I initially wrote notes beside each card explaining why I rate them as I do, and what balance changes I believe they need - but I have since decided to remove the notes so as note to detract and distract from the list itself. Readers can interpret my reasons and imagine their own balances as they see fit.
ADVENTURER
Overpowered:
FIREBALL
STAN OF MANY MOONS
HOOKHAND CLYDE
SHAMAN TOKEN
Underpowered:
BUCCANEER BEBE
OUTLAW TWEEK
MEDICINE WOMAN SHARON
INUIT KENNY
SCIFI
Overpowered:
ALIEN QUEEN RED
POISON
ALIEN CLYDE
ENFORCER JIMMY
MECHA TIMMY
ASTRONAUT BUTTERS
Underpowered:
AWESOM-O 4000
ICE SNIPER WENDY
PROGRAM STAN
FREEZE RAY
GIZMO IKE
WARBOY TWEEK
VISITORS
MYSTICAL
Overpowered:
Nothing
Underpowered:
POPE TIMMY
ENERGY STAFF
MEDUSA BEBE
THE MASTER NINJEW
WITCH DOCTOR TOKEN
CUPID CARTMAN
HERMES KENNY
CHOIRBOY BUTTERS
POWERBIND
PURIFY
Also: Theme needs a 3-4 cost 'backrow unit' removal
FANTASY:
Overpowered:
COOK MAGIC
ROGUE TOKEN
CANADIAN KNIGHT IKE
STAN THE GREAT
PRINCESS KENNY
Underpowered:
LE BARD JIMMY
ROBIN TWEEK
THE AMAZINGLY RANDY
DARK MAGE CRAIG
SHIELDMAIDEN WENDY
The 2 most questionable appearances on this list are probably PROGRAM STAN and MEDUSA BEBE, so I'll explain those.
PROGRAM STAN isn't bad per se, it's just that all other stans are currently better. IMO the freeze functionality needs a rework in general. Frozen units could receive x% more damage from attacks, for example.
MEDUSA BEBE has a brilliant body for a ranged unit, but her damage output is underwhelming allowing units to easily close in on her and take her out.. Either boost her damage or give her another ability such as poisonous arrows or a chance to turn nearby enemies to stone.
Correcting you:
Adventure: none
Theme is very nicely balanced.
Stan of many moons is a lil stronger but easy to counter.
Mystic: zen cartman, friar jimmy
Fantasy: stan the great, PK, PB, rogue token.
Scifi: mecha timmy, poison at high level.
Underpowered:
Inuit kenny
Shieldmaiden wendy
And a few others.
Astro butters is horrible, how you think he is good... no idea...
I play him and would trade him for pk or pb any day.
His hitrate and deathwish are trash.
Fireball needs smaller radius or cost 6.
HH clyde and Alien clyde. Should cost 4.
Red is OP as hell. Warcry needs to be slower so you can actually react to it. And. Maybe 10sec limit on her poison. Or increase cost.
Poison should cost 4.
Somm half warcry dmg
Terrance lower hp by 25%
Inuit kenny, just make him common so he can be leveled up to usable and cost 3.
Mecha Timmy cost 5. Or change his power to freeze enemy.
Awsomeo should cost 4
Gw cartman should cost 5
Really? Let's take a look at some cards.Originally Posted by Geerti95 Go to original post
HOOKHAND CLYDE: a 3 cost unit with a warcry that can insta-kill a 4 cost unit, essentially making him a negative 1 cost fighter.
SHAMAN TOKEN: a 3 cost unit with a board-wide, potentially 'multiple' PURIFY effect. PURIFY itself is 2 cost and tiny aoe. PURIFY got 1 to 2 energy nerf but TOKEN unchanged?
BUCCANEER BEBE: a 4 cost unit with a similar (but worse) ability than 3 cost ROBO BEBE.
OUTLAW TWEEK: a 4 cost unit with a similar (but worse) ability than 3 cost HOOKHAND CLYDE.
MEDICINE WOMAN SHARON: a 4 cost unit with a similar (but worse) ability than 3 cost ANGEL WENDY.
You only have to compare OUTLAW TWEEK and HOOKHAND CLYDE to see AVENTURER isn't even balanced with itself, let alone other themes.
What rank do you guys play...
If you think AQR is OP...
Purify is 2 cost and shaman is 3 cost.
Because you seem pretty new i will tell you why they not op.
Hookhand often misses and can be countered by a swarm or tank.
Buccaneer bebe at level 5
400hp 90 attack
30 attack increase per hit..
Can you imagine the carnage?
Shes veeery dangerous and a snowball if you dont take her out in time.
Shaman token does not heal mind control only poison and other effects.
Shaman takes 13 seconds to charge by the time his charge is ready poison has killed him so no he needs skill to be played.
High level sharon heals 100+ with a very fast skill animation.
She now also heals your newkid making it possible to fully heal your newkid easily.
Oh and outlaw is multiple targets and he always hits units unlike hookhand... ontop of that he could kill rats and is therefore harder to counter.
I sit around 1200 legendary, I've played enough to get a sense of what is OP.
Yes purify is 2 vs 3 shaman, but shaman purifies the entire board whereas the actual purify aoe is so small I've seen units walk out of it before it casts on them. Not to mention shaman can do it multiple times while he is alive. Even if he gets off just one, that already makes him a 1 cost fighter.
AQR is OP because she is SCIFI's board wipe.
COOK MAGIC is OP because it's FANTASY's board wipe.
STAN OF MANY MOONS is OP because it's ADVENTURER's board wipe.
MYSTICAL does not have a board wipe - partly why it is suffering in comparison. I'm not saying it should have one, rather all other themes should not.
Aqr and cockmagic are not boardwipes.
They are punishment of overplaying.
Aqr cannot stop a push when its a paladin ike combo.
Aqr only stops idiots who put zen friar angel behind their newkid like an idiot.
Rogue is boardwipe.
Fireball is boardwipe.
Oh and stan of many moons is not that dangerous.
Mystic has a regen that heals 32 over an entire board.
A tank with twice the health of sherif and a lower cost that can attract headhunters.
Friar jimmy who has sick stats and ontop of that heals everyone by 8 or 10 at high level and purify to shut down any attempt to poison.
So aqr is not a boardwipe.. not against mystic. Purify wich shuts down aqr and gives you 3 energy advantage...
Please stop saying ridiculous thing.
Mystic is still just as OP its just a very boring theme...