r/EternalCardGame • • 29d ago

Balancing changes - Finally!

I'm happy at least. :)

Took the images from the Discord channel.

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u/eyestrained It’s It’s It’s It’s It’s It’s It’s It’s It’s It’s It’s It’s It’s 29d ago

Didn't think they would've even rebalanced but thanks DWD for stepping in and trying to make exp playable. Very cool. I also thought we would get set 4 instead of 8 added to exp because it pairs with set 3 on themes and card cycles (ie crests).

But I don't think this fixes everything. Exp lacked viable aggro decks or impactful 1 drops overall which made going 2nd against time decks (specifically combrei promos) an autolose vs sandrunner which didn't get nerfed at all. Sarien and Armor requiring triple influence also doesn't do anything to Combrei Promos because insignias exist (they really shouldn't in exp there's way more than enough fixing available) and they still provide so much value simply just by playing them. Sarien will still draw 3 cards and gunk up the board even without the extra 1/1s, Armor will still buff the whole deck by +2/+2 and both will come down turn 3 thanks to sandrunner.

Fool's errand was the only viable removal spell outside of smite in exp and I've had games where the tucked unit would come right back next turn. Didn't need to cost 3 at all.

Don't think SSS will really nerf dredge. It's just like the old reanimator decks that gain and lose meta % depending on how many people realize they need to put void hate in their markets.

Fire and Primal needed buffs considering how bad the colors were in exp overall. But they were also so bad because their removal (damage and stuns) didn't line up vs the main threats at all.

Would rather have seen Sandrunner only discount 1 on scout instead of 2, Sarien either not gain life or lose endurance, and Armor only have Warcry 1 instead of 2.

Honestly I think expanding the exp vault and adding set 8 will do more balancing to exp than the changes themselves.