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A few ideas about buffing/changing Celarus Patron cards

TheDarkRuler
TheDarkRuler
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I played a bit of Tales of Tribute and while i enjoy the card game alot I still feel that some decks are vastly superior towards others resulting in some cards being dead-draws that no one really wants and some would like to get as many of another card (e.g. Arsenal, Rally, ...). The Psijic cards are by far the kind of deck that has the least impactful combos within itself. It has some good cards that are good on its own but those cards lack the impact of late-game card combos of other colours.

Loremaster Celarus
Scrying Globe: Definitely the best cards of Celarus since it is cheap, gives gold and manages your deck even if you dont have many other blue cards. No changes.

Time Mastery: Currently providing no real game-changer upon played as it only removes tavern cards and arranging the top of your deck. I'd suggest a Combo 3 effect that allows the player to draw 1 card.

Prescience: Gold is nice as well as arranging the tavern. But compared to other 4-drops it is extremely inferior. I would like to add a unique effect: If this card is being tossed into your cooldown pile from your deck, add it to your hand instead.

Psijic's Insight: Similar to Time Mastery but 2 coins more expensive is making this card almost useless. I'd give it 1 power upon being cast, 2 power upon combo 2 and 1 more power on combo 3 to make it serve a power role.

Dreaming Cave: One of the strongest cards since it replaces itself. I'd add a combo 3 effect that gives further 3 power to give Psijic a late game bomb.

Psijic Apprentice: You can arrange your cards for the next draw but that is sadly all there is to it. I'd like to add a unique effect on a long combo. Combo 4: Add one card tossed into your cooldown pile this turn back to your hand.

Also Psijic's card cost is capped at 6 with the Apprentice and the Dreaming Cave while other card sets do have high-impact cards like Hlaalu Kinsman, Banneret and others.

I feel like Psijic should get a 9-10 cost card itself too that can close the game eventually. This is what i came up with.
Divining the Future (9 coins): Toss—Look at the next 4 cards of your play deck. Choose up to 6 of those cards to move to your cooldown pile.
Combo 2: Add 2 Power
Combo 3: Add 3 Power
Combo 5: Target up to two cards tossed into your cooldown pile from your deck this turn. Return them to your hand.

Please let me know what you think of it. :)
  • Tuonra2
    Tuonra2
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    Fun ideas, while fundamentally I don't think every deck needs a self-contained win condition, your idea for prescience is inspired! Scrap the rest tho imo.
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