There has been a lot of conversation about some of the Legendary cards that we have released over the past year, that they are too powerful, and too far above the power level of Legendaries established in the early days of the game.
We've been watching the use of these cards closely and have decided to make some small changes.
Elara: ATK dropped from 4 to 3
Elara was created for one reason - to gain life and to be very hard to kill. This has not changed. It is the core of who she is. By toning down her attack we retain this, but give opponents a little more time to deal with her or win the game before she can.
T'rror: No longer reduces damage by 1
T'rror is just that - a terror that can clear the board and must be dealt with quickly or overrun the battlefield. The issue is that by adding the damage reduction, we made T'rror a little too difficult to get rid of. Again, T'rror core concept - destroying the board and creating a tide of demons - has not been changed. T'rror will remain a top Legend choice in both Limited and Standard.
Birth of a New God: Mana cost changed to 3 + X where X is the current turn number
While players have called for all sorts of changes to this card, from limited which abilities it can get, to put caps on how big the creature can get, none of these suggestions really dealt with the core issue: 7 mana for a Legendary 6/6 creature with 6 random abilities is probably fine, but 7 Mana for a Legendary 20/20 creature with 20 random abilities is definitely not.
What we knew we had to do is scale the mana with the card. Now you can still unleash a 20/20 "Chuck Norris", but only if you've been able to hold the game and gain 23 extra mana while doing so.
You now have to plan your mana carefully to be able to play the card. By doing this the card has a clear position - as part of a mana-generation combo deck (which has clear counters), or as a counter to stall decks where you're often forced to sit gathering mana instead of interacting with the board.
Olfaan Slows Down - Scattershot moved from 6 charges to 7
Since Olfaan was given a boost last year he has rules both the Limited and Standard arenas, with top usage and a very solid win ratio. While slowing down Deploy Cannon has had a great balancing effect - there are now 7 heroes seeing significant play instead of 2 - we felt that Olfaan was a little too high up. We decided not to touch Loot Corpse - arguably his best ability - and moved back his ultimate 1 charge. This takes it more in line with Arcanos' ultimate that has a similar AOE damage effect (but that doesn't hit face).
Nourish Gets a Boost - Mana Cost reduced from 3 to 2
Nourish was originally costed at 2, but in Beta there were concerns about a spell that granted 3 Health for just 2 mana. Having been through the days of Ancient's Will and Divine Ascension ruling the meta, this concern seemed valid. Time has shown us that those concerns were unfounded, and it's time to get Nourish back to its original cost.
New Promos - Available Now!
For this Arena season we've done something new - we're releasing a competitive level card as the prize AND releasing it to everyone (who has completed a minimum of 100 battles) for purchase.
Let that sink in for a little while. In testing we were able to make a number of decks that made great use of the Helm, even at the cost of 5. We expect this card to create all new archetypes, and will definitely be worth battling for.
Can't place in the top ranks of the Arena? No worries, you can find in the card in the "Rewards" section of the shop.
We also have a brand new variant art card for Arena participation:
With these changes and the release of the all-new Meta Pack, we're in for some exciting times in Euna!
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