Call me a sore loser here, but having just seen another Kiora Prismatic Array deck going infinite earlier, and recalling how either Oktagon or the guys before (sheesh, I’ve forgotten their name already XD) actually bothered to mass-nerf Cycling cards, I think the following cards also need to be nerfed as well.
Offenders:
1) Prism Array
There is at least one old thread in this very forum complaining about the insane power of this card, and I believe I need to restress that this card is insane. It’s just far too cheap for something that does far too many things, and most damningly, it severely punishes the opposition for DOING something that is basic in the game (matching 4+ gems, including from effects). true, maybe it isn’t too powerful without green and their massive gem-changers, but it’s still just too good. As a comparison, Era of Innovation can also do what Prism Array does (draw 3 cards by doing some action), but Era of Innovation needs a LOT of setup before you can draw 3 with it, whereas with Prism Array, the condition is far, far too easy.
My suggestion is multifold:
A) While it does feel strange to change it this way, the first method I recommend is to nerf it so that the draw+disable ability doesn’t trigger from gem changes, a.k.a, make it so that the ability trigger ONLY from the player matching 4+ gems manually. Like I said, this is strange because then the card that normally Landfalls cannot function like normal Landfalls (unless you later change the Landfall ability to only work from manual swapping, which may or may not be a good idea)
B> Do not let the ability trigger from OPPONENT getting Landfall. This effect that punishes opponent from, again as I said, doing something so basic is among what makes Prism Array broken, turning it into yet another “kill me now or DIE” card.
C) Instead of drawing the 3 cards IMMEDIATELY make that draw 3 happen ONLY at the end of turn. That way, Array can still net you a lot of cards, just not way too easily; As Seasons Past have taught, this kind of immediate drawing/fetching effects in this game when combined with many effects that give a LOT of mana basically is broken.
2) Seasons Past
They did a good job of nerfing it the last time (fetching after gem change instead of before), but with Hour of Promise, Nissa’s Renewal etc etc, this nerf becomes pointless as Seasons Past can fill those cards first, fetch the three cards, then let Renewal/Promise etc fill those three cards (which may include ANOTHER Seasons Past)
Suggested fixes:
A) Given that now we have Exile effects, not to mention a few cards which exile itself after being cast (such as that black Undergrowth spell I forgot the name), what about we have Seasons Past exile itself afer cast so that it can’t infini-fetch itself? Or at the very worst, like Hazoret’s Undying Fury, make it so that Seasons Past cannot re-fetch itself.
B> Like Prism Array, one of the things that make Seasons Past broken is because it fetches the cards as an immediate card effect. Instead, delay the fetching at the end of turn, so that even if Seasons + Hour + Renewal gives infinite mana, the fetched cards ALWAYS start with empty mana, removing infinite combo.
3) Part the Waterveil
To be fair, this card is mostly only broken because of the combo, but the fact that this card can serve as an instant kill in that combo means this card also needs a nerf.
A) Like my suggestion on Array, make it so that you get the Elementals only if you manually get a 5-gem match instead of getting a 5-gem match from Seasons Past etc. This will curb its instant-kill potential.
B> Alternatively, Like many heavy-shield supports of its kind (such as Mirrorpool), make it so that the support immediately self-destructs when you match 5 gems, or at least, lower its shield count (like to 2). With 10 shields, this card can survive waves upon waves of infinite cascades which is among the reasons why it’s busted.
Again, this time I call for the nerfing of these cards because they have actually cared (or been bothered) enough about the power of Cycling deck (which was already Legacy-only when it got nerfed) that they have nerfed its key cards, causing it to be far weaker. (in other words, if they had never nerfed any of the Cycling cards, I probably would just complain about Prism Array and that’s it)
And besides, it’s funny how a deck that the AI just cannot play is nerfed, while the deck that can slaughter a player on TURN 1 from an unlucky cascade is left unaffected.
So please consider. I do admit it’s surprisingly rare to see Kiora Array these days (and I am thankful), but considering that that deck is instant loss for us if we fail to kill it on turn 1 (okay, exaggeration, but I hope you get my gist), the offenders I mentioned needs to be nerfed.