The worst thing in the game is SOMM. Most people play with mystic in order to throw a block on him - this (was) the only way to save mana without losing the entire table after it is placed (unless, of course, you are not playing for adventures). Now every SOMM is the loss of the whole table. The number of monotonous adventure + mystic decks is off scale at high ranks of the legend, with these balance changes you only strengthen these decks, increasing their number. This is a mistake ... Now if the opponent has a shaman, the only chance not to lose all creatures after SOMM is set is to spend an UC or metamorphosis on him. And then MBP comes out ... And then Pope Timmy... This is mistake...
Yeah, I was also thinking that this is going to be an indirect mystic buff, considering the changes to purify.Originally Posted by piscapoe Go to original post
That Dragonslayer Red nerf is too big. You just completly ruined a legendary card with that change. The cards can gain back their whole HP they lost? This is a little bit too much counter against her and you know that. If you want to nerf Dragonslayer Red, you should scale her ability with her level. That Purify and Shaman Token change destroyed the anti Manbearpig decks. Do you have any idea how strong is a level 4 Manbearpig (especially if you need to kill it twice because of Pope Timmy)? At least Dragonslayer Red was a good card against it, because using 2 removal spells just to deal with 1 card is too much in 1 deck. Please think this through again.