Balance Nerfs
Triple-A Team Andronikos, Arthropleura and Agamemnon can currently be found in almost every meta Rainbow deck. We’ve found that together, these can be a little overbearing, so we’ve made some small changes to the numbers here to bring them back in line, while still retaining their playability!
Agamemnon
Was:
When played, give this card +90 Power this turn, and give your Greek Mythology cards -40 Power this turn.
Now:
When played, if your deck contains 3 or more Greek Mythology cards, give this card +90 Power this turn, and give your Greek Mythology cards -40 Power this turn.
Arthropleura
Was:
5/33
When played, give all of your Opponent's cards with 34 Base Power or higher -34 Power this turn and next.
Now:
5/44
When played, give all of your Opponent's cards with 45 Base Power or higher -30 Power this turn and next.
Andronikos II Palaiologos
Was:
When played, give your cards in hand +26 Power for 9 turns. When drawn after Round 3, give your cards (even if they're in your deck) -10 Power for the rest of the game.
Now:
When played, give your cards in hand +21 Power for 9 turns. When drawn after Round 3, give your cards (even if they're in your deck) -10 Power for the rest of the game.
Nobody Expects the Spanish Armada
The Spanish Armada is too iconic to not get played in every Riding the Waves deck, and since a new ability type has been created since its release we wanted to make thematic use of it!
Spanish Armada
Was:
2/22
When drawn, give your Riding the Waves cards +26 Power this turn and next.
Now:
5/10
When played, for each Riding the Waves card in your deck, give this card +6 Power permanently.
Let’s Get Mythical…
We’ve had Mythics in the game for a long ol’ time now (Fun fact: the first Mythics were Bigfoot, Kraken and Unicorn, all released on 14th April 2020)!
As a result, some of them have been understandably power-crept out of usage, and some just weren’t good enough to begin with. If you pull a Mythic card, we don’t want you to think “oh… it’s a Gryphon.” So we’ve answered your calls to BUFF GRYPHON, along with nine others.
Area 51
Was:
When played, give your [REDACTED] cards [REDACTED] this turn.
Now:
When played, give your [REDACTED] cards [REDACTED] until played.
Bigfoot
Was:
When played, give your Primates cards +50 Power until played.
Now:
When played, give your Primates cards +55 Power until played.
Chupacabra
Was:
When drawn, give all cards -10 Power until played and give 2 random cards in your opponent's hand an extra -25.
Now:
When drawn, give all cards -10 Power until played and give 3 random cards in your opponent's hand an extra -25.
El Dorado
Was:
10/75
When played on the first turn of a round, gain +5 Energy/Turn for the rest of the round.
Now:
7/75
When played, gain +4 Energy/Turn for three turns.
Grim Reaper
Was:
8/71
Now:
7/71
Gryphon
Was:
When played, give your Mammals and Birds cards +40 Power this turn
Now:
When played, give your Mammals and Birds cards +55 Power until played.
Lightspeed Travel
Was:
7/0
When drawn, if your deck contains 9 or more Science cards, give those cards (even if they're in your deck) +8 Power permanently.
Now:
4/0
When drawn, if your deck contains 9 or more Science cards, give those cards (even if they're in your deck) +10 Power permanently.
The God Particle
Was:
3/38
When played, give your Excellent Elements cards +60 Power this turn.
Now:
5/48
When played, give your Excellent Elements cards +60 Power until played.
The Great Flood
Was:
When returned to your deck, for every 2 Life on Land cards in your deck, give your Oceans and Seas cards (wherever they are) +10 Power for the rest of the round.
Now:
When played, for every 2 Life on Land cards in your deck, give your Oceans and Seas cards (wherever they are) +12 Power for 3 turns.
Tunguska Event
Was:
When played, give all your opponent's cards (wherever they are) -5 Power until played.
Now:
When played, give all your opponent's cards (wherever they are) -7 Power until played.
How to Solve a Problem Like Inflation…
Inflation decks - you either hate them, or you’re playing them. Inflation decks are a very viable strategy and we completely understand why they get played so much in Low and Mid-Energy leagues. However, as they are, they can be a little suffocating, and we want to ensure that if you do come across an inflation deck, you at least get to play some of your cards!
As a result we’ve made some small changes to a few of the key cards found in an inflation deck. In most cases, we’ve simply changed the “until played” ability to last just three turns, and have weakened the effect of Da Vinci, Master Artist.
We’ll be keeping a close eye on these to see how it goes, so watch this space.
Da Vinci, Master Artist
Was:
When drawn Lock one of your opponent's Science cards in hand until the end of the Round. When returned to your deck, give your Science cards +15 Power until played, and increase the Energy cost of your Opponent's cards (even if they're in their deck) by +2 next turn.
Now:
When drawn Lock one of your opponent's Science cards in hand until the end of the Round. When returned to your deck, give your Science cards +15 Power until played, and increase the Energy cost of your Opponent's cards (even if they're in their deck) by +1 next turn.
King Midas
Was:
When drawn, increase the Energy cost of your opponent’s Legendary cards by 3 until played.
Now:
When drawn, increase the Energy cost of your opponent’s Legendary cards by 3 for three turns.
Manticore
Was:
When drawn, increase the Energy cost of your Opponent's Arts & Culture and History cards in hand by 2 until played.
Now:
When drawn, increase the Energy cost of your Opponent's Arts & Culture and History cards in hand by 2 for three turns.
Queen Victoria and Prince Albert
Was:
When drawn, increase the Energy cost of 4 random cards in your Opponent's hand by 1 until played.
Now:
When drawn, increase the Energy cost of 4 random cards in your Opponent's hand by 1 for three turns.
Violette Szabo
Was:
When drawn, increase the Energy cost of two random cards in your Opponent's hand by 2 until played.
Now:
When drawn, increase the Energy cost of two random cards in your Opponent's hand by 2 for three turns.
Balance Nerfs
Triple-A Team Andronikos, Arthropleura and Agamemnon can currently be found in almost every meta Rainbow deck. We’ve found that together, these can be a little overbearing, so we’ve made some small changes to the numbers here to bring them back in line, while still retaining their playability!
Agamemnon
Was:
When played, give this card +90 Power this turn, and give your Greek Mythology cards -40 Power this turn.
Now:
When played, if your deck contains 3 or more Greek Mythology cards, give this card +90 Power this turn, and give your Greek Mythology cards -40 Power this turn.
Arthropleura
Was:
5/33
When played, give all of your Opponent's cards with 34 Base Power or higher -34 Power this turn and next.
Now:
5/44
When played, give all of your Opponent's cards with 45 Base Power or higher -30 Power this turn and next.
Andronikos II Palaiologos
Was:
When played, give your cards in hand +26 Power for 9 turns. When drawn after Round 3, give your cards (even if they're in your deck) -10 Power for the rest of the game.
Now:
When played, give your cards in hand +21 Power for 9 turns. When drawn after Round 3, give your cards (even if they're in your deck) -10 Power for the rest of the game.
Nobody Expects the Spanish Armada
The Spanish Armada is too iconic to not get played in every Riding the Waves deck, and since a new ability type has been created since its release we wanted to make thematic use of it!
Spanish Armada
Was:
2/22
When drawn, give your Riding the Waves cards +26 Power this turn and next.
Now:
5/10
When played, for each Riding the Waves card in your deck, give this card +6 Power permanently.
Let’s Get Mythical…
We’ve had Mythics in the game for a long ol’ time now (Fun fact: the first Mythics were Bigfoot, Kraken and Unicorn, all released on 14th April 2020)!
As a result, some of them have been understandably power-crept out of usage, and some just weren’t good enough to begin with. If you pull a Mythic card, we don’t want you to think “oh… it’s a Gryphon.” So we’ve answered your calls to BUFF GRYPHON, along with nine others.
Area 51
Was:
When played, give your [REDACTED] cards [REDACTED] this turn.
Now:
When played, give your [REDACTED] cards [REDACTED] until played.
Bigfoot
Was:
When played, give your Primates cards +50 Power until played.
Now:
When played, give your Primates cards +55 Power until played.
Chupacabra
Was:
When drawn, give all cards -10 Power until played and give 2 random cards in your opponent's hand an extra -25.
Now:
When drawn, give all cards -10 Power until played and give 3 random cards in your opponent's hand an extra -25.
El Dorado
Was:
10/75
When played on the first turn of a round, gain +5 Energy/Turn for the rest of the round.
Now:
7/75
When played, gain +4 Energy/Turn for three turns.
Grim Reaper
Was:
8/71
Now:
7/71
Gryphon
Was:
When played, give your Mammals and Birds cards +40 Power this turn
Now:
When played, give your Mammals and Birds cards +55 Power until played.
Lightspeed Travel
Was:
7/0
When drawn, if your deck contains 9 or more Science cards, give those cards (even if they're in your deck) +8 Power permanently.
Now:
4/0
When drawn, if your deck contains 9 or more Science cards, give those cards (even if they're in your deck) +10 Power permanently.
The God Particle
Was:
3/38
When played, give your Excellent Elements cards +60 Power this turn.
Now:
5/48
When played, give your Excellent Elements cards +60 Power until played.
The Great Flood
Was:
When returned to your deck, for every 2 Life on Land cards in your deck, give your Oceans and Seas cards (wherever they are) +10 Power for the rest of the round.
Now:
When played, for every 2 Life on Land cards in your deck, give your Oceans and Seas cards (wherever they are) +12 Power for 3 turns.
Tunguska Event
Was:
When played, give all your opponent's cards (wherever they are) -5 Power until played.
Now:
When played, give all your opponent's cards (wherever they are) -7 Power until played.
How to Solve a Problem Like Inflation…
Inflation decks - you either hate them, or you’re playing them. Inflation decks are a very viable strategy and we completely understand why they get played so much in Low and Mid-Energy leagues. However, as they are, they can be a little suffocating, and we want to ensure that if you do come across an inflation deck, you at least get to play some of your cards!
As a result we’ve made some small changes to a few of the key cards found in an inflation deck. In most cases, we’ve simply changed the “until played” ability to last just three turns, and have weakened the effect of Da Vinci, Master Artist.
We’ll be keeping a close eye on these to see how it goes, so watch this space.
Da Vinci, Master Artist
Was:
When drawn Lock one of your opponent's Science cards in hand until the end of the Round. When returned to your deck, give your Science cards +15 Power until played, and increase the Energy cost of your Opponent's cards (even if they're in their deck) by +2 next turn.
Now:
When drawn Lock one of your opponent's Science cards in hand until the end of the Round. When returned to your deck, give your Science cards +15 Power until played, and increase the Energy cost of your Opponent's cards (even if they're in their deck) by +1 next turn.
King Midas
Was:
When drawn, increase the Energy cost of your opponent’s Legendary cards by 3 until played.
Now:
When drawn, increase the Energy cost of your opponent’s Legendary cards by 3 for three turns.
Manticore
Was:
When drawn, increase the Energy cost of your Opponent's Arts & Culture and History cards in hand by 2 until played.
Now:
When drawn, increase the Energy cost of your Opponent's Arts & Culture and History cards in hand by 2 for three turns.
Queen Victoria and Prince Albert
Was:
When drawn, increase the Energy cost of 4 random cards in your Opponent's hand by 1 until played.
Now:
When drawn, increase the Energy cost of 4 random cards in your Opponent's hand by 1 for three turns.
Violette Szabo
Was:
When drawn, increase the Energy cost of two random cards in your Opponent's hand by 2 until played.
Now:
When drawn, increase the Energy cost of two random cards in your Opponent's hand by 2 for three turns.
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