Balance Changes - July 27
We've pushed a round of balance changes to the servers, mainly to address balance issues in draft. This is mostly buffs, with a few key nerfs. Overall, Chaos was very weak, Tech was weaker than desired, and Arcane control and Nature Regenerate strategies were too strong.
Nerfs:
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Biogenesis: Now costs 3.
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Diquanomus: Now gives the -5 penalty on summon and last breath, until end of turn.
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Ghost Ship: Now a 5/7, down from 5/10.
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Grasping Horror: Now costs 7.
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Rock Guardian: Loses Regenerate, becomes 4/9.
Tech Buffs:
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Aegis Elite: Now a 5/5.
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Armored Blockade: Becomes 5/5.
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Assassinate: Now kills units that cost 6 or less.
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Black Ops Team: Becomes 7/7.
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Elite Hacker: Becomes 5/5.
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Field Medic: Now fully heals your most damaged unit.
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Hive Sniper: Becomes 6/6 First Strike.
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Kestrel Ninja: Now a 4/4.
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Militia Guard: Now gets +4 strength when blocking.
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Octoborg: Now has Armor 3.
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Resupply: Now draws you a unit, not just any card.
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Shield Force: Now a 12/10.
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Support Bot: Now gives +7 strength, but only for this turn..
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Suppression Gel: Now sets strength to 3.
Nature Buffs:
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Brawl: Now costs 4, down from 5.
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Leyline Druid: Gains Evade.
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Merfolk Healer: Now heals the target for 5.
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Supersize: Now costs 3, down from 4.
Chaos Buffs:
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Boom Tinkerer: Now a 3/4.
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Chaos Avatar: Now a 7/7.
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Clockwork Dragon: Now is a 15/15, and costs 4 to activate.
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Fayd: Down from 3 to 2 cost, now a 5/4.
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Goblin Rabble: Now a 2/2.
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Goblin Warband: Now a 4/3.
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Krag Warband: Now a 10/4.
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MegaZeppelin: Becomes 6/6.
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Orc Captain: Now a 4/4.
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Raging Goblin: Now a 4/4.
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Rhinosaur: Now a 10/9 for 6 that deals 3 to each enemy.
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Rifle Dwarf: Now affects the most damaged enemy.
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Rocket Sled: Now a 4/4 that gets +3/+0 with Initiative.
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Steamwing Scout: Now a 4/2.
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Taunt: Now deals 3 damage.
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Tinsnipper: Now 8/7.
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Warboss Shika: Now an 8/8.
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Weirdbolt: Damage now starts at 2, rather than 1, and goes up from there.
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Worldcrush Giant: Now costs 8.
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