After the success of my DOM Balancing Ideas thread (DOM Balancing Ideas - MtGPQ General Discussion - 505 Go! Official Forums) I thought I would do it again for M19. I’m starting with my ideas (and assorted other ones from the forums and my coalition) and I will update and change them based on everyone’s input here.
Just like last time, please NOTE:
I’m not including commons and uncommons, since those really aren’t meant to be that great anyway.
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.
Luminarch Ascension: Gain 1 shield per turn. 2 gets nutty fast.
Plague Wind: No need for the life loss. Its powerful enough without it. Or keep the life loss, but increase the cost.
Blue Sun’s Zenith: Drop the maximum stored mana to 5. Make it more on par with Day’s Undoing and Behold the Beyond (while still being slightly better)
Summoner’s Pact: Not sure about this one, but it seems really really strong. Maybe up the life loss to make it more punishing but still usable (1.5x powerxtoughness?)
Fraying Omnipotence: Ditch the max of 20. Both players lose half their life, period. Also, allow it to be cast without a full list of targets (creatures on both sides and cards in both hands), just give it a confirmation window instead.
Bone Dragon: Make it 4 or 5 cards to exile instead of 8. 8 is really hard to get consistently without shenanigans, and with those shenanigans there are better options to play.
Palladia-Mors, the Ruiner: NEEDS MORE BEEF. 10/10 for 15 would be much better. 12/12 would be fantastic.
Ajani’s Last Stand: I haven’t heard much about this at all, nor have I seen it played. Tokens should probably be 6/6 instead of 4/4, but I’m not positive. Could be fine as is. Most likely fine as is
Banefire: I like it, but 10 damage never feels like enough for creature removal. Up the stored mana to 12 (or make it X+2 damage). 12 seems to be the best for creature removal/direct damage.
Vivien’s Invocation: This needs to cost more. I’d say make it somewhere in the 21-25 range. That ability in the color of beefy creatures is waaay too good at rare.
Reliquary Tower: This definitely needs a buff. Maybe not ditch the drain, but make it a set amount of mana (say, 10) every turn. Or, keep it the same but have the gem conversion happen after the drain and draw.
Did I miss any? Am I totally off base with these? Did I not go far enough? Comment below!
