Alternative Suggestion: LG lacks a Power deck super-card, so how about this: change his ability to "mana cost x Power"? Most abusive scenario I can think of is a bunch of Ultracells and a Golden Idol or somesuch, but that still only gives you a 159-or-so/25 monster for a ton of mana and lots of cards)
MX-5 Stonehammer
At first glance, quite strong, but the power requirement is a significant drawback, with the current crop of power generators. Probably fine as-is.
MX-12 Protectant
Pretty unique card, so it's hard to gauge. Decoying can be as much of a drawback as an advantage at times. He's probably a little too expensive, but I'll withhold judgment for now.
MX-42 Armormail
<strike>The Radioactive Battery combo is pure cheese, but otherwise</strike> he's just not that impressive for the cost, which is roughly equivalent to the Vendor NPC, who is Spell/Ability Immune and deals serious damage, although without flanking ability.
Suggestion: 20/10,
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
6
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
4 cost, zero sac
(EDIT: Radioactive battery issue fixed, cost still a little high.)
Mechazors
I haven't played with the Mechazors or seen the merged version, so I'll withhold comment for now.
Chrome Dragon
Let's say you have a full field of War generators (best case scenario). <strike>Then you have a 30/90, no ability, for 5+4 mana. Yay.</strike> Then you have a... well, depends on the card's order of operations, but <strike>120/90 or 200/90</strike> <strike>240/90 or 450/90</strike> 225/90 or 69/90 creature for <strike>5+4</strike> 6+5 mana. And that's really not that outlandish an effect setup.
<strike>Suggestion: That last multiplier can get pretty sick. Make it 1x (leave others as 2x).</strike>
<strike>
(EDIT: Gyaaah...?!? Of all the cards for me not to draw in roughly 200 booster packs... Did I do the math wrong? Misinterpret the card?)</strike>
(EDIT: Fixed? As long as it's 3x+(3y*3z) anyway. Could be worded more clearly. Actually, at a cost of 6/5, it's probably slightly overpriced for a (max) 69/90 monster.)
Mechahawk
<strike>Mildly too strong compared to Skelebird and its ilk, though keeping in mind that it is slightly less readily incorporated into a beatdown deck (the best dark complementary creatures are inferior to the light and gray counterparts).</strike>
Suggestion: 42/50, sac to
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
4
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
3
(EDIT: Fixed!)
Laser Surgeon
The ability isn't all that much better than a standard healer, <strike>yet it costs an insane amount of mana, to the point that the value of the ability is trivial. And his stats certainly can't support his mana cost.</strike>
Suggestion: Reduce activation cost to 2, fix spelling of "it's" to "its"
(EDIT: Fixed!)
CN-62 Autogun
<strike>Unless you meet the hefty allying requirements, this probably does almost as much harm as good. And it costs as much as Level 99 Guy. If you can protect a Holy Banisher, it will do more damage than the autogun will (25/turn vs 49/2 turns) unless you have 7 allies. Also compare to invisible attackers.</strike>
(EDIT: Ability triggers every turn unless allying in place-- can potentially be quite useful in a lockdown situation, possibly too good. Needs further investigation.)
<strike>Suggestion:
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
6
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
6, 50% chance of turn skip, allying 4</strike>
(EDIT: Nerfed... too expensive now for what it is? Weird card.)
CN-20 Catapult
Possibly a bit too strong, but as long as you can't easily entrench it with a Hyperspace, I don't know that it needs a nerf just yet.
EDIT: Note that at ~8+ monocolor cost, his expected vanilla stats should be ~70/70. The question becomes, what is more of a factor, quick hit, or defenselessness? I could see a minor nerf.
CN-50 Asteroid Cannon
Interesting. A 100/60 wall for 6 mana would probably cause a lot of wailing and gnashing of teeth, but this can attack (sort of) and is face down, yet costs only slightly more. Yet I think defense-oriented monsters (including walls) have historically tended to be underpowered, so I don't know that this is way off-base. We'll see if anyone can demonstrate that it's broken.
Nanoreplicator
Nice reference. I don't know that I would bother with it at that cost, especially if it can't dupe uniques. If it can, well, that might be more interesting, yet I can see it potentially opening up all kinds of abuse that was supposed to be averted by uniqueness.
Suggestion:
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
5
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
5, no uniques (if it does now)
(EDIT: Fixed, sort of. Don't know if it's abusable right now, though multiple Nate/George might be annoying.)
Magic Mine
Amusing. Will have to try it out sometime. No immediate balance reaction.
Diamond Clockwork
The clockworks all seem horrible to me, since the allying counterparts seem much less onerous to "turn on", and even if they aren't fully powered up, they still produce something.
Suggestion: 50% chance: Generates
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
, Power 2: Generates
additional ![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
(EDIT: Fixed, sort of. Don't know if it is enough or not. Perhaps.)
Solar Panel
So, currently, Power is pretty costly to produce, but this is possibly the worst Power generator of the bunch. On the bright side, it won't lose the game for you like the Nuclear Plant might, but you have to use one of a limited set of locations and hope your opponent isn't using any of the wrong set. Otherwise, well, you have a Power Cell without the benefit of drawing a card.
Suggestion: If location is light: Generates
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
. Also, if location is not dark: Generates
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
.
EMP Emitter
Need to try this out. Could be highly useful as a portable counterspell generator if I understand it correctly. No balance recommendation yet.
(EDIT: Got nerfed pretty hard, but in fairness, a reusable counter is pretty powerful.)
Graviton Sword
Ugh. Why? It's actually not all that common for the speed of an entity to become a critical issue. The effect slot would most likely be better used for a generator or something else.
Suggestion: Into play: Gain 10 life.
(EDIT: Changed, still useless. Maybe even more so. New Suggestion: ![[Image: abilitypointer.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitypointer.gif)
If target entity's speed is E, it is dizzied. Otherwise, its speed is reduced by two ranks.", cost of
2
2)
Scanning Field
Someone pointed out that this could get ugly in a shotgun deck. I tend to agree. That said, it
is fairly costly. Maybe not costly enough, though. I need to see if it can be broken, <strike>but my gut reaction is to increase the cost by about 1/1.</strike>
(EDIT: Fixed)
Missilepod
<strike>Given the pretty onerous burden of a Power 1 requirement, I think it can get away with doing a bit more damage, so that it's not just useful against Radd-lifers and the Giant Letter X family.</strike>
Suggestion: 10 damage
(EDIT: Fixed!)
New Power Source
Considering you'd have to play three generators (save something like Crossover) to gain any benefit, probably four after the card cost, I think this is unlikely to be very useful. Not to mention that the opponent can take advantage of it as well. For obvious reasons, it can't be reduced to 1/1 cost, but it still could be better.
Suggestion: End of turn: Draw a card.
(EDIT: Oh crap, it was reduced to 1/1 cost. This could get exciting.)
Cloaking Field
Nifty, yet pricey. Possibly worth it, though less so if the entrenching effect is removed. Might be better bang-for-buck to go with more surgical face-down effects, like Hyperspace or the Protectant, when you factor in the lost effect slot.
Suggestion: Assuming entrenching removed,
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
5
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
5 cost.
(EDIT: Fixed!)
Electromagnetic Net
Kind of interesting, but often, the monsters with the most annoying activated abilities don't attack (or only do so after wreaking its havoc on your field).
Suggestion: Also dizzy target monster, fix spelling of "it's" to "its"
(EDIT: Spelling fixed)
Hull Plating
Still need to investigate further, but my gut reaction is that it's about right. If you can get it out early, it potentially gives you an effective 400 life, assuming it isn't destroyed. But it also occupies a slot the whole time, which seems like a reasonable tradeoff. If we get around to boosting the other life gaining spells/effects, then maybe this could be upped to 30% or something.
Quantum Clock
Any time you have reusable turn skipping, it's a bit unsettling. I can see this scenario: Trading Post + Kelar Scholar + Holy Scholar = Opponent never gets a turn. It's a pretty major undertaking, though, so maybe the 9/2 cost (EDIT: along with Power 3) is enough to offset the risk.
Glowerite Ore /
Financium Ore
I think the jury's still out on whether these guys continue to be too strong even after the nerf...
(EDIT: Strong feelings both ways on this one. My personal feelings: )
Suggestion: Reduce sac to one mana (e.g., the allying-gen color)
(EDIT: Fixed!)
Electric Conduit /
Photonic Conduit
...but they're better than these guys. Actually, the "silver" either-or generators are probably the least painful of the set, but I think they're still too weak.
Suggestion: Change to -3/-0 and 10 life, respectively
Sensor Sweep
A decent little utility card in the MC environment, but might fall into complete disuse when introduced into the mainstream, where it will be pretty common to find decks that don't use the face-down mechanic at all.
Suggestion: Fix spelling of "revealled" to "revealed"
(EDIT: Fixed!)
Construction Kit
Probably balanced following the latest nerf. 3+3 mana isn't cheap, but drawing two creatures is nice.
Recycling
While graveyard cycling can make one uneasy from M:tG's issues with the mechanic, <strike>12/14</strike> 9/10 is a little ridiculous, considering it costs 15 mana to KILL EVERYTHING. Still, might want a safety valve to prevent any broken weirdness.
Suggestion: Change cost to
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
4
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
6, add "and obliterate the top 4 cards of your deck"
(EDIT: Somewhat cheaper, but IMO not enough.)
Shade Filter
These seem pretty nifty, though I think their utility will be more fully realized when playing more traditional decks with a well-defined primary color. Better than the old "dance" cards.
Warp Gate
I don't see a lot of use for this, personally, but maybe others' opinions will vary. I think Infinity Shield is probably more generally useful.
Suggestion: Cost to
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
2
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
2
(EDIT: Fixed!)
Magnetic Wipe
I probably won't use it much, but it seems reasonable. Comparable to Blur Effect (which I also don't use much, if at all).
Solar Flare
I think the original formulation of discarding 1+1 cards was okay, given the cost (at least I think I remember that once being the effect). 20 damage is obviously weaker<strike>, and if that is going to stay, I'd make it a bit cheaper.</strike>
Suggestion: Cost to
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
2
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
3
(EDIT: Fixed!)
Energy Surplus
If you actually want to put generators on top of your deck, you're probably really hurting for mana, so paying 2+3 for this will be painful, and you most likely won't be able to trigger the allying clause.
Suggestion: Reduce cost to
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
1
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
2
(EDIT: Improved, but still a little weak.)
Exhaust Port Torpedo
Really, really specialized, even in the MC testbed sandbox, and if you don't have a target, you can't cantrip it.
Suggestion: Destroy target effect if it is a weapon (allows cantrip)
(EDIT: Alternate suggestion: dual targeting-- target a player to get cantrip effect, a weapon effect to destroy it)
Zero-G Facility
I could see this being a really useful location in the right deck. That said, it's suitably priced, I think.
Exo-Suit
Useful, probably priced about right. No suggested changes.
(EDIT: Note, in comparison to EXP in a Can, that this one can't be played as a surprise response to your creature being attacked)
(EDIT: I still think it was fine at 3/2)
Energy Shackles
Ditto.
Radioactive Battery
<strike>As mentioned above, this is ridiculous when comboed with the current incarnation of the Armormail.</strike> Could also be problematic with the Charmshielder.
Suggestion: =>10% chance to destroy monster instead of 17 damage
(EDIT: Armormail was fixed, so this is less of a problem.)
Plasma Pack
These things seem slightly overpriced, though they're the only way to generate power without taking up a slot. The tradeoff is that if the 'host' dies, so does this.
Suggestion: Change cost to 3/3 (same for other "Packs")
Shield Belt
Kind of nifty. I don't know if it's worth the cost or not, though. My gut reaction is "no", but others may disagree.
Suggestion:
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
3
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
3
(EDIT: Cost reduced to meet me halfway. Better, but I still think 3/3 is very reasonable.)