##Lord of Terror
Changed to the following design:
Lord of Terror - 6 Faeria, 3 Mountains
Whenever your opponent is dealt damage, gain that much Attack.
Lord of Terror was designed to create a deckbuilding archetype that encouraged players to deal small amounts of damage to their own creature. We had a lot of fun in the office building decks around Lord of Terror, Possessed Ursus or both. Unfortunately the reward Lord of Terror gave you was not much fun for the opponent to deal with. Combat burn is one thing, but self-inflicted burn going right to your opponent’s face is another. Combine that with a giant taunt wall and you’ve got a recipe for frustration. We plan to revisit Lord of Terror’s trigger in the future, but to provide a less frustrating payoff along with it. The new Lord of Terror also synergizes with red many damaging options in an interesting way.
However, Lord of Terror burn decks were an important predator in the competitive metagame. Several decks based around blue’s economic engine proved to be meta-crushing with no Lord of Terror to prey on them. This is why we also adjusted blue’s economic engine.
Cost increased from 0 faeria to 1 faeria. Now reduces the cost of your next creature by 4 faeria.
Blue’s economic engine was a bit out of control. It was reducing our design space for future cards and putting huge burdens on the metagame by enabling non-interactive combos. Our biggest concern was that it made Lore Thief completely free. This drastically increased the consistency of non-interactive combo decks.
We like how Failed Experiment combines with Stormspawn, and don’t view a 2 card combination to generate +3 faeria as inherently broken. In fact, green gets a similar option with more cardflow and less card disadvantage via Feed the Forest. Raising Failed Experiment to a 4 cost reduction maintains its role as a powerhouse with more expensive Gift and Last Words targets, while making it a weaker option for creatures that cost 3 faeria or less. This preserves what we like about the card while also opening up more design space for cheaper creatures.
Reduced to 3/3.
Stormspawn is an unusual card. Once you have 10 faeria, it’s effectively free. A free 4/5 is absolutely insane. The only reason Stormspawn went unplayed for so long was that it can instantly lose you the game against blue decks due to the lost value when your opponent transforms your Stormspawn instead of killing it. Against other decks the card was a nightmare. Failed Experiment’s powerful combo with Stormspawn suddenly meant that you could afford to run the creature without risking much against blue decks, since you could save it for the combo. This gave blue decks a huge and annoying edge, and made the non-interactive combo decks running it a lot more resilient. Reducing it to 3/3 will reduce the swingy nature of color-based matchups involving Stormspawn.
Now gives +12 faeria instead of +13 faeria.
When it comes to economic balance, Faeria generally follows a simple system. You can get a +2 faeria gain for a minor drawback, or a +3 faeria gain for a major drawback. Soul Pact gives you a +2 faeria gain for the minor cost of 2 life. Feed the Forest gives you a +3 faeria gain if you assemble a combo with Living Willow or a similar combo piece. Windfall was balanced at a time when saving up 10 faeria was a significant drawback. We’ve since boosted the economy available to every color. Getting to 10 faeria is a lot easier now, so a +3 faeria gain is no longer appropriate. We’ve reduced Windfall’s faeria gain accordingly.
Cost increased from 4 faeria to 9 faeria.
Ding-dong, the witch is dead. Doomsday was created as a daring comeback option you could hit to reset the game for a heavy cost. We’ve seen some wonderful moments where a Doomsday shook the world. Unfortunately, due to its low faeria cost, skilled players felt the obligation to play around the card at all times. This drastically slowed their games and created poor play experiences. Meanwhile its low cost also enabled many absurd combo decks that used the card to wipe away all resistance before a kill. Increasing Doomsday to 9 faeria means players can still theoretically use it fairly for a comeback. However, it will be much less prevalent in top tier decks and will slow down the combos seeking to abuse it.