CommentStreams:1056450b217fbca35cd7b6e3673d018c

I agree about the Vandal set, etc. If it was overpowered, I expected that eventually a new level would be added where players would really need that sort of power to advance. Instead they reduced the power - so why did we bother trying to get that or the other cards with Allied Strike?

I went to a great deal of trouble getting Lizard Priest, High Priestess, and Vandal Queen and powering them up so that I could use them in Journey to gain Titan Souls - and now their worth has dropped considerably and my ability to get Titan Souls is much diminished. The reductions to the strength of the spells for Chain Lightning, Fire Ball, and Ignition also makes uses like this much more difficult - and also makes it far more difficult to speedily go through Duels without requiring as many refreshes.

In fairness to the developers, both Fear Blow and Backstab are stronger now - though it seems that Backstab now only activates when there is a card directly opposite it. Specifically, they now do damage as a percentage of the opposing card's base HP instead of the remaining HP, though the actual percentage is now marginally lower for Fear Blow. Also, Enchanting Song now reduces an opposing card's damage by 30% instead of 20%, which makes it considerably more useful. It always seemed rather weak to me before. I think the Heal spell might be a little stronger now too. So some of the artifacts do seem to have been made better.

Also in fairness to the developers, Allied Strike now operates every turn instead of just once. Unfortunately all the cards with Allied Strike are already heavy on AT and low on HP, so they won't last as long as they used to when one could be fairly sure of receiving no damage the first time they were played. That might not make much difference in a 3 card duel against a strong opponent and the new attack may even be overall stronger in a boss fight, but in a 7 card duel they are now decidedly weaker.