Upcoming Balance Changes With Rise to Power

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Hello SolForge community!

In lieu of our weekly community content I’d like to talk to you a bit about the upcoming balance changes coming with Raiders Unchained: Rise to Power. I’ll be going through and detailing a little bit of the philosophy behind each change so that you can get a little insight into how we approach these changes. So, without further ado, let’s get started!



Dino Knight (Bron, Wild Tamer)

  • Before: 7/7, 12/12, 18/18
  • After: 8/8, 12/12, 18/18

Bron is a card that has fallen a bit short since we adjusted level 1 creature stats about a year ago. He is a key piece in making Dinosaurs a more competitive deck, so we decided to give him a slight nudge up in power level.


Iniog, Carrion Demon

  • Before: 0/3, 12/5, 24/10
  • After: 0/3, 12/7 and Mobility 1, 20/13

Iniog has always been one of my favorite cards since it was designed. I remember specifically in set development wanting to make this card powerful because of how unique and flavorful the card is. However, a big creature with a lot of regenerate, especially one that can end up level 3 early, is the type of card that we have hesitation to push hard on. I think enough time has passed at this point, that it is pretty clear that we shot very low on this card and it could use some love. We don’t see this affecting top tier constructed but hopefully those of you out there who like to try fun stuff can feel a bit better playing Iniog.


Uriel Ironwing

  • Before: 4/7, 8/11, 13/17
  • After: 6/8, 8/11, 13/17

Uriel’s level one was just too little to keep up with the creatures that a shrink player is trying to combat. These new level 1 stats should make her more competitive and pair nicely with her new Grimgaunt friend from the 7.3 release.


Brightsteel Gargoyle

  • Before: 5/5, 10/10, 16/16
  • After: 6/6, 10/10, 16/16

Gargoyle is an old and beloved card that we felt just needed a small bump up to maybe see some occasional play in decks.



Indomitable Fiend

  • Before: “…if it wasn’t Forged, it gets +6…”
  • After: “…if it wasn’t Forged, it gets +5…”

The Fiend was often a bit too oppressive of a swing when players would level up and spawn one with Immortal Echoes. We thought it was time to take a very small amount of power off of the card, especially with Cercee’s Call being released. However, we will be keeping an eye on it going forward. We like what that this card allows players to try to win games in a much different way, with fewer creatures in their deck.




  • Before:
    • Destroy an enemy level 2 or lower creature with Poison.
    • Destroy an enemy creature with Poison.
    • Destroy two enemy creatures with Poison.
  • After:
    • Double the Poison on an enemy creature.
    • Double the Poison on each enemy creature.
    • Free. Double the Poison on each enemy creature.

This change might strike some as odd, since Dissolve is not perceived as the most oppressive part of the Poison strategy. Our problem with Dissolve is that it relieves too much of the natural strategic counter play to the Poison mechanic. It should be a red flag when Poison is a very commonly played deck and somehow a card like Alyssa is not showing up to counter it hard. We think that Dissolve’s sidestepping nature is much to blame for this.


Venomous Netherscale

  • Before:
    • At the end of each turn, double the Poison on each enemy creature.
    • At the end of each turn, double the Poison on each enemy creature.
    • Forge: Each enemy creature gets Poison 1. At the end of each turn, double the Poison on each enemy creature.
  • After:
    • Forge: Double the Poison on each enemy creature.
    • Forge: Double the Poison on each enemy creature.
    • Forge: Double the Poison on each enemy creature and the enemy player.

Again, this change is more about containing the design goal of Poison. When a card like Venomous Netherscale allows you to kill giant level 3 creatures with little effort, all the while creating a board where Venomdrinker gets +30/+30, we have a problem. These few changes against the Poison deck are not intended to kill the strategy altogether. We will continue to keep an eye on the archetype and consider future small changes.

One of the biggest risks with changes to cards in this manner is that to some players the changes will seem not enough and to others it will feel like we arbitrarily picked on their favorite strategy. We are currently of the mind that going forward, we will make small rounds of changes when we feel it is necessary. With that said, please let us know what you think of the new cards, the balance changes and the metagame going forward so we can best work with you to make the game as fun as possible.

I hope that provided you all with a little bit of insight into the balance changes, and as a reminder, these changes will go live with the release of Raiders Unchained: Rise to Power. Until next time!

- SBE Gary Arant

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  1. DraftSilver

    My oppinion about those changes:


    Even buffing it the real problem with it now is not self healing.

    Still a for fun card. Stats arent good yet. And Level 1 still crap.

    Great buff. Now this card maybe could see some play.

    Brightsteel Gargoyle
    Mobility 1 in Level 2 and 3 is really bad. This card was great in the past because of Mobility 2 and 3. But the new stats are acceptable. The problem is the really fast metagame making him not so good since he will lose a chance to attack in half of turns.

    Indomitable Fiend
    For me he could be keeped in +6/+6, but change his ability to …, if it wasn’t Forged, … to … if it wasn’t Forged and is Rank 3 or more, … this way would slow down the 1 creature deck.

    Was a Tier 1 card now is a joke. A for fun card. Was used more to destroy blockers and bosses. Now this card is almost useless. Players should use Spiritcleave and Death Current instead of it in Poison Decks.

    Venomous Netherscale
    Alot of Poison decks dont use it. He is useless now. Only his Level 3 could be ok if you have Hive Empress, Killer Bee and other poison to the player cards.

    Fiend decks are not so popular. Poison decks dont need Netherscale and Dissolve. The Buffed cards are not so much popular and the new grimgaunt is crap then i think those changes will be almost useless.

  2. Thalia

    Taking away Dissolve wrecks one of the safeties in poison. Poison can be swingy, dissolve is always nice to have in decks in case. Now it’s useless, especially with the buff to Venemous Netherscale. Spend a card to double the poison on a single creature? Seems meh to me.
    Once Deckbuilder is fixed and I can switch between decks at whim, I look forward to experimenting with it to see if it still is viable or not. Until then I’ll just watch.

  3. SpringDryad

    Most of these changes were so cautious (you could have been more generous with all the buffs).

    Except the nerfs to the two Poison cards which were like a sledgehammer (but quite reasonable, all the same. Poison will still be a strong deck).

  4. soda_quasar

    I think Leyline Vermin should be nerfed. Try comparing it with other Leylines. pfft.
    Its way too good and far easier to trigger. ( Other Leylines depends on your opponent actions. Leyline Vermin depends on you own play. i.e you can plan to cast poison so that your opponent creature dies on their turn and there is very little you opponent can do to prevent the trigger for Leyline Vermin.)

  5. Callisto24

    Thank you VERY much for the explanations!

    I love the Uriel buff. She is so fun but was so unplayable previously.
    Appreciate the Gargoyle slight buff, but I agree, it needs to have at least mobility 2 at level 3 to be playable. It was the mobility 3 that really made it shine.

    Poison was certainly bushwhacked. But again, the explanation as to why is helpful. I do however feel that completely changing the nature of Dissolve was unncessary. Also… did you guys not notice that the entire prior month’s ranked was dominated by the 36 card AT deck with 3x Alyssa?

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