We know the BCP has a watchlist for cards that are under review for banning/nerfing. With the upcoming changes to Ashur Tablets and Emerald Legionnaires announced, but not detailed, I thought I take a few minutes to talk about some cards that I feel are problematic in the game. I'll forego any talk about the upcoming changes. (I don't know what they are and any more talk about those cards at this point is just tilting at windmills.) My Watchlist This probably isn't my full list, but it's what is on my top of mind right now, which means they're important enough to remember that I have problems with them and important enough to think about what we need to do about it. Veil of Darkness A card that Black Chantry must be concerned about because it wasn't even reprinted in Echoes of Gehenna. The effect is powerful, a permanent chance to cancel cards. There may be some problem with the effect, which is never going to be applied evenly. Some decks run more Master ca
Well, that was a lot of decklists and a lot of minutiae. So, we're going to take a step back and review deck variants from a higher level. Some Basic Tenets for Variants Honestly, most of these apply to building decks from scratch too. 1. Understand what the original deck is doing. It may be obvious, but you can't play the original or hope to create a workable variant without first understanding how the deck works. How does it intend to oust? How does it intend to survive being ousted? Breaking down the deck into categories, similar to the way I broke down the variant comparisons will help you gain this understanding if you're struggling to sort it out. Notice how some decks have polyvalent cards and how those cards end up in different categories. That provides flexibility at play time. 2. Understand how you want to alter the original deck. There are many possible ways to create deck variants. Switching groupings, changing clans, V5-