News  /  Strategy  /  Patch notes: September 26th, 2017

Patch notes: September 26th, 2017

Written by Abrakam  |  09/26/2017

As mentioned last Friday, we're applying a small balance patch today. Read on for more!

A new build-order strategy: The Forest Kick

Balance changes

Tree of Everlife

  • Card text now reads:
  • Production - gain 7 life. Give a random creature in your hand +7/+7.

We have made several important changes to Tree of Everlife. Both of its effects have been redesigned into one single powerful Production effect.

"You are immune to damage" has been removed and replaced with +7 life to your orb on Production. This means the opponent will generally have one extra turn to react to the Tree before its ability has any effect on the field. It also means opponents will no longer be completely locked out from finishing out the game with orb damage, provided they can outpace the healing that the Tree now provides.

In addition, its buffing effect now only targets a single creature in hand during Production. Notably, the Tree can now target any creature in hand, not just green creatures. We feel this will prevent players from hoarding all of their 'best creatures' in hand until Tree is played, and make games that involve the card more active in general.

Crystal Flower

  • Faeria cost increased from 3 to 4.

After our first significant change to Crystal Flower, we've continued to observe this powerful Oversky card in play. While we think its power level is at a much more appropriate spot, we feel that it is probably still too difficult for most players to deal with on a general basis. We don't want our players to feel continually oppressed by any one single card, and therefore are confident that increasing the investment required to play this card as soft removal will tip the scales more in favor of the opponent in many situations, yet still maintain Flower's usefulness.

Wood Elemental

  • Decreased from 3/4 to 2/4.

There has been a lot of focus on elementals in general since Oversky's release, and we've decided to tone down Green's specifically. It's no secret that Green, by design, has many of the most powerful land ramp cards in the game, and we feel it's appropriate at this point to bring Wood Elemental down to a level that may be more in line with the other elementals. We've been very happy after the last change to the elementals that Green's has become so popular, but we no longer feel that it needs to so heavily carry land ramping on its back at this point. With only one less attack, it still should see a lot of use in many styles of Green decks.

Bug fixes

  • A bug involving recruitment rewards with the Adventure Pouch in some instances has been fixed

Thanks for reading!

  • The Faeria Team