The sequel to "we refuse to nerf Tavrod so let's just nerf every justice card instead". Altho the nerfs to the cards in Tavrod midrange were very justified at the end tbh.Much better than the previous two sets of balance changes, aka "we refuse to nerf Alessi so let's just nerf every spell instead"
It is. Cleans up more, but it's not as much of a must-have curve topper anymore.
That starter bundle is surprisingly good value, especially the decks you're given. Bunch of rares that were meta at one point of another, and bunch of vital 4x commons and uncommons.Piloting the decks from the starter pack atm for the most part, but I think I'm gonna throw some more money at it and see if I craft some other interesting decks.
In constructed these cards may help slow decks that have shallow but wide faction requirements, however at Common, the implications for draft/sealed are massive. The decks will be greedy like Set 2 was with all the Stranger fixing. These cards will stick around when/if Seats and Banners rotate, although who knows what DWD's plans are for rotation.
We've had a lot of requests from folks in the past year to get their hands on the contents of the original Founders Package, so it's back! …And, this time, it brought back-up!
The Founders Package and Veterans Package are your chance to get a whole bunch of sweet exclusive bling at a great price, along with more gems than you can shake a changeestik at. These are limited-time offers that won't be around forever, so be sure to get yours while you can!
I imagine Display of Instinct will 100% see some play in a primal Moment deck. Once your influence is set up, it's straight up a better Mortar
So Fire-Justice-Primal (Apparently named Ixtun, like the merchant) gets to be the "pile a bunch of stuff on one unit" faction. Notorious Scoundrel seems disgustingly highrolly so I imagine it'll find a spot somewhere, even with the curse drawback.
Holy fuck, these power sinks. Fire-Time-Primal (now "Jennev") gets some disgusting value. Multi-kicker? really?
Sites are weird, they're like a combination of MtG Planeswalkers, Sagas and Suspend.
Defiance will release this Thursday, December 13 following a downtime beginning at 7 am MST (14:00 UTC).
The new set is nice, lots of powerful weird stuff, particularly relics/sites, which I've really waited this game to have.First impressions on the new set? I want to come back, but haven't had the time yet due to other games. Plus some things turn me off. I'm not a fan of 3 faction/color themes which this set seems to focus on. Also I heard they nerfed chest rewards and it hurt draft. That said it's still Eternal and I'm sitting on tons of stones and gold from the last set. Maybe I'll try and make some time this weekend and see for myself.
The merchant changes were to give a slight nerf to the numerous Howling Peak decks ruling the meta, without actually nerfing the popular new card
- Jennev Merchant - Now 2/2 (was 3/2)
- Ixtun Merchant - Now 3/2 (was 3/3)
- Changeestick - Now Spellcraft 5 (was Spellcraft 4)
- Tavia, Lethrai Raidleader - Now has Quickdraw
So note that on top of regular combat, Killer and Relic Weapon attacks also trigger onslaught.Onslaught: Does something when played if you or any of your units have attacked this turn.
So Twist, as a special ability, is way more spammable than most unit abilities we've had in this game before, but of course, it comes with the requirement that the unit pay for the ability with their health.Overall, fairly simple.Twist is a new mechanic in Dark Frontier that can be found on all sorts of units. Like most unit abilities, you spend power to enable the Twist effect. Unlike most unit abilities, Twist can be used any number of times on your turn. The longer something is exposed to the Shadow, the more it changes, and each time a unit is Twisted, it gets +1/-1 in addition to whatever else the Twist did.
In short, a Shifted unit becomes completely untargettable and uncontrollable for 3 full turns, but all non-targeted effects still happen in both directions, and the finally comes out with 1 turn of Unblockable. Various units in expansion can be played in Shifted state for specific mana costs, and there are effects that can Shift a unit already in play.
- When you play a unit Shifted, you'll pay in power the Shift number instead of its normal cost. (Influence requirements still apply.)
- While Shifted, the unit is in play, but it can't attack, block, or be selected by any cards. Any passive abilities of the unit still function, and it can still be killed by cards like Harsh Rule or Lightning Storm.
- The unit will remain Shifted for three turns. When you start your third turn, it will Emerge immediately ready to attack or block (as it's already been in play while it's been Shifted) and it gains Unblockable for the turn.