Maybe some of you should consider some more criterion to judge cards. Let’s discuss of the weaknesses of these “OP” cards.
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Aurora : it requires 2 lakes and 4 faeria : for one more than the piper you can buff up to 5/5, but it has little downsides : you can’t buff big units, it she can’t buff herself. Which means that you can only use it if you have another unit, therefore her cost isn’t that low. A strong card, though.
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Garudan : it surely is overwhelmingly powerful against blue or yellow, as most of their creatures commonly played have 3 health or less. As red rarely plays so expensive cards, it can be foreseen, but it doesn’t mean you can shield yourself from it, which is a real problem. As waiting to reach 10 faeria is no longer as punitive as it used to be, it might be too strong as you get a firestorm, which is often welcome, an a 6/6 charge 2 flying body. The fact that it can be played alone in mono-blue or mono-green, however, hints us of a problem. Before, I’d have said it was a strong, but a deserved reward for having reached 10 faeria, but with the recent windfall nerf I think it might be too rewarding. Maybe unable him to gather faeria, as the dune drake ?
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Krogg is a joke. Really. But with the windfall and stormspawn nerf buffing him might make purple bargain viable again.
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oradrim monk is good as it is : for 3 and a condition (your land is near enough, no taunt) you get a card drawn and a 2/1 body (and 2 damage to the opponent). It is strong if it stays alive, but it rarely happens with 1 life. No need to nerf it.
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triton banquet is nice as it allows easy mobility and a slight buff in otherwise slow decks. Seems decent.
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frogify : it might seem strong to newcomers, just as last nightmares, but you usually don’t take into consideration 2 things : first, as long as your opponent doesn’t land big threat, it is a dead card. And dead card are a real obstacle to your victory. Drawing a frogify instead of a shifting tides has cost me many games. It means that you won’t have 4 cards in hand, but 3 + 1. And running 3 frogify might seem strong, but it is more often than not an handicap. Second, it doesn’t make the unit disappear, and it gives it jump. Which mean that it won’t save your 1/2 life units, but it also means that is becomes an efficient harvester and a potential target for aurora or elderwood embrace, which is not really what you want. For these reasons, frogify is balanced, or more accurately can’t be nerfed.
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Last nightmare : Same as above, and as it doesn’t leave any creature it costs 2 more. It means that it can’t be played at any turn, and therefore it seems fairly priced for a most of the time dead card.
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Soul eater : it takes a long time fot it to reach such stats, but for a 6 land bicolor card, seems fair as it gives GY sacrifice a winning condition (as most champions) where it most often lacks card advantage. It can be even more easily dealt with now, with voice of truth (it’s only a 1/1, remember). The time (and land investment) it takes to be efficient make it fair-priced.
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Ruunin : Too much tempo loss, and you can only play it every other turn. Becomes strong in the long run, but too slow, and useless against blue (clearly explained here : Ruunin the Relentless buff?)