green: taunt, heal, buffs, strong stats, fast land growth, last words, growth with # of forests
- weakness: slow~ lack of movement tricks, lack of removal
blue: draw, jump, aquatic, faeria ramp, transform, land tricks, growth with harvest from enemy well
- weakness: weaker bodies, weak to aoe, lack of hard removal
red: ranged, angry (higher attack > def), direct damage, aoe dmg, combat, faeria cost reduction, growth with # of deaths
- weakness: no hard removal, healing (vs burn)
yellow: haste, flying, sacrifice, free faeria, hard removal, god-attacking buffs, deathtouch, drain stats, movement tricks, growth with # of events
- weakness: weak bodies, weak to taunt/aoe
But I’m seeing too much mixing of the themes. for example, blue is supposed to have weaker bodies for the higher mobility it has early on (aquatic and jump). but now it can failed experiment its weak bodies (lore thief, aurora, prophet) or transform it with mirror phantasm, and it can buff its creatures +2/+2 with trainer, +2/0 mystic beast and +2/+2 archon +1/+1 commander, +6/+6 aurora. These buffs aren’t transforms. no more weakness
same with red, it now has +3/+3 gift, +1/+1 axe grinder, and can trade even with green because of its buffs and spell damage.
who has the better buffs now? probably blue with trainers and aurora.
this is coming from a player that played season 1, then took a long break until full release. When i come back, there was a loss in color theme identity. Blue lost its protection theme, red basically lost ranged theme, green lost a lot of turtling potential without old shrine and old avenger.
I don’t think you should be mixing the color themes. Why? because that was the fun of mixing colors in decks. Green is slow without movement, you don’t give it teleport in green, you let the player mix in blue land tricks or yellow movement tricks. Blue has weak bodies, mix in green. Red has no hard removal, mix in yellow. Now you introduce rock that is sharp enough to cut paper. I enjoyed the RPS aspect, because thats why you looked to mix colors to shore up your weaknesses.
For the expansion, i’d like to see cards that focus on the colors themes, not new cards like trainer that confuse the themes. if you want to give colors a way to cover their weakness, you put it in neutral. horsemaster for movement in green. falcon dive for removal in blue. these are weaker versions than counterparts in colored factions, but they are available to all colors and still keep integrity of color themes