Board Thread:Update Suggestions/@comment-30510141-20170620073939/@comment-26822753-20171220141411

Furnace, Hog Rider, Princess and Ebarbs are basically free damage because of how fast they are and how if you don't have an amazing starting hand. What I hate about Hog and eBarbs is how cards like iTower and PEKKA have a hard time stopping them. Princess I like the idea, but all people use her for is tower damage and not as an interesting sniper unit.

RG is slow and everyone these days runs a good card that does high damage, so having this nerf in place should make him stoppable without having to waste your Tornado or Log to prevent him from doing damage. 5.5 is still Cannon Cart range.

Royal Ghost is a 3-cost fast card that can do area damage and isn't targetable by air until you sacrifice a ground troop. Otherwise I'd just MM his face but noooo, you need to spend something big to counter him. And I kinda killed the Knight so that's ruled out.

Some of the nerfs are an attempt to nerf the Log bait meta.

At tourney standard all the clones would have 100HP anyway. Zap/Executioner/any splash that does 100+ damage kills.

That death damage was a bit much but I think the Bomb Tower needs it. Halved Death Damage.

Cannon is a good card, and that buff is literally going to do nothing because air still rekt's it anyway.

Tesla buff is because it has too little health for a 4-cost. Building decay will do the rest.

Barbarians are slightly underused these days. I decided to give people a bit more reason to use them over other support deleters such as Wizard or Executioner.

Golem rework makes the first stage less powerful and gives the Golemites reason to exist. And that change applies to each Golemite.

Hunter is best up close so range nerf helps.

And Waluigi's already too overpowered since he kills everything around him. A bigger hitbox wouldn't help much.