Feeling treasure cards have too much RNG and impact in Pandora

Ring of Dominion - Yeah, I agree with you. At a cost of 0, that is insane. I really feel like in Faeria, if your opponent has a land right next to your orb, or in attacking distance, it's basically game over. It's not always game over, but it really is rough. Here are a few ideas I have:

If kept at 0 cost:

  • Transform a Praire instead of any land. (allows you or your opponent to possibly prepare for this treasure by only placing special lands around your orb. There is a better chance that the person using this won't be able to place right next to the orb.
  • Transform a land into a random land. (This gives the user only a 25% chance of getting the land they need, and a 75% chance that it is a land they can't place on. More of less just slows the opponent's tempo).
  • Add the effect, "your Faeria is reduced to 0 after using this card" (This means the user wouldn't be able to play any thing afterward. This would give the other player a chance to possibly block it by moving something on it.

Or, just increase the cost of Faeria to something that is significantly higher, such as 4 or 5. This would make it more difficult for the user to steal a land and then place something on it right away.

Magda's Rose - Yeah it costs 9...but a Mind Control effect in Faeria is still too strong if you ask me, I think this one should be reserved for Fugoro.

Crystal Dragon - Should cost at least 4.

Earthshaker - Swing potential is possibly higher here than any other treasure card, however it's Faeria cost is already high enough, I think starting it at 3/3 and giving +1+1 for each enemy killed would be enough (same overall stats for killing 1 creature with the effect but reduced for every one thereafter).

Doom Scythe - Kill your enemies creature and summon one in its place with a high attack value for only 5 faeria? Sign me up, very strong card. Reduce Faeria cost to 3 or 4 and remove the summoned minion altogether is how I'd change it.

Wheel of Chaos - Choice of gain 7 life is balanced. Destroying 2 enemy lands might be a little much, but land requirements usually aren't as big a hindrance in Pandora. Destroy an enemy creature with 5 or less attack for 2 Faeria, I've won entire matches in Pandora from that effect, 4 or less attack would limit it a bit more for the cheap cost of 2 Faeria.

Aurora's Teapot - Reconsidered this one, it definitely has game winning potential, but the cost and risk of getting it when your board is empty (rendering it useless) balances it out imo.

Secret of Strength - I don't know if I'd call this too strong, but charge 3 AND +4+4 are HUGE buffs. You can take a strong land minion and make it massive and capable of moving halfway across the map each turn in 1 move. Reduce to charge 2, maybe reduce to +3+3 (but in that case reduce the faeria cost to 3 as well). Finally for the treasure card I think is possibly the best / biggest swing potential in the game:

Flame Burst Ruby - 1 Faeria for a 3 damage AoE attack is INSANE. Yes, there is a slight drawback in that it damages you and your creatures as well, but as you're the one playing it, you hopefully won't devastate your own creatures while hardly phasing the opponents. I've seen the 3 damage go to orb for the killing blow, I've seen 4-5 creatures killed off simultaneously with this card, and all for 1 Faeria. Can't see a good way to balance it, cheap AoE is just too strong in this kind of game. It should either be slightly strengthened in damage but reduce the area (to something like bottled lightning) or just completely change the theme of the card to something other than cheap AoE damage. permalinkembedsaveparentreportgive gold

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