This will be a post with my perferred balance changes for the next patch. I will include reasoning why I would like to see these changes and also some general thoughts for the future.

I know that now after release Abrakham wants to make as little changes as possible to cards, with this in mind I will try to find small solutions that still push the meta in a more comfortable direction. To me the meta is in the best spot if there are several viable high tier decks for each color. At least in terms of color variation we are in a very good spot. But some colors just have very dominant decks among them that leave no space for alternatives.

BLUE:

To begin with Blue I actually want to go back in the past and mention that I liked the Failed Experiment change, since this was the card that made blue7’s kind of broken and actually my suggestion back then was to make it 1 less faeria effective which is a significant change. However there happened a multinerf, which to me was okay for stormspawn, but changing Windfall was probably too much. Right now it is a Soul Pact that requires you to have 10 faeria. In order to accomplish that you either have to have a massive board lead, or just give up playing creatures for a couple of turns, which means you are not collecting and lose faeria anyway. Also don’t forget you lose 1 card draw for playing Windfall, which is worth 1 faeria… so in the end you will effectively increase the value of your faeria only by 1. So this is why i would plea to revert the Windfall change.

Windfall 10 faeria gain 13

Now with the danger of multinerfs in mind I want move over to Blue Jump. Probably one of the most hated decks to play against right now, due to it’s punishing efficiency and mobility. To me the key for mobility cards is high land requirements. That’s why nobody complains about Windstormchampion which is actually an incredible card , but just a lategame finisher. However nowawdays with lowlandrequirements games are decided very early on. Not only do you have the trade range of 1 extra field for jump creatures - prophet of tides allows you also to move over the map without making lands, which means you can reach every spot on the board with just 1 jump creature in front of your orb. If prophet was 3 lakes you could at least prevent people from using double neutral for the maximum jump range on turn 3.

Prophet of Tides 3 lakes

Next we have to talk about power creep and Triton Trainer. 5/5 stats worth and jump for 4 faeria is just insane, and not a big suprise we see this deck rise up as soon as the card got release. I played a similar midrange blue list before, but it wasn’t even as close as effective to the deck when Triton Trainer got in the game. Not only is it a protection to aoe , but it also allows you to break important damage thresholds in the game - 6 damage on warrior to kill Groundshakers, Seifer, Heralds etc… 5 damage on Ninja Toad, which is more damage from hand than Firebomb - so yeah, Ninja Toads was considered a rather weak card in the past, but the buff effect on a haste creature just made it a very powerful removal again. Compared to Courtjester with Trainer you can also control the effect of the buff, and you gain a 3/3 creature compared to a 0/2 so the power creep is real. I’m not a bit fan of overnerfs, so that’s why I would simply change the card to:

Triton Trainer, your next creature with jump gains +1/+2

The final change that has to happen in my eyes is about Mythmaker, similar to Prophet of Tides, it’s a snowball card that decides games early and with the big range of jump creatures on board can often not be played around - she is already considered the strongest card in the game , so a small nerf defenitely won’t hurt anyone. like for all the other powerhouses among the legendaries, I would like to see a land requirement increase , to make her a little bit slower, but at the same time also harder to splash - every deck with blue hybrid cards includes her automatically… this way she’s more of a blue identity card

Aurora Mythmaker 3 lakes

Some final changes that could be thought of but I don’t really care, increase the colossus reduction by 1. However I think this would be an overnerf to the whole deck, also I like the idea of having late game finishers with scaleing - in fact i would like to see other colors have similar viable options (green colossus, red colosssus, hate seeds)

Auroras Dream 4 lakes - the whole Failed Experiment synergy that enabled this card got nerfd I also don’t think it was ever broken at 3 lakes ,

Mystic Beast charge instead of jump ? i feel like a stats nerf could break the card - but charge is cleary a weaker ability than jump and requires more strategy with land requirement

Frogify to 4 lakes while adding other alternatives for hardremoval that offer counterplay. So of course big creatures get out of hand if hardremoval is not that viable. But I’m not a big fan of removal/swing cards that offer no counter player - I really like deathtouch creatures and maybe other effects for hardremoval where the board and positioning matters, and not stuff that can be simply played from hand. being on 4 lakes means you have at least some time to prepare for that

RED:

Red seems to be in a very good state actually, has lots of variety in deckbuild (combat, burn, bargain, classic control, etc…) I would however like to see a changes to Seifer with the same treatment as Mythmaker, for similar reasons. He’s just too strong, you shouldn’t win games only because you draw your powerful cards first - 3 mountain seifer actually makes him harder to play as t2 collector and harder to splash.

Seifer Blood Tyrant 3 mountains

the other card I would like to see a change is Flame burst. Red removal feels like it has no distinction , you have wrath for 2 cost 2 dmg , burst 3 cost 3 dmg , bomb for 4 cost 4 damage, to make things a big more interesting and give people and incentive to try firebomb I would like to see Flame burst be a 3 mountain card. makes it less effective to splash in burn/crackthorne decks which people disslike due to their ability to burst you down.

Flame burst 3 mountains

Also like mentioned before I would like to see a viable red colossus

YELLOW

Khalim turn 2 is probably the strongest opener you can have in the game and increases your winrate by a lot. Games shouldn’t be decided that much by early draws - the card snowballs too much, he’s just such an efficient and sturdy collector that doesn’t even need lands to double harvest and can even be used to go face with tempo plays.

Khalim 3 Desert

Flashwind is another card that has a very high impact for early game trades, a with similar reasoning to prophet of tides I would like to see a landrequirement increase.

Flashwind 3 Desert

Final Yellow card I want to discuss is Windstorm Charger. Probably the backbone of every non rush yellow deck. I’m not sure if yellow decks would suffer too much if he got nerfed, but the damage potential of this card just feels too much to me. He can easily take out 6 health creatures and is an incredibly effective double collector. I feel a nerf in attack damage would be reasonable, but it defenitely needs testing

Windstorm Charger gain 1 attack for each event played

(Charger will be less important for yellow if we had decent alternatives)

GREEN:

Green finally feels in a pretty good spot right now, but similar to the other mobilty cards I would like to see minor changes to Grovecaller for the same reasons

Sagami Grovecaller 3 Forests

The only truly problematic card for me is Voice of Truth a card I initially undervalued but provided with the right deck, it can be incredibly game deciding. It’s a rock paper scissor card that heavily coutners certain things and is very punishing for the meta - and not even that alone, it also has double usage as healing card (I would describe the impact similar to the old unbound evolution , despite the RNG ofc) but if you gain good value out of it it’s just too deciding and offers no counter player- that’s why I would like to see the card changed to have an adjacency requirement so the placement and board matters again. maybe 1 tile adjacent would be too hard to pull off, so I would suggest the range of 2 lands

Voice of Truth Restore a creature in the proximity of 2 tiles to it’s original stats

Would also like to see a viable Green Colossus that maybe encouraged building a different green decktype to what we have already.

Thanks for your attention

EDIT

Some people are concerned that Hybrid decks would also get hit by these nerfs. While this is true in theory, none of my changes affect decks in the meta - except GR Crackthorne and RY Burn in a very small way (Flame Burst/Seifer Blood Tyrant),

However to fix the problem of Hybrid decks not having a solid early game we need