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Next » There was an error. Delete post THIS IS A SPINNER or cancel THIS IS A SPINNER metadata We are happy to announce 10 new cards for Stormbound. This set of cards will build upon the uniqueness of each kingdom, improving their synergies and combo potential. Starting from the next update you will be able to receive these cards from ALL booster packs in game. To celebrate there will be a one-time only offer to obtain 1 copy of each new card. We may see some changes to early information that is shared here. We expect more cards to be released by the end of this year, which will partially continue this set of cards as well as introducing new spells and abilities. Without further ado, here are the new cards. Good luck figuring out the best ways to use them! ![](http://www.paladinstudios.com/wp-content/uploads/2017/11/set2_winter.png) **Calming Spirits** 8 mana, 10 strength, 0 movement **Moment’s Peace** 5 mana spell *Give 4 strength to a target friendly unit or structure and freeze all bordering enemies.* ![](http://www.paladinstudios.com/wp-content/uploads/2017/11/set2_swarm.png) **Doppelbocks** 3 mana, 2 strength, 0 movement *On play, spawn a 1 strength Satyr on the tile in front.* **Dark Harvest** 6 mana spell *Deal 2 damage to each enemy bordering a friendly unit.* ![](http://www.paladinstudios.com/wp-content/uploads/2017/11/set2_ironclad.png) **Ozone Purifiers** 2 mana, 2 strength, 0 movement *On play, push a random bordering enemy unit away.* **Delegators** 6 mana, 7 strength, 1 movement ![](http://www.paladinstudios.com/wp-content/uploads/2017/11/set2_shadowfen.png) **Copperskin Rangers** 2 mana, 1 strength, 1 movement *On play, poison 1 random enemy unit.* **Harpies of the Hunt** 3 mana, 4 strength, 0 movement ![](http://www.paladinstudios.com/wp-content/uploads/2017/11/set2_neutral.png) **Confinement** 4 mana spell *Reduce the strength of a target enemy unit to 5.* **Flooding the Gates** 6 mana spell *Deal 3 damage to all units bordering your base.* metadata Flooding the gates! Aka swarm buster! Must own. metadata First. Edit: Dangit metaky you stalled me on discord >.> Nvm, Second. R.I.P Winter Pact 2017-2017 Swarmpocalypse is real. metadata Not bad, nothing game changing but all usable (not a fan of the swarm spell but we'll see), love that first Shadowfen card though, will make the faction so much better. I personally don't expect to use confinement, but hopefully the existence of it will further deter cards like Sharpfist Exiles. As for the neutral anti-swarm spell, it feels a bit too expensive given how conditional it is, but it's a nice idea for sure. Also may I ask, why so many vanillas and 0 movements? I get if you're trying to slow down the game to give non-swarm a chance but the likelihood is people will just decide not to run them instead. Maybe you found something different in testing, but that's how it seems to me at first glance. metadata Love the designs as usual but am slightly underwhelmed. One thing I noted, how come swarm and winter get a rare but iron and shadow don't? I'll exclude the meatbags from my feedback. > Moment's Peace Love the idea and design. I'm surprised you can use it on a structure. I guess it compliments Hearth but after the nerf to Hearth, i don't think it's worth using at all. I don't think this and Calming Spirits will save Winter from the blow to Gift and Rimelings. > Doppelbocks Like a reverse Brother in Arms. Nice but I highly doubt experienced Swarm players will use it. Guess it's good for gaining initial coverage so we'll have to see. > Dark Harvest I can see this synergising well with Shady Ghoul and other 1 cost/strength units. Doesn't promote the agressiveness of Swarm so again, don't see me dropping a spot in my deck for it. > Ozone Purifiers Looks fun and niche but useful. Low cost is a plus. > Copperskin Ranger Nice. Will be awesome when it poisons 2 on spawn. Would that be level 2 or 3? > Confinement Less risky but less useful Broken Truce. Can see this being used in the once levelled. > Flooding the Gates Yeah I can see everyone putting this in to counter Swarm. Damn. Can't wait to play with the new cards. Since no epics, I'll go ahead and spend my rubies on the heroic book then! metadata was really hoping for some bangers in the winter department.. rip winter pact metadata > *Originally posted by **[hello8801](/forums/955764/topics/941770?page=1#11720645)**:* > Also may I ask, why so many vanillas and 0 movements? I get if you're trying to slow down the game to give non-swarm a chance but the likelihood is people will just decide not to run them instead. Maybe you found something different in testing, but that's how it seems to me at first glance. Originally, the game didn't have any 0 move units, which is why there are relatively few of them in the game now. Also we wanted to add more simple cards that just have raw strength - we already have a lot with 1 movement, but not with 0. The theme of Winter is to have very big units and they now have the only 10 strength unit which they could play earlier with +mana abilities. Shadowfen with a low cost 0-move now has a good defensive unit. > *Originally posted by **[aspareforyou](/forums/955764/topics/941770?page=1#11720661)**:* > Love the designs as usual but am slightly underwhelmed. One thing I noted, how come swarm and winter get a rare but iron and shadow don't? I'll exclude the meatbags from my feedback. The rarity is often determined based on how "hard the card is to play / understand" and they are rare for that reason. With the next card set this imbalance will be restored as Winter and Swarm get 1 more common unit and Ironclad and Shadowfen will get an extra rare spell. metadata > _Originally posted by **[AranoJ](/forums/941638/topics/941770?page=1#11720702):**_ > **The rarity is often determined based on how "hard the card is to play / understand"** and they are rare for that reason. With the next card set this imbalance will be restored as Winter and Swarm get 1 more common unit and Ironclad and Shadowfen will get an extra rare spell. HA! As if GotW is a hard card to play/understand. Might as well make that card a common, then. metadata ಠ_ಠ Underwhelmed. That Floodgate one looks okay & extra freeze for winter might be good? Shame Rimelings and Gotw are crappy now. I would try Winter in the future if I could get a damn Archdruid.... metadata Calming spirits: Anyone with Lady Rime has 0 use for this card. Level 1 lady rime is 5 mana for 10 strength. Moments peace: If level 1 says bordering then I imagine at some future level would say surrounding. When it come's to surrounding that sounds too OP. Dopplebocks: Seems fair, but super dangerous at higher levels when used in conjuction with Forgotton Souls Dark Harvest: I hope at higher levels you don't increase damage to 4 and make it surrounding, that would be OP. I play with an iron clad rn so these 2 affect me the most Ozone Purifiers: A WELCOME ADDITION, tired of getting swarmed and not having enough space to breathe. (Is that why it's called ozone pruifier? lol) Delegators: Seems like a hella weak card unless the level ups are dope? 6 mana for only 7 attack? Puh-lease! A level 1 Lich summoner hits harder in a strategic setting. Ironclad decks are super comeptitive so it's tough for me to imagine someone using this if they have the rest of the cards **Misc request: Please change Dr Mia, not a fan rn because I don't use buildings in my strategy and why would I, the ironclad have really strong unit cards. Idea for her, place a 0 cost building in your hand. The concept I propose is similiar to collector mirz. Copperskin Ranger: I think this card should have 0 movment. Poisoning somoene is a hella potent effect and if he can move and shoot then no matter what you put down on your first or second turn against it, your'e screwed. At least if you have this card can you please make anti-venom or anti-freeze cards? I feel that there should be counters to everything. A great counter you have for Gate congestion are felflares. Harpies of the hunt: Tried to play devils advocate but I think this is a really smart card. I see great potential for it Confirement: Well this is a ironclad buster. I think you should change it to reduce strenth by 50% because if i'm knocking on your door with a 15 strength destructobot, and you tame it for 4 mana that seems OP. Or atleast make the mana requirement 6 or 7. For just 4 mana you can do more than 10+ damage at just level one. The rest of the levels must be ridiculous. Also this would be a more fair for a late game lady rime counter. I think that it should be proportianal not flat confiement. Flooding the gates: Great conceptually, the mana cost is fair and so is the damage. I just think that the later level's of this card might be too strong. So I think you should make level 1 be deal 3 damage to 3 random tiles bordering your base. Level 2 be all units bordering the base. Level 3 be same as 2 just 4 damage. Level 5 is a new status effect Lava, so it's 5 damage but if there is any residual left there is a lava pool on that tile protecting the base and if you run into it you lose the residual amount of damage and the lava pool disapears (doesn't stack) metadata > *Originally posted by **[Trolololol111](/forums/955764/topics/941770?page=1#11720829)**:* > Calming spirits: Anyone with Lady Rime has 0 use for this card. Level 1 lady rime is 5 mana for 10 strength. > Moments peace: If level 1 says bordering then I imagine at some future level would say surrounding. When it come's to surrounding that sounds too OP. > > Dopplebocks: Seems fair, but super dangerous at higher levels when used in conjuction with Forgotton Souls > Dark Harvest: I hope at higher levels you don't increase damage to 4 and make it surrounding, that would be OP. > > I play with an iron clad rn so these 2 affect me the most > Ozone Purifiers: A WELCOME ADDITION, tired of getting swarmed and not having enough space to breathe. (Is that why it's called ozone pruifier? lol) > Delegators: Seems like a hella weak card unless the level ups are dope? 6 mana for only 7 attack? Puh-lease! A level 1 Lich summoner hits harder in a strategic setting. Ironclad decks are super comeptitive so it's tough for me to imagine someone using this if they have the rest of the cards > > **Misc request: Please change Dr Mia, not a fan rn because I don't use buildings in my strategy and why would I, the ironclad have really strong unit cards. Idea for her, place a 0 cost building in your hand. The concept I propose is similiar to collector mirz. > > Copperskin Ranger: I think this card should have 0 movment. Poisoning somoene is a hella potent effect and if he can move and shoot then no matter what you put down on your first or second turn against it, your'e screwed. At least if you have this card can you please make anti-venom or anti-freeze cards? I feel that there should be counters to everything. A great counter you have for Gate congestion are felflares. > Harpies of the hunt: Tried to play devils advocate but I think this is a really smart card. I see great potential for it > > Confirement: Well this is a ironclad buster. I think you should change it to reduce strenth by 50% because if i'm knocking on your door with a 15 strength destructobot, and you tame it for 4 mana that seems OP. Or atleast make the mana requirement 6 or 7. For just 4 mana you can do more than 10+ damage at just level one. The rest of the levels must be ridiculous. Also this would be a more fair for a late game lady rime counter. I think that it should be proportianal not flat confiement. > > Flooding the gates: Great conceptually, the mana cost is fair and so is the damage. I just think that the later level's of this card might be too strong. So I think you should make level 1 be deal 3 damage to 3 random tiles bordering your base. Level 2 be all units bordering the base. Level 3 be same as 2 just 4 damage. Level 5 is a new status effect Lava, so it's 5 damage but if there is any residual left there is a lava pool on that tile protecting the base and if you run into it you lose the residual amount of damage and the lava pool disapears (doesn't stack) > What is with this incessant calling things possibly OP and then making marginal changes that you thought of on the fly? The devs work hard on every set of cards and you haven't even seen them in play yet. All of this "sounds OP" and "might be too strong" is complete bs. If you want to be productive then talk about card synergy and uses, don't throw your own changes at the devs. " I think you should change it to reduce strenth by 50% " or "So I think you should make level 1 be deal 3 damage to 3 random tiles bordering your base" are literally meaningless. Everyone can come up with a million of these clever little changes that the devs will walk right over because you haven't even tried the cards yet, and what's more, your clever changes aren't novel or more 'balanced', it's just that you came up with them and think they're cool. metadata > _Originally posted by **[Aesacus420](/forums/941638/topics/941770?page=1#11720993):**_ > > *Originally posted by **[Trolololol111](/forums/955764/topics/941770?page=1#11720829)**:* > > Calming spirits: Anyone with Lady Rime has 0 use for this card. Level 1 lady rime is 5 mana for 10 strength. > > Moments peace: If level 1 says bordering then I imagine at some future level would say surrounding. When it come's to surrounding that sounds too OP. > > > > Dopplebocks: Seems fair, but super dangerous at higher levels when used in conjuction with Forgotton Souls > > Dark Harvest: I hope at higher levels you don't increase damage to 4 and make it surrounding, that would be OP. > > > > I play with an iron clad rn so these 2 affect me the most > > Ozone Purifiers: A WELCOME ADDITION, tired of getting swarmed and not having enough space to breathe. (Is that why it's called ozone pruifier? lol) > > Delegators: Seems like a hella weak card unless the level ups are dope? 6 mana for only 7 attack? Puh-lease! A level 1 Lich summoner hits harder in a strategic setting. Ironclad decks are super comeptitive so it's tough for me to imagine someone using this if they have the rest of the cards > > > > **Misc request: Please change Dr Mia, not a fan rn because I don't use buildings in my strategy and why would I, the ironclad have really strong unit cards. Idea for her, place a 0 cost building in your hand. The concept I propose is similiar to collector mirz. > > > > Copperskin Ranger: I think this card should have 0 movment. Poisoning somoene is a hella potent effect and if he can move and shoot then no matter what you put down on your first or second turn against it, your'e screwed. At least if you have this card can you please make anti-venom or anti-freeze cards? I feel that there should be counters to everything. A great counter you have for Gate congestion are felflares. > > Harpies of the hunt: Tried to play devils advocate but I think this is a really smart card. I see great potential for it > > > > Confirement: Well this is a ironclad buster. I think you should change it to reduce strenth by 50% because if i'm knocking on your door with a 15 strength destructobot, and you tame it for 4 mana that seems OP. Or atleast make the mana requirement 6 or 7. For just 4 mana you can do more than 10+ damage at just level one. The rest of the levels must be ridiculous. Also this would be a more fair for a late game lady rime counter. I think that it should be proportianal not flat confiement. > > > > Flooding the gates: Great conceptually, the mana cost is fair and so is the damage. I just think that the later level's of this card might be too strong. So I think you should make level 1 be deal 3 damage to 3 random tiles bordering your base. Level 2 be all units bordering the base. Level 3 be same as 2 just 4 damage. Level 5 is a new status effect Lava, so it's 5 damage but if there is any residual left there is a lava pool on that tile protecting the base and if you run into it you lose the residual amount of damage and the lava pool disapears (doesn't stack) > > > > What is with this incessant calling things possibly OP and then making marginal changes that you thought of on the fly? The devs work hard on every set of cards and you haven't even seen them in play yet. All of this "sounds OP" and "might be too strong" is complete bs. If you want to be productive then talk about card synergy and uses, don't throw your own changes at the devs. " I think you should change it to reduce strenth by 50% " or "So I think you should make level 1 be deal 3 damage to 3 random tiles bordering your base" are literally meaningless. Everyone can come up with a million of these clever little changes that the devs will walk right over because you haven't even tried the cards yet, and what's more, your clever changes aren't novel or more 'balanced', it's just that you came up with them and think they're cool. ._. Well..... someones grouchy metadata > *Originally posted by **[AzazeL___](/forums/955764/topics/941770?page=1#11721104)**:* > ._. Well..... someones grouchy he's right, ya know metadata Geez I actually had hope for Winter Pact and then I saw this. An expensive vanilla and a more expensive midwinter's chaos plus a slight buff. Man, I feel like winter pact got the worst this time around. metadata > _Originally posted by **[speedorama476](/forums/941638/topics/941770?page=1#11721141):**_ > Geez I actually had hope for Winter Pact and then I saw this. An expensive vanilla and a more expensive midwinter's chaos plus a slight buff. Man, I feel like winter pact got the worst this time around. Well the edit for GotW was needed but yeah the new 8mana 10 unit looks kinda dull, my Rimelings are still lvl2 lol so ill never know the joys of 4mana+ but atleast their strength is on the up. Just wish junk like Icicle Burst was improved to maybe freeze a unit>bordering>surrounding at high lvls + If frozen already Deal X damage. I think the new freeze spell will be a welcome addition though. metadata > *Originally posted by **[Aesacus420](/forums/955764/topics/941770?page=1#11720993)**:* > > *Originally posted by **[Trolololol111](/forums/955764/topics/941770?page=1#11720829)**:* > > Calming spirits: Anyone with Lady Rime has 0 use for this card. Level 1 lady rime is 5 mana for 10 strength. > > Moments peace: If level 1 says bordering then I imagine at some future level would say surrounding. When it come's to surrounding that sounds too OP. > > > > Dopplebocks: Seems fair, but super dangerous at higher levels when used in conjuction with Forgotton Souls > > Dark Harvest: I hope at higher levels you don't increase damage to 4 and make it surrounding, that would be OP. > > > > I play with an iron clad rn so these 2 affect me the most > > Ozone Purifiers: A WELCOME ADDITION, tired of getting swarmed and not having enough space to breathe. (Is that why it's called ozone pruifier? lol) > > Delegators: Seems like a hella weak card unless the level ups are dope? 6 mana for only 7 attack? Puh-lease! A level 1 Lich summoner hits harder in a strategic setting. Ironclad decks are super comeptitive so it's tough for me to imagine someone using this if they have the rest of the cards > > > > **Misc request: Please change Dr Mia, not a fan rn because I don't use buildings in my strategy and why would I, the ironclad have really strong unit cards. Idea for her, place a 0 cost building in your hand. The concept I propose is similiar to collector mirz. > > > > Copperskin Ranger: I think this card should have 0 movment. Poisoning somoene is a hella potent effect and if he can move and shoot then no matter what you put down on your first or second turn against it, your'e screwed. At least if you have this card can you please make anti-venom or anti-freeze cards? I feel that there should be counters to everything. A great counter you have for Gate congestion are felflares. > > Harpies of the hunt: Tried to play devils advocate but I think this is a really smart card. I see great potential for it > > > > Confirement: Well this is a ironclad buster. I think you should change it to reduce strenth by 50% because if i'm knocking on your door with a 15 strength destructobot, and you tame it for 4 mana that seems OP. Or atleast make the mana requirement 6 or 7. For just 4 mana you can do more than 10+ damage at just level one. The rest of the levels must be ridiculous. Also this would be a more fair for a late game lady rime counter. I think that it should be proportianal not flat confiement. > > > > Flooding the gates: Great conceptually, the mana cost is fair and so is the damage. I just think that the later level's of this card might be too strong. So I think you should make level 1 be deal 3 damage to 3 random tiles bordering your base. Level 2 be all units bordering the base. Level 3 be same as 2 just 4 damage. Level 5 is a new status effect Lava, so it's 5 damage but if there is any residual left there is a lava pool on that tile protecting the base and if you run into it you lose the residual amount of damage and the lava pool disapears (doesn't stack) > > > > What is with this incessant calling things possibly OP and then making marginal changes that you thought of on the fly? The devs work hard on every set of cards and you haven't even seen them in play yet. All of this "sounds OP" and "might be too strong" is complete bs. If you want to be productive then talk about card synergy and uses, don't throw your own changes at the devs. " I think you should change it to reduce strenth by 50% " or "So I think you should make level 1 be deal 3 damage to 3 random tiles bordering your base" are literally meaningless. Everyone can come up with a million of these clever little changes that the devs will walk right over because you haven't even tried the cards yet, and what's more, your clever changes aren't novel or more 'balanced', it's just that you came up with them and think they're cool. 1.) Yes, this is my subjective opinion feel free to disagree. I am glad you are also voicing your opinion agianst me, that's normal in a community. 2.) I never made any suggestion as to how hard the developers work, which in my view is pretty hard to ascertain. You are correct I haven't seen them in play, all my ideas are speculative. 3.) Okay so are you saying don't make any suggestions ever? I feel that in a community we should be allowed to voice our ideas. I don't understand how me posting this offends you so much. 4.) Your opinion that my changes are't novel or balanced is fair. I'm not saying I have the best ideas nor that I am smarter than the devs I was just giving my opinion on the matter. Yea I think my ideas are cool. If you disagree that's chill. 5.) If your motive is to change the way someone post's content, you words will have a better impact if you respectfully disagree. There's no need to belittle, or excorciate anyone. metadata ***Winter*** *Calming Spirits* * 8 mana, 10 strength, 0 movement No one will use this card *Moment’s Peace* * 5 mana spell * Give 4 strength to a target friendly unit or structure and freeze all bordering enemies. Seems good, combo with Winter spell is quite strong but require you to have a good unit positioning and can be played around. ***Swarm*** *Doppelbocks* * 3 mana, 2 strength, 0 movement * On play, spawn a 1 strength Satyr on the tile in front. Seems okay if the more you upgrade, the stronger front satyr. Combo this with Herald hymm. *Dark Harvest* * 6 mana spell * Deal 2 damage to each enemy bordering a friendly unit. Nope, Swarm control won't be a thing ***Ironclad*** *Ozone Purifiers* * 2 mana, 2 strength, 0 movement * On play, push a random bordering enemy unit away. Seems okay except Random *Delegators* * 6 mana, 7 strength, 1 movement No one will use this ***Shadowfen*** *Copperskin Rangers* * 2 mana, 1 strength, 1 movement * On play, poison 1 random enemy unit. Effect is good but Random *Harpies of the Hunt* * 3 mana, 4 strength, 0 movement Useless ***Neutral*** *Confinement* * 4 mana spell * Reduce the strength of a target enemy unit to 5. If swarm rush is still a thing, no one will use this *Flooding the Gates* * 6 mana spell * Deal 3 damage to all units bordering your base. Too niche, usable only in an already lost situation. 6 mana is too high metadata So with harpies of the hunt being a 3 mana 4 strength card and fort being nerfed to a 3 mana 4 strength card it makes fort even more useless now. Why put a structure in your deck over a unit that can advance forward. The benefit to having a structure with the same cost and strength is low (can play it with hearthguards or if you want something that can't advance for some reason.) A A unit can be played on the first turn and advance forward without blocking a tile in front of your base. Lol only reason to still use fort is that I have it at level 3 already and most likely won't play shadowfen anyways. metadata > _Originally posted by **[AranoJ](/forums/941638/topics/941770?page=1#11720578):**_ > We are happy to announce 10 new cards for Stormbound. This set of cards will build upon the uniqueness of each kingdom, improving their synergies and combo potential. > > Starting from the next update you will be able to receive these cards from ALL booster packs in game. To celebrate there will be a one-time only offer to obtain 1 copy of each new card. > > We may see some changes to early information that is shared here. > > We expect more cards to be released by the end of this year, which will partially continue this set of cards as well as introducing new spells and abilities. > > Without further ado, here are the new cards. Good luck figuring out the best ways to use them! > > ![](http://www.paladinstudios.com/wp-content/uploads/2017/11/set2_winter.png) > > **Calming Spirits** > 8 mana, 10 strength, 0 movement > > **Moment’s Peace** > 5 mana spell > *Give 4 strength to a target friendly unit or structure and freeze all bordering enemies.* > > ![](http://www.paladinstudios.com/wp-content/uploads/2017/11/set2_swarm.png) > > **Doppelbocks** > 3 mana, 2 strength, 0 movement > *On play, spawn a 1 strength Satyr on the tile in front.* > > **Dark Harvest** > 6 mana spell > *Deal 2 damage to each enemy bordering a friendly unit.* > > ![](http://www.paladinstudios.com/wp-content/uploads/2017/11/set2_ironclad.png) > > **Ozone Purifiers** > 2 mana, 2 strength, 0 movement > *On play, push a random bordering enemy unit away.* > > **Delegators** > 6 mana, 7 strength, 1 movement > > ![](http://www.paladinstudios.com/wp-content/uploads/2017/11/set2_shadowfen.png) > > **Copperskin Rangers** > 2 mana, 1 strength, 1 movement > *On play, poison 1 random enemy unit.* > > **Harpies of the Hunt** > 3 mana, 4 strength, 0 movement > > ![](http://www.paladinstudios.com/wp-content/uploads/2017/11/set2_neutral.png) > > **Confinement** > 4 mana spell > *Reduce the strength of a target enemy unit to 5.* > > **Flooding the Gates** > 6 mana spell > *Deal 3 damage to all units bordering your base.* > When is the update? metadata > *Originally posted by **[SOO2TTT](/forums/955764/topics/941770?page=1#11722133)**:* > When is the update? Really had to quote the entire OP to ask that? -_- Anyway, Moment's Peace definitely interests me the most out of this set; could be a little stronger, perhaps. It actually might be cool if it buffed by X(though probably not 4 as a base) where X is the number of units you froze. It's a decent card, though I think it could be a little stronger when you cross reference Potion of Growth and Midwinter Madness which both cost 3; freezing bordering units is not worth 2 when you consider that Madness is both better with Wisp Cloud and can deal damage itself for 1 extra mana relative to the division of effects. Freeze will become better as a whole the more cards there are, so perhaps they're just being cautious, but dual-effect cards tend to work better if they're a bit more efficeint than each part would be alone, not vice versa. I'd love to see something with 2 movement that freezes surrounding Units on death as I feel this would round out the synergy/archetype; currently if your front gets pushed back you can get stuck with Wisp but no way for him to reach the frozen units... Speaking of rounding out synergies, Copperskin Ranger is the other card I'm happy to see; more economical than Crimson Sentry and with the change to Spire I'd say Amberhides will be more playable than ever. I was actually wondering about a neutral demotion or removal card. Not sure how Confinement will play out in most decks but it's good to have something Neutral that deals with big threats that is short of Siren and available as a Common. Otherwise I must admit I find it disappointing to have several vanilla units; I guess it's necesarry but with the set being this size it makes things less exciting. metadata When are these cards coming? I’m trying to save my rubies and gold till the release... metadata This post has been removed by an administrator or moderator metadata Oh i forgot.. Boooooooooooo devs. Booooooooooo! metadata > _Originally posted by **[spicie](/forums/941638/topics/941770?page=1#11720668):**_ > was really hoping for some bangers in the winter department.. > > rip winter pact Same. Atleast winter is a good compliment to pirate decks. metadata I’m excited by ‘Confinement’ and ‘Flooding The Gates,’ they seem like interesting spell cards. Confinement seems similar to the effect or Siren of The Seas, however it uses less mana and only brings a target down to five. I’ll be interested to see if Flooding The Gates also harms friendly units and towers or just enemies. Also, is this ‘limited opportunity’ going to be available for anyone who has enough gems or coins, or only purchasable in the card pack books in the shop for cash? « Prev

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