v5: Text changes for Triumph City, Soulsphere. webrunner\'s Argent/Tome/Malsummoned Fairy fixes included.
v4: Malsummoned Fairy included, Prince Far\'thin 65 life
v3: Fairy dragon once more is no longer a dragon, change to the mind burrower fix
v2: Shielded Paladin 28 attack, Fairy DRAGON.
Consented:
Messengite Church = 6/7->5/6, ability 4->2+X where X is a counter that increments with use and is reset to 1 on draw phase
Tonya = 4/5->3/4
Hawk = 4/5->4/7
Exodragon = gets +3/+3 for each of Tonya/Hawk
Forest Fairy = 20/40->30/40
Mountain Fairy = 20/40->30/40
Cavern Fairy = 20/40->30/40
Legend Hawk = 65/80->70/80
Sparks = 45/20->40/20
The Sealing = 54->43
Red Sprite = 40/20->40/25
Green Sprite = 20/40->25/40
Dragon = 3/5->3/4
Valhallar = 10/12->9/11
Star Egg = +7 to counter->+8 to counter
Rolling Golem = 60/30->60/35
Burning Energies = now doubles life as well as attack
Space Burrito = 222->333, 50 life->80 life
Mizuna [ninja]= 20/30->25/32
Save Point = 8/7->6->7, ability 8->6
Apple = 6/zero->5/zero
Baron Diamond = 65/30->65/36, L damage: 75%->70%, G damage: 50%->60%
Khrima\'s Tower = 6/6->4/4
Number 347 = no longer dizzies at start of turn
Plum = no longer dizzies at start of turn
Wrench = 20/30->25/30
Gamewhale = gains a 50% chance of gaining 2 when leaving play
Temporary Character = 48/52->50/52
Shida = 40/40->50/50
Nexion = 50/50->60/60
Kilothi Cruiser = 50/100->55/105
Shadow Pudding = 80/40->85/40
Log Dice = \"2X, X:1-4\"->\"2X, X:1-5\"
Rabble-Rouser = 20/20->25/25
Joey, Slime Fan = 9/13->8/11
Meilar = 14/14->12/12
Ker = 12/13->11/13
Holy Conjurer = 15/35->15/40
Holy Acolyte = 5/15->7/15
Tome of Protection = 10/12->7/8
Tome of Agression = 10/12->7/8
Mind Burrower = ability dizzies
Angel Protector = 5/6->4/6
Starsword Paladin = 11/45->11/50
Chook Xao = 10/40->20/40
Shigatsu Ninja = 95/50->95/70
Brick Wall = 5/6->4/5, speed C->D
Slime Traveller = 3/4->2/2, 20/20->15/20, speed E->A, gains speed summon
Armoured Paladin = 34/55->34/56
Smitemancer = 7/8->6/8
Covenant Peaks = 6->4
Iridith Kingdom = 6->4
Kel\'Sor Elflands = 6->5
Triumph City = Maintenance 3->Elven City Kel\'Sor = ability 6->4
Missilebot = 7/83->5/62
Cody = ability ->Fairy Bell = ability 10->8
Holy Banisher = ability 15 damage->25 damage
Melrak Spellsieger = 10/9->7/8
Tablet Golem = 9/9->8/8
Tsuitachi Ninja = 5/7->4/5
Earth Elemental = ability also increases life by 3
Firebolt = 10 damage->12 damage
Foom = 10 damage->10+X damage, X random between 0 and 5
Pirate Captian = 35/35->35/40, ability 20 damage->25 damage
Meck = 20/20->20/25
Ophelia = 4/5->3/4
Evil Soldier = 15/5->17/6
Melrak Assassin = 35/40->30/60, ToD 20%->30%
Melrak Recruiter = 3/4->3/5, 15/25->25/25
Dark Wasp = 40/35->45/35
Exp in a Can = speed B->E, +15/+15->+20/+20
Twisted Paladin = 54/65->54/6, 62/45->65/56
Eagle = ability 3->Crossroad = 62/62->65/65
Lucky Save = 3->2
Final Spark = 555->444
Shadehawk [clash]= 40/40->42/42
Slime Valley = costs extra if another valley already in play
Robot Duplicate = 40/40->50/50
Spacobs = 20/20->25/25
Skeletal Chimera = 6/7->5/7
Dirlend [cg]= 35/20->35/25, chaos ability change to \"Dizzy target monster, each other opposing monster has 40% chance of dizzying\"
Rainfields = 58->57
Tom = 30/30->33/30
Raiments = 3->2, target undizzy creature gets dizzied and +0/+22
Fairy Circle = generated fairies lose 6 attack
Silence = 53->43
Magic Staff = 6/5->5/5
Maginus = 9710/->759/
First Avrillian = 50/50->25/85
Soul Sphere = counter is halved with each use (instead of -20)
Slime Cannon = 9/11->8/11
Killer Shadow = 6/7->5/5
Server Crash = 9/zero->5/3
Downtime = speed D->C
Tesla = 6/7->5/7, 35/55->33/56
Podder-Head = 30/20->35/20
Piddo = 20/30->25/35
Magic Eight Squall = speed E->A
Toss a Vase = speed E->S
Force Field = 6/zero->5/zero
Gorthox = 55/55->60/60
Brig Aliens = 6/8->5/7
Karashi [clash]= 6/7->5/7
Marcus = 7/8->6/8
Laser = speed E->D
Knell\'dorn = 50/65->50/75
Level 99 Guy = gains Ability Immunity
Sara = 7/8->6/7
Kelar Engineer = 6/7->5/6
Kelar Scholar = 7/7->6/7
Kelar Sage = 6/7->5/7
Mental Fog = 3->2
Dove = 2/3->2/4
Holy Strength = 10->9
Norlaan [prime]= 12/14->11/13
Dream Invader = ability 35 life->30 life
Blood Pact = 8->7
Dead Woods = 94->74
Trenches = 6->4
Unstable Ground = 58->45
Ivory Fortress = +10 attack->+15 attack
Historylands = 555->444
Standing Stones = 446->334
Dragon Whelp = 35/35->37/37
Paladin General = 30/50->30/56
Column of Iridith = 3/->3/2
Twelve Stars = 4/5->3/4
Paladin Monument = 5/6->4/5
Holy Soulsaver = 7/8->4/5
Holy Scholar = 5/6->4:/5, 15/15->10/24
Melrak Chantress = 20/35->25/35
Norlaan [prince]= 14/15->13/15
Malatak = 66/40->66/66
Honor Burrower = 6/6->5/8, 10/35->20/35
Abrasis Mindlef = 33/30->40/35
Potent Injection = 5->4
Slime Leader = 10/40->20/40
Slime Dragon = 12/13->10/13
Wind Elemental = 35/20->35/25
Regent Faritin = 12/11->10/11
Swooping Dragon = 55/55->55/60
Bakuga Generator = 5/6->3/4
Sudden Growth = 6->5
Mutual Disarmament = ->zero
Firestorm = x2->x3 damage
King Valiron = 13/14->12/13, 50/65->60/71
Holy Wordbringer = 7/8->6/8, 15/40->15/60
Valian\'s Resolve = ability \"+30/+40 until end of turn\"->\"+30/+30 until end of turn, +0/+10 permanently\"
Skeletal Archer = ability \"1/10 of attack\"->\"1/5 of attack\"
Assistant to Abrasis= 2/3->2/4
Bakuga\'s Lab = 6->5
Iridith Villiage = 3->2
Venomic Dragon = 14/15->12/12
Aeon Weapon = ability \"666666 for win\"->\"505050 for win\"
Memory of Trauma = 9->7
Prince Far\'thin = 60/60->65/65
Down to the Wire = 9->5
Scorpion = 10/50->10/60
Shining Dragon = 10/11->9/11
Starslime = 42/52->4/42
Karashi [vch]= 10/11->9/10, 50/45->50/51
Drecker [vch]= 12/14->9/11, 20/55->20/56
Lumi [vch]= 12/12->9/9, 35/45->35/65
Whizrorb = 11/12->8/9
Ardam [vch]= 11/12->9/10, 50/45->45/51
Lucky Charm = ability 333->222
Soul Taker = 12/13->10/11, ability +3/+3->+5/+5
Keeps on Giving = ability 333->222
Dark Doomsceror = 65/45->65/60
Victor the Victor = ability 666->555
BUGFIXES: Fairy Kingdom: text un-ambiguated (thanks \'Joyd) Melrak Spellsieger: does 28 damage Blizzard Aftermath: this change was done by webrunner, just letting him know it is carried over into this CSC set :)
Also, the following cards were 1% off - ie if they said they had a 50% chance they actually had a 51% chance (for technical detail, I changed CMP>=^rnd:1:100:^50^ to CMP>=^rnd:0:99:^50^). Ghost of Greybard, Mischevious Tanuki, Playful Tanuki, Fat Tanuki, Year One Cake, Karn [inf], KRYLGRD, Temporary Character, Reckless Abandon, Mind Control Ray*, Melrak Assassin, Venomic Dragon, Kelar Rider, Bakugabot, Stone Maze, Golden Idol
*Mind Control Ray uses CMS instead of CMP - I have no idea why.
"Open your eyes / Open your mind / Proud like a god don't pretend to be blind"
04-15-2005, 04:06 PM (This post was last modified: 04-17-2005 04:58 PM by sqweek.)
Alright, everything in the first post is implemented in the CSCs.
I\'m using this second post to list changes under discussion (starting list grabbed from the last couple of pages in Some Stuff... - let me know if i missed anything).
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RE: Big Balance Bonanza
Well... good thing this got revived. It\'d be nice if the game would be closer to being balanced than it is now.
It\'s been so long though, that it seems to me like nothing will happen anyhow. That\'s a saddening thought.
Noodle Wrote:Besides most of us know not to take most of the insults slung around there to heart, we're all friends here. It's more like elbowing than punching.
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RE: Big Balance Bonanza
I\'m hate to be obnoxious, but what exactly is the holdup with actually implementing the changes into the game itself? (If it\'s something I can help with, then I\'m willing.)
Still the first member in alphabetical order.
2 Bronzes, 1 Silver, 1 Gold in the MTG:3CB thread
Doctor Bakuga is a woman. Also, she is my girlfriend.
Okay, I leave for, like, three seconds, and everything changes. What gives?
Only webrunner can make the changes live so you\'d have to ask him. I\'d guess it\'s because he\'s busy with other stuff.
Swooping Dragon: 58/58
I prefer its current state of 55/60 to be honest. It gives the card a bit more flexibility because if you suspect your opponent has an MMW on hand you can avoid pumping it.
Robot Flunky: 3/32
Mmm. I defended 42 sac earlier but I\'m not sure now. I can\'t say I have an issue with 32 sac.
"Open your eyes / Open your mind / Proud like a god don't pretend to be blind"
I dislike EXP-In-A-Can\'s change. An extra 5 life and attack but that it can\'t save your monster from common kill spells and abilities makes it even more unplayable in my eyes. Also, why are you boosting donation cards? They\'re already powerful, so you\'re going to make them even stronger so that the players who have the spare cash can overpower those who don\'t even more? Lastly, very few people play big decks, and as one of them, making memory of trauma easier to cast makes things even worse. It\'s a powerful finisher already... If I have other things to say, I might post them later.
Okay, something else: Why is Iridith Kingdom cheaper than Elflands? The reason is people want birds and angels to come out FASTER, or what?
"So today, we learned that you suck at explaining things."
04-15-2005, 10:21 PM (This post was last modified: 04-15-2005 10:24 PM by azulknight.)
Fairy Dragon is not a dragon - the same way a Koala Bear is not a bear.
Fairy Dragons resemble dragons but actually have no biological or mystical connection to the dragon race (and, as a result, have no reason to gain strength from Saurizal)
LtSterling
Teacher of Defence Against the Dark Arts
House Head of Iridith Order of the Paladins
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RE: Big Balance Bonanza
I dont recall it ever being a dragon type. It was a unique Fairy always to the best of my knowledge.
if you are near to the dark I will tell you 'bout the sun
you are here, no escape from my visions of the world
you will cry all alone but it does not mean a thing to me
(Anime) hack//SIGN: aura
! Won\'t this make them as powerful as a normal 4-mana monster (Melrak Axeman is 40/30) PLUS they have the sneaking.
Sneaking is nigh useless. And this is the beginning of a recurring theme where BlackFox thinks life is as (or more) valuable than attack... Jeez, just compare it to a Kelar Warrior, or Reka.
By this logic Jeff is obviously, hideously underpowered, since not only does he have fewer stat points than, say, a Dragon Whelp, but he also has a negative ability and is unique.
A cheap speed-summon that isn\'t fleeting. I image it will be as bad as red gloops.
Red Goop\'s bouncing is one thing that makes it highly annoying. I\'m not exactly going to live in fear of a 15/20 speed summon.
BlackFox Wrote:
Quote:Armoured Paladin = 34/55->34/56
Why? This would make him an equal beatstick to Garshask which he shouldn\'t be given his immunity.
See \"attack != life\".
BlackFox Wrote:
Quote:Crossroad = 62/62->65/65
She used to be 65/65 before the last round of balances...
...and most people have no idea why she was nerfed in the first place.
BlackFox Wrote:
Quote:Robot Duplicate = 40/40->50/50
He\'s hard enough to kill already.
Because, obviously, a 7-mana creature should be very easy to kill. Angelic Warriors are harder to take down, in my opinion, and they cost one less mana.
BlackFox Wrote:
Quote:Mizuna [cg]= 25/25->25/35
Shadow-stalkered and she\'s unblockable: 3-turn kill. And you\'d make her immune from MMW and T-mancy?
So, let\'s punch this \"three-turn kill\" into the ol\' calculator... 2333... two cards... and she can be attacked. And if you don\'t xform her, or if she\'s attacked on turn played, she dies to a garden-variety 4-mana creature.
BlackFox Wrote:
Quote:First Avrillian = 50/50->25/85
That would make him pretty useless, as the avrillian\'s life rarely comes into play.
I think the original intent of this card was to be useless despite the ridiculous appearance. Then people broke it with PoS and Soulsphere.
BlackFox Wrote:
Quote:Tesla = 6/7->5/7, 35/55->33/56
See my comment for armoured paladin.
Ditto.
BlackFox Wrote:
Quote:Knell\'dorn = 50/65->50/75
Would be way overpowered. This would make him the equal of other 8-mana monsters without counter his ability.
Once again, attack != life. And he still has fewer stat points than Tough Dragon.
BlackFox Wrote:
Quote:Firestorm = x2->x3 damage
I sense a new take on the kerpow deck.
Somehow I don\'t fear your new, improved half-efficiency neo-Kerpow deck. This card is still only useful if for some reason you need to do 12 damage to your opponent or have what is, for all practical purposes, infinite gray mana.
BlackFox Wrote:
Quote:Iridith Villiage = 3->2
That\'s a powerful card as is.
I\'ve never seen this card be particularly influential in a game. I\'ve probably had as many occasions where I had it in my hand and decided it wasn\'t worth wasting mana on as actually playing it. It would be powerful if it were stackable, but it\'s a location.
"...I can't believe I have to say this but Tamdrik is not a measure of balance."Â Â
- sXeAndriex
I have a feeling that increasing Ivory Fortress from 10 attack to 15 attack is not going to make it more playable. I like nerfing soulsphere, and want to know what Earth Elemental\'s ability is supposed to do post balance...
"So today, we learned that you suck at explaining things."
Okay. It has the same cost as a Holy Peacemancer, costs 1G more to activate, and has +5/+25 in comparison. And it will become harder and harder to kill as time goes on, though it\'s already hard to kill with 45 life.
Where is the justification for this?
"So today, we learned that you suck at explaining things."
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RE: Big Balance Bonanza
I\'d sort of have to agree. The big challenge for a dizzier card is staying alive the first turn, something peacemancer can rarely do past the opening stages of the game. The two mana vs. the one mana thing should not be underestimated, since dumping two mana per turn into an ability is a fairly significant upkeep, and it limits splashability (not that anyone ever splashes peacemancer anyway.) I am sort of interested in seeing how it was determined that Earth Elemental was underpowered. (I\'m assuming that it involved some comparison to Sparks.) That said, I think the compound ability is very cool, but seems like overkill on this card. Not that the change breaks it, I just think that it\'s unneccesary. The one argument I see is that dizzying is slightly more in-color for gray, so perhaps gray should get better dizziers for their mana.
Still the first member in alphabetical order.
2 Bronzes, 1 Silver, 1 Gold in the MTG:3CB thread
Doctor Bakuga is a woman. Also, she is my girlfriend.
Okay, I leave for, like, three seconds, and everything changes. What gives?
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RE: Big Balance Bonanza
Well, obviously Holy Peacemancer is underpowered as well. I thought he was getting a boost too?
Like, 35 life. That and the fact it costs less to activate and is a Cleric, makes me think it should be a-ok then.
Noodle Wrote:Besides most of us know not to take most of the insults slung around there to heart, we're all friends here. It's more like elbowing than punching.
\'Joyd Wrote:I\'d sort of have to agree. The big challenge for a dizzier card is staying alive the first turn, something peacemancer can rarely do past the opening stages of the game. The two mana vs. the one mana thing should not be underestimated, since dumping two mana per turn into an ability is a fairly significant upkeep, and it limits splashability (not that anyone ever splashes peacemancer anyway.) I am sort of interested in seeing how it was determined that Earth Elemental was underpowered. (I\'m assuming that it involved some comparison to Sparks.) That said, I think the compound ability is very cool, but seems like overkill on this card. Not that the change breaks it, I just think that it\'s unneccesary. The one argument I see is that dizzying is slightly more in-color for gray, so perhaps gray should get better dizziers for their mana.
Well....think of it. If you play sparks, you pay 4G for a 45/20 unique creature who can dizzy for 1G at C speed..thus, it serves the following functions:
1.It is a dizzier, obviously. C speed is nice, although it won\'t stop anything (Warlock on controller\'s turn, slime king, starslime, an-52, etc...).
2.It poses both a threat to creatures and players, because with 45 attack, it can trade with a stone golem, a commonly used 5G beatstick, or just hurt the poor player who has no monsters out.
If you play an earth elemental, however...you pay 4G for a 20/45 non-unique creature who can dizzy for 2G at B speed...and serves the following functions:
1.It can dizzy creatures at B speed, being able to stop even other dizziers like kelar sage/sparks/dirlend, or snipers like warlock.
2.It can die. Very fast, and very easily. 20 attack is nothing, and the life isn\'t really great either...most 3mana-ers can take the elemental out, and 2G per turn is a HEAVY upkeep. You could easily play 5 peacemancers and
dizzy your opponent\'s creatures ad infinitum, provided you have at least 4 shrines out. But even IF you manage to play five earth elementals, you will hardly be able to get 10G a turn, will you?
I use earth elementals myself, rarely. But this is in a pretty slow deck that uses gamewhales and bakuga generators as mana supply, and usually gets going once i have one or two generators at 3-4 out...
[20:39] sXeAndriex: Soloing as a priest is so much easier in real life
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RE: Big Balance Bonanza
Some things to be considering:
1) Sparks will be 40/20 if I\'m not mistaken.
2) Most dizziers will just be used to keep themselves in life. At twice the cost, this is twice as bothersome for you when using them. A dizzier with low life will have to save itself from smaller creatures more often than a dizzier with high life. Basically, Earth Elemental is good for preventing one creature from attacking you, then it gets killed (unless the deck is an awesome lockdown deck, in which case the creature\'s stats could\'ve just been 0/1).
Noodle Wrote:Besides most of us know not to take most of the insults slung around there to heart, we're all friends here. It's more like elbowing than punching.