Breacher (237)

Cost: 7 => 6

A direct cost buff, I'm working to lower the curve for Discovery. Still learning what approprite midrange stats are.

Captain Chen (535)

Cost: 4 => 3

Text: Summon: Give units in your hand +1/+1. => None

Keywords: armor => armor,banner

Attack: 3 => 2

Simplified, with a simpler 6c Gift of Swords. The 3c 2/2 armor banner base is a new statline to watch.

Sky Key (750)

Cost: 1 => 2

Text: Dust your left card in hand. Draw two of its element. => Discard your left card in hand. Draw two of its element.

Part of the effort to nerf the cost of card draw. I wouldn't be surprised if the dusting returned at 2c, but I want to see what people can do with the discard synergy first.

Breaker Crab (366)

Cost: 4 => 3

Text: Death: Get 4 mana. => Death: Get 3 mana.

Attack: 4 => 3

Curve reduction and less potent mana gain, though I'm curious how threatening the mana potential of a turn one Breaker Crab is.

Champ (219)

Text: None => Play: Give target ally unit this unit's attachment.

Keywords: wither => None

Now Champ can pass the ball, should speed up the quest. (Stole this from old Rage Cage.)

Browl (567)

Cost: 4 => 3

Text: Summon: Mulligan your hand. => Summon: Mulligan spells in your hand.

Attack: 4 => 3

Health: 5 => 4

Spell: Blind => None

Mostly a curve reduction. Also changed the hand mulligan, in part to leave more design space for other mulligan effects, but also I imagine turning spells into potential units (and keeping the units you have) is good in Discovery, and less sharp early RNG. Lost blind to simplify, especially with Bolt at 3c, and Blind is now clearly light.

Glacier Hulk (910)

Cost: 8 => 6

Attack: 8 => 6

Health: 6 => 4

Curve reduction. Not sure on stats, tricky to balance midrange Frozen armor.

Bonfire Shaman (824)

Prism: hrt => agy

Agility has more fire cards, and I like light/dark synergies more in Heart.

Ghost Riter (67)

Prism: wis => hrt

Usually I've preferred to put a unit and its attached spell into different prisms, so that only one deck type gets to run both. But Ghost Riter and Kill in Twain both feel pretty Heart to me, and neither has been a metagame force, so I'm curious how being able to play both in any Heart deck feels.

Judge (1026)

Attack: 4 => 3

Has been a consistent performer, Silence seems pretty good. Softening up the stats.

Zed (931)

Keywords: stealth,armor,lifesteal => armor

Attack: 3 => 5

Health: 2 => 1

Trying a new threat profile, simpler. Zed was one of our early keyword monsters, other units have since picked up those roles.

Ifrit (235)

Cost: 5 => 4

Attack: 6 => 5

Health: 7 => 5

Curve reduction, and I think Ifrit is more interesting when cheaper.

Band Together (409)

Prism: hrt => str

Moved to Strength in place of Rhumbo, for an overall curve reduction.

Gale Chop (416)

Text: Do 3 Damage to target unit. If it lives, return it to hand and give it Silence. => Do 4 Damage to target unit. If it lives, return it to hand and give it Silence.

Damage buffed again, such symmetry.

Peace Sigil (1061)

Cost: 4 => 3

Cost buff, I had a hard time trying it in my decks at 4c.

Brainbug (1063)

Cost: 9 => 8

Text: Draw five from the enemy prisms. => Draw four from the enemy prisms.

Nerfed overall draw and damage.

Frank (591)

Cost: 5 => 6

Text: Start Turn: Dust your top two dead units to get +4 Health. => Start Turn: Dust your top two dead units to get +5 Health.

Health: 4 => 5

Buffed up the curve, delays the snowball a bit.

Gift of Swords (316)

Cost: 5 => 6

Text: Draw two units. Give each +1/+1. Give ally units +1/+1. => Draw three units. Give ally units in play and hand +1/+1.

Simpler effect and higher cost draw, though it may be an overall buff.

Foul Stench (53)

Cost: 1 => 4

Text: Do 1 Damage to non-wither units. If lethal, draw one wither card. => Draw a wither card. Do 2 Damage to non-wither units.

Simplifying, and should be a more impactful clear in Discovery. Moved up the curve to take Spore Blast's role.

Archeloth (632)

Health: 5 => 4

Nerfed, largely to slow it down a tad in Discovery, where it can snowball.

Volcanic Blast (807)

Cost: 6 => 4

Text: Dust your top dead fire card to do 5 Damage to each unit. Dust another to give enemies Dazed. => Dust your top dead fire card to do 3 Damage to each unit. Dust another to give each unit Dazed.

Bumped down the curve to differentate from Extinction Event.

Reinforce (58)

Cost: 4 => 5

Text: Summon two Armored Guard with +1 Health. => Summon two Armored Guard. Give metal allies +1 Health.

Largely a nerf, though the metal synergy has returned. Has been a popular and high win rate card, curious if it survives at 5c. I wouldn't print a 4c 4/6 armor guard after all, and in general I like to err on the expensive side for spells, which should be easier to cost-reduce.

Spore Blast (853)

Cost: 5 => 3

Text: Do 2 Damage to each unit. Add Doom Shroom to your hand. => Do 1 Damage to enemies. Add Doom Shroom to your hand.

Tweaked to mirror the Death trigger of Doom Shroom.

Leo (1030)

Text: Banner on your cards gives an additional +1 Attack. => Banner on your cards gives +2 Attack instead.

Nerfed to not stack with copies aka Big Banner.

One Punches (720)

Text: Damage enemies equal to your hero's attack. => Give enemy units Silence. Damage enemies equal to your hero's attack.

Buffed, also a first test of how good AoE Silence is.

Rage Cage (1053)

Cost: 3 => 2

Text: Play: Give target unit Quest. => None

Keywords: armor => armor,banner

Attack: 3 => 2

Health: 1 => 2

Spell: Quest => Flames

Redesigned to a new banner option.

Deepus (833)

Cost: 6 => 5

Health: 12 => 10

Curve reduction, and hard to justify the 6c in constructed for the role.

Full Bloom (737)

Cost: 4 => 3

Text: Give ally units Ent Mask and guard. => Give ally units Inner Beast.

Simplified and cost reduced.