So with @bken1234’s thread on under-powered cards and the usual grumbling about over-powered cards, I figured it would be nice to have a consolidated thread to discuss how to balance them out to make everyone happy (or happier, at least).
NOTE:
I’m not including commons and uncommons, since those really aren’t meant to be that great anyway, and DOM has some sweet uncommons already.
Also, these changes are meant to be realistic. Not every card should be super powerful or great in every deck. Also, asking for a ridiculous change is useless, since there is no way the devs would listen.
Pernicious Deed: Only target your opponent’s stuff. Makes it masterpiece-worthy.
Alternate idea: Make it target base power for creatures, not total. Encourages token and weenie decks.
Flash: Give the played creature Reach
Elvish Piper: Give it an ETB effect. Maybe fetch your next creature. Give it a reason to bounce (other than someone’s DeviantArt page).
Conflux: Drop the cost. 20 should be fine. Maybe 15. Probably not less than that. Possibly less than that.
Update: Cost dropped to 22.
Akroma: Buff the Buff (more gems or bigger bonus). Or make the hexproof permanent (or make it trigger against a blue or white walker to be more like protection, although that may be too difficult)
Haphazard Bombardment: Make it closer to paper. Start of turn destroys an opponent support at random. If they have no supports, it self-destructs. Keep it simple.
Update: Now targets opponent supports first. Costs 15.
Traxos: I personally don’t think its that bad, but there’s a lot of hate here. Can’t remove the can’t attack thing, since he has it in paper. Maybe add a “historic cards cost 2 less to cast” on him? Or make him a 10/10 for 10 (or a 12/12 for 12).
Update: Now a 12/12 trample for 10
Mishra’s Self Replicator: I actually like him fine as is, but trample wouldn’t hurt (maybe make it “has trample if its reinforced 5 or more times”)
The Weatherlight: Not sure if giving 6 mana is a great idea. Too many easy combos. Maybe only 4 or 5. Maybe not.
Update: Now gives 5 mana
Multani: Either make him bigger or drop the reach.
Mox Amber: Either make it a countdown activate (2 or 3 turn should be fine) or activate 4. Or trigger it at start of turn.
Update: Activate 4
Phyrexian Scriptures: Drop the buff from chapter 2. Just destroy non-artifact creatures, just like paper.
Darigaaz: Support should be destroyed when he comes back. He should not be resurrected every turn. That’s nuts.
Memorials (and Void): Cost 10.
Update: Memorials cost 8 (with 2 shield), Void costs 7
Squee: Cost 15. Or give him +1/+1 per reinforcement (not my idea, saw someone post earlier, like the idea)
Update: Now a 4/3 for 16
Slimefoot: Make him a 3/4 instead of a 4/5. He’s waaay too powerful as is. That should balance him out some.
Lich’s Mastery: Make it more like paper. Instead of “discard a card at end of turn” make it “whenever you would take damage, discard a card. If you can’t, destroy Lich’s Mastery”. Gives it much more of a downside.
Gilded Lotus: Either drop the cost to 6 or increase the shields to 3. I get why +2 was too good. Or just make it make all negative mana buffs go away. Would that make Koth way too good? Probably! Does anyone care? Probably not!
Another idea is to put it back how it was but cap how large Lotus can make your bonuses. So it makes that -2 go to 0, but doesn’t make your +7 a +9. Very complicated, but definitely balanced if done correctly. Just watch out for funky interactions! (as you can see, this is a hotly debated topic)
Update: Now 3 shields for 9
One fixed, a dozen to go! Yay!!
They listened!!! Bigger Yay!!
Did I miss anything? Comment below!
edited periodically to consolidate comments from below