Hey guys, just wanted to share with you a couple of ideas I had when it comes to some balance changes and card reworks which would make the meta more interesting

So I’m a big fan of small tweaks to underused or overpowered cards, that’s why I will start with the following changes

- Triton Chef: 1 lake

probably still wouldn’t bring the card in the meta, so I don’t see a reason why this buff would hurt

- Rakoan Reveller: 1 mountain

when you have opening creatures like Outland Ranger or Axegrinder there is no good reason to put a 2 mountain Reveller in your deck - furthermore, Reveller being buffed could open up a new red archtype built arround attack buffs

- Tiki Chieftain: 1 forest

Same idea as with the Triton Chef , the card is so bad that this buff wouldn’t do any harm, and maybe allows you to splash the taunt utility into other colors

- Kheldran Soldier: Dash 1

fits the yellow theme and slighty buffs another underused card

- Mistral Guide: Dash 1

one of the coolest cards in the game when it comes to design. Often you play this card, but have to wait a turn to position it in the right spot to follow up with the creatures you want to buff with Mistral Guide. Giving it Dash1 makes it much easier to set him up

- Seed of Paradise: 3 Health

compared to a 0/5 aquatic creatures (sturdy shell) for the same cost, it makes no sense for seed to be at 2 health, especially since it dies to deepwoodstalker for free which emphasis draw RNG and having a lucky awnser at the start of the game

- Skyward Swordfish: +1 health or +1 life

5 landrequirement is a lot. You can get a 5/10 Thyrian golem for the same cost, whereas Skyward Swordfish is just a 4/7 - Also Souleater is only 1 more land and is much more powerful - I’m not sure which would be better, 1 health obviously makes it a better defensive card in combination with the taunt - however 5 attack would allow you to contest creatures like undergroundboss

Next on to some small nerfs , that would make the game more enjoyable

- Flashwind: 3 Desert

that card allows just too much early snowball potential, especially in combination with Khalims Training.

Most of the time you Gain additional Faeria, and big value trades + bring your creature in a better position while also having the benefits of event synergy

- Gift of Steel: +3/+2 for Combat Creatures

the problem with Combat red is that it’s too easy to keep your combat creatures alive thanks to the health buffs, so you have an easier time getting multiple attacks with them

- Flameburst: 3 Mountain

dying to Flameburst Face damage just isn’t fun most of the time… Even tho Seifers Wrath is probably the better card since 2 damage is more flexible to use - the fact that you can directly damage the enemy orb makes Firebomb obsolete. On 3 Mountain you have to reconsidder if you actually want to use it in your Hybrid deck for extra burn damage, or if you want to go for more control with Firebomb.

- Feed the Forest: 4 Forest , or doesn’t work on creatures played this turn

A card that feels needed when playing mono green, but also becomes an autoinculsion together with Willow for Hybrid decks. If you don’t want to ruin slow green decks, but at the same time nerf how easy you can get away with this card increasing the landrequirements by 1 would be a good idea. On the other hand you could also make it so that you can’t feed a creature played this turn. Gameplaywise this would be more intereactive since your opponent will be able to see it coming if you plan on using a feed and calculate if it’s worth to invest into damaging your feed target or removing it. However it would nerf combo decks even more.

- Manta Rider: 5/2 stats

Manta Rider is just incredibly cost efficient and resilient, also very game deciding in a mirror match since it can trade with Windstorm chargers and survive. Changing it’s health to 2 would only be good for meta since with the high mobility it’s a very snowbally card

- Frog Tosser: change stats to 2/6

Many people suggested 3/5 , however I would like to see 2/6 instead - this way Green Removal is much more predictable and less random (Deep Wood Stalker and Frog Tosser both dealing 2 Damage) The card is very restrictive to the meta. 4 Global Damage with huge upside potential of having 2 creatures on board is just too much and it would also fit thematically since you throw a 2/2 frog. Futhermore you still have the chance kill creatures like Windstorm Chargers, you just need 2 Tosser or a Tosser and a Stalker.

Finally some ideas for reworks

- Vulcanic Colossus: Reduce the cost by 1 if you damaged your opponent this turn

The idea behind this card is to enable another new archtype for red (Slow Burn) - Cards that synergyze well here would be Blood Singer, Bloodstone Sprite, but also combat or ranged creatures ofc. Ofc I would remove the ranged ability and adjust the Total Faeria Cost. It could start at 11 total Faeria and get reduced all the way to 5 Faeria 8/8 - Ofc the numbers need more calculation and testing . The wording “damaged this turn” instead of each time you deal damage is obviously a measurement to prevent effects like hellfire…

- Lord of Terror: Gain Attack Equal to Damage your Opponent but also you have taken

This could allow synergy with cards like Bloodsong, Soulpact, but also make the card interesting for racing scenarios or in combination with Shaytan Demon

- Tree of Everlife: at the end of your turn Gain 7 Life, Spread 7x +1/+1 buffs to creatures on your hand

I would have perferd this variation instead - +7/+7 makes the card more RNG, where it matters which creatures you actually hit

- Blazing Salamander: 2/4 Deal this creatures Attack Damage to Adjacent Enemy Creatures

would enable a new Attack Buff Damage Decktype like previously mentioned together with Rakoan Reveller - can combo it with Longhorn Yak, Kobold Barracks, Court Jester

- Emerald Salamander: 2/4, 5 Faeria cost

card was announced at 4 total cost which seemed broken, now it’s at 6 which is slightly underwhelming compared to Crackthorne , going for the middle ground while also reducing 1 health just to make sure seems like a good compromise to me

- Hateseed - Minimum Cost 1 Faeria , 4/5 stats

-Firebringer - start with 2/2 stats , Maximum 10/10

just some small adjustments to give Angry red a chance to come back - in general I’m a fan of cards with scaling since they add more depth to the meta, but the need to be capped at the right ammount of how much the can grow / get reduced so that they don’t feel broken (Soul Eater could also be capped at something like 14/14 for exampl (just a random number…))

- Khalims Prayer - Gain 1 Faeria + add the text below:

“Whenever you hit the enemy Orb, Draw 1 Copy of this card” However you shouldn’t get the “draw a card” effect if played this way, because you already got the draw from getting the card out of your deck

this makes the card much more consistent and less swingy. It becomes easier to play around yellow rush, since you will know it’s guranteed to be drawn from the enemy deck, but also less punishing , because your opponent only gets 1 Faeria. The only problems is that you need to find the proper wording to keep the text on this card short

Other cards that could get reworked, but I don’t have any ideas right now: Defender of the Homeland, Aarai, Orosei, Green Colossus